X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fsynchro_1.c;h=3a469fdfcdb1f4a44d2cc811429aafd0703c779f;hb=7c0b78ef65acbe880d7f905a5e38fb7bdac8f007;hp=058c79e3caedb4ebd3e7d40768d1bc0025300f9a;hpb=d14ff3d04c44d90b4dc151fd7774946e20da0152;p=rocksndiamonds.git diff --git a/src/game_em/synchro_1.c b/src/game_em/synchro_1.c index 058c79e3..3a469fdf 100644 --- a/src/game_em/synchro_1.c +++ b/src/game_em/synchro_1.c @@ -5,12 +5,17 @@ * 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); @@ -23,6 +28,8 @@ void synchro_1(void) 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++) @@ -289,7 +296,9 @@ static void kill_player(struct PLAYER *ply) 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; @@ -303,7 +312,9 @@ static void kill_player(struct PLAYER *ply) 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; } @@ -320,7 +331,9 @@ static void kill_player(struct PLAYER *ply) 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; @@ -334,7 +347,9 @@ static void kill_player(struct PLAYER *ply) 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; } @@ -351,7 +366,9 @@ static void kill_player(struct PLAYER *ply) 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; @@ -365,7 +382,9 @@ static void kill_player(struct PLAYER *ply) 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; } @@ -382,7 +401,9 @@ static void kill_player(struct PLAYER *ply) 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; @@ -396,7 +417,9 @@ static void kill_player(struct PLAYER *ply) 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; } @@ -406,17 +429,22 @@ static void kill_player(struct PLAYER *ply) case Xexit_1: case Xexit_2: case Xexit_3: + 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: @@ -444,6 +472,8 @@ static void check_player(struct PLAYER *ply) 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, @@ -535,6 +565,44 @@ static void check_player(struct PLAYER *ply) } #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; @@ -560,7 +628,7 @@ static void check_player(struct PLAYER *ply) 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 */ @@ -584,6 +652,10 @@ static void check_player(struct PLAYER *ply) 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 */ @@ -635,7 +707,7 @@ static boolean player_digfield(struct PLAYER *ply, int dx, int dy) ply->y = y; break; -#if 1 +#if USE_CHANGED_ACID_STUFF case Xacid_1: case Xacid_2: case Xacid_3: @@ -644,12 +716,12 @@ static boolean player_digfield(struct PLAYER *ply, int dx, int dy) 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_element_sound(x, y, SAMPLE_acid, Xacid_1); +#endif case Xboom_android: case Xboom_1: @@ -669,7 +741,8 @@ static boolean player_digfield(struct PLAYER *ply, int dx, int dy) 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: @@ -1193,7 +1266,10 @@ static boolean player_digfield(struct PLAYER *ply, int dx, int dy) case Xexit_1: case Xexit_2: case Xexit_3: +#if 0 + /* !!! already played in kill_player !!! */ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1); +#endif lev.home--;