/* first part of synchro. * * game logic for players. * * large switch statement for tiles the player interacts with. */ #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); static boolean player_killed(struct PLAYER *); void synchro_1(void) { #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) kill_player(&ply1); 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.oldx = ply2.x; ply2.oldy = ply2.y; ply2.anim = SPR_still; if (RandomEM & 256) { if (ply1.alive) check_player(&ply1); if (ply2.alive) check_player(&ply2); } else { if (ply2.alive) check_player(&ply2); if (ply1.alive) check_player(&ply1); } if (ply1.alive) { if (Cave[ply1.oldy][ply1.oldx] == Zplayer) { Cave[ply1.oldy][ply1.oldx] = Xblank; Next[ply1.oldy][ply1.oldx] = Xblank; } if (Cave[ply1.y][ply1.x] == Xblank) { Cave[ply1.y][ply1.x] = Zplayer; Next[ply1.y][ply1.x] = Zplayer; } } if (ply2.alive) { if (Cave[ply2.oldy][ply2.oldx] == Zplayer) { Cave[ply2.oldy][ply2.oldx] = Xblank; Next[ply2.oldy][ply2.oldx] = Xblank; } if (Cave[ply2.y][ply2.x] == Xblank) { Cave[ply2.y][ply2.x] = Zplayer; Next[ply2.y][ply2.x] = Zplayer; } } #endif } static boolean player_killed(struct PLAYER *ply) { 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 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 Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: case Xbug_gos: case Xbug_gow: case Xtank_n: case Xtank_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: case Xtank_gos: case Xtank_gow: return TRUE; } switch(Cave[y][x+1]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: case Xbug_gos: case Xbug_gow: case Xtank_n: case Xtank_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: case Xtank_gos: case Xtank_gow: return TRUE; } switch(Cave[y+1][x]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: case Xbug_gos: case Xbug_gow: case Xtank_n: case Xtank_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: case Xtank_gos: case Xtank_gow: return TRUE; } switch(Cave[y][x-1]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: case Xbug_gos: case Xbug_gow: case Xtank_n: case Xtank_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: case Xtank_gos: case Xtank_gow: return TRUE; } switch(Cave[y][x]) { case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: case Zplayer: case Xdynamite_1: case Xdynamite_2: case Xdynamite_3: case Xdynamite_4: #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 TRUE; } static void kill_player(struct PLAYER *ply) { int x = ply->x; int y = ply->y; ply->alive = 0; switch(Cave[y-1][x]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: 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_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: 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; } switch(Cave[y][x+1]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: 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_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: 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; } switch(Cave[y+1][x]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: 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_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: 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; } switch(Cave[y][x-1]) { case Xbug_n: case Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: 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_e: case Xtank_s: case Xtank_w: case Xtank_gon: case Xtank_goe: 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; } switch(Cave[y][x]) { 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 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 check_player(struct PLAYER *ply) { 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) /* north */ { 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 { if (ply->joy_w) /* west */ { 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; if (ply->joy_drop) { if (++ply->dynamite_cnt == 5 && ply->dynamite) { Cave[y][x] = Xdynamite_1; play_element_sound(x, y, SAMPLE_dynamite, Xdynamite_1); ply->dynamite--; } } else { ply->dynamite_cnt = 0; } 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->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 (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]; switch(Cave[y][x]) { /* fire is released */ case Xblank: case Yacid_splash_eB: 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 Xbug_e: case Xbug_s: case Xbug_w: case Xbug_gon: case Xbug_goe: case Xbug_gos: case Xbug_gow: case Xtank_n: case Xtank_e: case Xtank_s: case Xtank_w: case Xtank_gon: 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_4: case Xacid_5: case Xacid_6: case Xacid_7: case Xacid_8: #endif ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xgrass: Cave[y][x] = (dy ? (dy < 0 ? Ygrass_nB : Ygrass_sB) : (dx > 0 ? Ygrass_eB : Ygrass_wB)); Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_dirt, Xgrass); ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xdirt: Cave[y][x] = (dy ? (dy < 0 ? Ydirt_nB : Ydirt_sB) : (dx > 0 ? Ydirt_eB : Ydirt_wB)); Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_dirt, Xdirt); ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xdiamond: case Xdiamond_pause: Cave[y][x] = Ydiamond_eat; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.diamond_score; lev.required = lev.required < 3 ? 0 : lev.required - 3; ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xemerald: case Xemerald_pause: Cave[y][x] = Yemerald_eat; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.emerald_score; lev.required = lev.required < 1 ? 0 : lev.required - 1; ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xdynamite: Cave[y][x] = Ydynamite_eat; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.dynamite_score; ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1; ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; 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: Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.key_score; ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xlenses: Cave[y][x] = Ylenses_eat; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.lenses_score; lev.lenses_cnt = lev.lenses_time; ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xmagnify: Cave[y][x] = Ymagnify_eat; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.magnify_score; lev.magnify_cnt = lev.magnify_time; ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; case Xstone: if (dy) break; switch(Cave[y][x+dx]) { 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+dx+1] == 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_element_sound(x, y, SAMPLE_acid, Xacid_1); goto stone_walk; case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: Cave[y][x+dx] = dx > 0 ? Ystone_e : Ystone_w; Next[y][x+dx] = Xstone_pause; stone_walk: Cave[y][x] = dx > 0 ? Ystone_eB : Ystone_wB; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_roll, Xstone); ply->x = x; } ply->anim = SPR_push + anim; break; case Xbomb: if (dy) break; switch(Cave[y][x+dx]) { 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+dx+1] == 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_element_sound(x, y, SAMPLE_acid, Xacid_1); goto bomb_walk; case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: Cave[y][x+dx] = dx > 0 ? Ybomb_e : Ybomb_w; Next[y][x+dx] = Xbomb_pause; bomb_walk: Cave[y][x] = dx > 0 ? Ybomb_eB : Ybomb_wB; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_roll, Xbomb); ply->x = x; } ply->anim = SPR_push + anim; break; case Xnut: if (dy) break; switch(Cave[y][x+dx]) { 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+dx+1] == 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_element_sound(x, y, SAMPLE_acid, Xacid_1); goto nut_walk; case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: Cave[y][x+dx] = dx > 0 ? Ynut_e : Ynut_w; Next[y][x+dx] = Xnut_pause; nut_walk: Cave[y][x] = dx > 0 ? Ynut_eB : Ynut_wB; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_roll, Xnut); ply->x = x; } ply->anim = SPR_push + anim; break; case Xspring: if (dy) break; switch(Cave[y][x+dx]) { case Xalien: case Xalien_pause: Cave[y][x] = dx > 0 ? Yspring_kill_eB : Yspring_kill_wB; 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_element_sound(x, y, SAMPLE_slurp, Xalien); lev.score += lev.slurp_score; ply->x = x; break; 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+dx+1] == 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_element_sound(x, y, SAMPLE_acid, Xacid_1); goto spring_walk; case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: Cave[y][x+dx] = dx > 0 ? Yspring_e : Yspring_w; Next[y][x+dx] = dx > 0 ? Xspring_e : Xspring_w; spring_walk: Cave[y][x] = dx > 0 ? Yspring_eB : Yspring_wB; Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_roll, Xspring); ply->x = x; } ply->anim = SPR_push + anim; break; case Xspring_pause: case Xstone_pause: case Xbomb_pause: case Xnut_pause: case Xsand_stonein_1: case Xsand_stonein_2: case Xsand_stonein_3: case Xsand_stonein_4: if (dy) break; ply->anim = SPR_push + anim; break; case Xballoon: switch(Cave[y+dy][x+dx]) { 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+dy-1][x+dx+1] == 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_element_sound(x, y, SAMPLE_acid, Xacid_1); goto balloon_walk; case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: Cave[y+dy][x+dx] = (dy ? (dy < 0 ? Yballoon_n : Yballoon_s) : (dx > 0 ? Yballoon_e : Yballoon_w)); Next[y+dy][x+dx] = Xballoon; balloon_walk: Cave[y][x] = (dy ? (dy < 0 ? Yballoon_nB : Yballoon_sB) : (dx > 0 ? Yballoon_eB : Yballoon_wB)); Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_push, Xballoon); ply->x = x; ply->y = y; } ply->anim = SPR_push + anim; break; case Xandroid: case Xandroid_1_n: case Xandroid_2_n: case Xandroid_1_e: case Xandroid_2_e: case Xandroid_1_s: case Xandroid_2_s: case Xandroid_1_w: case Xandroid_2_w: switch(Cave[y+dy][x+dx]) { 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+dy-1][x+dx+1] == 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_element_sound(x, y, SAMPLE_acid, Xacid_1); goto android_walk; case Xblank: case Yacid_splash_eB: case Yacid_splash_wB: Cave[y+dy][x+dx] = (dy ? (dy < 0 ? Yandroid_n : Yandroid_s) : (dx > 0 ? Yandroid_e : Yandroid_w)); Next[y+dy][x+dx] = (dy ? (dy < 0 ? Xandroid_2_n : Xandroid_2_s) : (dx > 0 ? Xandroid_2_e : Xandroid_2_w)); android_walk: Cave[y][x] = (dy ? (dy < 0 ? Yandroid_nB : Yandroid_sB) : (dx > 0 ? Yandroid_eB : Yandroid_wB)); Next[y][x] = Zplayer; play_element_sound(x, y, SAMPLE_push, Xandroid); ply->x = x; ply->y = y; } ply->anim = SPR_push + anim; break; case Xdoor_1: case Xfake_door_1: if (ply->keys & 0x01) goto door_walk; else break; case Xdoor_2: case Xfake_door_2: if (ply->keys & 0x02) goto door_walk; else break; case Xdoor_3: case Xfake_door_3: if (ply->keys & 0x04) goto door_walk; else break; case Xdoor_4: case Xfake_door_4: if (ply->keys & 0x08) goto door_walk; else break; case Xdoor_5: case Xfake_door_5: if (ply->keys & 0x10) goto door_walk; else break; case Xdoor_6: case Xfake_door_6: if (ply->keys & 0x20) goto door_walk; else break; case Xdoor_7: case Xfake_door_7: if (ply->keys & 0x40) goto door_walk; else break; case Xdoor_8: case Xfake_door_8: if (ply->keys & 0x80) goto door_walk; else break; door_walk: if (!tab_blank[Cave[y+dy][x+dx]]) break; Cave[y+dy][x+dx] = Zplayer; Next[y+dy][x+dx] = Zplayer; play_element_sound(x, y, SAMPLE_door, element); ply->anim = SPR_walk + anim; ply->x = x + dx; ply->y = y + dy; break; case Xwheel: play_element_sound(x, y, SAMPLE_press, element); lev.wheel_cnt = lev.wheel_time; lev.wheel_x = x; lev.wheel_y = y; break; case Xwind_n: lev.wind_direction = 0; goto wind_walk; case Xwind_e: lev.wind_direction = 1; goto wind_walk; case Xwind_s: lev.wind_direction = 2; goto wind_walk; case Xwind_w: lev.wind_direction = 3; goto wind_walk; case Xwind_nesw: lev.wind_direction = dy ? (dy < 0 ? 0 : 2) : (dx > 0 ? 1 : 3); goto wind_walk; wind_walk: play_element_sound(x, y, SAMPLE_press, element); lev.wind_cnt = lev.wind_time; break; case Xwind_stop: play_element_sound(x, y, SAMPLE_press, element); lev.wind_cnt = 0; break; case Xswitch: play_element_sound(x, y, SAMPLE_press, element); lev.ball_cnt = lev.ball_time; lev.ball_state = !lev.ball_state; break; case Xplant: Cave[y][x] = Yplant; Next[y][x] = Xplant; play_element_sound(x, y, SAMPLE_blank, Xplant); ply->anim = SPR_walk + anim; ply->x = x; ply->y = y; break; 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--; #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 /* player wants to snap */ { int element = Cave[y][x]; switch(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] = Ydirt_eat; Next[y][x] = Xblank; play_element_sound(x, y, SAMPLE_dirt, element); ply->anim = SPR_spray + anim; break; case Xdiamond: case Xdiamond_pause: Cave[y][x] = Ydiamond_eat; Next[y][x] = Xblank; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.diamond_score; lev.required = lev.required < 3 ? 0 : lev.required - 3; ply->anim = SPR_walk + anim; break; case Xemerald: case Xemerald_pause: Cave[y][x] = Yemerald_eat; Next[y][x] = Xblank; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.emerald_score; lev.required = lev.required < 1 ? 0 : lev.required - 1; ply->anim = SPR_walk + anim; break; case Xdynamite: Cave[y][x] = Ydynamite_eat; Next[y][x] = Xblank; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.dynamite_score; ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1; ply->anim = SPR_walk + anim; break; 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: Next[y][x] = Xblank; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.key_score; ply->anim = SPR_walk + anim; break; case Xlenses: Cave[y][x] = Ylenses_eat; Next[y][x] = Xblank; play_element_sound(x, y, SAMPLE_collect, element); lev.score += lev.lenses_score; lev.lenses_cnt = lev.lenses_time; ply->anim = SPR_walk + anim; break; case Xmagnify: 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; }