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/*****************************************************************************/
/* */
/* */
/* Xsok version 1.00 -- module move.c */
/* */
/* Detection of valid moves, and effect handling functions. */
/* Written by Michael Bischoff (mbi@mo.math.nat.tu-bs.de) */
/* November-1994 */
/* see COPYRIGHT.xsok for Copyright details */
/* */
/* */
/*****************************************************************************/
#ifndef _POSIX_SOURCE
#define _POSIX_SOURCE
#endif
#include "xsok.h"
#define SAVE_STATE /* variant which should flicker less */
#define SELECTOR_HACK /* ugly hack to allow Cyberbox selectors */
static int dxtab[4] = { 0, -1, 0, 1 };
static int dytab[4] = { -1, 0, 1, 0 };
char *movetab = NULL;
int numalloc = 0;
/* declare the unmovable blocker which prevents race conditions */
static struct objects blocked = { 1, 0, 0, 0, 0, 0, 0, 0 };
static void storemove(int res, int dir) {
if (res > 1)
++game.n_pushes;
if (game.n_moves == numalloc)
movetab = realloc_(movetab, numalloc += 256);
if (game.stored_moves > game.n_moves && movetab[game.n_moves] == dir) {
/* This is a redo, but the user retyped it. Be nice. */
++game.n_moves;
} else {
/* this is a new move: reset number of stored moves (no redo beyond this one) */
if (game.bookmark > game.n_moves)
game.bookmark = game.n_moves;
movetab[game.n_moves++] = dir;
game.stored_moves = game.n_moves; /* reset the redo limit */
}
}
#define DOPAINT(x1,y1,x2,y2) if (gamegraphic) doPaint(x1,y1,x2,y2);
#ifdef SAVE_STATE
static struct walls *savemap[MAXROW][MAXCOL];
static struct objects *saveobj[MAXROW][MAXCOL];
static struct objects saveinstance[MAXINSTANCES];
static void save_state(void) {
int x, y;
gamegraphic = 0;
memcpy(savemap, map, sizeof(map)); /* dereferenced objects are readonly */
memcpy(saveinstance, instance, sizeof(instance));
memcpy(saveobj, obj, sizeof(obj));
for (y = 2; y < game.numrows-2; ++y)
for (x = 2; x < game.numcols-2; ++x)
if (obj[y][x]) {
int i;
i = obj[y][x] - instance;
saveobj[y][x] = saveinstance + i;
}
}
static void update_state(void) {
int x, y;
gamegraphic = 1;
for (y = 2; y < game.numrows-2; ++y)
for (x = 2; x < game.numcols-2; ++x) {
int pica, picb;
pica = obj[y][x] ? obj[y][x]->pic : -1;
picb = saveobj[y][x] ? saveobj[y][x]->pic : -1;
if (pica != picb || map[y][x] != savemap[y][x])
doPaint(x,y, x,y);
#if 0
if (pica != picb) {
printf("At (%2d,%2d): pics %d and %d differ\n", x, y, pica, picb);
}
#endif
}
}
#define SAVE save_state();
#define UPDATE update_state();
#else
#define SAVE gamegraphic = 0;
#define UPDATE { gamegraphic = 1; doPaint(2,2, game.numcols-3,game.numrows-3); }
#endif
void graphics_control(int on) {
switch (on) {
case Disable:
SAVE;
break;
case Enable:
gamegraphic = 1;
break;
case EnableAndRedraw:
UPDATE;
break;
}
}
/* Check if object on square (x,y) has enough power to move in direction dir */
/* If it has, do the move and return 1 or 2 (1 if object moved alone) */
static int do_move(int x, int y, int dir) {
struct objects *ip;
struct walls *wp;
int dx, dy, tx, ty;
int dirbits, power;
#ifdef SELECTOR_HACK
static struct objects *sel_ip = NULL;
struct objects *sel_enter_ip = NULL;
int forbidden = 0;
int sel_leave = 0;
if (obj[y][x]->pic == 7)
sel_leave = 1;
#endif
dx = dxtab[dir];
dy = dytab[dir];
dirbits = 1 << dir;
tx = x;
ty = y;
wp = map[ty][tx];
ip = obj[ty][tx]; /* what moves? */
power = 0;
do {
if (ip->chr) /* involves object already moved? */
return 0;
if (!(ip->movedir & dirbits)) /* object isn't allowed to go this way */
return 0;
if (ip->pushdir & dirbits) /* does this one help pushing? */
power += ip->power;
power -= ip->weight;
if (power < 0) /* does our power suffice? */
return 0; /* it's not enough to check this at the end of the loop */
/* may we leave from here? */
if (!(wp->leave & dirbits))
return 0; /* nope */
#ifdef SELECTOR_HACK
if (ip->mask & forbidden) { /* may not be pushed by THIS object */
switch (obj[ty-dy][tx-dx]->pic) {
case 0: /* man: */
case 7: /* man in selector */
if (ip->mask == 0x30010) { /* walkable selector */
sel_enter_ip = ip;
goto move_ok;
}
}
return 0;
}
forbidden = (ip->mask & 0xffff) << 16; /* for next object */
#endif
tx += dx;
ty += dy;
wp = map[ty][tx];
if (!(wp->enter & dirbits))
return 0; /* may not enter from here */
if (!(wp->mask & ip->mask))
return 0; /* may not enter square anyway */
ip = obj[ty][tx]; /* next object, if any */
} while (ip);
move_ok:
;
/* yeah, move is OK, do it! */
/* do the move, count blocks moved */
{ int n;
n = 0;
do {
++n;
(obj[ty][tx] = obj[ty-dy][tx-dx])->chr = 1; /* mark object 'moved' */
tx -= dx;
ty -= dy;
} while (tx != x || ty != y);
#ifdef SELECTOR_HACK
if (sel_leave) {
obj[ty][tx] = sel_ip;
obj[ty+dy][tx+dx]->pic = 0; /* normal man again */
sel_ip->chr = 1;
sel_ip = NULL;
} else {
obj[ty][tx] = NULL;
}
if (sel_enter_ip) {
sel_ip = sel_enter_ip;
obj[ty+n*dy][tx+n*dx]->pic = 7; /* man in a box */
}
DOPAINT(x, y, x+n*dx, y+n*dy);
if (!sel_leave)
obj[ty][tx] = &blocked;
#else
obj[ty][tx] = NULL;
DOPAINT(x, y, x+n*dx, y+n*dy);
obj[ty][tx] = &blocked;
#endif
return n;
}
}
static int automoves(void) {
int x, y, flag = 0;
for (x = game.numcols-3; x>1; --x)
for (y = game.numrows-3; y>1; --y) {
struct objects *ip;
if ((ip = obj[y][x])) {
if ((ip->pushdir & 1) && do_move(x, y, 0))
flag = 1;
else if ((ip->pushdir & 2) && do_move(x, y, 1))
flag = 1;
}
}
for (x = 2; x < game.numcols-2; ++x)
for (y = 2; y < game.numrows-2; ++y) {
struct objects *ip;
if ((ip = obj[y][x])) {
if ((ip->pushdir & 4) && do_move(x, y, 2))
flag = 1;
else if ((ip->pushdir & 8) && do_move(x, y, 3))
flag = 1;
}
}
return flag; /* turn if at least one object was moved */
}
#define TURN(object, bits) ((((object) << (bits)) & 0x0f) | ((object) >> (4-(bits))))
static void check_effects(void) {
/* check moved objects, if they entered effect squares */
/* if so, apply effect */
/* mark objects unmoved and remove the blockers */
int x, y;
for (x = 2; x < game.numcols-2; ++x)
for (y = 2; y < game.numrows-2; ++y)
if (obj[y][x] && obj[y][x]->chr) {
struct objects *ip;
ip = obj[y][x];
if (ip == &blocked) {
obj[y][x] = NULL; /* square is free now */
if (map[y][x]->effect >= 2*E_ONCE)
/* square will change now to other type */
map[y][x] = walls + (map[y][x]->effect / E_ONCE) - 2;
} else {
int effect;
ip->chr = '\0';
if ((effect = map[y][x]->effect)) {
if (effect > E_ONCE && effect < 2 * E_ONCE)
map[y][x] = walls; /* one-time effect only */
effect %= E_ONCE;
switch (effect) {
case E_TURN_CCW:
case E_TURN_180:
case E_TURN_CW:
/* does a rotation affect the object? */
if ((ip->movedir != 0 && ip->movedir != 0x0f) ||
(ip->pushdir != 0 && ip->pushdir != 0x0f)) {
/* yes, it does. Are there 2 or 4 pictures for this tile? */
if (TURN(ip->movedir, 2) == ip->movedir &&
TURN(ip->pushdir, 2) == ip->pushdir)
/* only two pictures */
ip->pic ^= (effect & 1);
else
/* four pictures */
ip->pic = (ip->pic & ~3) | ((ip->pic + effect) & 3);
ip->movedir = TURN(ip->movedir, effect);
ip->pushdir = TURN(ip->pushdir, effect);
DOPAINT(x, y, x, y);
}
break;
case E_ADDPOWER:
++ip->power;
break;
case E_SUBPOWER:
if (ip->power)
--ip->power;
break;
case E_TELEPORT:
{ int xx, yy;
/* find a matching teleporter */
for (xx = 2; xx < game.numcols-2; ++xx)
for (yy = 2; yy < game.numrows-2; ++yy)
if ((xx != x || yy != y) &&
(!obj[yy][xx] || obj[yy][xx] == &blocked) &&
map[yy][xx]->effect % E_ONCE == E_TELEPORT) {
/* found a matching free teleporter */
obj[yy][xx] = ip;
if (map[yy][xx]->effect == E_TELEPORT+E_ONCE)
map[yy][xx] = walls;
obj[y][x] = NULL;
if (gamegraphic) {
doPaint(xx,yy,xx,yy);
doPaint(x,y,x,y);
}
goto done;
}
}
/* fall through if just a single teleporter, */
/* or no other teleporter is free: ignore! */
done:
break;
}
}
} /* moved object */
} /* any object at all */
}
void playermove(int dir) { /* dir is 0..3 */
int result;
struct objects *ip;
#if 0
{
int x, y;
for (x = 2; x < game.numcols-2; ++x)
for (y = 2; y < game.numrows-2; ++y)
if (obj[y][x] && obj[y][x]->chr) {
printf("unclean object at (%d,%d) of chr %x\n", x, y, obj[y][x]->chr);
obj[y][x]->chr = '\0';
}
}
#endif
(ip = obj[game.y][game.x])->pushdir = 1 << dir;
#ifdef SELECTOR_HACK
if (ip->pic == 7) /* no one may push from behind */
result = do_move(game.x, game.y, dir);
else
#endif
{
int n = 0;
/* check if there are blocks behind us that help pushing */
/* stupid compiler, result IS initialized! */
do
++n;
while (obj[game.y-n*dytab[dir]][game.x-n*dxtab[dir]]);
do
--n;
while (!(result = do_move(game.x-n*dxtab[dir], game.y-n*dytab[dir], dir)) && n);
if (result && result-1 < n)
fatal("internal error\n");
}
ip->pushdir = 0; /* this must be reset BEFORE check_effects! */
if (result) {
int x, y;
storemove(result, dir);
do {
if (gamegraphic)
sync_and_wait();
/* add sound here too! */
check_effects();
} while (automoves());
/* player may get pushed around: search him! */
game.x = game.y = 0;
for (x = 2; x < game.numcols-2; ++x)
for (y = 2; y < game.numrows-2; ++y)
if (obj[y][x] == ip) {
game.y = y;
game.x = x;
break;
}
/* fatal("Ooops, player has vanished!\n"); */
if (finished()) {
int update = 0;
cmd_ReadHighscores(); /* read the actual values! TODO: lock the highscore file */
if (highscore[game.level] < game.score) {
highscore[game.level] = game.score;
update = 1;
}
if (highscore[game.level+100] > game.n_moves) {
highscore[game.level+100] = game.n_moves;
update |= 2;
}
if (highscore[game.level+200] > game.n_pushes) {
highscore[game.level+200] = game.n_pushes;
update |= 4;
}
if (update) {
const char *firstfile = NULL;
WriteHighscores();
#if 0
if (highscore[game.level] == game.score)
save_game("sol"); /* optimum score */
else if (highscore[game.level+200] == game.n_pushes)
save_game("mp"); /* minimal pushes */
else if (highscore[game.level+100] == game.n_moves)
save_game("mm"); /* minimal moves */
/* TODO: should remove obsolete files and rename others. That's hard! */
#else
/* possibly save multiple files */
if (highscore[game.level] == game.score)
save_game(firstfile = "bs"); /* best score */
if (highscore[game.level+200] == game.n_pushes)
firstfile ? link_game(firstfile, "mp") :
save_game(firstfile = "mp"); /* minimal pushes */
if (highscore[game.level+100] == game.n_moves)
firstfile ? link_game(firstfile, "mm") :
save_game(firstfile = "mm"); /* minimal moves */
#endif
show_message(TXT_NEWHIGH, game.score);
return;
}
/* TODO: release the highscore file lock */
show_message(TXT_YOU_WIN, game.score, highscore[game.level]);
return;
} /* if (finished()) */
cmd_ShowScore();
} else
if (!game.finished) /* hack to avoid complains on excess moves at the end */
show_message(TXT_MOVENOTPOSSIBLE);
}
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