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xonix.c
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1459 lines (1144 loc) · 42.1 KB
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/* Hey emacs, this is -*- Mode: C++; tab-width: 4 -*- */
/* ------------------------------------------------------------------------ */
/* NAME */
/* xonix.c */
/* */
/* BESCHREIBUNG */
/* xonix ist ein Spielprogramm, dessen Idee aus den Anfangszeiten der */
/* DOSEN stammt. Es wurde auf Basis von framework erstellt. */
/* ------------------------------------------------------------------------ */
/*
* Copyright (c) 1995
* Torsten Schoenitz <torsten_schoenitz@bonnie.heep.sax.de>
* Joerg Wunsch <joerg_wunsch@uriah.heep.sax.de>
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE DEVELOPERS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* xonix.c,v 1.51 1995/09/14 11:52:10 j Exp */
#include <stdlib.h> /* Wegen der Zufaelligkeiten */
#include <string.h>
#include <time.h>
#include "xonix.h"
#include "stack.h"
#define AKT_STATUS (*(gMyStatusArea+H_STEPS*gMyRunner.y+gMyRunner.x))
/* ------------------------------------------------------------------------ */
/* Deklaration der globalen Variablen. */
/* ------------------------------------------------------------------------ */
Boolean gQuit, /* Wenn gQuit auf true gesetzt */
/* wird, terminiert die */
/* Applikation. */
gRun, /* Ist gRun auf true gesetzt */
/* laeuft das Spiel, sonst sind */
/* Einstellungen usw. moeglich */
gPause, /* Spiel unterbrochen */
gEndOfGame; /* Runner sind alle */
int gPlayer; /* Soviele Runner kann ich */
/* verheizen */
int gLevel; /* Es geht mit Level 1 los */
int gFlyerCount; /* Anzahl der Flieger */
int gFillCount; /* Anzahl gefuellter Flaechen- */
/* stuecke (Runner-Groesse) */
Player gFlyer[MAX_FLYER]; /* Alle Flieger */
int gEaterCount; /* Anzahl der Fresser */
Player gEater[MAX_EATER]; /* Alle Fresser */
Player gMyRunner; /* Spielfigur */
Ptr gMyStatusArea; /* Status-Area */
unsigned gHighScore; /* Punktestand */
int gLoops; /* Schleifenzaehler im Animate */
/* ------------------------------------------------------------------------ */
/* Forward-Declarations. */
/* ------------------------------------------------------------------------ */
extern int DrawCompleteInside(void); /* x11.c */
extern int DisplayHighScore(void); /* x11.c */
extern void ScorePoints (int points); /* x11.c */
void Do_New (void);
void NewFlyer (void);
void NewRunner (void);
void NewEater (void);
void NewPlayRoom (void);
void GetNewPlayer (void);
void CheckStatus (void);
void DrawCompleteBorder (void);
void ResetGlobals (void);
void SetPlayerToStatus (int xPos, int yPos, unsigned char figur);
Boolean HorizontalBounceCheck (int x, int y, int size,
unsigned char *bouncePartner);
Boolean VerticalBounceCheck (int x, int y, int size,
unsigned char *bouncePartner);
/* ------------------------------------------------------------------------ */
/* Do_New startet ein komplett neues Spiel */
/* ------------------------------------------------------------------------ */
void Do_New (void)
{
ResetGlobals (); /* Frisch an's Werk */
NewPlayRoom (); /* Neue Spielwiese anlegen */
gRun = TRUE; /* ... und ab gehts */
#ifdef USE_MAC
if (gTheCWindow) /* das Window ist doch da ? */
ShowWindow (gTheCWindow);
#endif
return;
}
/* ------------------------------------------------------------------------ */
/* ResetGlobals setzt alle spielbestimmenden Globalen in den Ausgangs- */
/* zustand */
/* ------------------------------------------------------------------------ */
void ResetGlobals (void)
{
gFlyerCount = 0;
gFillCount = 0;
gEaterCount = 0;
gLevel = 1;
gPlayer = 5;
gPause = FALSE;
gEndOfGame = FALSE;
gHighScore = 0;
gLoops = 0;
}
/* ------------------------------------------------------------------------ */
/* TestFree kontrolliert, ob die uebergebene Position eine freie Position */
/* ist. In diesem Fall wird TRUE zurueckgegeben. Beim ersten Auftreten */
/* eines unfreien Platzes erfolgt die Rueckkehr mit FALSE. */
/* ------------------------------------------------------------------------ */
Boolean TestFree (int xPos, int yPos)
{
int i, j;
for (i = 0; i < RATIO; i ++)
for (j = 0; j < RATIO; j ++)
if (*(gMyStatusArea + (yPos + i) * H_STEPS + (xPos + j)) != EMPTY)
{
return FALSE;
}
return TRUE;
}
/* ------------------------------------------------------------------------ */
/* RandomPosition errechnet eine zufaellige Position fuer einen neuen Flyer.*/
/* ------------------------------------------------------------------------ */
myPoint RandomPosition (void)
{
myPoint newPosition;
srand ((unsigned int) time (0)); /* Zufallsgenerator initialis. */
newPosition.h = ((unsigned) rand () % ((H_STEPS / RATIO) - 4) + 2) * RATIO;
newPosition.v = ((unsigned) rand () % ((V_STEPS / RATIO) - 4) + 2) * RATIO;
return newPosition;
}
/* ------------------------------------------------------------------------ */
/* NewRunner erzeugt einen neuen Runner an der Ausgangsposition links oben */
/* im Rahmenbereich und traegt ihn in das Statusfeld ein */
/* ------------------------------------------------------------------------ */
void NewRunner (void)
{
gLoops = 0;
gMyRunner.x = 0;
gMyRunner.y = 0;
gMyRunner.sx = RUNNER_SIZE;
gMyRunner.sy = RUNNER_SIZE;
gMyRunner.dx = 0;
gMyRunner.dy = 0;
SetPlayerToStatus (gMyRunner.x, gMyRunner.y, (unsigned char) RUNNER);
ScoreRunner (gPlayer);
return;
}
/* ------------------------------------------------------------------------ */
/* NewEater erzeugt einen neuen Fresser im Rahmenbereich und traegt ihn in */
/* das Statusfeld ein */
/* ------------------------------------------------------------------------ */
void NewEater (void)
{
if (gEaterCount < MAX_EATER)
{
gEater[gEaterCount].sx = EATER_SIZE;
gEater[gEaterCount].sy = EATER_SIZE;
gEater[gEaterCount].dx = 1;
gEater[gEaterCount].dy = 1;
switch (gEaterCount % 4) /* Anfangsrichtung der Fresser */
{
case 0:
gEater[gEaterCount].x = H_STEPS - RATIO;
gEater[gEaterCount].y = V_STEPS - RATIO - 1 - gEaterCount * 4;
break;
case 1:
gEater[gEaterCount].x = H_STEPS - RATIO - gEaterCount * 4;
gEater[gEaterCount].y = V_STEPS - RATIO;
gEater[gEaterCount].dy *= -1;
break;
case 2:
gEater[gEaterCount].x = H_STEPS - RATIO - gEaterCount * 4;
gEater[gEaterCount].y = 0;
gEater[gEaterCount].dx *= -1;
break;
case 3:
gEater[gEaterCount].x = 0;
gEater[gEaterCount].y = V_STEPS - RATIO;
gEater[gEaterCount].dx *= -1;
gEater[gEaterCount].dy *= -1;
break;
}
/* Fresser in Statusfeld eintragen */
*(gMyStatusArea
+ gEater[gEaterCount].y * H_STEPS
+ gEater[gEaterCount].x) |= (unsigned char) EATER;
gEaterCount ++;
}
return;
}
/* ------------------------------------------------------------------------ */
/* ResetStatus erzeugt einen definierten Anfangszustand im StatusArea */
/* ------------------------------------------------------------------------ */
void ResetStatus (void)
{
int i, j, k;
i = H_STEPS * V_STEPS; /* Also z.B. 150 x 100 */
j = H_STEPS * RATIO + RATIO; /* Beginn EMPTY-Bereich */
k = H_STEPS - (2 * RATIO); /* Breite EMPTY-Bereiches */
memset (gMyStatusArea, (char) FILLED, i); /* erstmal ist alles Rahmen */
memset (gMyStatusArea + j, (char) EMPTY, k); /* Eine Zeile mit Rand */
for (i = 1; i < V_STEPS - 2 * RATIO; i ++)
{
memcpy (gMyStatusArea + j + (i * H_STEPS),
gMyStatusArea + j, k); /* Erste EMPTY-Zeile auf */
/* alle anderen kopieren */
}
}
/* ------------------------------------------------------------------------ */
/* SetPlayerToStatus traegt den Status der uebergebenen Spielfigur (Runner, */
/* Flyer oder Way) an der uebergebenen Position in das Statusfeld ein. */
/* ------------------------------------------------------------------------ */
void SetPlayerToStatus (int xPos, int yPos, unsigned char figur)
{
int i, j;
for (i = 0; i < RATIO; i ++)
for (j = 0; j < RATIO; j ++)
*(gMyStatusArea + (yPos + i) * H_STEPS + (xPos + j)) |= figur;
return;
}
/* ------------------------------------------------------------------------ */
/* UnsetPlayerToStatus loescht den Status der uebergebenen Spielfigur */
/* (Runner, Flyer oder Way) an der uebergebenen Position aus dem Statusfeld.*/
/* ------------------------------------------------------------------------ */
void UnsetPlayerToStatus (int xPos, int yPos, unsigned char figur)
{
int i, j;
for (i = 0; i < RATIO; i ++)
for (j = 0; j < RATIO; j ++)
*(gMyStatusArea + (yPos + i) * H_STEPS
+ (xPos + j)) &= ~figur;
return;
}
/* ------------------------------------------------------------------------ */
/* ChangeToFilled wechselt den Status von TESTFILLED zu FILLED */
/* ------------------------------------------------------------------------ */
void ChangeToFilled (int xPos, int yPos)
{
int i, j;
for (i = 0; i < RATIO; i ++)
for (j = 0; j < RATIO; j ++)
{
*(gMyStatusArea + (yPos + i) * H_STEPS
+ (xPos + j)) &= ~((unsigned char) TESTFILLED);
*(gMyStatusArea + (yPos + i) * H_STEPS
+ (xPos + j)) |= (unsigned char) FILLED;
}
}
/* ------------------------------------------------------------------------ */
/* SetEaterToStatus traegt einen Eater an der uebergebenen Position in das */
/* Statusfeld ein */
/* ------------------------------------------------------------------------ */
void SetEaterToStatus (int xPos, int yPos)
{
*(gMyStatusArea + (yPos * H_STEPS) + xPos) |= (unsigned char) EATER;
}
/* ------------------------------------------------------------------------ */
/* UnsetEaterToStatus loescht einen Eater an der uebergebenen Position aus */
/* dem Statusfeld */
/* ------------------------------------------------------------------------ */
void UnsetEaterToStatus (int xPos, int yPos)
{
*(gMyStatusArea + (yPos * H_STEPS) + xPos) &= ~((unsigned char) EATER);
}
/* ------------------------------------------------------------------------ */
/* ClearWay loescht die Spur des Runners */
/* ------------------------------------------------------------------------ */
void ClearWay (void)
{
int i, j;
for (i = 0; i < V_STEPS; i += RATIO)
for (j = 0; j < H_STEPS; j += RATIO)
{
if (*(gMyStatusArea + (i * H_STEPS) + j) == (unsigned char) WAY)
{
UnsetPlayerToStatus (j, i, (unsigned char) WAY);
DrawEmptyToGWorld (j, i);
}
}
}
/* ------------------------------------------------------------------------ */
/* FillWay fuellt die Spur des Runners */
/* ------------------------------------------------------------------------ */
void FillWay (void)
{
int i, j;
for (i = 0; i < V_STEPS; i += RATIO)
for (j = 0; j < H_STEPS; j += RATIO)
{
if (*(gMyStatusArea + (i * H_STEPS) + j) == (unsigned char) WAY)
{
UnsetPlayerToStatus (j, i, (unsigned char) WAY);
SetPlayerToStatus (j, i, (unsigned char) FILLED);
DrawFilledToGWorld (j, i);
gFillCount ++;
}
}
}
/* ------------------------------------------------------------------------ */
/* NewFlyer erzeugt einen neuen Flyer an einer zufaelligen Position und */
/* uebergibt ihn der Spielverwaltung */
/* ------------------------------------------------------------------------ */
void NewFlyer (void)
{
myPoint flyerStartPoint;
if (gFlyerCount < MAX_FLYER)
{
do
{
flyerStartPoint = RandomPosition (); /* Zufaellige Startposition*/
}
while (!(TestFree (flyerStartPoint.h, flyerStartPoint.v)));
gFlyer[gFlyerCount].x = flyerStartPoint.h;
gFlyer[gFlyerCount].y = flyerStartPoint.v;
gFlyer[gFlyerCount].sx = FLYER_SIZE;
gFlyer[gFlyerCount].sy = FLYER_SIZE;
gFlyer[gFlyerCount].dx = FLYER_STEP;
gFlyer[gFlyerCount].dy = FLYER_STEP;
switch (gFlyerCount % 4) /* Anfangsrichtung festlegen */
{
case 1: gFlyer[gFlyerCount].dx *= -1;
break;
case 2: gFlyer[gFlyerCount].dy *= -1;
break;
case 3: gFlyer[gFlyerCount].dx *= -1;
gFlyer[gFlyerCount].dy *= -1;
break;
default:
break;
}
SetPlayerToStatus (gFlyer[gFlyerCount].x, gFlyer[gFlyerCount].y,
(unsigned char) FLYER);
gFlyerCount ++; /* Hallo, wieder einer mehr !!! */
}
return;
}
/* ------------------------------------------------------------------------ */
/* NewPlayRoom erzeugt eine komplett leere Spielumgebung mit Rand und */
/* leerem Innenraum sowie die dem Level entsprechende Anzahl an Stoeren- */
/* frieden */
/* ------------------------------------------------------------------------ */
void NewPlayRoom (void)
{
int i;
GWorldEntry ();
ResetStatus ();
DrawCompleteInside ();
DrawCompleteBorder ();
ScorePercentage (0);
ScorePoints (gHighScore);
ScoreLevel (gLevel);
for (i = 0, gFlyerCount = 0; i < gLevel + 1; i ++)
{
NewFlyer ();
}
NewRunner ();
gFillCount = 0;
for (i = 0, gEaterCount = 0; i < gLevel / 5 + 1; i ++)
{
NewEater ();
}
GWorldExit ();
}
/* ------------------------------------------------------------------------ */
/* NewLevel schaltet auf das naechste Level und fordert eine neue Spiel- */
/* flaeche an */
/* ------------------------------------------------------------------------ */
void NewLevel (void)
{
gHighScore += gLevel * LEVEL_BONUS_FACTOR;
ScorePoints (gHighScore);
gLevel ++;
if (gLevel % 2 == 1)
{
gPlayer ++; /* Einen Runner als Bonus */
}
NewPlayRoom (); /* Eine neue Spielwiese muss her*/
return;
}
/* ------------------------------------------------------------------------ */
/* SetRunner setzt die Schrittweite eines Runners; wird beim Tastendruck */
/* gerufen */
/* ------------------------------------------------------------------------ */
void SetRunner (int x, int y)
{
gMyRunner.dx = x;
gMyRunner.dy = y;
}
/* ------------------------------------------------------------------------ */
/* SetOldRect setzt das Refresh-Rect eines Players auf die aktuelle Posi- */
/* tion */
/* ------------------------------------------------------------------------ */
void SetOldRect (Player *pl)
{
pl -> rr.top = (pl -> y) * EATER_SIZE;
pl -> rr.bottom = (pl -> rr.top) + (pl -> sy);
pl -> rr.left = (pl -> x) * EATER_SIZE;
pl -> rr.right = (pl -> rr.left) + (pl -> sx);
}
/* ------------------------------------------------------------------------ */
/* SetUnionRect setzt das Refresh-Rect eines Players auf das gemeinsame */
/* Rechteck aus dem bisherigen Refresh-Rect und der aktuellen Position */
/* ------------------------------------------------------------------------ */
void SetUnionRect (Player *pl)
{
int x, y;
x = (pl -> x) * EATER_SIZE;
y = (pl -> y) * EATER_SIZE;
pl -> rr.top = (pl -> rr.top) < y ? pl -> rr.top : y;
pl -> rr.bottom = (pl -> rr.bottom) > (y + (pl -> sy)) ?
pl -> rr.bottom : (y + (pl -> sy));
pl -> rr.left = (pl -> rr.left) < x ? pl -> rr.left : x;
pl -> rr.right = (pl -> rr.right) > (x + (pl -> sx)) ?
pl -> rr.right : (x + (pl -> sx));
}
/* ------------------------------------------------------------------------ */
/* FindStartPoints sucht zwei mgliche Startpunkte fuer das Fuellen */
/* ------------------------------------------------------------------------ */
void FindStartPoints (int *x1Start, int *y1Start, int *x2Start, int *y2Start)
{
if (gMyRunner.dx) /* horizontale Bewegung */
{
if (gMyRunner.y >= (2 * RATIO))
{
if (*(gMyStatusArea + gMyRunner.x - gMyRunner.dx
+ ((gMyRunner.y - RATIO) * H_STEPS))
== (unsigned char) EMPTY)
{
*x1Start = gMyRunner.x - gMyRunner.dx;
*y1Start = gMyRunner.y - RATIO;
}
}
if (gMyRunner.y < V_STEPS - (2 * RATIO))
{
if (*(gMyStatusArea + gMyRunner.x - gMyRunner.dx
+ ((gMyRunner.y + RATIO) * H_STEPS))
== (unsigned char) EMPTY)
{
*x2Start = gMyRunner.x - gMyRunner.dx;
*y2Start = gMyRunner.y + RATIO;
}
}
}
else if (gMyRunner.dy) /* vertikale Bewegung */
{
if (gMyRunner.x >= (2 * RATIO))
{
if (*(gMyStatusArea + gMyRunner.x - RATIO
+ ((gMyRunner.y - gMyRunner.dy) * H_STEPS))
== (unsigned char) EMPTY)
{
*x1Start = gMyRunner.x - RATIO;
*y1Start = gMyRunner.y - gMyRunner.dy;
}
}
if (gMyRunner.x < H_STEPS - (2 * RATIO))
{
if (*(gMyStatusArea + gMyRunner.x + RATIO
+ ((gMyRunner.y - gMyRunner.dy) * H_STEPS))
== (unsigned char) EMPTY)
{
*x2Start = gMyRunner.x + RATIO;
*y2Start = gMyRunner.y - gMyRunner.dy;
}
}
}
return;
}
/* ------------------------------------------------------------------------ */
/* FillUp fuellt den Bereich beginnend beim uebergebenen Startpunkt und */
/* liefert TRUE zurueck, wenn kein Flieger im Wege war (sonst FALSE) */
/* ------------------------------------------------------------------------ */
Boolean FillUp (int xStart, int yStart)
{
stack *fillStack;
myPoint pt;
Boolean runFlag;
unsigned char nb;
int i, j;
if ((fillStack = InitStack ()) == NIL_POINTER) /* Ich bekomme nicht, */
{ /* was ich will !!! */
ExitXonix (1);
}
Push (fillStack, xStart, yStart); /* Startpunkt in den Stack */
runFlag = TRUE;
while ((Pop (fillStack, &pt)) && (runFlag == TRUE))
{
SetPlayerToStatus (pt.h, pt.v, (unsigned char) TESTFILLED);
if (pt.v >= (2 * RATIO)) /* oberen Nachbar testen */
{
nb = *(gMyStatusArea + pt.h + (H_STEPS * (pt.v - RATIO)));
if (nb == (unsigned char) EMPTY)
{
Push (fillStack, pt.h, pt.v - RATIO);
}
else if (nb == (unsigned char) FLYER)
{
runFlag = FALSE;
}
}
if (pt.v < (V_STEPS - (2 * RATIO))) /* unteren Nachbar testen */
{
nb = *(gMyStatusArea + pt.h + (H_STEPS * (pt.v + RATIO)));
if (nb == (unsigned char) EMPTY)
{
Push (fillStack, pt.h, pt.v + RATIO);
}
else if (nb == (unsigned char) FLYER)
{
runFlag = FALSE;
}
}
if (pt.h >= (2 * RATIO)) /* linken Nachbar testen */
{
nb = *(gMyStatusArea + (pt.h - RATIO) + (H_STEPS * pt.v));
if (nb == (unsigned char) EMPTY)
{
Push (fillStack, pt.h - RATIO, pt.v);
}
else if (nb == (unsigned char) FLYER)
{
runFlag = FALSE;
}
}
if (pt.h < (H_STEPS - (2 * RATIO))) /* rechten Nachbar testen */
{
nb = *(gMyStatusArea + (pt.h + RATIO) + (H_STEPS * pt.v));
if (nb == (unsigned char) EMPTY)
{
Push (fillStack, pt.h + RATIO, pt.v);
}
else if (nb == (unsigned char) FLYER)
{
runFlag = FALSE;
}
}
}
if (runFlag)
{
for (i = RATIO; i <= V_STEPS - RATIO; i += RATIO)
for (j = RATIO; j <= H_STEPS - RATIO; j += RATIO)
{
if (*(gMyStatusArea + (i * H_STEPS) + j) ==
(unsigned char) TESTFILLED)
{
ChangeToFilled (j, i);
DrawFilledToGWorld (j, i);
gFillCount ++;
}
}
}
else
{
for (i = RATIO; i <= V_STEPS - RATIO; i += RATIO)
for (j = RATIO; j <= H_STEPS - RATIO; j += RATIO)
{
UnsetPlayerToStatus (j, i, (unsigned char) TESTFILLED);
}
}
DeinitStack (fillStack);
return runFlag;
}
/* ------------------------------------------------------------------------ */
/* SeedFillUp fuellt einen Bereich segmentweise beginnend beim uebergebenen */
/* Startpunkt und liefert TRUE zurueck, wenn kein Flieger im Wege war */
/* (sonst FALSE) */
/* ------------------------------------------------------------------------ */
Boolean SeedFillUp (int xStart, int yStart, Boolean wayToFill)
{
segStack *fillStack;
mySegment sg;
Boolean runFlag;
int l;
unsigned char ov, av=0, nv, wv;
int i, j, m, n;
if ((fillStack = InitSegmentStack ()) == NIL_POINTER)
/* Ich bekomme nicht, */
{ /* was ich will !!! */
ExitXonix(1);
}
runFlag = TRUE;
nv = (unsigned char) TESTFILLED;
wv = (unsigned char) WAY;
ov = *(gMyStatusArea + yStart * H_STEPS + xStart);
PushSeg (fillStack, yStart, xStart, xStart, RATIO);
PushSeg (fillStack, yStart + RATIO, xStart, xStart, -RATIO);
while ((PopSeg (fillStack, &sg)) && (runFlag == TRUE))
{
for (xStart = sg.xl; xStart >= RATIO &&
(av = *(gMyStatusArea + H_STEPS * sg.y + xStart)) == ov;
xStart -= RATIO)
{
/* SetPlayerToStatus (xStart, sg.y, nv); */
/* Eigentlich reicht auch eine Markierung ! */
*(gMyStatusArea + H_STEPS * sg.y + xStart) |= nv;
}
if (av == (unsigned char) FLYER)
runFlag = FALSE;
if (xStart >= sg.xl) goto skip;
l = xStart + RATIO;
if (l < sg.xl)
PushSeg (fillStack, sg.y, l, sg.xl - RATIO, -sg.dy);
xStart = sg.xl + RATIO;
do
{
for (; xStart <= H_STEPS - RATIO &&
(av = *(gMyStatusArea + H_STEPS * sg.y + xStart)) == ov;
xStart += RATIO)
{
/* SetPlayerToStatus (xStart, sg.y, nv); */
/* Eigentlich reicht auch eine Markierung ! */
*(gMyStatusArea + H_STEPS * sg.y + xStart) |= nv;
}
if (av == (unsigned char) FLYER)
runFlag = FALSE;
PushSeg (fillStack, sg.y, l, xStart - RATIO, sg.dy);
if (xStart > sg.xr + RATIO)
PushSeg (fillStack, sg.y, sg.xr + RATIO, xStart - RATIO,
-sg.dy);
skip:
for (xStart += RATIO; xStart <= sg.xr &&
*(gMyStatusArea + H_STEPS * sg.y + xStart) != ov;
xStart += RATIO);
l = xStart;
}
while (xStart <= sg.xr);
}
if ((runFlag) && (!wayToFill))
{
for (i = RATIO; i <= V_STEPS - RATIO; i += RATIO)
for (j = RATIO; j <= H_STEPS - RATIO; j += RATIO)
{
if (*(gMyStatusArea + (i * H_STEPS) + j) == nv)
{
/* ChangeToFilled (j, i); */
*(gMyStatusArea + H_STEPS * i + j) &= ~nv;
for (m = 0; m < RATIO; m ++)
for (n = 0; n < RATIO; n ++)
*(gMyStatusArea + (i + m) * H_STEPS + j + n)
|= (unsigned char) FILLED;
DrawFilledToGWorld (j, i);
gFillCount ++;
}
}
}
else if ((!runFlag) && (!wayToFill))
{
for (i = RATIO; i <= V_STEPS - RATIO; i += RATIO)
for (j = RATIO; j <= H_STEPS - RATIO; j += RATIO)
{
/* UnsetPlayerToStatus (j, i, nv); */
/* Eigentlich reicht auch eine Markierung ! */
*(gMyStatusArea + H_STEPS * i + j) &= ~nv;
}
}
else if ((runFlag) && (wayToFill))
{
for (i = RATIO; i <= V_STEPS - RATIO; i += RATIO)
for (j = RATIO; j <= H_STEPS - RATIO; j += RATIO)
{
if (*(gMyStatusArea + (i * H_STEPS) + j) & (nv | wv))
{
for (m = 0; m < RATIO; m ++)
for (n = 0; n < RATIO; n ++)
{
*(gMyStatusArea + (i + m) * H_STEPS + j + n)
&= ~(nv | wv);
*(gMyStatusArea + (i + m) * H_STEPS + j + n)
|= (unsigned char) FILLED;
}
DrawFilledToGWorld (j, i);
gFillCount ++;
}
}
}
else if ((!runFlag) && (wayToFill))
{
for (i = RATIO; i <= V_STEPS - RATIO; i += RATIO)
for (j = RATIO; j <= H_STEPS - RATIO; j += RATIO)
{
if (*(gMyStatusArea + (i * H_STEPS) + j) == wv)
{
for (m = 0; m < RATIO; m ++)
for (n = 0; n < RATIO; n ++)
{
*(gMyStatusArea + (i + m) * H_STEPS + j + n)
&= ~wv;
*(gMyStatusArea + (i + m) * H_STEPS + j + n)
|= (unsigned char) FILLED;
}
DrawFilledToGWorld (j, i);
gFillCount ++;
}
else
{
for (m = 0; m < RATIO; m ++)
for (n = 0; n < RATIO; n ++)
{
*(gMyStatusArea + (i + m) * H_STEPS + j + n)
&= ~nv;
}
}
}
}
DeinitSegmentStack (fillStack);
return runFlag;
}
/* ------------------------------------------------------------------------ */
/* NewRunnerPosition berechnet die neue Position der Spielfigur, zeichnet */
/* die Schleifspur und gibt im Falle eines Bummses den bouncePartner */
/* zurueck (ansonsten EMPTY) */
/* ------------------------------------------------------------------------ */
unsigned char NewRunnerPosition (void)
{
Boolean bounced;
unsigned char bouncePartner;
GWorldEntry ();
bounced = FALSE;
SetOldRect (&gMyRunner);
if (gMyRunner.dx < 0) /* nach links */
{
if (gMyRunner.x == 0)
gMyRunner.dx = 0;
else
bounced = VerticalBounceCheck (gMyRunner.x - 1, gMyRunner.y,
RATIO, &bouncePartner) &&
((AKT_STATUS & (unsigned char) FILLED) !=
(unsigned char) FILLED);
}
else if (gMyRunner.dx > 0) /* nach rechts */
{
if (gMyRunner.x == H_STEPS - RATIO)
gMyRunner.dx = 0;
else
bounced = VerticalBounceCheck (gMyRunner.x + RATIO, gMyRunner.y,
RATIO, &bouncePartner) &&
((AKT_STATUS & (unsigned char) FILLED) !=
(unsigned char) FILLED);
}
else if (gMyRunner.dy < 0) /* nach oben */
{
if (gMyRunner.y == 0)
gMyRunner.dy = 0;
else
bounced = HorizontalBounceCheck (gMyRunner.x, gMyRunner.y - 1,
RATIO, &bouncePartner) &&
((AKT_STATUS & (unsigned char) FILLED) !=
(unsigned char) FILLED);
}
else if (gMyRunner.dy > 0) /* nach unten */
{
if (gMyRunner.y == V_STEPS - RATIO)
gMyRunner.dy = 0;
else
bounced = HorizontalBounceCheck (gMyRunner.x, gMyRunner.y + RATIO,
RATIO, &bouncePartner) &&
((AKT_STATUS & (unsigned char) FILLED) !=
(unsigned char) FILLED);
}
if (bounced == TRUE) /* irgendwas liegt im Weg */
{
switch (bouncePartner)
{
case (unsigned char) FILLED: /* Geschafft */
if ((AKT_STATUS & (WAY + FILLED)) == (unsigned char) EMPTY)
{
UnsetPlayerToStatus (gMyRunner.x, gMyRunner.y,
(unsigned char) RUNNER);
SetPlayerToStatus (gMyRunner.x, gMyRunner.y,
(unsigned char) WAY);
DrawWayToGWorld ();
gMyRunner.x += gMyRunner.dx;
gMyRunner.y += gMyRunner.dy;
SetPlayerToStatus (gMyRunner.x, gMyRunner.y,
(unsigned char) RUNNER);
DrawRunnerToGWorld ();
}
else
{
bouncePartner = (unsigned char) EMPTY;
}
break;
case (unsigned char) WAY: /* Pech gehabt ! */
break;
case (unsigned char) FLYER: /* Boing ! */