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- /* $Filename: WormWars/Source/engine.c $
- * $VER: WormWars 5.21 $
- * $Description: Game engine $
- *
- * © Copyright 2000 James R. Jacobs.
- */
-
- #include <string.h>
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h> // EXIT_SUCCESS, EXIT_FAILURE
-
- #include "stdafx.h"
- #include "diff.h"
- #include "same.h"
- #include "engine.h"
-
- // PRIVATE STRUCTURES -----------------------------------------------------
-
- struct
- { SBYTE x, y, oldx, oldy;
- ABOOL alive, moved, teleported, visible, reflected;
- } bullet[7];
- struct
- { UWORD frequency;
- SLONG score;
- } object[LASTOBJECT + 1] =
- { {1280, 60}, // AFFIXER
- { 80, 20}, // AMMO
- { 110, 20}, // ARMOUR
- { 70, 50}, // BIAS
- { 190, 30}, // BOMB
- { 80, 10}, // BONUS
- {1020, 60}, // CLOCK
- { 330, 50}, // GROWER
- {1900, 90}, // HEALER
- {1360, 60}, // ICE
- { 140, 60}, // LIFE
- { 130, 80}, // LIGHTNING
- { 240, 40}, // MISSILE
- { 640, 50}, // MULTIPLIER
- { 400, 10}, // NITRO
- { 240, 30}, // POWER
- { 480, 50}, // PROTECTOR
- { 210, 40}, // PULSE
- { 400, 40}, // REMNANTS
- { 600, 40}, // SLAYER
- { 980, 40}, // SLOWER
- { 730, 70}, // SWITCHER
- { 320, 20}, // TONGUE
- {1200, 120}, // TREASURE
- {3900, 140} // UMBRELLA
- };
-
- /* -200 common
- 220-400 uncommon
- 420-980 rare
- 1000+ very rare */
-
- struct
- { SBYTE x, y, deltax, deltay, relx, rely;
- ABOOL alive, last, visible;
- } protector[4][PROTECTORS + 1];
- struct
- { SBYTE x, y, time;
- ABOOL alive;
- } timebomb[TIMEBOMBS + 1];
- struct
- { SBYTE deltax;
- SBYTE deltay;
- } thequeue[4][QUEUELIMIT + 1];
-
- SBYTE eachworm[4][2][9] =
- { { { GREENHEADUP, GREENHEADUP, GREENHEADUP,
- GREENHEADLEFT, ANYTHING, GREENHEADRIGHT,
- GREENHEADDOWN, GREENHEADDOWN, GREENHEADDOWN
- },
- { GREENMODEUP, GREENMODEUP, GREENMODEUP,
- GREENMODELEFT, ANYTHING, GREENMODERIGHT,
- GREENMODEDOWN, GREENMODEDOWN, GREENMODEDOWN
- } },
- { { REDHEADUP, REDHEADUP, REDHEADUP,
- REDHEADLEFT, ANYTHING, REDHEADRIGHT,
- REDHEADDOWN, REDHEADDOWN, REDHEADDOWN
- },
- { REDMODEUP, REDMODEUP, REDMODEUP,
- REDMODELEFT, ANYTHING, REDMODERIGHT,
- REDMODEDOWN, REDMODEDOWN, REDMODEDOWN
- } },
- { { BLUEHEADUP, BLUEHEADUP, BLUEHEADUP,
- BLUEHEADLEFT, ANYTHING, BLUEHEADRIGHT,
- BLUEHEADDOWN, BLUEHEADDOWN, BLUEHEADDOWN
- },
- { BLUEMODEUP, BLUEMODEUP, BLUEMODEUP,
- BLUEMODELEFT, ANYTHING, BLUEMODERIGHT,
- BLUEMODEDOWN, BLUEMODEDOWN, BLUEMODEDOWN
- } },
- { { YELLOWHEADUP, YELLOWHEADUP, YELLOWHEADUP,
- YELLOWHEADLEFT, ANYTHING, YELLOWHEADRIGHT,
- YELLOWHEADDOWN, YELLOWHEADDOWN, YELLOWHEADDOWN
- },
- { YELLOWMODEUP, YELLOWMODEUP, YELLOWMODEUP,
- YELLOWMODELEFT, ANYTHING, YELLOWMODERIGHT,
- YELLOWMODEDOWN, YELLOWMODEDOWN, YELLOWMODEDOWN
- } } };
-
- struct
- { SBYTE speed;
- SWORD freq;
- UBYTE species;
- UBYTE type; // owning worm, 0-3 (used for drips and missiles)
- SBYTE x, y;
- SBYTE deltax, deltay;
- UBYTE last, oldlast;
- ABOOL alive, explode, visible;
- UBYTE mode;
- SWORD armour, tongue;
- ULONG score;
- UBYTE multi;
- } creature[CREATURES + 1];
-
- // MODULE VARIABLES (used only within engine.c) ---------------------------
-
- MODULE ABOOL letters[4][LETTERS + 1], trainer;
- MODULE SBYTE freq, ice, lettertype, letterx, lettery, leveltype,
- noletter, treasurer;
-
- // GLOBAL VARIABLES (owned by engine.c, imported by system.c) -------------
-
- AGLOBAL ABOOL clearthem = FALSE,
- modified = FALSE;
- AGLOBAL SBYTE a = GAMEOVER,
- board[MAXLEVELS + 1][FIELDX + 1][FIELDY + 1],
- brush = STONE, players,
- field[FIELDX + 1][FIELDY + 1],
- level = 1, levels, reallevel,
- startx[MAXLEVELS + 1], starty[MAXLEVELS + 1];
- AGLOBAL SWORD secondsleft, secondsperlevel;
- AGLOBAL STRPTR pathname = (STRPTR) DEFAULTSET;
- AGLOBAL ULONG delay, r;
- AGLOBAL TEXT date[DATELENGTH + 1], times[TIMELENGTH + 1];
- AGLOBAL struct HiScoreStruct hiscore[HISCORES + 1];
- AGLOBAL struct TeleportStruct teleport[MAXLEVELS + 1][4];
- AGLOBAL struct WormStruct worm[4];
-
- /* FUNCTIONS --------------------------------------------------------------
-
- NAME align -- right-justify a string within another string
- SYNOPSIS align(STRPTR, SBYTE, TEXT);
- FUNCTION Moves all text in a string to the right, padding with
- spaces. Does not itself add a null terminator.
- INPUTS string - pointer to the string of text
- size - size in characters of the containing string
- filler - what to pad the left of the string with
- NOTE Null terminators are written over by thissy function, but that
- does not matter, because calling functions use Text() with an
- explicit length. This function only works with monospaced
- fonts.
- MODULE engine.c */
-
- void align(STRPTR string, SBYTE size, TEXT filler)
- { SBYTE i, shift, length;
-
- length = strlen((const char*) string);
- shift = size - length;
- for (i = 1; i <= length; i++)
- *(string + size - i) = *(string + size - i - shift);
- for (i = 0; i <= shift - 1; i++)
- *(string + i) = filler;
- }
-
- ABOOL blocked(SBYTE which, SBYTE deltax, SBYTE deltay)
- { SBYTE thissy;
-
- thissy = field[xwrap(teleport[level][partner(which)].x + deltax)][ywrap(teleport[level][partner(which)].y + deltay)];
- if ((thissy < STONE || thissy > GOAT) && thissy != METAL)
- return FALSE;
- else return TRUE;
- }
-
- void bombblast(SBYTE triggerer, SBYTE player, SBYTE centrex, SBYTE centrey)
- { SBYTE counter, downy, downymax, leftx, leftxmax, rightx, rightxmax, strength, uppy, uppymax, x, y;
- SLONG score = 0L;
-
- effect(FXBOMBBLAST);
-
- strength = BOMBADD + (rand() % BOMBRAND);
-
- leftxmax = centrex - strength;
- if (leftxmax < 0)
- leftxmax = 0;
- rightxmax = centrex + strength;
- if (rightxmax > FIELDX)
- rightxmax = FIELDX;
- uppymax = centrey - strength;
- if (uppymax < 0)
- uppymax = 0;
- downymax = centrey + strength;
- if (downymax > FIELDY)
- downymax = FIELDY;
-
- leftx = centrex;
- rightx = centrex;
- uppy = centrey;
- downy = centrey;
- for (counter = 1; counter <= strength; counter++)
- { if (leftx > leftxmax)
- { leftx--;
- for (y = uppy; y <= downy; y++)
- score += squareblast(triggerer, player, field[leftx][y], leftx, y);
- }
- if (rightx < rightxmax)
- { rightx++;
- for (y = uppy; y <= downy; y++)
- score += squareblast(triggerer, player, field[rightx][y], rightx, y);
- }
- if (uppy > uppymax)
- { uppy--;
- for (x = leftx; x <= rightx; x++)
- score += squareblast(triggerer, player, field[x][uppy], x, uppy);
- }
- if (downy < downymax)
- { downy++;
- for (x = leftx; x <= rightx; x++)
- score += squareblast(triggerer, player, field[x][downy], x, downy);
- } }
-
- if (triggerer == HEAD)
- { wormscore(player, score);
- if (worm[player].bias)
- stat(player, LIFE);
- } else
- orbscore(player, score);
- }
-
- void bouncegoat(SBYTE which, SBYTE x, SBYTE y)
- { if (field[x][y] == GOAT)
- { creature[whichcreature(x, y, GOAT, 255)].alive = FALSE;
- orbscore(which, KILLGOAT);
- change(x, y, BONUS);
- } }
-
- ABOOL bounceorb(SBYTE which, SBYTE x, SBYTE y)
- { if (field[x][y] == METAL)
- return TRUE;
- elif (creature[which].mode == NONE)
- { if (field[x][y] >= FIRSTNONE && field[x][y] <= LASTNONE)
- return TRUE;
- else return FALSE;
- } elif (creature[which].mode == TONGUE)
- { if (field[x][y] >= FIRSTTONGUE && field[x][y] <= LASTTONGUE)
- return TRUE;
- else return FALSE;
- } else // assumes creature[which].mode == ARMOUR
- { if (field[x][y] >= FIRSTARMOUR && field[x][y] <= LASTARMOUR)
- return TRUE;
- else return FALSE;
- } }
-
- SBYTE bsign(SBYTE value)
- { if (value < 0)
- return (-1);
- elif (value > 0)
- return (1);
- else
- return (0);
- }
-
- void changefield(void)
- { SBYTE x, y;
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- field[x][y] = board[level][x][y];
- }
-
- void clearhiscores(void)
- { SBYTE i;
-
- clearthem = FALSE;
- for (i = 0; i <= HISCORES; i++)
- { hiscore[i].player = -1;
- hiscore[i].level = 0;
- hiscore[i].score = 0L;
- hiscore[i].fresh = FALSE;
- hiscore[i].name[0] = 0;
- hiscore[i].time[0] = 0;
- hiscore[i].date[0] = 0;
- } }
-
- void clearletters(void)
- { SBYTE player, which;
-
- for (player = 0; player <= 3; player++)
- for (which = 0; which <= LETTERS; which++)
- { letters[player][which] = FALSE;
- drawletter(player, FIRSTLETTER + which, BLACK);
- } }
-
- void copyfield(SBYTE source, SBYTE destination)
- { SBYTE which, x, y;
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- board[destination][x][y] = board[source][x][y];
- startx[destination] = startx[source];
- starty[destination] = starty[source];
- for (which = 0; which <= 1; which++)
- { teleport[destination][which].alive = teleport[source][which].alive;
- teleport[destination][which].x = teleport[source][which].x;
- teleport[destination][which].y = teleport[source][which].y;
- } }
-
- void death(void)
- { SBYTE pain, player, which;
- ABOOL slow;
-
- for (player = 0; player <= 3; player++)
- { if (worm[player].lives)
- { if (!worm[player].alive)
- { slow = FALSE;
- pain = 0;
- if (worm[player].cause >= FIRSTTAIL && worm[player].cause <= LASTTAIL)
- { if (player == worm[player].cause - FIRSTTAIL)
- pain = TAILPAIN;
- else pain = OTHERTAILPAIN;
- slow = TRUE;
- } elif (worm[player].cause >= FIRSTFIRE && worm[player].cause <= LASTFIRE)
- pain = WORMFIREPAIN;
- elif (worm[player].cause >= FIRSTHEAD && worm[player].cause <= LASTHEAD)
- pain = HEADPAIN;
- elif (worm[player].cause >= FIRSTPROTECTOR && worm[player].cause <= LASTPROTECTOR)
- pain = PROTECTORPAIN;
- elif (worm[player].cause >= FIRSTMISSILE && worm[player].cause <= LASTMISSILE)
- pain = MISSILEPAIN;
- elif (worm[player].cause >= FIRSTDRIP && worm[player].cause <= LASTDRIP)
- pain = DRIPPAIN;
- else switch (worm[player].cause)
- {
- case BOMB:
- pain = BOMBPAIN;
- break;
- case WOOD:
- pain = WOODPAIN;
- slow = TRUE;
- break;
- case FRAGMENT:
- pain = FRAGMENTPAIN;
- break;
- case GOAT:
- pain = GOATPAIN;
- slow = TRUE;
- break;
- case SLAYER:
- pain = SLAYERPAIN;
- break;
- case STONE:
- pain = STONEPAIN;
- slow = TRUE;
- break;
- case TELEPORT:
- pain = TELEPORTPAIN;
- slow = TRUE;
- break;
- case SLIME:
- pain = SLIMEPAIN;
- slow = TRUE;
- break;
- case METAL:
- pain = METALPAIN;
- slow = TRUE;
- break;
- case REMNANTS:
- pain = REMNANTPAIN;
- slow = TRUE;
- break;
- case LIGHTNING:
- pain = LIGHTNINGPAIN;
- break;
- case PENGUIN:
- pain = PENGUINPAIN;
- break;
- default:
- break;
- }
- if (worm[player].victor >= 0 && worm[player].victor != player)
- { wormscore(worm[player].victor, KILLWORM);
- if (worm[worm[player].victor].bias)
- { worm[worm[player].victor].lives += pain;
- stat(worm[player].victor, LIFE);
- } }
- if (slow)
- { worm[player].speed = slowdown(worm[player].speed);
- stat(player, NITRO);
- }
- if (pain > worm[player].lives)
- worm[player].lives = 0;
- else worm[player].lives -= pain;
- draw(worm[player].x, worm[player].y, SKULL);
- drawcause(player, NORMAL);
- stat(player, LIFE);
- if (level)
- worm[player].levelreached = level;
- else worm[player].levelreached = reallevel;
- if (worm[player].lives)
- { effect(FXPAIN + player);
- worm[player].alive = TRUE;
- worm[player].causewait = r + CAUSEWAIT;
- } else
- { // kill worm
-
- effect(FXWORMDEATH);
- if (ice == player)
- ice = -1;
- field[worm[player].x][worm[player].y] = SKULL;
- for (which = 0; which <= PROTECTORS; which++)
- if (protector[player][which].alive && protector[player][which].visible)
- change(protector[player][which].x, protector[player][which].y, EMPTY);
- if (worm[player].score >= worm[player].hiscore)
- worm[player].hiscore = worm[player].score;
- } } } }
- if (!worm[0].lives && !worm[1].lives && !worm[2].lives && !worm[3].lives)
- { // End of game
- for (player = 0; player <= 3; player++)
- if (worm[player].control != NONE && worm[player].score >= worm[player].hiscore)
- worm[player].hiscore = worm[player].score;
- newhiscores();
- effect(FXDEFEAT);
- a = GAMEOVER;
- if (players == 1)
- say((STRPTR) "Game over!", worm[onlyworm(FALSE)].colour);
- elif (worm[0].control && ((!worm[1].control) || worm[1].score < worm[0].score) && ((!worm[2].control) || worm[2].score < worm[0].score) && ((!worm[3].control) || worm[3].score < worm[0].score))
- say((STRPTR) "Green wins!", GREEN);
- elif (worm[1].control && ((!worm[0].control) || worm[0].score < worm[1].score) && ((!worm[2].control) || worm[2].score < worm[1].score) && ((!worm[3].control) || worm[3].score < worm[1].score))
- say((STRPTR) "Red wins!", RED);
- elif (worm[2].control && ((!worm[0].control) || worm[0].score < worm[2].score) && ((!worm[1].control) || worm[1].score < worm[2].score) && ((!worm[3].control) || worm[3].score < worm[2].score))
- say((STRPTR) "Blue wins!", BLUE);
- elif (worm[3].control && ((!worm[0].control) || worm[0].score < worm[3].score) && ((!worm[1].control) || worm[1].score < worm[3].score) && ((!worm[2].control) || worm[2].score < worm[3].score))
- say((STRPTR) "Yellow wins!", YELLOW);
- else say((STRPTR) "A draw!", WHITE);
- waitasec();
- anykey(FALSE);
- } }
-
- void drawcause(SBYTE player, SBYTE state)
- { if (state == BLACK)
- draw(-2 + ((FIELDX + 4) * worm[player].statx), (FIELDY / 2) - CAUSEYDISTANCE + (worm[player].staty * CAUSEYDISTANCE * 2), BLACKENED);
- else draw(-2 + ((FIELDX + 4) * worm[player].statx), (FIELDY / 2) - CAUSEYDISTANCE + (worm[player].staty * CAUSEYDISTANCE * 2), worm[player].cause);
- }
-
- void drawletter(SBYTE player, SBYTE letter, SBYTE state)
- { SBYTE thissy;
-
- if (state == BLACK)
- thissy = BLACKENED;
- else thissy = letter;
- if (!worm[player].statx)
- if (!worm[player].staty)
- draw(-7 + ((letter - FIRSTLETTER) % 4),
- (FIELDY / 2) - 2 + ((letter - FIRSTLETTER) / 4),
- thissy);
- else
- draw(-7 + ((letter - FIRSTLETTER) % 4),
- (FIELDY / 2) + 1 + ((letter - FIRSTLETTER) / 4),
- thissy);
- else
- if (!worm[player].staty)
- draw(FIELDX + 4 + ((letter - FIRSTLETTER) % 4),
- (FIELDY / 2) - 2 + ((letter - FIRSTLETTER) / 4),
- thissy);
- else
- draw(FIELDX + 4 + ((letter - FIRSTLETTER) % 4),
- (FIELDY / 2) + 1 + ((letter - FIRSTLETTER) / 4),
- thissy);
- }
-
- /* NAME enginesetup -- once-only initialization of engine variables
- SYNOPSIS enginesetup(void);
- FUNCTION Sets up the unchanging worm variables.
- MODULE engine.c */
-
- void enginesetup(void)
- { worm[0].statx = worm[0].staty = worm[1].staty = worm[2].statx = 0;
- worm[1].statx = worm[2].staty = worm[3].statx = worm[3].staty = 1;
- worm[0].colour = GREEN;
- worm[1].colour = RED;
- worm[2].colour = BLUE;
- worm[3].colour = YELLOW;
- worm[0].name[0] = worm[1].name[0] = worm[2].name[0] = worm[3].name[0] = 0;
-
- systemsetup();
- }
-
- /* NAME fastloop -- things done often
- SYNOPSIS fastloop(void);
- FUNCTION Checks for and handles level completion.
- MODULE engine.c */
-
- void fastloop(void)
- { ABOOL complete;
- SBYTE advancer = -1, player, which;
-
- // update joystick `1'
-
- joy0();
-
- // flash letter
-
- if (level)
- if (r % 16 == 1)
- draw(letterx, lettery, WHITENED);
- elif (r % 16 == 2)
- draw(letterx, lettery, lettertype);
-
- // handle level completion
-
- for (player = 0; player <= 3; player++)
- { complete = TRUE;
- for (which = 0; which <= LETTERS; which++)
- if (!letters[player][which])
- complete = FALSE;
- if (complete)
- advancer = player;
- }
- if (advancer != -1)
- { if (level++ == 0)
- { level = reallevel + 1;
- reallevel = 0;
- }
- stopfx(0L);
- if (level > levels)
- effect(FXVICTORY);
- newlevel(advancer);
- } }
-
- void fillfield(SBYTE which)
- { SBYTE x, y;
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- { board[level][x][y] = which;
- draw(x, y, which);
- }
- board[level][startx[level]][starty[level]] = EMPTY;
- draw(startx[level], starty[level], START);
- if (teleport[level][0].alive)
- { board[level][teleport[level][0].x][teleport[level][0].y] = TELEPORT;
- draw(teleport[level][0].x, teleport[level][0].y, ONE);
- }
- if (teleport[level][1].alive)
- { board[level][teleport[level][1].x][teleport[level][1].y] = TELEPORT;
- draw(teleport[level][1].x, teleport[level][1].y, TWO);
- } }
-
- ABOOL findempty(SBYTE* x, SBYTE* y, SBYTE first, SBYTE last)
- { SBYTE count = 0, xx, yy;
-
- do
- { xx = rand() % (FIELDX + 1);
- yy = rand() % (FIELDY + 1);
- } while ((field[xx][yy] < first || field[xx][yy] > last) && ++count < PATIENCE);
- if (count < PATIENCE)
- { *x = xx;
- *y = yy;
- return(TRUE);
- } else return(FALSE);
- }
-
- void gameloop(void)
- { SBYTE player, which;
-
- if (a == PLAYGAME)
- { fastloop();
- gameinput();
- }
- if (a == PLAYGAME)
- for (player = 0; player <= 3; player++)
- if (worm[player].lives && (!(r % worm[player].speed)) && (ice == -1 || ice == player))
- wormloop(player);
- if (a == PLAYGAME)
- for (which = 0; which <= CREATURES; which++)
- if (creature[which].alive && (!(r % creature[which].speed)) && (ice == -1 || (creature[which].species == MISSILE && ice == creature[which].type)))
- creatureloop(which);
- if (a == PLAYGAME)
- death();
- if (a == PLAYGAME)
- if (ice == -1 && (!(r % VERYSLOW)))
- slowloop();
- timing();
- }
-
- void killall(void)
- { UBYTE i;
-
- for (i = 0; i <= CREATURES; i++)
- creature[i].alive = FALSE;
- for (i = 0; i <= TIMEBOMBS; i++)
- timebomb[i].alive = FALSE;
- teleport[level][2].alive = FALSE;
- teleport[level][3].alive = FALSE;
- }
-
- void levelappend(void)
- { UBYTE oldlevel;
-
- if (levels < MAXLEVELS)
- { oldlevel = level;
- level = ++levels;
- newfield();
- level = oldlevel;
- saylevel(WHITE);
- } }
-
- void leveldelete(void)
- { SBYTE i;
-
- // pull boards
-
- if (levels > 1)
- { if (level < levels)
- for (i = level; i < levels; i++)
- copyfield(i + 1, i);
- else
- level--;
- levels--;
- saylevel(WHITE);
- turborender();
- } }
-
- void levelerase(void)
- { newfield();
- turborender();
- }
-
- void levelinsert(void)
- { SBYTE i;
-
- // push boards
-
- if (levels < MAXLEVELS)
- { for (i = levels; i >= level; i--)
- copyfield(i, i + 1);
- levels++;
- saylevel(WHITE);
- newfield();
- turborender();
- } }
-
- SBYTE loadfields(STRPTR fieldname)
- { SBYTE i, j, x, y;
- TEXT IOBuffer[NAMELENGTH + 1];
- UBYTE ver;
-
- /* This routine is not entirely robust, especially regarding
- failures part way through reading. Also, field data values must be
- those supported by the field editor (ie. objects, and the squares
- represented by F1-F8), or undefined behaviour may result. None of
- this is currently checked for. Provided that the fieldset was
- created with the field editor (4.4+), and the file is not corrupt,
- these failures should never happen anyway.
-
- open file */
-
- if (!ZOpen(fieldname, FALSE))
- return 1; // no harm done
-
- // read header
-
- if (!ZRead(IOBuffer, 10))
- { ZClose();
- return 2; // no harm done
- }
-
- if (!strcmp(IOBuffer, "FSET 5.1"))
- ver = 51;
- elif (!strcmp(IOBuffer, "FSET 5.0"))
- ver = 50;
- elif (!strcmp(IOBuffer, "FSET 4.4"))
- ver = 44;
- else
- { ZClose();
- return 3; // no harm done
- }
- levels = IOBuffer[9];
-
- // read high score table
-
- for (i = 0; i <= HISCORES; i++)
- { if (!ZRead(IOBuffer, 6))
- { ZClose();
- return 4; // incorrect levels
- }
- hiscore[i].fresh = FALSE;
- hiscore[i].player = IOBuffer[0];
- hiscore[i].level = IOBuffer[1];
- hiscore[i].score = (IOBuffer[3] * 65536)
- + (IOBuffer[4] * 256)
- + IOBuffer[5];
-
- if (!ZRead(IOBuffer, NAMELENGTH + 1))
- { ZClose();
- return 5; // incorrect levels, corrupted high scores
- }
- for (j = 0; j <= NAMELENGTH; j++)
- hiscore[i].name[j] = IOBuffer[j];
-
- if (ver >= 50)
- { if (!ZRead(IOBuffer, TIMELENGTH + 1))
- { ZClose();
- return 6; // incorrect levels, corrupted high scores
- }
- for (j = 0; j <= TIMELENGTH; j++)
- hiscore[i].time[j] = IOBuffer[j];
-
- if (!ZRead(IOBuffer, DATELENGTH + 1))
- { ZClose();
- return 7; // incorrect levels, corrupted high scores
- }
- for (j = 0; j <= DATELENGTH; j++)
- hiscore[i].date[j] = IOBuffer[j];
- } else
- { // skip extra name character
-
- if (!ZRead(IOBuffer, 1))
- { ZClose();
- return 8; // incorrect levels, corrupted high scores
- } else
- { if (hiscore[i].name[0])
- { strcpy(hiscore[i].time, "??:??");
- strcpy(hiscore[i].date, "??/??/??");
- } else
- { hiscore[i].time[0] = 0;
- hiscore[i].date[0] = 0;
- } } } }
-
- // read level data
-
- for (i = 0; i <= levels; i++)
- { if (!ZRead(IOBuffer, 8))
- { ZClose();
- return 9;
- /* incorrect levels, corrupted high scores,
- incorrect startx, teleports, field data */
- }
- startx[i] = IOBuffer[0];
- starty[i] = IOBuffer[1];
- teleport[i][0].alive = IOBuffer[2];
- teleport[i][0].x = IOBuffer[3];
- teleport[i][0].y = IOBuffer[4];
- teleport[i][1].alive = IOBuffer[5];
- teleport[i][1].x = IOBuffer[6];
- teleport[i][1].y = IOBuffer[7];
-
- if (!ZRead((char *) &board[i][0][0], (FIELDX + 1) * (FIELDY + 1)))
- { ZClose();
- return 10;
- /* incorrect levels, corrupted high scores,
- incorrect startx, teleports, field data */
- } else
- { if (ver <= 44)
- { // convert from FSET 4.4 to FSET 5.0 format
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (board[i][x][y] >= 16)
- board[i][x][y] += 2;
- }
- if (ver <= 50)
- { // convert from FSET 5.0 to FSET 5.1 format
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (board[i][x][y] >= LIGHTNING)
- board[i][x][y]++;
- } } }
-
- // no need to read version string
-
- ZClose();
- modified = FALSE;
- return 0;
- }
-
- void matchteleports(void)
- { SBYTE which;
-
- for (which = 0; which <= levels; which++)
- if (teleport[which][0].alive == TRUE && teleport[which][1].alive == FALSE)
- { board[which][teleport[which][0].x][teleport[which][0].y] = EMPTY;
- teleport[which][0].alive = FALSE;
- if (level == which && a == FIELDEDIT)
- draw(teleport[which][0].x, teleport[which][0].y, EMPTY);
- } elif (teleport[which][0].alive == FALSE && teleport[which][1].alive == TRUE)
- { board[which][teleport[which][1].x][teleport[which][1].y] = EMPTY;
- teleport[which][1].alive = FALSE;
- if (level == which && a == FIELDEDIT)
- draw(teleport[which][1].x, teleport[which][1].y, EMPTY);
- } }
-
- void newfield(void)
- { int x, y;
-
- teleport[level][0].alive = FALSE;
- teleport[level][1].alive = FALSE;
- startx[level] = FIELDX / 2;
- starty[level] = FIELDY / 2;
-
- if (level)
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- board[level][x][y] = EMPTY;
- else for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- board[0][x][y] = SILVER;
- }
-
- void newfields(void)
- { if (verify())
- { pathname = (STRPTR) DEFAULTSET;
- levels = DEFAULTLEVELS;
- modified = FALSE;
- for (level = 0; level <= levels; level++)
- newfield();
- clearhiscores();
- level = 1;
- if (a == FIELDEDIT)
- { turborender();
- saylevel(WHITE);
- } else
- hiscores();
- } }
-
- void newgame(void)
- { SBYTE player;
-
- players = 0;
- for (player = 0; player <= 3; player++)
- if (worm[player].control != NONE)
- players++;
-
- for (player = 0; player <= 3; player++)
- { worm[player].lives = 0;
- worm[player].speed = NORMAL;
- worm[player].hiscore = 0;
- }
-
- r = -1;
- trainer = FALSE;
- ice = -1;
- reallevel = 0;
-
- level = 1;
- a = PLAYGAME;
- clearscreen();
- newlevel(rand() % 4);
- timing();
- }
-
- void newhiscores(void)
- { PERSIST TEXT amiganame[4][NAMELENGTH + 1] = {"Jay Miner", "Carl Sassenrath", "R. J. Mical", "Dave Morse"};
- SBYTE i, j, player;
-
- datestamp();
- for (player = 0; player <= 3; player++)
- for (i = 0; i <= HISCORES; i++)
- if (worm[player].control != NONE && worm[player].score >= hiscore[i].score)
- { // push all worse hiscores down
-
- if (i < HISCORES)
- for (j = HISCORES; j >= i + 1; j--)
- { hiscore[j].player = hiscore[j - 1].player;
- hiscore[j].score = hiscore[j - 1].score;
- hiscore[j].level = hiscore[j - 1].level;
- hiscore[j].fresh = hiscore[j - 1].fresh;
- strcpy(hiscore[j].name, hiscore[j - 1].name);
- strcpy(hiscore[j].date, hiscore[j - 1].date);
- strcpy(hiscore[j].time, hiscore[j - 1].time);
- }
- modified = TRUE;
- hiscore[i].player = player;
- hiscore[i].score = worm[player].hiscore;
- hiscore[i].level = worm[player].levelreached;
- if (worm[player].control == AMIGA)
- { strcpy(hiscore[i].name, amiganame[player]);
- hiscore[i].fresh = FALSE;
- } else
- { strcpy(hiscore[i].name, "(New)");
- hiscore[i].fresh = TRUE;
- }
- strcpy(hiscore[i].time, times);
- strcpy(hiscore[i].date, date);
- break; // vital
- } }
-
- void newlevel(SBYTE player)
- { SBYTE iwhich, which;
-
- if (level >= 2 && worm[player].lives)
- rundown(player);
- if (a == PLAYGAME)
- { if (level > levels)
- { for (which = 0; which <= 3; which++)
- if (worm[which].lives)
- worm[which].levelreached = -1;
- celebrate();
- newhiscores();
- titlescreen();
- } else
- { saylevel(WHITE);
- for (which = 0; which <= 3; which++)
- worm[which].multi = (SBYTE) atleast(worm[which].multi / 2, 1);
- killall();
- clearletters();
- orientworms();
- changefield();
- turborender();
- delay = atleast(DELAY_MAX - (level * DELAY_DEC), DELAY_MIN);
-
- if (level)
- { secondsperlevel = SECONDSPERLEVEL;
- putletter(-1);
- freq = (SBYTE) atleast(FREQ_MAX - ((level - 1) * FREQ_DEC), FREQ_MIN);
- for (which = 0; which <= 3; which++)
- { if (!worm[which].lives && worm[which].control != NONE)
- { // create (or resurrect) a worm
-
- worm[which].lives = STARTLIVES;
- worm[which].score = 0;
- worm[which].alive = TRUE;
- worm[which].oldscore = 0;
- worm[which].armour = 0;
- worm[which].tongue = 0;
- worm[which].nitro = FALSE;
- worm[which].mode = NULL;
- worm[which].power = 0;
- worm[which].bias = 0;
- worm[which].multi = 1;
- worm[which].ice = 0;
- worm[which].victor = -1;
- worm[which].ammo = 0;
- worm[which].remnants = 0;
- worm[which].affixer = FALSE;
- worm[which].causewait = (ULONG) -1;
- worm[which].last = FIRSTTAIL + which;
- worm[which].pos = -1;
- for (iwhich = 0; iwhich <= PROTECTORS; iwhich++)
- protector[which][iwhich].alive = FALSE;
- for (iwhich = 0; iwhich <= LASTOBJECT; iwhich++)
- stat(which, iwhich);
- } } } } }
- clearjoystick();
- clearkybd();
- resettime();
- }
-
- void explosion(SBYTE x, SBYTE y, SBYTE exceptionx, SBYTE exceptiony)
- { UBYTE i, generated = 0;
-
- /* You wouldn't think this would work properly for pulse-explosions,
- because the worm's head is obliterated. However, it is refreshed (as
- tail) the next time wormloop() is called for that worm. */
-
- effect(FXEXPLODE);
- for (i = 0; i <= CREATURES; i++)
- if ((!(creature[i].alive)) && generated <= 7)
- { creature[i].last = EMPTY;
- creature[i].x = x;
- creature[i].y = y;
- if (level)
- creature[i].speed = (SBYTE) atleast(FRAGSPEED - level, 1);
- else creature[i].speed = BONUSFRAGSPEED;
- creature[i].species = FRAGMENT;
- creature[i].visible = TRUE;
- switch (generated)
- {
- case 0:
- creature[i].deltax = 0;
- creature[i].deltay = -1;
- break;
- case 1:
- creature[i].deltax = 1;
- creature[i].deltay = -1;
- break;
- case 2:
- creature[i].deltax = 1;
- creature[i].deltay = 0;
- break;
- case 3:
- creature[i].deltax = 1;
- creature[i].deltay = 1;
- break;
- case 4:
- creature[i].deltax = 0;
- creature[i].deltay = 1;
- break;
- case 5:
- creature[i].deltax = -1;
- creature[i].deltay = 1;
- break;
- case 6:
- creature[i].deltax = -1;
- creature[i].deltay = 0;
- break;
- case 7:
- creature[i].deltax = -1;
- creature[i].deltay = -1;
- break;
- default:
- break;
- }
- generated++;
- if (creature[i].deltax != exceptionx || creature[i].deltay != exceptiony)
- { creature[i].alive = TRUE;
- if (generated == 1)
- change(x, y, FRAGMENT);
- } } }
-
- /* Many creatures have been reorganized, to take advantage of shared
- characteristics. 6 creature types (orbs, goats, drips, fragments, missiles
- and penguins) use the creature structure. Not encapsulated are worms,
- protectors, worm bullets, timebombs and teleports. */
-
- void creatureloop(SBYTE which)
- { ABOOL happy = FALSE;
- UBYTE bestdistance = 255, distance, player, thissy, i;
- SBYTE x, y, xx, yy, xxx, yyy, frontx, fronty, rearx, reary;
-
- x = creature[which].x;
- y = creature[which].y;
-
- if (creature[which].species == ORB && creature[which].explode)
- { creature[which].alive = FALSE;
- explosion(x, y, -2, -2);
- return;
- }
-
- // decide whether and where to move
-
- switch(creature[which].species)
- {
- case PENGUIN:
- do
- { xx = (rand() % 3) - 1;
- yy = (rand() % 3) - 1;
- } while (!valid(x + xx, y + yy));
- thissy = field[x + xx][y + yy];
- if (thissy >= FIRSTEMPTY && thissy <= LASTEMPTY)
- { creature[which].deltax = xx;
- creature[which].deltay = yy;
- } else
- { creature[which].deltax = 0;
- creature[which].deltay = 0;
- }
- break;
- case MISSILE:
- for (player = 0; player <= 3; player++)
- if (creature[which].type != player && worm[player].lives && !worm[player].bias)
- { xx = abs(worm[player].x - x);
- yy = abs(worm[player].y - y);
- if (xx < yy)
- distance = xx;
- else distance = yy;
- if (distance <= bestdistance)
- { bestdistance = distance;
- creature[which].deltax = bsign(worm[player].x - x);
- creature[which].deltay = bsign(worm[player].y - y);
- } }
- for (i = 0; i <= CREATURES; i++)
- if (creature[i].alive && which != i)
- { if
- ( creature[i].species == ORB
- || (creature[i].species == MISSILE && creature[i].type != creature[which].type)
- || creature[i].species == GOAT
- )
- { xx = abs(creature[i].x - x);
- yy = abs(creature[i].y - y);
- if (xx < yy)
- distance = xx;
- else distance = yy;
- if (distance <= bestdistance)
- { bestdistance = distance;
- creature[which].deltax = bsign(creature[i].x - x);
- creature[which].deltay = bsign(creature[i].y - y);
- } } }
- if (bestdistance == 255)
- creature[which].alive = FALSE;
- break;
- case ORB:
- frontx = xwrap(x + creature[which].deltax); // look in front
- fronty = ywrap(y + creature[which].deltay);
- rearx = xwrap(x - creature[which].deltax); // look behind
- reary = ywrap(y - creature[which].deltay);
- if (bounceorb(which, frontx, fronty))
- { bouncegoat(which, frontx, fronty);
- xx = -creature[which].deltax; // default bounce angle is 180°
- yy = -creature[which].deltay;
- if (!bounceorb(which, frontx, reary))
- { if (bounceorb(which, rearx, fronty))
- { bouncegoat(which, rearx, fronty);
- xx = creature[which].deltax;
- } }
- elif (!bounceorb(which, rearx, fronty))
- { bouncegoat(which, rearx, fronty);
- yy = creature[which].deltay;
- }
- creature[which].deltax = xx;
- creature[which].deltay = yy;
- }
- break;
- case GOAT:
- // decide whether to move
- if (!(rand() % GOATMOVE))
- { for (xx = x - 1; xx <= x + 1; xx++)
- for (yy = y - 1; yy <= y + 1; yy++)
- if (valid(xx, yy) && field[xx][yy] >= FIRSTEMPTY && field[xx][yy] <= LASTEMPTY)
- { happy = TRUE;
- break;
- } }
- creature[which].deltax = 0;
- creature[which].deltay = 0;
- if (!happy)
- { xx = (rand() % 3) - 1;
- yy = (rand() % 3) - 1;
- if (valid(x + xx, y + yy) && (xx || yy))
- { thissy = field[x + xx][y + yy];
- if (thissy >= FIRSTGOAT && thissy <= LASTGOAT && thissy != GOAT)
- { creature[which].last = creature[which].oldlast;
- creature[which].oldlast = thissy;
- creature[which].deltax = xx;
- creature[which].deltay = yy;
- } } }
- break;
- default:
- break;
- }
-
- // now move
-
- if (creature[which].deltax || creature[which].deltay)
- { if (creature[which].visible)
- { // erase previous image
- change(x, y, creature[which].last);
- if (creature[which].species != FRAGMENT)
- creature[which].last = EMPTY;
- }
- if (creature[which].alive)
- { creature[which].x += creature[which].deltax;
- creature[which].y += creature[which].deltay;
- if (creature[which].species == ORB)
- { creature[which].x = xwrap(creature[which].x);
- creature[which].y = ywrap(creature[which].y);
- } elif (creature[which].species == FRAGMENT || creature[which].species == DRIP)
- { if (!valid(creature[which].x, creature[which].y))
- creature[which].alive = FALSE;
- } } }
-
- creature[which].visible = TRUE;
- x = creature[which].x;
- y = creature[which].y;
-
- // collision detection
-
- if
- ( creature[which].alive
- && creature[which].species != GOAT
- && creature[which].species != PENGUIN
- && (creature[which].deltax || creature[which].deltay)
- )
- { thissy = field[x][y];
-
- if (thissy <= LASTOBJECT)
- { if (creature[which].species == ORB)
- { orbscore(which, object[thissy].score);
- if (thissy != SLAYER && thissy != BOMB)
- effect(FXGETOBJECT);
- }
- if (thissy == BOMB)
- { i = whichtimebomb(x, y);
-
- if (creature[which].species == FRAGMENT || creature[which].species == MISSILE)
- { if (i != -1)
- { creature[which].alive = FALSE;
- timebomb[i].alive = FALSE;
- if (creature[which].species == MISSILE)
- draw(x, y, FIRSTMISSILE + creature[which].type);
- else draw(x, y, FRAGMENT);
- bombblast(BOMB, 0, x, y);
- change(x, y, EMPTY);
- } }
- elif (creature[which].species == ORB)
- { if (i != -1)
- { timebomb[i].alive = FALSE;
- draw(x, y, ORB);
- /* so the user understands what is happening
- BEFORE the s-l-o-w bombblast() occurs */
- }
- bombblast(ORB, which, x, y);
- } } }
- elif (thissy >= FIRSTDRIP && thissy <= LASTDRIP)
- { if (creature[which].species == MISSILE)
- creature[which].alive = FALSE;
- elif (creature[which].species == FRAGMENT)
- { creature[whichcreature(x, y, DRIP, 255)].alive = FALSE;
- creature[which].alive = FALSE;
- change(x, y, BONUS);
- } elif (creature[which].species == ORB)
- { creature[whichcreature(x, y, DRIP, 255)].alive = FALSE;
- if (creature[which].mode != ARMOUR)
- { creature[which].explode = TRUE;
- draw(x, y, EMPTY);
- } } }
- elif (thissy >= FIRSTMISSILE && thissy <= LASTMISSILE)
- { // Drips, orbs, fragments, missiles
- creature[whichcreature(x, y, MISSILE, which)].alive = FALSE;
-
- if (creature[which].species == FRAGMENT)
- { creature[which].alive = FALSE;
- change(x, y, EMPTY);
- } elif (creature[which].species == MISSILE)
- { creature[which].alive = FALSE;
- change(x, y, BONUS);
- } elif (creature[which].species == ORB)
- { if (creature[which].mode != ARMOUR)
- { effect(FXORBDEATH);
- wormscore(thissy - FIRSTMISSILE, creature[which].score);
- if (worm[thissy - FIRSTMISSILE].bias)
- { worm[thissy - FIRSTMISSILE].lives += ORBBLOOD;
- stat(thissy - FIRSTMISSILE, LIFE);
- }
- creature[which].alive = FALSE;
- change(x, y, BONUS);
- } else effect(FXUSEARMOUR);
- } }
- elif (thissy >= FIRSTHEAD && thissy <= LASTHEAD)
- { if (creature[which].species == MISSILE)
- { if (creature[which].type == thissy - FIRSTHEAD)
- creature[which].visible = FALSE;
- else
- { creature[which].alive = FALSE;
- if (worm[thissy - FIRSTHEAD].mode != ARMOUR)
- { worm[thissy - FIRSTHEAD].cause = FIRSTMISSILE + creature[which].type;
- worm[thissy - FIRSTHEAD].victor = creature[which].type;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- } else effect(FXUSEARMOUR);
- } }
- elif (creature[which].species == FRAGMENT)
- { if (worm[thissy - FIRSTHEAD].mode != ARMOUR)
- { worm[thissy - FIRSTHEAD].cause = FRAGMENT;
- worm[thissy - FIRSTHEAD].victor = -1;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- creature[which].alive = FALSE;
- } else
- { effect(FXUSEARMOUR);
- reflect(which);
- } }
- elif (creature[which].species == DRIP)
- { creature[which].alive = FALSE;
- if (creature[which].type == thissy - FIRSTHEAD || worm[thissy - FIRSTHEAD].bias)
- { effect(FXDRIP);
- wormscore(thissy - FIRSTHEAD, DRIPBONUS);
- } else
- { worm[thissy - FIRSTHEAD].alive = FALSE;
- worm[thissy - FIRSTHEAD].cause = FIRSTDRIP + creature[which].type;
- worm[thissy - FIRSTHEAD].victor = -1;
- } }
- elif (creature[which].species == ORB)
- { if (worm[thissy - FIRSTHEAD].mode != ARMOUR)
- { worm[thissy - FIRSTHEAD].cause = ORB;
- worm[thissy - FIRSTHEAD].victor = -1;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- if (creature[which].mode == ARMOUR)
- { effect(FXUSEARMOUR);
- orbscore(which, KILLWORM);
- } else
- { effect(FXORBDEATH);
- creature[which].alive = FALSE;
- wormscore(thissy - FIRSTHEAD, creature[which].score);
- if (worm[thissy - FIRSTHEAD].bias)
- { worm[thissy - FIRSTHEAD].lives += ORBBLOOD;
- stat(thissy - FIRSTHEAD, LIFE);
- } } }
- else
- { effect(FXUSEARMOUR);
- effect(FXORBDEATH);
- creature[which].alive = FALSE;
- wormscore(thissy - FIRSTHEAD, creature[which].score);
- if (worm[thissy - FIRSTHEAD].bias)
- { worm[thissy - FIRSTHEAD].lives += ORBBLOOD;
- stat(thissy - FIRSTHEAD, LIFE);
- } }
- creature[which].last = thissy - FIRSTHEAD + FIRSTTAIL; // note sign issues
- } }
- elif (thissy >= FIRSTTAIL && thissy <= LASTTAIL)
- { if (creature[which].species == ORB)
- { if (creature[which].mode == TONGUE)
- effect(FXUSETONGUE);
- else
- { if (worm[thissy - FIRSTTAIL].alive)
- { effect(FXORBDEATH);
- wormscore(thissy - FIRSTTAIL, creature[which].score);
- if (worm[thissy - FIRSTTAIL].bias)
- { worm[thissy - FIRSTTAIL].lives += ORBBLOOD;
- stat(thissy - FIRSTTAIL, LIFE);
- } }
- creature[which].alive = FALSE;
- change(x, y, BONUS);
- } } }
- elif (thissy >= FIRSTPROTECTOR && thissy <= LASTPROTECTOR)
- { if (creature[which].species == MISSILE)
- { if (creature[which].type != thissy - FIRSTPROTECTOR)
- { effect(FXUSEPROTECTOR);
- creature[which].alive = FALSE;
- } else creature[which].visible = FALSE;
- } elif (creature[which].species == FRAGMENT)
- { effect(FXUSEPROTECTOR);
- reflect(which);
- } elif (creature[which].species == DRIP)
- { creature[which].alive = FALSE;
- if (creature[which].type == thissy - FIRSTPROTECTOR || worm[thissy - FIRSTPROTECTOR].bias)
- { wormscore(thissy - FIRSTPROTECTOR, DRIPBONUS);
- effect(FXDRIP);
- } }
- elif (creature[which].species == ORB)
- { effect(FXUSEPROTECTOR);
- effect(FXORBDEATH);
- creature[which].alive = FALSE;
- wormscore(thissy - FIRSTPROTECTOR, creature[which].score);
- if (worm[thissy - FIRSTPROTECTOR].bias)
- { worm[thissy - FIRSTPROTECTOR].lives += ORBBLOOD;
- stat(thissy - FIRSTPROTECTOR, LIFE);
- } } }
- elif (thissy >= FIRSTLETTER && thissy <= LASTLETTER)
- { if (creature[which].species == DRIP || creature[which].species == FRAGMENT || creature[which].species == MISSILE)
- { effect(FXTHUD);
- creature[which].alive = FALSE;
- } elif (creature[which].species == ORB)
- { for (player = 0; player <= 3; player++)
- { letters[player][thissy - FIRSTLETTER] = FALSE;
- drawletter(player, thissy, BLACK);
- }
- putletter(-1);
- } }
- elif (thissy == PENGUIN)
- { creature[whichcreature(x, y, PENGUIN, 255)].alive = FALSE;
- if (creature[which].species == ORB && creature[which].mode == ARMOUR)
- orbscore(which, KILLPENGUIN);
- else
- { creature[which].alive = FALSE;
- change(x, y, EMPTY);
- } }
- elif (thissy == FRAGMENT)
- { creature[whichcreature(x, y, FRAGMENT, which)].alive = FALSE;
-
- if (creature[which].species == DRIP)
- { creature[which].alive = FALSE;
- change(x, y, BONUS);
- } elif (creature[which].species == PENGUIN)
- { creature[which].alive = FALSE;
- change(x, y, EMPTY);
- } elif (creature[which].species == MISSILE)
- { creature[which].alive = FALSE;
- change(x, y, EMPTY);
- } elif (creature[which].species == ORB)
- { if (creature[which].mode != ARMOUR)
- creature[which].explode = TRUE;
- else effect(FXUSEARMOUR);
- } elif (creature[which].species == FRAGMENT)
- { effect(FXTHUD);
- draw(x, y, EMPTY);
- creature[which].alive = FALSE;
- } }
- elif (thissy == METAL)
- { if (creature[which].species == DRIP || creature[which].species == MISSILE)
- creature[which].alive = FALSE;
- elif (creature[which].species == FRAGMENT)
- reflect(which);
- } elif (thissy == STONE)
- { if (creature[which].species == DRIP || creature[which].species == FRAGMENT || creature[which].species == MISSILE)
- { effect(FXTHUD);
- creature[which].alive = FALSE;
- } }
- elif (thissy == WOOD)
- { if (creature[which].species == FRAGMENT || creature[which].species == MISSILE)
- { effect(FXTHUD);
- creature[which].alive = FALSE;
- } }
- elif (thissy == GOAT)
- { // Drips, fragments and missiles
- creature[whichcreature(x, y, GOAT, 255)].alive = FALSE;
- effect(FXGOATDEATH);
- change(x, y, BONUS);
- creature[which].alive = FALSE;
-
- if (creature[which].species == MISSILE)
- { wormscore(creature[which].type, KILLGOAT);
- if (worm[creature[which].type].bias)
- { worm[creature[which].type].lives += GOATBLOOD;
- stat(creature[which].type, LIFE);
- } } }
- elif (thissy == SLIME)
- { if (creature[which].species == DRIP || creature[which].species == FRAGMENT || creature[which].species == MISSILE)
- { creature[which].alive = FALSE;
- change(x, y, EMPTY);
- } elif (creature[which].species == ORB)
- { if (creature[which].mode != TONGUE)
- creature[which].alive = FALSE;
- } }
- elif (thissy == SKULL)
- { if (creature[which].species == ORB)
- { effect(FXGETSKULL);
- orbscore(which, SKULLPOINT);
- } elif (creature[which].species == FRAGMENT || creature[which].species == DRIP || creature[which].species == MISSILE)
- { effect(FXTHUD);
- creature[which].alive = FALSE;
- } }
- elif (thissy == TELEPORT)
- { // Drips, fragments, missiles, orbs
- i = whichteleport(x, y);
- if (blocked(i, creature[which].deltax, creature[which].deltay))
- creature[which].alive = FALSE;
- else
- { effect(FXUSETELEPORT);
- creature[which].x = teleport[level][partner(i)].x + creature[which].deltax;
- creature[which].y = teleport[level][partner(i)].y + creature[which].deltay;
-
- if (creature[which].species == DRIP)
- { if (!(valid(creature[which].x, creature[which].y)))
- creature[which].alive = FALSE;
- } elif (creature[which].species == ORB)
- { orbscore(which, TELPOINT);
- creature[which].x = xwrap(creature[which].x);
- creature[which].y = ywrap(creature[which].y);
- } elif (creature[which].species == FRAGMENT)
- creature[which].last = SILVER;
- } }
- elif (thissy == ORB)
- { i = whichcreature(x, y, ORB, which);
- creature[which].alive = FALSE;
-
- if (creature[which].species == MISSILE)
- { if (creature[i].mode != ARMOUR)
- { effect(FXORBDEATH);
- creature[i].alive = FALSE;
- change(x, y, BONUS);
- wormscore(creature[which].type, creature[i].score);
- if (worm[creature[which].type].bias)
- { worm[creature[which].type].lives += ORBBLOOD;
- stat(creature[which].type, LIFE);
- } }
- else effect(FXUSEARMOUR);
- } elif (creature[which].species == FRAGMENT || creature[which].species == DRIP)
- { if (creature[i].mode != ARMOUR)
- { creature[i].explode = TRUE;
- draw(x, y, EMPTY);
- } else effect(FXUSEARMOUR);
- } elif (creature[which].species == ORB)
- { effect(FXORBDEATH);
- creature[i].alive = FALSE;
- change(x, y, BONUS);
- } }
- elif (creature[which].species == ORB)
- { if (thissy == EMPTY)
- orbscore(which, EMPTYPOINT);
- elif (thissy == SILVER)
- orbscore(which, SILVERPOINT);
- elif (thissy == GOLD)
- orbscore(which, GOLDPOINT);
- elif (thissy == AMMO || thissy == PULSE || thissy == SLAYER || thissy == LIGHTNING)
- { if (creature[which].mode != ARMOUR)
- creature[which].explode = TRUE;
- else effect(FXUSEARMOUR);
- } elif (thissy == NITRO || thissy == POWER || thissy == SLOWER || thissy == REMNANTS)
- { effect(FXGETNITRO);
- creature[which].speed = speedup(creature[which].speed, TRUE);
- } elif (thissy == HEALER || thissy == LIFE || thissy == ICE || thissy == TREASURE || thissy == UMBRELLA)
- orbsplit(which);
- elif (thissy == ARMOUR)
- { creature[which].armour += MODEADD + (rand() % MODERAND);
- creature[which].mode = ARMOUR;
- } elif (thissy == TONGUE)
- { creature[which].tongue += MODEADD + (rand() % MODERAND);
- creature[which].mode = TONGUE;
- } elif (thissy == PROTECTOR)
- { for (player = 0; player <= 3; player++)
- if (worm[player].lives)
- for (i = 0; i <= PROTECTORS; i++)
- if (protector[player][i].alive)
- { protector[player][i].alive = FALSE;
- if (protector[player][i].visible)
- change(protector[player][i].x, protector[player][i].y, EMPTY);
- } }
- elif (thissy == MISSILE)
- { for (i = 0; i <= CREATURES; i++)
- { if (creature[i].alive && creature[i].species == MISSILE)
- { creature[i].alive = FALSE;
- change(x, y, EMPTY);
- } } }
- elif (thissy == MULTIPLIER)
- { creature[which].multi *= 2;
- if (creature[which].multi > MULTILIMIT)
- creature[which].multi = MULTILIMIT;
- } elif (thissy == BIAS)
- { for (player = 0; player <= 3; player++)
- if (worm[player].lives && worm[player].bias)
- { worm[player].bias = 0;
- stat(player, BIAS);
- } }
- elif (thissy == AFFIXER)
- { for (player = 0; player <= 3; player++)
- if (worm[player].lives)
- worm[player].affixer = FALSE;
- } elif (thissy == SWITCHER)
- { for (xx = 0; xx <= FIELDX; xx++)
- for (yy = 0; yy <= FIELDY; yy++)
- if (field[xx][yy] >= FIRSTTAIL && field[xx][yy] <= LASTTAIL)
- change(xx, yy, WOOD);
- } elif (thissy == GROWER)
- { effect(FXGETGROWER);
- for (xx = 0; xx <= FIELDX; xx++)
- for (yy = 0; yy <= FIELDY; yy++)
- if (field[xx][yy] == WOOD)
- for (xxx = xx - 1; xxx <= xx + 1; xxx++)
- for (yyy = yy - 1; yyy <= yy + 1; yyy++)
- if (valid(xxx, yyy) && field[xxx][yyy] == EMPTY)
- field[xxx][yyy] = TEMPWOOD;
- for (xx = 0; xx <= FIELDX; xx++)
- for (yy = 0; yy <= FIELDY; yy++)
- if (field[xx][yy] == TEMPWOOD)
- change(xx, yy, WOOD);
- } elif (thissy == CLOCK)
- secondsperlevel -= rand() % CLOCKRAND;
- } }
-
- if (creature[which].alive && creature[which].visible && (creature[which].deltax || creature[which].deltay))
- { if (creature[which].species == MISSILE)
- change(x, y, FIRSTMISSILE + creature[which].type);
- elif (creature[which].species == DRIP)
- change(x, y, FIRSTDRIP + creature[which].type);
- elif (creature[which].species == FRAGMENT)
- change(x, y, FRAGMENT);
- elif (creature[which].species == GOAT)
- change(x, y, GOAT);
- elif (creature[which].species == PENGUIN)
- change(x, y, PENGUIN);
- elif (creature[which].species == ORB)
- { field[x][y] = ORB;
- if (creature[which].mode == TONGUE)
- draw(x, y, ORBTONGUE);
- elif (creature[which].mode == ARMOUR)
- draw(x, y, ORBARMOUR);
- else draw(x, y, ORB);
- } }
-
- if (creature[which].alive && creature[which].species == GOAT)
- { // decide whether to fire
- if (!(rand() % 10))
- { for (i = 0; i <= CREATURES; i++)
- { if (!creature[i].alive)
- { creature[i].deltax = (rand() % 3) - 1;
- creature[i].deltay = (rand() % 3) - 1;
- if
- ( valid(x + creature[i].deltax, y + creature[i].deltay)
- && (creature[i].deltax || creature[i].deltay)
- )
- { thissy = field[x + creature[i].deltax][y + creature[i].deltay];
- if
- ( (thissy >= FIRSTEMPTY && thissy <= LASTEMPTY)
- || (thissy >= FIRSTTAIL && thissy <= LASTTAIL)
- )
- { effect(FXGOATFIRE);
- creature[i].alive = TRUE;
- creature[i].species = FRAGMENT;
- creature[i].x = x + creature[i].deltax;
- creature[i].y = y + creature[i].deltay;
- creature[i].visible = TRUE;
- creature[i].last = EMPTY;
- creature[i].speed = (SBYTE) atleast(FRAGSPEED - level, 1);
- } }
- break;
- } } } }
- }
-
- void orbsplit(SBYTE which)
- { SBYTE copy = 0, i;
-
- effect(FXORBSPLIT);
- for (i = 0; i <= CREATURES; i++)
- { if (!creature[i].alive)
- { creature[i].x = creature[which].x;
- creature[i].y = creature[which].y;
- creature[i].score = creature[which].score;
- creature[i].armour = creature[which].armour;
- creature[i].tongue = creature[which].tongue;
- creature[i].mode = creature[which].mode;
- creature[i].speed = creature[which].speed;
- creature[i].explode = FALSE;
- creature[i].multi = creature[which].multi;
- creature[i].last = EMPTY;
- switch (copy)
- {
- case 0:
- if (creature[which].deltax != -1 || creature[which].deltay != -1)
- { creature[i].deltax = -1;
- creature[i].deltay = -1;
- creature[i].alive = TRUE;
- }
- break;
- case 1:
- if (creature[which].deltax != 1 || creature[which].deltay != 1)
- { creature[i].deltax = 1;
- creature[i].deltay = 1;
- creature[i].alive = TRUE;
- }
- break;
- case 2:
- if (creature[which].deltax != 1 || creature[which].deltay != -1)
- { creature[i].deltax = 1;
- creature[i].deltay = -1;
- creature[i].alive = TRUE;
- }
- break;
- case 3:
- if (creature[which].deltax != -1 || creature[which].deltay != 1)
- { creature[i].deltax = -1;
- creature[i].deltay = 1;
- creature[i].alive = TRUE;
- }
- break;
- default:
- break;
- }
- if (++copy >= 4)
- return;
- } } }
-
- void orientworms(void)
- { SBYTE player;
-
- for (player = 0; player <= 3; player++)
- { worm[player].speed = NORMAL;
- if (worm[player].lives)
- stat(player, NITRO);
- worm[player].moved = FALSE;
- worm[player].x = startx[level];
- worm[player].y = starty[level];
- switch (player)
- {
- case 0:
- worm[0].deltax = -1;
- worm[0].deltay = 0;
- break;
- case 1:
- worm[1].deltax = 1;
- worm[1].deltay = 0;
- break;
- case 2:
- worm[2].deltax = 0;
- worm[2].deltay = -1;
- break;
- case 3:
- worm[3].deltax = 0;
- worm[3].deltay = 1;
- break;
- default:
- break;
- } } }
-
- SBYTE partner(SBYTE which)
- { if (which % 2 == 0)
- return((SBYTE) (which + 1));
- else return((SBYTE) (which - 1));
- }
-
- /* NAME putletter -- Put a letter onto the field
- SYNOPSIS void putletter(SBYTE player);
- INPUTS SBYTE player -
- 0-3: player on whose behalf the letter is put on for
- -1: any letter
- RESULT none
- NOTES noletter -
- -2: if we found somewhere to put the letter
- player: if we didn't */
-
- void putletter(SBYTE player)
- { SBYTE count = 0, letter;
- SBYTE i, x, y;
-
- do
- { x = rand() % (FIELDX + 1);
- y = rand() % (FIELDY + 1);
- } while ((field[x][y] < FIRSTEMPTY || field[x][y] > LASTEMPTY) && (++count < PATIENCE));
- if (count < PATIENCE)
- { noletter = -2;
- if (player != -1)
- { for (i = 0; i <= LETTERS; i++)
- if (!(letters[player][i]))
- { break;
- }
- if (i > LETTERS)
- letter = rand() % (LETTERS + 1);
- else
- { do
- letter = rand() % (LETTERS + 1);
- while (letters[player][letter]);
- }
- } else
- letter = rand() % (LETTERS + 1);
- change(x, y, letter + FIRSTLETTER);
- letterx = x;
- lettery = y;
- lettertype = letter + FIRSTLETTER;
- } else noletter = player;
- }
-
- /* NAME queue -- adds a keystroke to the key queue
- SYNOPSIS name(SBYTE, SBYTE, SBYTE);
- FUNCTION Adds a keystroke to the in-game key queue.
- INPUTS player - player that pressed the key
- deltax - the deltax of the key
- deltay - the deltay of the key
- IMPLEMENTATION
- thequeue[] is an array, with QUEUELIMIT as its last index.
- It is implemented as a FIFO stack rather than LIFO so that
- the keystrokes are processed in the correct order (that is,
- the order in which they were pressed). The oldest keystroke
- is always at index [0], the next oldest at [1], and so on
- upwards to the newest keystroke, at [worm[player].pos].
- Keystrokes are removed from the bottom of the array ([0]),
- and the rest of the array is shuffled down to fill the gap,
- so that the contents of [1] go to [0], the contents of [2]
- go to [1], etc. worm[player].pos is adjusted to always point
- to the newest entry, which is the 'end' of the queue.
- MODULE engine.c */
-
- void queue(SBYTE player, SBYTE deltax, SBYTE deltay)
- { if (worm[player].pos < QUEUELIMIT)
- { worm[player].pos++;
- thequeue[player][worm[player].pos].deltax = deltax;
- thequeue[player][worm[player].pos].deltay = deltay;
- } }
-
- void reflect(UBYTE which)
- { creature[which].deltax = -creature[which].deltax;
- creature[which].deltay = -creature[which].deltay;
- creature[which].x += creature[which].deltax * 2;
- creature[which].y += creature[which].deltay * 2;
- }
-
- ABOOL savefields(STRPTR fieldname)
- { SBYTE i, j;
- TEXT IOBuffer[NAMELENGTH + 1];
-
- matchteleports();
-
- if (!ZOpen(fieldname, TRUE))
- return FALSE;
-
- // write header
-
- strcpy(IOBuffer, "FSET 5.1");
- IOBuffer[9] = levels;
- if (!ZWrite(IOBuffer, 10))
- { ZClose();
- return FALSE;
- }
-
- // write high score table
-
- for (i = 0; i <= HISCORES; i++)
- { IOBuffer[0] = hiscore[i].player;
- IOBuffer[1] = hiscore[i].level;
- IOBuffer[2] = 0;
- IOBuffer[3] = hiscore[i].score / 65536;
- IOBuffer[4] = (hiscore[i].score % 65536) / 256;
- IOBuffer[5] = (hiscore[i].score % 65536) % 256;
- if (!ZWrite(IOBuffer, 6))
- { ZClose();
- return FALSE;
- }
-
- for (j = 0; j <= NAMELENGTH; j++)
- IOBuffer[j] = hiscore[i].name[j];
- if (!ZWrite(IOBuffer, NAMELENGTH + 1))
- { ZClose();
- return FALSE;
- }
- for (j = 0; j <= TIMELENGTH; j++)
- IOBuffer[j] = hiscore[i].time[j];
- if (!ZWrite(IOBuffer, TIMELENGTH + 1))
- { ZClose();
- return FALSE;
- }
- for (j = 0; j <= DATELENGTH; j++)
- IOBuffer[j] = hiscore[i].date[j];
- if (!ZWrite(IOBuffer, DATELENGTH + 1))
- { ZClose();
- return FALSE;
- } }
-
- // write level data
-
- for (i = 0; i <= levels; i++)
- { IOBuffer[0] = startx[i];
- IOBuffer[1] = starty[i];
- IOBuffer[2] = teleport[i][0].alive;
- IOBuffer[3] = teleport[i][0].x;
- IOBuffer[4] = teleport[i][0].y;
- IOBuffer[5] = teleport[i][1].alive;
- IOBuffer[6] = teleport[i][1].x;
- IOBuffer[7] = teleport[i][1].y;
- if (!ZWrite(IOBuffer, 8))
- { ZClose();
- return FALSE;
- }
-
- if (!ZWrite((char *) &board[i][0][0], (FIELDX + 1) * (FIELDY + 1)))
- { ZClose();
- return FALSE;
- } }
-
- // write version string
-
- if (!ZWrite(VERSION, strlen(VERSION)))
- { ZClose();
- return FALSE;
- }
-
- ZClose();
-
- if (clearthem)
- clearhiscores();
- modified = FALSE;
- return TRUE;
- }
-
- void saylevel(COLOUR colour)
- { TEXT mainstring[15] = "Level ", tempstring[4];
-
- if (level > 0)
- { stci_d(&mainstring[6], level);
- strcat((char*) mainstring, " of ");
- stci_d(tempstring, levels);
- strcat((char*) mainstring, (char*) tempstring);
- say(mainstring, colour);
- } else
- { if (a == FIELDEDIT)
- say("Bonus Level", colour);
- else
- { if (leveltype == TREASURE)
- say("Bonus Level: Treasury!", colour);
- else say("Bonus Level: Drips!", colour);
- } } }
-
- void setbrush(SBYTE newbrush)
- { brush = newbrush;
- setpointer(brush);
- underline(brush);
- }
-
- SBYTE slowdown(SBYTE speed)
- { speed *= 2;
- if (speed > SLOW)
- speed = SLOW;
- return(speed);
- }
-
- /* NAME slowloop -- things done rarely
- SYNOPSIS slowloop(void);
- FUNCTION Decrements strength; creates goats, orbs, objects,
- teleports, slime; controls timebombs; puts letters if
- neccessary; blanks out old causes.
- MODULE engine.c */
-
- void slowloop(void)
- { ABOOL done;
- SBYTE i, player, which, x, xx, y, yy;
- UBYTE thissy;
-
- // decrement worm strength
-
- for (player = 0; player <= 3; player++)
- if (worm[player].lives > 0 && ice == -1 || ice == player)
- { if (worm[player].bias > 0)
- { worm[player].bias--;
- stat(player, BIAS);
- }
- if (worm[player].ice > 0 && --worm[player].ice == 0)
- { for (which = 0; which <= 3; which++)
- if (player != which)
- worm[player].pos = -1;
- ice = -1;
- }
- if (worm[player].mode == ARMOUR)
- { if (--worm[player].armour == 0)
- { if (worm[player].tongue > 0)
- worm[player].mode = TONGUE;
- else worm[player].mode = NULL;
- }
- stat(player, ARMOUR);
- } elif (worm[player].mode == TONGUE)
- { if (--worm[player].tongue == 0)
- { if (worm[player].armour > 0)
- worm[player].mode = ARMOUR;
- else worm[player].mode = NULL;
- }
- stat(player, TONGUE);
- } }
-
- // blank out old causes
-
- for (player = 0; player <= 3; player++)
- { if (worm[player].lives > 0 && r > worm[player].causewait)
- { drawcause(player, BLACK);
- worm[player].causewait = (ULONG) -1; // most future time possible
- } }
-
- if (ice == -1)
- { if (level)
- { // decrement orb strength
- for (which = 0; which <= CREATURES; which++)
- if (creature[which].alive && creature[which].species == ORB)
- if (creature[which].mode == ARMOUR)
- { if (--creature[which].armour == 0)
- if (creature[which].tongue > 0)
- creature[which].mode = TONGUE;
- else creature[which].mode = NULL;
- } elif (creature[which].mode == TONGUE)
- { if (--creature[which].tongue == 0)
- if (creature[which].armour > 0)
- creature[which].mode = ARMOUR;
- else creature[which].mode = NULL;
- }
-
- // create goats
- if
- ( (!(rand() % freq))
- && findempty(&x, &y, FIRSTGOAT, LASTGOAT)
- && field[x][y] != GOAT
- )
- { for (i = 0; i <= CREATURES; i++)
- { if (!creature[i].alive)
- { effect(FXGOATBORN);
- creature[i].x = x;
- creature[i].y = y;
- creature[i].alive = TRUE;
- creature[i].species = GOAT;
- creature[i].last = creature[i].oldlast = field[x][y];
- creature[i].speed = (SBYTE) atleast(GOATSPEED - level, 2);
- creature[i].visible = TRUE;
- change(x, y, GOAT);
- break;
- } } }
-
- // create orbs
- if
- ( (!(rand() % freq))
- && findempty(&x, &y, FIRSTEMPTY, LASTEMPTY)
- )
- { for (i = 0; i <= CREATURES; i++)
- { if (!creature[i].alive)
- { effect(FXORBBORN);
- creature[i].deltax = (rand() % 2) * 2 - 1;
- creature[i].deltay = (rand() % 2) * 2 - 1;
- creature[i].score = 0;
- creature[i].alive = TRUE;
- creature[i].armour = 0;
- creature[i].tongue = 0;
- creature[i].mode = NULL;
- creature[i].speed = (SBYTE) atleast(ORBSPEED - level, 2);
- creature[i].species = ORB;
- creature[i].explode = FALSE;
- creature[i].multi = 1;
- creature[i].x = x;
- creature[i].y = y;
- creature[i].last = EMPTY;
- creature[i].visible = TRUE;
- change(x, y, ORB);
- break;
- } } }
-
- // create penguins
- if
- ( (!(rand() % freq))
- && findempty(&x, &y, FIRSTEMPTY, LASTEMPTY))
- { for (i = 0; i <= CREATURES; i++)
- if (!(creature[i].alive))
- { effect(FXPENGUINBORN);
- creature[i].x = x;
- creature[i].y = y;
- creature[i].last = EMPTY;
- creature[i].speed = (SBYTE) atleast(PENGUINSPEED - level, 2);
- creature[i].visible = TRUE;
- creature[i].deltax = 0;
- creature[i].deltay = 0;
- creature[i].species = PENGUIN;
- creature[i].alive = TRUE;
- change(x, y, PENGUIN);
- break;
- } }
-
- // create slime
- if (!(rand() % (freq * 2)))
- if (findempty(&x, &y, FIRSTEMPTY, LASTEMPTY))
- change(x, y, SLIME);
-
- // grow slime
- if (!(rand() % (freq * 2)))
- { for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == SLIME)
- for (xx = x - 1; xx <= x + 1; xx++)
- for (yy = y - 1; yy <= y + 1; yy++)
- if (valid(xx, yy) && field[xx][yy] == EMPTY && !(rand() % 2))
- field[xx][yy] = TEMPSLIME;
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == TEMPSLIME)
- change(x, y, SLIME);
- }
-
- // retry putting letters if necessary
-
- if (noletter != -2)
- putletter(noletter);
- }
-
- // create drips
- if
- ( (level && (!(rand() % freq)))
- || ((!level) && leveltype == DRIP && (!(rand() % FREQ_BONUS)))
- )
- { x = (rand() % (FIELDX + 1));
- y = (rand() % 3);
- thissy = field[x][y];
- if (thissy >= FIRSTEMPTY && thissy <= LASTEMPTY)
- { for (i = 0; i <= CREATURES; i++)
- { if (!creature[i].alive)
- { effect(FXDRIPBORN);
- creature[i].alive = TRUE;
- creature[i].last = EMPTY;
- creature[i].species = DRIP;
- creature[i].type = rand() % 4;
- creature[i].x = x;
- creature[i].y = y;
- creature[i].deltax = 0;
- creature[i].deltay = 1;
- creature[i].visible = TRUE;
- if (level)
- creature[i].speed = (SBYTE) atleast(DRIPSPEED - level, 2);
- else creature[i].speed = BONUSDRIPSPEED;
- change(x, y, FIRSTDRIP + creature[which].type);
- break;
- } } } }
-
- // create objects
-
- for (which = 0; which <= LASTOBJECT; which++)
- if (level || leveltype != TREASURE || which == TREASURE)
- { if (!(rand() % object[which].frequency) && findempty(&x, &y, FIRSTEMPTY, LASTEMPTY))
- change(x, y, which);
- } elif (!(rand() % (object[which].frequency / 10)) && findempty(&x, &y, FIRSTEMPTY, LASTEMPTY))
- change(x, y, which);
-
- // create teleports
-
- if (!(rand() % TELFREQ)
- && !teleport[level][2].alive
- && findempty(&(teleport[level][2].x), &(teleport[level][2].y), FIRSTEMPTY, LASTEMPTY)
- && findempty(&(teleport[level][3].x), &(teleport[level][3].y), FIRSTEMPTY, LASTEMPTY)
- && (teleport[level][2].x != teleport[level][3].x || teleport[level][2].y != teleport[level][3].y))
- { teleport[level][2].alive = TRUE;
- teleport[level][3].alive = TRUE;
- change(teleport[level][2].x, teleport[level][2].y, TELEPORT);
- change(teleport[level][3].x, teleport[level][3].y, TELEPORT);
- }
-
- // create timebombs
-
- for (i = 0; i <= level; i++)
- { x = rand() % (FIELDX + 1);
- y = rand() % (FIELDY + 1);
- if (field[x][y] == BOMB)
- { done = FALSE;
- for (which = 0; which <= TIMEBOMBS; which++)
- if (timebomb[which].alive == FALSE && !done)
- { timebomb[which].alive = TRUE;
- timebomb[which].x = x;
- timebomb[which].y = y;
- timebomb[which].time = 10;
- done = TRUE;
- } } }
-
- // decrement and explode timebombs
-
- if (!(r % (VERYSLOW * 4)))
- for (which = 0; which <= TIMEBOMBS; which++)
- if (timebomb[which].alive)
- { if (field[timebomb[which].x][timebomb[which].y] != BOMB)
- timebomb[which].alive = FALSE;
- else
- { effect(FXTIMEBOMBTICK);
- timebomb[which].time--;
- if (timebomb[which].time < 0)
- { timebomb[which].alive = FALSE;
- change(timebomb[which].x, timebomb[which].y, EMPTY);
- bombblast(BOMB, 0, timebomb[which].x, timebomb[which].y);
- } else draw(timebomb[which].x, timebomb[which].y, ZERO + timebomb[which].time);
- } } }
- }
-
- SBYTE speedup(SBYTE speed, ABOOL nitro)
- { speed /= 2;
- if (speed < FAST)
- speed = FAST;
- return(speed);
- }
-
- ULONG squareblast(SBYTE type, SBYTE player, SBYTE thissy, SBYTE x, SBYTE y)
- { SBYTE which;
- ULONG score = 0L;
- SBYTE filler;
-
- if (type == HEAD && worm[player].bias)
- filler = SILVER;
- else filler = EMPTY;
-
- if (thissy <= LASTOBJECT)
- { change(x, y, filler);
- if (thissy == BOMB)
- for (which = 0; which <= TIMEBOMBS; which++)
- if (timebomb[which].alive && timebomb[which].x == x && timebomb[which].y == y)
- timebomb[which].alive = FALSE;
- } elif (thissy >= FIRSTTAIL && thissy <= LASTTAIL)
- change(x, y, filler);
- elif (thissy == ORB)
- { which = whichcreature(x, y, ORB, 255);
- if (creature[which].mode != ARMOUR)
- { effect(FXORBDEATH);
- creature[which].alive = FALSE;
- score = creature[which].score;
- if (type == HEAD && worm[player].bias)
- worm[player].lives += ORBBLOOD;
- change(x, y, BONUS);
- } else effect(FXUSEARMOUR);
- } elif (thissy >= FIRSTDRIP && thissy <= LASTDRIP)
- { creature[whichcreature(x, y, DRIP, 255)].alive = FALSE;
- change(x, y, filler);
- } elif (thissy >= FIRSTHEAD && thissy <= LASTHEAD)
- { if (type != HEAD || player != thissy - FIRSTHEAD)
- if (worm[thissy - FIRSTHEAD].mode != ARMOUR)
- { worm[thissy - FIRSTHEAD].cause = BOMB;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- stat(thissy - FIRSTHEAD, LIFE);
- if (type == HEAD)
- worm[thissy - FIRSTHEAD].victor = player;
- else
- { worm[thissy - FIRSTHEAD].victor = -1;
- score = KILLWORM; // worms will get thissy bonus from death(), so it is not given for them here.
- }
- } else effect(FXUSEARMOUR);
- } elif (thissy >= FIRSTMISSILE && thissy <= LASTMISSILE)
- { if (type != HEAD || player != thissy - FIRSTMISSILE)
- { creature[whichcreature(x, y, MISSILE, 255)].alive = FALSE;
- change(x, y, filler);
- } }
- elif (thissy == PENGUIN)
- { creature[whichcreature(x, y, PENGUIN, 255)].alive = FALSE;
- change(x, y, filler);
- } elif (thissy == FRAGMENT)
- { creature[whichcreature(x, y, FRAGMENT, 255)].alive = FALSE;
- change(x, y, filler);
- } elif (thissy == GOAT)
- { creature[whichcreature(x, y, GOAT, 255)].alive = FALSE;
- change(x, y, BONUS);
- }
- return(score);
- }
-
- void timeloop(void)
- { TEXT timedisplay[5] = {"#:##"};
- PERSIST ABOOL outoftime = FALSE;
- UBYTE i;
-
- secondsleft = atleast(secondsleft, 0);
- timedisplay[0] = 48 + (secondsleft / 60);
- timedisplay[2] = 48 + ((secondsleft % 60) / 10);
- timedisplay[3] = 48 + ((secondsleft % 60) % 10);
-
- if (!level)
- { say(timedisplay, worm[treasurer].colour);
- if (!secondsleft)
- { level = reallevel + 1;
- secondsleft = SECONDSPERLEVEL;
- newlevel(treasurer);
- } }
- elif (!secondsleft)
- { say("Out of time!", WHITE);
- if (!outoftime)
- { effect(FXTIMEALERT);
- outoftime = TRUE;
- freq /= 2;
- for (i = 0; i <= CREATURES; i++)
- if (creature[i].alive)
- creature[i].speed = speedup(creature[i].speed, TRUE);
- } }
- else
- { outoftime = FALSE;
- say(timedisplay, WHITE);
- } }
-
- void train(SCANCODE scancode)
- { SBYTE i, x, y;
- UBYTE thissy;
-
- switch(scancode) {
- case HELP:
- trainer = !trainer;
- break;
- case NUMERICSLASH:
- // Complete the level.
- if (trainer)
- { trainer = FALSE;
- if (worm[1].lives > 0)
- for (i = 0; i <= LETTERS; i++)
- { letters[1][i] = TRUE;
- drawletter(1, FIRSTLETTER + i, NORMAL);
- } }
- break;
- case NUMERICASTERISK:
- // Change most squares to gold.
- if (trainer)
- { trainer = FALSE;
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == FIRSTTAIL + 1)
- change(x, y, METAL);
- else
- { thissy = field[x][y];
- if
- ( thissy != STONE
- && thissy != GOAT
- && thissy != ORB
- && thissy != SKULL
- && (thissy < FIRSTHEAD || thissy > LASTHEAD)
- && (thissy < FIRSTLETTER || thissy > LASTLETTER)
- )
- change(x, y, GOLD);
- } }
- break;
- case NUMERICPLUS:
- /* Full lives, tongue, bias, ammo, power, nitro, affixer
- and remnants. */
- if (trainer)
- { trainer = FALSE;
- if (worm[1].lives > 0)
- { worm[1].lives = LIVESLIMIT;
- stat(1, LIFE);
- worm[1].tongue = MODELIMIT;
- worm[1].mode = TONGUE;
- stat(1, TONGUE);
- worm[1].bias = BIASLIMIT;
- stat(1, BIAS);
- worm[1].ammo = AMMOLIMIT;
- stat(1, AMMO);
- worm[1].power = POWERLIMIT;
- stat(1, POWER);
- worm[1].nitro = TRUE;
- stat(1, NITRO);
- worm[1].affixer = TRUE;
- worm[1].remnants = 100;
- trainer = FALSE;
- } }
- break;
- default:
- break;
- } }
-
- void turnworm(SBYTE player, SBYTE deltax, SBYTE deltay)
- {
- if (worm[player].nitro || !deltax || !deltay)
- { if (worm[player].deltax == deltax && worm[player].deltay == deltay)
- { worm[player].speed = speedup(worm[player].speed, worm[player].nitro);
- stat(player, NITRO);
- } elif (worm[player].deltax == -deltax && worm[player].deltay == -deltay)
- { worm[player].speed = slowdown(worm[player].speed);
- stat(player, NITRO);
- } else
- { worm[player].deltax = deltax;
- worm[player].deltay = deltay;
- } }
- }
-
- void updatesquare(SBYTE x, SBYTE y)
- { SBYTE which;
-
- if (startx[level] == x && starty[level] == y)
- draw(x, y, START);
- elif (board[level][x][y] == TELEPORT)
- { for (which = 0; which <= 1; which++)
- if (teleport[level][which].alive && teleport[level][which].x == x && teleport[level][which].y == y)
- draw(x, y, ONE + which);
- } else draw(x, y, board[level][x][y]);
- }
-
- SBYTE valid(SBYTE x, SBYTE y)
- { if (x >= 0 && x <= FIELDX && y >= 0 && y <= FIELDY)
- return(TRUE);
- else
- return(FALSE);
- }
-
- UBYTE whichcreature(SBYTE x, SBYTE y, UBYTE species, UBYTE exception)
- { UBYTE i;
-
- for (i = 0; i <= CREATURES; i++)
- if
- ( creature[i].alive
- && creature[i].x == x
- && creature[i].y == y
- && creature[i].species == species
- && i != exception
- )
- return i;
- return 255; // error code
- }
- SBYTE whichteleport(SBYTE x, SBYTE y)
- { SBYTE which;
-
- for (which = 0; which <= TIMEBOMBS; which++)
- if (teleport[level][which].alive && teleport[level][which].x == x && teleport[level][which].y == y)
- return((SBYTE) which);
- return((SBYTE) -1); // error code
- }
- SBYTE whichtimebomb(SBYTE x, SBYTE y)
- { SBYTE which;
-
- for (which = 0; which <= TIMEBOMBS; which++)
- if (timebomb[which].alive && timebomb[which].x == x && timebomb[which].y == y)
- return(which);
- return(-1); // error code
- }
-
- void wormbullet(SBYTE player)
- { ABOOL finished,
- flag = FALSE,
- remnants = FALSE,
- ok = FALSE,
- lettered = FALSE;
- LONG score;
- SBYTE distance,
- thissy,
- i, j,
- x, y;
-
- if (!worm[player].ammo)
- { stat(player, BONUS);
- if (worm[player].speed == FAST)
- distance = FASTDISTANCE;
- elif (worm[player].speed == NORMAL)
- distance = NORMALDISTANCE;
- else
- { // assert(worm[player].speed == SLOW);
- distance = SLOWDISTANCE;
- }
-
- // check for metal
-
- for (i = 1; i < distance; i++)
- { x = xwrap(worm[player].x + (i * worm[player].deltax));
- y = ywrap(worm[player].y + (i * worm[player].deltay));
- if (field[x][y] == METAL)
- flag = TRUE;
- }
-
- if (!flag)
- { // assert(abs(worm[player].deltax) == 1 && abs(worm[player].deltay) == 1);
- x = xwrap(worm[player].x + worm[player].deltax * distance);
- y = ywrap(worm[player].y + worm[player].deltay * distance);
- thissy = field[x][y];
- if (thissy == TELEPORT)
- { i = whichteleport(x, y);
- if (!blocked(i, worm[player].deltax, worm[player].deltay))
- ok = TRUE;
- }
- if (ok || ((thissy < STONE || thissy > GOAT) && thissy != METAL))
- { // Amiga-worms only make jumping sounds in demo mode
- flag = FALSE;
- for (i = 0; i <= 3; i++)
- if (worm[i].control == HUMAN)
- flag = TRUE;
- if (!flag || worm[player].control == HUMAN)
- effect(FXJUMP);
- worm[player].deltax *= distance;
- worm[player].deltay *= distance;
- } } }
- else
- { effect(FXSHOOT);
- worm[player].ammo--;
- stat(player, AMMO);
- if (worm[player].remnants)
- { worm[player].remnants--;
- remnants = TRUE;
- }
- if (worm[player].bias)
- createmissile(player);
-
- for (i = 0; i <= worm[player].power; i++)
- { bullet[i].alive = TRUE;
- bullet[i].teleported = 0;
- bullet[i].visible = TRUE;
- bullet[i].reflected = FALSE;
- if (i % 2 == 0)
- distance = i / 2;
- else
- distance = -((i + 1) / 2);
- if (worm[player].deltax == 0)
- { bullet[i].x = worm[player].x + distance;
- bullet[i].y = worm[player].y;
- } elif (worm[player].deltay == 0)
- { bullet[i].x = worm[player].x;
- bullet[i].y = worm[player].y + distance;
- } else
- { switch (i) {
- case 0:
- bullet[i].x = worm[player].x + worm[player].deltax;
- bullet[i].y = worm[player].y + worm[player].deltay;
- break;
- case 1:
- bullet[i].x = worm[player].x + worm[player].deltax;
- bullet[i].y = worm[player].y;
- break;
- case 2:
- bullet[i].x = worm[player].x;
- bullet[i].y = worm[player].y + worm[player].deltay;
- break;
- case 3:
- bullet[i].x = worm[player].x + worm[player].deltax * 2;
- bullet[i].y = worm[player].y;
- break;
- case 4:
- bullet[i].x = worm[player].x;
- bullet[i].y = worm[player].y + worm[player].deltay * 2;
- break;
- case 5:
- bullet[i].x = worm[player].x + worm[player].deltax * 2;
- bullet[i].y = worm[player].y - worm[player].deltay;
- break;
- case 6:
- bullet[i].x = worm[player].x - worm[player].deltax;
- bullet[i].y = worm[player].y + worm[player].deltay * 2;
- break;
- default:
- break;
- } }
- if
- ( (!(valid(bullet[i].x, bullet[i].y)))
- || field[bullet[i].x][bullet[i].y] == METAL
- || field[bullet[i].x][bullet[i].y] == STONE
- || (field[bullet[i].x][bullet[i].y] > FIRSTLETTER && field[bullet[i].x][bullet[i].y] < LASTLETTER)
- )
- bullet[i].alive = FALSE;
- /* That is somewhat kludgy. It is designed to prevent
- players from being able to destroy metal, etc. by
- firing at point-blank range. What really should be
- done, however, is to organize wormbullet() so that
- things are done in the same order as most of the
- other loops are. Note that theoretically the bullet
- would bounce back from metal and strike the firer.
- This is not handled by this kludge code. */
- }
- score = 0L;
- finished = FALSE;
- while (!finished)
- { finished = TRUE;
- for (i = 0; i <= worm[player].power; i++)
- { if (bullet[i].alive)
- { finished = FALSE;
- if (bullet[i].visible && (!remnants))
- { if (bullet[i].teleported)
- change(bullet[i].x, bullet[i].y, GOLD);
- else change(bullet[i].x, bullet[i].y, EMPTY);
- }
- else bullet[i].visible = TRUE;
- if (bullet[i].reflected)
- { bullet[i].x -= worm[player].deltax;
- bullet[i].y -= worm[player].deltay;
- } else
- { bullet[i].x += worm[player].deltax;
- bullet[i].y += worm[player].deltay;
- }
- if (!(valid(bullet[i].x, bullet[i].y)))
- bullet[i].alive = FALSE;
- else if (bullet[i].x == worm[player].x && bullet[i].y == worm[player].y)
- { // hit by own bullet
- bullet[i].alive = FALSE;
- if (worm[player].mode != ARMOUR)
- { worm[player].cause = FIRSTFIRE + player;
- worm[player].victor = -1;
- worm[player].alive = FALSE;
- } }
- else
- { x = bullet[i].x;
- y = bullet[i].y;
- thissy = field[x][y];
- if (thissy >= FIRSTHEAD && thissy <= LASTHEAD)
- { if (worm[thissy - FIRSTHEAD].mode != ARMOUR)
- { worm[thissy - FIRSTHEAD].cause = FIRSTFIRE + player;
- worm[thissy - FIRSTHEAD].victor = player;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- if (player != thissy - FIRSTHEAD)
- score += KILLWORM + HITSHOT;
- } else effect(FXUSEARMOUR);
- bullet[i].alive = FALSE;
- } elif (thissy >= FIRSTPROTECTOR && thissy <= LASTPROTECTOR)
- { if (player != thissy - FIRSTPROTECTOR)
- { effect(FXUSEPROTECTOR);
- bullet[i].alive = FALSE;
- } else
- bullet[i].visible = FALSE;
- } elif (thissy >= FIRSTMISSILE && thissy <= LASTMISSILE)
- { if (player != thissy - FIRSTMISSILE)
- creature[whichcreature(x, y, MISSILE, 255)].alive = FALSE;
- else bullet[i].visible = FALSE;
- } elif (thissy >= FIRSTDRIP && thissy <= LASTDRIP)
- { j = whichcreature(x, y, DRIP, 255);
- creature[j].alive = FALSE;
- } elif (thissy >= FIRSTLETTER && thissy <= LASTLETTER)
- { wormletter(player, thissy);
- lettered = TRUE;
- } else
- { switch(thissy) {
- case METAL:
- if (bullet[i].reflected)
- bullet[i].alive = FALSE;
- else
- { bullet[i].reflected = TRUE;
- bullet[i].x -= worm[player].deltax;
- bullet[i].y -= worm[player].deltay;
- }
- break;
- case STONE:
- bullet[i].alive = FALSE;
- break;
- case ORB:
- bullet[i].alive = FALSE;
- j = whichcreature(x, y, ORB, 255);
- if (creature[j].mode != ARMOUR)
- { creature[j].explode = TRUE;
- score += creature[j].score + HITSHOT;
- if (worm[player].bias)
- worm[player].lives += ORBBLOOD;
- } else effect(FXUSEARMOUR);
- break;
- case TELEPORT:
- j = whichteleport(bullet[i].x, bullet[i].y);
- if (bullet[i].teleported == 2)
- bullet[i].alive = FALSE;
- else
- { effect(FXUSETELEPORT);
- bullet[i].visible = FALSE;
- bullet[i].teleported++;
- bullet[i].x = teleport[level][partner(j)].x;
- bullet[i].y = teleport[level][partner(j)].y;
- score += TELPOINT;
- }
- break;
- case WOOD:
- if (!worm[player].bias)
- bullet[i].alive = FALSE;
- break;
- case GOAT:
- creature[whichcreature(x, y, GOAT, 255)].alive = FALSE;
- change(x, y, BONUS);
- score += KILLGOAT + HITSHOT;
- if (worm[player].bias)
- worm[player].lives += GOATBLOOD;
- bullet[i].alive = FALSE;
- break;
- case SKULL:
- bullet[i].alive = FALSE;
- break;
- case FRAGMENT:
- bullet[i].alive = FALSE;
- creature[whichcreature(x, y, FRAGMENT, 255)].alive = FALSE;
- change(x, y, EMPTY);
- break;
- case BOMB:
- j = whichtimebomb(x, y);
- if (j != -1)
- { bullet[i].alive = FALSE;
- timebomb[j].alive = FALSE;
- change(timebomb[j].x, timebomb[j].y, EMPTY);
- bombblast(HEAD, player, timebomb[j].x, timebomb[j].y);
- }
- break;
- case PENGUIN:
- bullet[i].alive = FALSE;
- creature[whichcreature(x, y, PENGUIN, 255)].alive = FALSE;
- change(x, y, EMPTY);
- score += KILLPENGUIN + HITSHOT;
- if (worm[player].bias)
- worm[player].lives += PENGUINBLOOD;
- break;
- default:
- break;
- }
- if (bullet[i].alive && bullet[i].visible)
- { draw(x, y, FIRSTFIRE + player);
- if (remnants)
- field[x][y] = FIRSTFIRE + player;
- } } } } } }
- if (lettered)
- putletter(player);
- wormscore(player, score);
- if (worm[player].bias)
- stat(player, LIFE);
- clearkybd();
- } }
-
- void wormletter(SBYTE player, SBYTE thissy)
- { if (thissy == GREEN_C)
- effect(FX_C);
- elif (thissy == RED_O)
- effect(FX_O);
- elif (thissy == BLUE_M)
- effect(FX_M);
- elif (thissy == YELLOW_P)
- effect(FX_P);
- elif (thissy == GREEN_L)
- effect(FX_L);
- elif (thissy == BLUE_T)
- effect(FX_T);
- else // assumes RED_E or YELLOW_E
- effect(FX_E);
- letters[player][thissy - FIRSTLETTER] = TRUE;
- drawletter(player, thissy, NORMAL);
- if (player == (thissy - FIRSTLETTER) % 4)
- wormscore(player, MYLETTER);
- else wormscore(player, YOURLETTER);
- }
-
- /* NAME wormloop -- controls worms and protectors
- SYNOPSIS wormloop(SBYTE);
- FUNCTION Amiga-worm thinking, processing one keystroke from the
- worm's queue, all the worm's protectors' control, the
- worm's control.
- MODULE engine.c */
-
- void wormloop(SBYTE player)
- { ABOOL done, flag;
- SBYTE bestgood, bestx, besty, animal, dirx, diry,
- good, i, ithis, iwhich, thissy, thisletter,
- thisprot = -1, which, x, xx, y, yy;
- LONG score = 0L;
- PERSIST SBYTE otherfield[FIELDX + 1][FIELDY + 1];
-
- /* AI: Amiga worm control
-
- Worm checks ahead, left and right one square. Assigns opinions to those
- three choices and then takes the appropriate one.
-
- Possible enhancements:
- recognition of possession of objects
- (esp. ammo, nitro, tongue, armour)
- longer lookahead */
-
- if (worm[player].control == AMIGA)
- { if (!(rand() % 50))
- queue(player, (rand() % 3) - 1, (rand() % 3) - 1);
- else
- { bestgood = -128;
-
- for (i = 0; i <= 2; i++)
- { switch(i) {
- case 0:
- dirx = worm[player].deltax;
- diry = worm[player].deltay;
- break;
- case 1:
- if (worm[player].deltax == 0) // if going north or south
- { dirx = -1; // then look west
- diry = 0;
- } else // if going east or west
- { dirx = 0; // then look north
- diry = -1;
- }
- break;
- case 2:
- if (worm[player].deltax == 0) // if going north or south
- { dirx = 1; // then look east
- diry = 0;
- } else // if going east or west
- { dirx = 0; // then look south
- diry = 1;
- }
- break;
- default:
- break;
- }
- thissy = field[xwrap(worm[player].x + dirx)][ywrap(worm[player].y + diry)];
- if (thissy >= FIRSTLETTER && thissy <= LASTLETTER)
- good = 100;
- elif (thissy <= LASTOBJECT)
- good = (SBYTE) object[thissy].score;
- elif (thissy == FIRSTPROTECTOR + player)
- good = 6;
- elif (thissy == FIRSTFIRE + player)
- good = 5;
- elif (thissy >= FIRSTTAIL && thissy <= LASTTAIL)
- { if (player == thissy - FIRSTTAIL)
- good = -30;
- else good = -60;
- } else switch(thissy) {
- case SKULL:
- good = 70;
- break;
- case GOLD:
- good = 50;
- break;
- case SILVER:
- good = 40;
- break;
- case EMPTY:
- good = 10;
- break;
- case WOOD:
- good = -80;
- break;
- case STONE:
- good = -90;
- break;
- case METAL:
- good = -90;
- break;
- case GOAT:
- good = -100;
- break;
- default:
- good = -50; // slime, heads, orbs, etc.
- break;
- }
- if (good > bestgood)
- { bestx = dirx;
- besty = diry;
- bestgood = good;
- } }
-
- if (bestgood <= -60)
- queue(player, 0, 0);
- elif (bestgood < 0 && (!(rand() % 2)))
- queue(player, 0, 0);
- elif (bestx != worm[player].deltax || besty != worm[player].deltay)
- queue(player, bestx, besty);
- } }
-
- // remove a keystroke from the queue
-
- if (worm[player].pos != -1)
- { if (thequeue[player][0].deltax == 0 && thequeue[player][0].deltay == 0)
- wormbullet(player);
- else turnworm(player, thequeue[player][0].deltax, thequeue[player][0].deltay);
- if (--worm[player].pos != -1)
- for (i = 0; i <= worm[player].pos; i++)
- { thequeue[player][i].deltax = thequeue[player][i + 1].deltax;
- thequeue[player][i].deltay = thequeue[player][i + 1].deltay;
- } }
-
- // move worm
-
- change(worm[player].x, worm[player].y, worm[player].last);
- worm[player].x = xwrap(worm[player].x + worm[player].deltax);
- worm[player].y = ywrap(worm[player].y + worm[player].deltay);
- worm[player].deltax = bsign(worm[player].deltax);
- worm[player].deltay = bsign(worm[player].deltay);
- worm[player].last = FIRSTTAIL + player;
-
- // move protectors
-
- for (which = 0; which <= PROTECTORS; which++)
- { if (protector[player][which].alive)
- { if (protector[player][which].visible)
- change(protector[player][which].x, protector[player][which].y, protector[player][which].last);
- else protector[player][which].visible = TRUE;
- protector[player][which].last = EMPTY;
-
- if (which == NOSE)
- { protector[player][which].relx = worm[player].deltax * NOSEDISTANCE;
- protector[player][which].rely = worm[player].deltay * NOSEDISTANCE;
- if (!worm[player].affixer)
- { worm[player].position = 0;
- if (worm[player].deltax == 0)
- protector[player][which].relx = worm[player].position;
- elif (worm[player].deltay == 0)
- protector[player][which].rely = worm[player].position;
- elif (worm[player].position == -1)
- protector[player][which].relx = worm[player].deltax * (NOSEDISTANCE - 1);
- elif (worm[player].position == 1)
- protector[player][which].rely = worm[player].deltay * (NOSEDISTANCE - 1);
- } }
- elif (!worm[player].affixer)
- { if (protector[player][which].relx == 1 && protector[player][which].rely == -1)
- { protector[player][which].deltax = 0;
- protector[player][which].deltay = 1;
- } elif (protector[player][which].relx == 1 && protector[player][which].rely == 1)
- { protector[player][which].deltax = -1;
- protector[player][which].deltay = 0;
- } elif (protector[player][which].relx == -1 && protector[player][which].rely == 1)
- { protector[player][which].deltax = 0;
- protector[player][which].deltay = -1;
- } elif (protector[player][which].relx == -1 && protector[player][which].rely == -1)
- { protector[player][which].deltax = 1;
- protector[player][which].deltay = 0;
- }
- protector[player][which].relx += protector[player][which].deltax;
- protector[player][which].rely += protector[player][which].deltay;
- }
- protector[player][which].x = worm[player].x + protector[player][which].relx;
- protector[player][which].y = worm[player].y + protector[player][which].rely;
- if (!valid(protector[player][which].x, protector[player][which].y))
- protector[player][which].visible = FALSE;
- } }
-
- // collision detection
-
- animal = HEAD;
- while (animal != NULL)
- { if (animal == HEAD)
- { x = worm[player].x;
- y = worm[player].y;
- thissy = field[x][y];
- if (thissy >= FIRSTHEAD && thissy <= LASTHEAD)
- { if (worm[player].mode != TONGUE)
- if (worm[thissy - FIRSTHEAD].mode != TONGUE)
- { // both worms die
- worm[player].cause = thissy;
- worm[player].alive = FALSE;
- worm[player].victor = -1;
- worm[thissy - FIRSTHEAD].cause = FIRSTHEAD + player;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- worm[thissy - FIRSTHEAD].victor = -1;
- } else
- { // this worm dies
- worm[player].cause = thissy;
- worm[player].alive = FALSE;
- worm[player].victor = thissy - FIRSTHEAD;
- }
- elif (worm[thissy - FIRSTHEAD].mode != TONGUE)
- { // other worm dies
- worm[thissy - FIRSTHEAD].cause = FIRSTHEAD + player;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- worm[thissy - FIRSTHEAD].victor = player;
- } }
- elif (thissy >= FIRSTTAIL && thissy <= LASTTAIL)
- { if (worm[player].mode == TONGUE)
- { effect(FXUSETONGUE);
- if (players == 1)
- if (player == thissy - FIRSTTAIL)
- { score += TURNTOSILVER;
- worm[player].last = SILVER;
- } else
- { score += TURNTOGOLD;
- worm[player].last = GOLD;
- } }
- else
- { worm[player].cause = thissy;
- worm[player].alive = FALSE;
- worm[player].victor = thissy - FIRSTTAIL;
- } }
- elif (thissy >= FIRSTPROTECTOR && thissy <= LASTPROTECTOR)
- if (worm[player].mode != ARMOUR)
- { worm[player].cause = thissy;
- worm[player].victor = thissy - FIRSTPROTECTOR;
- worm[player].alive = FALSE;
- } else effect(FXUSEARMOUR);
- elif (thissy >= FIRSTMISSILE && thissy <= LASTMISSILE)
- { if (player != thissy - FIRSTMISSILE)
- { creature[whichcreature(x, y, MISSILE, 255)].alive = FALSE;
- if (worm[player].mode != ARMOUR)
- { worm[player].alive = FALSE;
- worm[player].cause = thissy;
- worm[player].victor = thissy - FIRSTMISSILE;
- } else effect(FXUSEARMOUR);
- } }
- elif (thissy >= FIRSTDRIP && thissy <= LASTDRIP)
- { creature[whichcreature(x, y, DRIP, 255)].alive = FALSE;
- if (player == thissy - FIRSTDRIP)
- { effect(FXDRIP);
- wormscore(player, DRIPBONUS);
- } else
- { worm[player].alive = FALSE;
- worm[player].cause = thissy;
- worm[player].victor = -1;
- }
- } elif (thissy == STONE || thissy == GOAT || thissy == METAL)
- { worm[player].cause = thissy;
- worm[player].victor = -1;
- worm[player].alive = FALSE;
- ramming(player);
- } elif (thissy == WOOD)
- { if (worm[player].mode != ARMOUR)
- { worm[player].cause = WOOD;
- worm[player].alive = FALSE;
- worm[player].victor = -1;
- } }
- elif (thissy == SLIME)
- { if (worm[player].mode != ARMOUR)
- { worm[player].cause = SLIME;
- worm[player].alive = FALSE;
- worm[player].victor = -1;
- } }
- elif (thissy == PENGUIN)
- { effect(FXPENGUINDEATH);
- creature[whichcreature(x, y, PENGUIN, 255)].alive = FALSE;
- if (worm[player].armour)
- { score += KILLPENGUIN;
- if (worm[player].bias)
- { worm[player].lives += PENGUINBLOOD;
- stat(player, LIFE);
- } }
- else
- { worm[player].alive = FALSE;
- worm[player].cause = PENGUIN;
- worm[player].victor = 1;
- } }
- elif (thissy == TELEPORT)
- { which = whichteleport(x, y);
- if (blocked(which, worm[player].deltax, worm[player].deltay))
- { worm[player].cause = TELEPORT;
- worm[player].victor = -1;
- worm[player].alive = FALSE;
- ramming(player);
- } else
- { effect(FXUSETELEPORT);
- score += TELPOINT;
- worm[player].x = xwrap(teleport[level][partner(which)].x + worm[player].deltax);
- worm[player].y = ywrap(teleport[level][partner(which)].y + worm[player].deltay);
- } }
- elif (thissy >= FIRSTFIRE && thissy <= LASTFIRE)
- { if (player != thissy - FIRSTFIRE && worm[player].mode != ARMOUR)
- { worm[player].cause = REMNANTS;
- worm[player].victor = thissy - FIRSTFIRE;
- worm[player].alive = FALSE;
- } } }
- else // animal == PROTECTOR
- { x = protector[player][thisprot].x;
- y = protector[player][thisprot].y;
- thissy = field[x][y];
- if (thissy >= FIRSTHEAD && thissy <= LASTHEAD)
- { if (player != thissy - FIRSTHEAD)
- { if (worm[thissy - FIRSTHEAD].mode != ARMOUR)
- { effect(FXUSEPROTECTOR);
- worm[thissy - FIRSTHEAD].cause = FIRSTPROTECTOR + player;
- worm[thissy - FIRSTHEAD].alive = FALSE;
- worm[thissy - FIRSTHEAD].victor = player;
- } else
- { effect(FXUSEARMOUR);
- protector[player][thisprot].visible = FALSE;
- } }
- else // protector is over worm's own head; caused by ramming
- protector[player][thisprot].visible = FALSE;
- } elif (thissy >= FIRSTTAIL && thissy <= LASTTAIL)
- { if (player == thissy - FIRSTTAIL || worm[player].mode == TONGUE)
- protector[player][thisprot].visible = FALSE;
- } elif (thissy >= FIRSTPROTECTOR && thissy <= LASTPROTECTOR)
- { protector[player][thisprot].alive = FALSE;
- for (which = 0; which <= PROTECTORS; which++)
- if (protector[thissy - FIRSTPROTECTOR][which].alive && protector[thissy - FIRSTPROTECTOR][which].x == x && protector[thissy - FIRSTPROTECTOR][which].y == y)
- { protector[thissy - FIRSTPROTECTOR][which].alive = FALSE;
- break;
- }
- change(x, y, EMPTY);
- } elif (thissy == STONE || thissy == WOOD || thissy == METAL)
- protector[player][thisprot].visible = FALSE;
- elif (thissy >= FIRSTMISSILE && thissy <= LASTMISSILE)
- { if (player != thissy - FIRSTMISSILE)
- { effect(FXUSEPROTECTOR);
- creature[whichcreature(x, y, MISSILE, 255)].alive = FALSE;
- } else protector[player][thisprot].visible = FALSE;
- } elif (thissy == TELEPORT)
- protector[player][thisprot].visible = FALSE;
- elif (thissy >= FIRSTDRIP && thissy <= LASTDRIP)
- { creature[whichcreature(x, y, DRIP, 255)].alive = FALSE;
- if (player == thissy - FIRSTDRIP)
- { effect(FXDRIP);
- score += DRIPBONUS;
- } }
- elif (thissy == PENGUIN)
- { effect(FXUSEPROTECTOR);
- effect(FXPENGUINDEATH);
- creature[whichcreature(x, y, PENGUIN, 255)].alive = FALSE;
- score += KILLPENGUIN;
- if (worm[player].bias)
- { worm[player].lives += PENGUINBLOOD;
- stat(player, LIFE);
- } }
- elif (thissy == GOAT)
- { effect(FXUSEPROTECTOR);
- effect(FXGOATDEATH);
- creature[whichcreature(x, y, GOAT, 255)].alive = FALSE;
- protector[player][thisprot].last = BONUS;
- score += KILLGOAT;
- if (worm[player].bias)
- { worm[player].lives += GOATBLOOD;
- stat(player, LIFE);
- } } }
- if (thissy >= FIRSTLETTER && thissy <= LASTLETTER)
- { wormletter(player, thissy);
- putletter(player);
- } elif (thissy <= LASTOBJECT)
- { score += object[thissy].score;
- if (thissy != SLAYER
- && thissy != BOMB
- && thissy != MISSILE
- && thissy != NITRO
- && thissy != POWER
- && thissy != AMMO)
- effect(FXGETOBJECT);
- switch(thissy)
- {
- case BONUS:
- thisletter = rand() % (LETTERS + 1);
- letters[player][thisletter] = TRUE;
- drawletter(player, FIRSTLETTER + thisletter, NORMAL);
- break;
- case AMMO:
- effect(FXGETAMMO);
- worm[player].ammo += (rand() % 5) + 2; // 2-6 bullets
- stat(player, AMMO);
- break;
- case ARMOUR:
- /* FXUSEDRILL sample will automatically stop, because
- a square with ARMOUR is not a square with TAIL. */
-
- worm[player].armour += MODEADD + (rand() % MODERAND);
- worm[player].mode = ARMOUR;
- stat(player, ARMOUR);
- break;
- case TONGUE:
- worm[player].tongue += MODEADD + (rand() % MODERAND);
- worm[player].mode = TONGUE;
- stat(player, TONGUE);
- worm[player].last = FIRSTTAIL + player;
- break;
- case NITRO:
- effect(FXGETNITRO);
- worm[player].nitro = TRUE;
- stat(player, NITRO);
- break;
- case BOMB:
- flag = FALSE;
- which = whichtimebomb(x, y);
- if (which != -1)
- { flag = TRUE;
- if (animal == HEAD)
- { // push timebomb
-
- if (valid(x + worm[player].deltax, y + worm[player].deltay))
- { ithis = field[x + worm[player].deltax][y + worm[player].deltay];
- if (ithis == TELEPORT)
- score += BOMBOVEREDGE;
- elif (ithis == SKULL)
- { effect(FXGETSKULL);
- score += SKULLPOINT;
- } elif (ithis <= LASTEMPTY)
- { if (ithis <= LASTOBJECT)
- { score += object[thissy].score;
- if (ithis == BOMB)
- { iwhich = whichtimebomb(x + worm[player].deltax, y + worm[player].deltay);
- if (iwhich != -1)
- timebomb[iwhich].alive = FALSE;
- } }
- timebomb[which].x += worm[player].deltax;
- timebomb[which].y += worm[player].deltay;
- field[timebomb[which].x][timebomb[which].y] = BOMB;
- draw(timebomb[which].x, timebomb[which].y, ZERO + timebomb[which].time);
- } else flag = FALSE;
- } else score += BOMBOVEREDGE;
- } else protector[player][thisprot].visible = FALSE;
- }
- if (!flag)
- { if (worm[player].mode == NULL)
- draw(worm[player].x, worm[player].y, eachworm[player][0][worm[player].deltax + 1 + (worm[player].deltay + 1) * 3]);
- else draw(worm[player].x, worm[player].y, eachworm[player][1][worm[player].deltax + 1 + (worm[player].deltay + 1) * 3]);
- bombblast(HEAD, player, worm[player].x, worm[player].y);
- }
- break;
- case POWER:
- effect(FXGETPOWERUP);
- if (worm[player].power < POWERLIMIT)
- { worm[player].power += 2;
- stat(player, POWER);
- }
- break;
- case SLAYER:
- for (which = 0; which <= CREATURES; which++)
- if (creature[which].alive)
- { if (creature[which].species == ORB)
- { effect(FXORBDEATH);
- score += creature[which].score;
- creature[which].explode = TRUE;
- if (worm[player].bias)
- worm[player].lives += ORBBLOOD;
- } elif (creature[which].species == GOAT)
- { effect(FXGOATDEATH);
- creature[which].alive = FALSE;
- score += KILLGOAT;
- if (worm[player].bias)
- worm[player].lives += GOATBLOOD;
- change(creature[which].x, creature[which].y, BONUS);
- } elif (creature[which].species == DRIP)
- { creature[which].alive = FALSE;
- change(creature[which].x, creature[which].y, EMPTY);
- } elif (creature[which].species == MISSILE && creature[which].type != player)
- { creature[which].alive = FALSE;
- change(creature[which].x, creature[which].y, EMPTY);
- } }
- for (which = 0; which <= 3; which++)
- if (player != which && worm[which].mode != ARMOUR)
- { worm[which].alive = FALSE;
- worm[which].cause = SLAYER;
- worm[which].victor = player;
- }
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == SLIME)
- change(x, y, EMPTY);
- if (worm[player].bias)
- stat(player, LIFE);
- break;
- case PROTECTOR:
- done = FALSE;
- for (which = 0; which <= PROTECTORS; which++)
- if (!protector[player][which].alive && !done)
- { do
- { protector[player][which].relx = ((rand() % 2) * 2) - 1;
- protector[player][which].rely = ((rand() % 2) * 2) - 1;
- for (iwhich = 0; iwhich <= PROTECTORS; iwhich++)
- if (which == NOSE || !protector[player][iwhich].alive || protector[player][iwhich].x != xwrap(worm[player].x + protector[player][which].relx) || protector[player][iwhich].y != ywrap(worm[player].y + protector[player][which].rely))
- { effect(FXPROTECTORBORN);
- done = TRUE;
- protector[player][which].alive = TRUE;
- protector[player][which].visible = FALSE;
- protector[player][which].last = EMPTY;
- if (which == NOSE)
- worm[player].position = -1;
- }
- } while (!done);
- }
- break;
- case MISSILE:
- createmissile(player);
- break;
- case LIFE:
- worm[player].lives += (rand() % 5) + 2; // 2-6 lives
- stat(player, LIFE);
- break;
- case MULTIPLIER:
- if (worm[player].multi < MULTILIMIT)
- worm[player].multi *= 2;
- break;
- case BIAS:
- worm[player].bias += MODEADD + (rand() % MODERAND);
- stat(player, BIAS);
- break;
- case ICE:
- worm[player].ice += ICEADD + (rand() % ICERAND);
- ice = player;
- break;
- case GROWER:
- effect(FXGETGROWER);
-
- // grow silver
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == SILVER)
- for (xx = x - 1; xx <= x + 1; xx++)
- for (yy = y - 1; yy <= y + 1; yy++)
- if (valid(xx, yy))
- if (field[xx][yy] == EMPTY || field[xx][yy] == TEMPTAIL)
- field[xx][yy] = TEMPSILVER;
-
- // grow gold
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == GOLD)
- for (xx = x - 1; xx <= x + 1; xx++)
- for (yy = y - 1; yy <= y + 1; yy++)
- if (valid(xx, yy))
- if (field[xx][yy] == EMPTY || field[xx][yy] == TEMPTAIL || field[xx][yy] == TEMPSILVER)
- field[xx][yy] = TEMPGOLD;
-
- // update
-
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- switch (field[x][y])
- {
- case TEMPGOLD:
- change(x, y, GOLD);
- break;
- case TEMPSILVER:
- change(x, y, SILVER);
- break;
- case TEMPTAIL:
- change(x, y, FIRSTTAIL + player);
- break;
- default:
- break;
- }
- break;
- case TREASURE:
- treasurer = player;
- if (level)
- { secondsperlevel = 0;
- leveltype = rand() % 2;
- if (leveltype == 0 || worm[player].bias)
- { say("Bonus Level: Treasury!", worm[treasurer].colour);
- leveltype = TREASURE;
- } else
- { say("Bonus Level: Drips!", worm[treasurer].colour);
- leveltype = DRIP;
- } }
- secondsperlevel += TREASUREADD + (rand() % TREASURERAND);
- if (level)
- { stat(player, BONUS);
- reallevel = level;
- level = 0;
- newlevel(player);
- }
- break;
- case AFFIXER:
- worm[player].affixer = TRUE;
- break;
- case SWITCHER:
- if (players >= 2)
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] >= FIRSTTAIL && field[x][y] <= LASTTAIL && field[x][y] != FIRSTTAIL + player)
- change(x, y, FIRSTTAIL + player);
- elif (worm[player].bias && field[x][y] >= FIRSTFIRE && field[x][y] <= LASTFIRE && field[x][y] != FIRSTFIRE + player)
- change(x, y, FIRSTFIRE + player);
- break;
- case HEALER:
- if (worm[player].lives < 100)
- worm[player].lives = 100;
- else worm[player].lives = LIVESLIMIT;
- stat(player, LIFE);
- break;
- case UMBRELLA:
- level += (rand() % 2) + 1;
- if (level >= levels)
- level = level - 1;
- for (i = 0; i <= LETTERS; i++)
- letters[player][i] = TRUE;
- break;
- case CLOCK:
- if (secondsleft)
- secondsperlevel += (rand() % CLOCKRAND) + CLOCKADD;
- break;
- case SLOWER:
- for (which = 0; which <= CREATURES; which++)
- if (creature[which].alive && creature[which].species != MISSILE)
- creature[which].speed = (SBYTE) atleast(creature[which].speed * 2, VERYFAST);
- break;
- case PULSE:
- explosion( xwrap(worm[player].x - worm[player].deltax),
- ywrap(worm[player].y - worm[player].deltay),
- worm[player].deltax,
- worm[player].deltay
- );
- break;
- case REMNANTS:
- worm[player].remnants += (rand() % 5) + 2; // 2-6 remnants
- break;
- case LIGHTNING:
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- otherfield[x][y] = EMPTY;
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- if (field[x][y] == FIRSTTAIL + player)
- for (xx = x - 1; xx <= x + 1; xx++)
- for (yy = y - 1; yy <= y + 1; yy++)
- if
- ( valid(xx, yy)
- && (field[xx][yy] < FIRSTLETTER || field[xx][yy] > LASTLETTER)
- && field[xx][yy] != METAL
- && field[xx][yy] != STONE
- && field[xx][yy] != WOOD
- && field[xx][yy] != SKULL
- && (field[xx][yy] != FIRSTTAIL + player)
- )
- { otherfield[xx][yy] = TEMPTAIL; // lightning actually
- draw(xx, yy, LIGHTNING);
- }
- for (x = 0; x <= FIELDX; x++)
- { for (y = 0; y <= FIELDY; y++)
- { if (otherfield[x][y] == TEMPTAIL)
- { switch(field[x][y])
- {
- case ORB:
- which = whichcreature(x, y, ORB, 255);
- if (creature[which].mode == ARMOUR)
- draw(x, y, ORBARMOUR);
- else
- { creature[which].alive = FALSE;
- wormscore(player, creature[which].score);
- change(x, y, BONUS);
- }
- break;
- case GOAT:
- creature[whichcreature(x, y, GOAT, 255)].alive = FALSE;
- wormscore(player, KILLGOAT);
- change(x, y, BONUS);
- break;
- case MISSILE:
- i = whichcreature(x, y, MISSILE, 255);
- if (player != creature[i].type)
- { creature[i].alive = FALSE;
- change(x, y, EMPTY);
- } else draw(x, y, FIRSTMISSILE + player);
- break;
- case PENGUIN:
- wormscore(player, KILLPENGUIN);
- // note no break here
- case FRAGMENT:
- creature[whichcreature(x, y, field[x][y], 255)].alive = FALSE;
- change(x, y, EMPTY);
- break;
- default:
- if (field[x][y] >= FIRSTDRIP && field[x][y] <= LASTDRIP)
- { creature[whichcreature(x, y, DRIP, 255)].alive = FALSE;
- wormscore(player, DRIPBONUS);
- }
- if (field[x][y] >= FIRSTHEAD && field[x][y] <= LASTHEAD)
- { if (player != field[x][y] - FIRSTHEAD && worm[field[x][y] - FIRSTHEAD].mode != ARMOUR)
- { worm[field[x][y] - FIRSTHEAD].alive = FALSE;
- worm[field[x][y] - FIRSTHEAD].cause = LIGHTNING;
- worm[field[x][y] - FIRSTHEAD].victor = player;
- change(x, y, EMPTY);
- } }
- else // eg. tail
- change(x, y, EMPTY);
- break;
- } } } }
- break;
- default:
- break;
- } }
- else
- { switch (thissy)
- {
- case EMPTY:
- score += EMPTYPOINT;
- break;
- case SILVER:
- score += SILVERPOINT;
- break;
- case GOLD:
- score += GOLDPOINT;
- break;
- case ORB:
- iwhich = whichcreature(x, y, ORB, 255);
- if (worm[player].mode == ARMOUR || animal == PROTECTOR)
- { if (animal == HEAD)
- effect(FXUSEARMOUR);
- else effect(FXUSEPROTECTOR);
- effect(FXORBDEATH);
- wormscore(player, creature[iwhich].score);
- creature[iwhich].alive = FALSE;
- if (worm[player].bias)
- { worm[player].lives += ORBBLOOD;
- stat(player, LIFE);
- } }
- else
- { if (creature[iwhich].mode == ARMOUR)
- { effect(FXUSEARMOUR);
- orbscore(iwhich, KILLWORM);
- } else creature[iwhich].alive = FALSE;
- worm[player].cause = ORB;
- worm[player].victor = -1;
- worm[player].alive = FALSE;
- }
- break;
- case FRAGMENT:
- which = whichcreature(x, y, FRAGMENT, 255);
- if (animal == HEAD)
- { if (worm[player].mode != ARMOUR)
- { worm[player].cause = FRAGMENT;
- worm[player].victor = -1;
- worm[player].alive = FALSE;
- creature[which].alive = FALSE;
- } else
- { effect(FXUSEARMOUR);
- reflect(which);
- } }
- else
- { effect(FXUSEPROTECTOR);
- reflect(which);
- }
- break;
- case SKULL:
- effect(FXGETSKULL);
- score += SKULLPOINT;
- for (which = 0; which <= 3; which++)
- { if (worm[which].alive == FALSE && worm[which].x == worm[player].x && worm[which].y == worm[player].y)
- iwhich = which;
- }
- worm[player].bias += worm[iwhich].bias;
- if (worm[player].bias > 0)
- { stat(player, BIAS);
- worm[iwhich].bias = 0;
- stat(iwhich, BIAS);
- }
- worm[player].multi *= worm[iwhich].multi;
- if (worm[player].multi > 1)
- { if (worm[player].multi > MULTILIMIT)
- worm[player].multi = MULTILIMIT;
- }
- worm[player].power += worm[iwhich].power;
- if (worm[player].power > 1)
- { if (worm[player].power > POWERLIMIT)
- worm[player].power = POWERLIMIT;
- stat(player, POWER);
- worm[iwhich].power = 0;
- stat(iwhich, POWER);
- }
- worm[player].ammo += worm[iwhich].ammo;
- if (worm[player].ammo > 0)
- { stat(player, AMMO);
- worm[iwhich].ammo = 0;
- stat(iwhich, AMMO);
- }
- worm[player].armour += worm[iwhich].armour;
- if (worm[player].armour > 0)
- { stat(player, ARMOUR);
- worm[iwhich].armour = 0;
- stat(iwhich, ARMOUR);
- }
- worm[player].tongue += worm[iwhich].tongue;
- if (worm[player].tongue > 0)
- { stat(player, TONGUE);
- worm[iwhich].tongue = 0;
- stat(iwhich, TONGUE);
- }
- if (worm[player].armour > 0 || worm[player].tongue > 0)
- { if (worm[player].armour >= worm[player].tongue)
- worm[player].mode = ARMOUR;
- else worm[player].mode = TONGUE;
- }
- if (worm[iwhich].nitro)
- { worm[player].nitro = TRUE;
- stat(player, NITRO);
- worm[iwhich].nitro = FALSE;
- worm[iwhich].speed = NORMAL;
- stat(iwhich, NITRO);
- }
- for (which = 0; which <= LETTERS; which++)
- if (letters[iwhich][which])
- { drawletter(iwhich, FIRSTLETTER + which, BLACK);
- if (!letters[player][which])
- { letters[player][which] = TRUE;
- drawletter(player, FIRSTLETTER + which, NORMAL);
- } }
- break;
- default:
- break;
- } }
- if (animal == HEAD)
- // it is important that HEAD is done before PROTECTORs
- { field[worm[player].x][worm[player].y] = FIRSTHEAD + player;
- if (worm[player].alive)
- { switch (worm[player].mode)
- {
- case NULL:
- draw(worm[player].x, worm[player].y, eachworm[player][0][worm[player].deltax + 1 + (worm[player].deltay + 1) * 3]);
- break;
- case TONGUE:
- if (worm[player].tongue < 10 && (r / SLOW) % 2 == 0)
- draw(worm[player].x, worm[player].y, WHITENED);
- else draw(worm[player].x, worm[player].y, eachworm[player][1][worm[player].deltax + 1 + (worm[player].deltay + 1) * 3]);
- break;
- case ARMOUR:
- if (worm[player].armour < 10 && (r / SLOW) % 2 == 0)
- draw(worm[player].x, worm[player].y, WHITENED);
- else draw(worm[player].x, worm[player].y, eachworm[player][1][worm[player].deltax + 1 + (worm[player].deltay + 1) * 3]);
- break;
- default:
- break;
- } }
- else draw(worm[player].x, worm[player].y, SKULL);
- } else // assumes animal == PROTECTOR
- if (protector[player][thisprot].alive && protector[player][thisprot].visible)
- change(x, y, FIRSTPROTECTOR + player);
- while (++thisprot <= PROTECTORS)
- if (protector[player][thisprot].alive && valid(protector[player][thisprot].x, protector[player][thisprot].y))
- break;
- if (thisprot > PROTECTORS)
- animal = NULL;
- else animal = PROTECTOR;
- }
- wormscore(player, score);
- }
-
- void wormscore(SBYTE player, LONG score)
- { worm[player].score += score * worm[player].multi * players;
- stat(player, BONUS);
- }
-
- SWORD wsign(SWORD value)
- { if (value < 0)
- return (-1);
- elif (value > 0)
- return (1);
- else
- return (0);
- }
-
- SBYTE xwrap(SBYTE x)
- { if (x < 0)
- x += FIELDX + 1;
- elif (x > FIELDX)
- x -= FIELDX + 1;
- return(x);
- }
- SBYTE ywrap(SBYTE y)
- { if (y < 0)
- y += FIELDY + 1;
- elif (y > FIELDY)
- y -= FIELDY + 1;
- return(y);
- }
- void ramming(SBYTE player)
- { SBYTE i;
-
- worm[player].x = xwrap(worm[player].x - worm[player].deltax);
- worm[player].y = ywrap(worm[player].y - worm[player].deltay);
- for (i = 0; i <= PROTECTORS; i++)
- { // no point checking whether the protectors are alive or dead
- protector[player][i].x -= worm[player].deltax;
- protector[player][i].y -= worm[player].deltay;
- } }
-
-
- SWORD atleast(SWORD value, SWORD minimum)
- { if (value < minimum)
- return(minimum);
- else return(value);
- }
-
- void orbscore(SBYTE which, ULONG score)
- { creature[which].score += score * creature[which].multi;
- }
-
- void __inline change(SBYTE x, SBYTE y, UBYTE image)
- { field[x][y] = image;
- draw(x, y, image);
- }
-
- void createmissile(UBYTE player)
- { UBYTE i, j = 0;
-
- for (i = 0; i <= CREATURES; i++)
- if (creature[i].alive && creature[i].species == MISSILE && creature[i].type == player)
- if (++j >= 2)
- return;
-
- for (i = 0; i <= CREATURES; i++)
- if (!creature[i].alive)
- { effect(FXMISSILEACTIVE);
- creature[i].alive = TRUE;
- creature[i].x = worm[player].x;
- creature[i].y = worm[player].y;
- creature[i].species = MISSILE;
- creature[i].type = player;
- creature[i].last = EMPTY;
- creature[i].visible = FALSE;
- if (level)
- creature[i].speed = (SBYTE) atleast(MISSILESPEED - level, 1);
- else creature[i].speed = BONUSMISSILESPEED;
- break;
- } }
-
- /* WormWars FSET 5.1 format for fieldset contents and high
- score table (Amiga and IBM-PC), as follows:
-
- header
- TEXT[] "FSET 5.1" (NULL-terminated)
- SBYTE levels;
- high score table
- for (slot = 0; slot <= HISCORES; slot++)
- { SBYTE hiscore[slot].player,
- hiscore[slot].level;
- SLONG hiscore[slot].score;
- TEXT[] hiscore[slot].name (NULL-terminated)
- TEXT[] hiscore[slot].time (NULL-terminated)
- TEXT[] hiscore[slot].date (NULL-terminated)
- }
- level data
- for (level = 0; level <= levels; level++)
- { SBYTE startx[level],
- starty[level];
- ABOOL teleport[level][0].alive;
- SBYTE teleport[level][0].x,
- teleport[level][0].y;
- ABOOL teleport[level][1].alive;
- SBYTE teleport[level][1].x,
- teleport[level][1].y;
- for (x = 0; x <= FIELDX; x++)
- for (y = 0; y <= FIELDY; y++)
- SBYTE board[level][x][y];
- }
- version string
- TEXT[] "$VER: Worm Wars 5.1 (dd.mm.yy) $" (NULL-terminated) */
-
- SBYTE onlyworm(ABOOL alive)
- { UBYTE i, theworm, worms = 0;
-
- for (i = 0; i <= 3; i++)
- if (worm[i].control != NONE && ((!alive) || worm[i].lives))
- { theworm = i;
- worms++;
- }
- if (worms == 1)
- return (SBYTE) theworm;
- else return -1;
- }
-
- // Must have blank line at EOF.
-