/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
+* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-98 Artsoft Entertainment *
-* Holger Schemel *
-* Oststrasse 11a *
-* 33604 Bielefeld *
-* phone: ++49 +521 290471 *
-* email: aeglos@valinor.owl.de *
+* (c) 1995-2001 Artsoft Entertainment *
+* Holger Schemel *
+* Detmolder Strasse 189 *
+* 33604 Bielefeld *
+* Germany *
+* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* game.c *
+* game.c *
***********************************************************/
+#include "libgame/libgame.h"
+
#include "game.h"
-#include "misc.h"
#include "tools.h"
#include "screens.h"
-#include "sound.h"
#include "init.h"
-#include "buttons.h"
#include "files.h"
#include "tape.h"
-#include "joystick.h"
#include "network.h"
/* this switch controls how rocks move horizontally */
#define OLD_GAME_BEHAVIOUR FALSE
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_AMOEBA_CODE FALSE
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
/* for Explode() */
#define EX_PHASE_START 0
-#define EX_NORMAL 0
-#define EX_CENTER 1
-#define EX_BORDER 2
+#define EX_NO_EXPLOSION 0
+#define EX_NORMAL 1
+#define EX_CENTER 2
+#define EX_BORDER 3
/* special positions in the game control window (relative to control window) */
#define XX_LEVEL 37
void GetPlayerConfig()
{
- if (sound_status == SOUND_OFF)
+ if (!audio.sound_available)
setup.sound = FALSE;
- if (!sound_loops_allowed)
- {
+ if (!audio.loops_available)
setup.sound_loops = FALSE;
+
+ if (!audio.music_available)
setup.sound_music = FALSE;
- }
- if (!fullscreen_available)
+ if (!video.fullscreen_available)
setup.fullscreen = FALSE;
setup.sound_simple = setup.sound;
+ SetAudioMode(setup.sound);
InitJoysticks();
}
StorePlayer[x][y] = Feld[x][y];
- if (options.verbose)
+ if (options.debug)
{
printf("Player %d activated.\n", player->element_nr);
printf("[Local player is %d and currently %s.]\n",
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
+#if DEBUG
+#if USE_NEW_AMOEBA_CODE
+ printf("Using new amoeba code.\n");
+#else
+ printf("Using old amoeba code.\n");
+#endif
+#endif
+
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
+ player->is_moving = FALSE;
player->move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
game.timegate_time_left = 0;
game.switchgate_pos = 0;
game.balloon_dir = MV_NO_MOVING;
+ game.explosions_delayed = TRUE;
for (i=0; i<4; i++)
{
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
}
}
tape.player_participates[i] = TRUE;
}
- if (options.verbose)
+ if (options.debug)
{
for (i=0; i<MAX_PLAYERS; i++)
{
}
}
+ game.version = (tape.playing ? tape.game_version : level.game_version);
game.emulation = (emulate_bd ? EMU_BOULDERDASH :
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+ /* dynamically adjust element properties according to game engine version */
+ {
+ static int ep_em_slippery_wall[] =
+ {
+ EL_BETON,
+ EL_MAUERWERK,
+ EL_MAUER_LEBT,
+ EL_MAUER_X,
+ EL_MAUER_Y,
+ EL_MAUER_XY
+ };
+#if 1
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+#else
+ static int ep_em_slippery_wall_num =
+ sizeof(ep_em_slippery_wall) / sizeof(int);
+#endif
+
+ /*
+ printf("level %d: game.version == %06d\n", level_nr, level.game_version);
+ printf(" file_version == %06d\n", level.file_version);
+ */
+
+ for (i=0; i<ep_em_slippery_wall_num; i++)
+ {
+#if 1
+ if (level.em_slippery_gems) /* special EM style gems behaviour */
+#else
+ if (game.version >= GAME_VERSION_2_0)
+#endif
+ Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+ }
+
if (BorderElement == EL_LEERRAUM)
{
SBX_Left = 0;
int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
else
{
- DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
UnmapGameButtons();
+ UnmapTapeButtons();
game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
OpenDoor(DOOR_OPEN_ALL);
- if (setup.sound_music)
- PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
+ if (setup.sound_music && num_bg_loops)
+ PlayMusic(level_nr % num_bg_loops);
KeyboardAutoRepeatOff();
- if (options.verbose)
+ if (options.debug)
{
for (i=0; i<4; i++)
printf("Player %d %sactive.\n",
if (TimeLeft)
{
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimeLeft > 0)
{
- if (!setup.sound_loops)
+ if (!tape.playing && !setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
TimeLeft--;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10);
+
+ if (!tape.playing)
+ Delay(10);
}
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
StopSound(SND_SIRR);
}
else if (level.time == 0) /* level without time limit */
{
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimePlayed < 999)
{
- if (!setup.sound_loops)
+ if (!tape.playing && !setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimePlayed < 999 && !(TimePlayed % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
TimePlayed++;
DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10);
+
+ if (!tape.playing)
+ Delay(10);
}
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
StopSound(SND_SIRR);
}
+#if 0
FadeSounds();
+#endif
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
{
leveldir_current->handicap_level++;
SaveLevelSetup_SeriesInfo();
-
- if (level_nr < leveldir_current->last_level)
- raise_level = TRUE;
}
+ if (level_editor_test_game)
+ local_player->score = -1; /* no highscore when playing from editor */
+ else if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
+
if ((hi_pos = NewHiScore()) >= 0)
{
game_status = HALLOFFAME;
DrawHallOfFame(hi_pos);
if (raise_level)
+ {
level_nr++;
+ TapeErase();
+ }
}
else
{
game_status = MAINMENU;
if (raise_level)
+ {
level_nr++;
+ TapeErase();
+ }
DrawMainMenu();
}
}
if (Feld[x][y] == EL_BLOCKED &&
- (Store[oldx][oldy] == EL_MORAST_LEER ||
- Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
- Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
- Store[oldx][oldy] == EL_AMOEBE_NASS))
- {
- Feld[oldx][oldy] = Store[oldx][oldy];
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- }
+ (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
+ Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
+ Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
else
Feld[oldx][oldy] = EL_LEERRAUM;
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
Feld[newx][newy] = EL_LEERRAUM;
MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
- int num_phase = 9, delay = 2;
+ int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
int first_phase_after_start = EX_PHASE_START + 1;
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
+
if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
{
int center_element = Feld[ex][ey];
if (CAN_MOVE(element) || COULD_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
+
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ StorePlayer[x][y] = 0;
}
else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
if (phase == delay)
ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
- DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
+ graphic += (phase / delay - 1);
+
+ if (IS_PFORTE(Store[x][y]))
+ {
+ DrawLevelElement(x, y, Store[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+ }
+ else
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic);
}
}
return;
}
}
+ else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE))
+ {
+ Bang(x, y+1);
+ return;
+ }
else if (element == EL_FELSBROCKEN ||
element == EL_SP_ZONK ||
element == EL_BD_ROCK)
if (element == EL_KAEFER || element == EL_BUTTERFLY)
{
- TestIfBadThingHitsOtherBadThing(x, y);
+ TestIfBadThingTouchesOtherBadThing(x, y);
if (IN_LEV_FIELD(right_x, right_y) &&
IS_FREE(right_x, right_y))
else if (element == EL_FLIEGER || element == EL_FIREFLY ||
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
- TestIfBadThingHitsOtherBadThing(x, y);
+ TestIfBadThingTouchesOtherBadThing(x, y);
if (IN_LEV_FIELD(left_x, left_y) &&
IS_FREE(left_x, left_y))
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_FELSBROCKEN;
- Store[x][y] = EL_MORAST_LEER;
+ Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Store[x][y] = EL_FELSBROCKEN;
}
else if (Feld[x][y+1] == EL_MORAST_LEER)
{
Feld[x][y] = EL_MORAST_LEER;
Feld[x][y+1] = EL_MORAST_VOLL;
+ Store[x][y+1] = Store[x][y];
+ Store[x][y] = 0;
}
}
else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
Feld[x][y+1] == EL_MORAST_LEER)
{
InitMovingField(x, y, MV_DOWN);
- Store[x][y] = EL_MORAST_VOLL;
+ Feld[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
}
else if (element == EL_MAGIC_WALL_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_CHANGED(Store2[x][y]);
- Store[x][y] = EL_MAGIC_WALL_EMPTY;
+ Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED(Store[x][y]);
}
else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
{
Feld[x][y] = EL_MAGIC_WALL_EMPTY;
Feld[x][y+1] = EL_MAGIC_WALL_FULL;
- Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
- Store2[x][y] = 0;
+ Store[x][y+1] = EL_CHANGED(Store[x][y]);
+ Store[x][y] = 0;
}
}
else if (element == EL_MAGIC_WALL_BD_FULL)
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_CHANGED2(Store2[x][y]);
- Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
+ Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
+ Store[x][y] = EL_CHANGED2(Store[x][y]);
}
else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
{
Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
- Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
- Store2[x][y] = 0;
+ Store[x][y+1] = EL_CHANGED2(Store[x][y]);
+ Store[x][y] = 0;
}
}
else if (CAN_CHANGE(element) &&
Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
InitMovingField(x, y, MV_DOWN);
- Store[x][y] =
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
- EL_MAGIC_WALL_BD_FULL);
- Store2[x][y+1] = element;
+ Feld[x][y] =
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
+ EL_MAGIC_WALL_BD_FILLING);
+ Store[x][y] = element;
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
{
Feld[x][y] = EL_AMOEBING;
Store[x][y] = EL_AMOEBE_NASS;
}
+ /* Store[x][y+1] must be zero, because:
+ (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
+ */
+#if 0
#if OLD_GAME_BEHAVIOUR
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
#else
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
!IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
element != EL_DX_SUPABOMB)
+#endif
+#else
+ else if ((IS_SLIPPERY(Feld[x][y+1]) ||
+ (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
{
#if 1
- TestIfBadThingHitsHero(x, y);
+ TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
return;
#else
/* enemy got the player */
DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
if (DONT_TOUCH(element))
- TestIfBadThingHitsHero(x, y);
+ TestIfBadThingTouchesHero(x, y);
return;
}
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX / 8;
- if (element == EL_TROPFEN)
+ if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
step /= 2;
- else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
+ else if (element == EL_QUICKSAND_FILLING ||
+ element == EL_QUICKSAND_EMPTYING)
step /= 4;
+ else if (element == EL_MAGIC_WALL_FILLING ||
+ element == EL_MAGIC_WALL_BD_FILLING ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_MAGIC_WALL_BD_EMPTYING)
+ step /= 2;
else if (CAN_FALL(element) && horiz_move &&
y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
step /= 2;
}
}
- if (Store[x][y] == EL_MORAST_VOLL)
+ if (element == EL_QUICKSAND_FILLING)
{
- Store[x][y] = 0;
- Feld[newx][newy] = EL_MORAST_VOLL;
- element = EL_MORAST_VOLL;
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MORAST_LEER)
+ else if (element == EL_QUICKSAND_EMPTYING)
{
- Store[x][y] = 0;
- Feld[x][y] = EL_MORAST_LEER;
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_FULL)
+ else if (element == EL_MAGIC_WALL_FILLING)
{
- Store[x][y] = 0;
- element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
+ else if (element == EL_MAGIC_WALL_EMPTYING)
{
- Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
- EL_MAGIC_WALL_DEAD);
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
+ else if (element == EL_MAGIC_WALL_BD_FILLING)
{
- Store[x][y] = 0;
- element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
- EL_MAGIC_WALL_BD_DEAD);
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
+ Store[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (element == EL_MAGIC_WALL_BD_EMPTYING)
{
- Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
- EL_MAGIC_WALL_BD_DEAD);
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_SALZSAEURE)
+ else if (element == EL_AMOEBA_DRIPPING)
{
- Store[x][y] = 0;
- Feld[newx][newy] = EL_SALZSAEURE;
- element = EL_SALZSAEURE;
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_AMOEBE_NASS)
+ else if (Store[x][y] == EL_SALZSAEURE)
{
- Store[x][y] = 0;
- Feld[x][y] = EL_AMOEBE_NASS;
+ element = Feld[newx][newy] = EL_SALZSAEURE;
}
+ Store[x][y] = 0;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
- TestIfBadThingHitsHero(newx, newy);
- TestIfBadThingHitsFriend(newx, newy);
- TestIfBadThingHitsOtherBadThing(newx, newy);
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
else if (element == EL_PINGUIN)
- TestIfFriendHitsBadThing(newx, newy);
+ TestIfFriendTouchesBadThing(newx, newy);
if (CAN_SMASH(element) && direction == MV_DOWN &&
(newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
- Feld[newax][neway] = EL_AMOEBING;
+ Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
Store[newax][neway] = element;
}
else if (neway == ay)
- Feld[newax][neway] = EL_TROPFEN;
+ Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
else
{
- InitMovingField(ax, ay, MV_DOWN);
- Feld[ax][ay] = EL_TROPFEN;
- Store[ax][ay] = EL_AMOEBE_NASS;
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
+ Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+ Store[ax][ay] = EL_TROPFEN;
ContinueMoving(ax, ay);
return;
}
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
+#if 0
static boolean save_tape_entry = FALSE;
+#endif
boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
- int jx = player->jx, jy = player->jy;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int up = player_action & JOY_UP;
if (player_action)
{
+#if 0
save_tape_entry = TRUE;
+#endif
player->frame_reset_delay = 0;
if (button1)
moved = MoveFigure(player, dx, dy);
}
+#if 0
if (tape.recording && (moved || snapped || bombed))
{
if (bombed && !moved)
player_action &= JOY_BUTTON;
stored_player_action[player->index_nr] = player_action;
+ save_tape_entry = TRUE;
}
else if (tape.playing && snapped)
SnapField(player, 0, 0); /* stop snapping */
+#else
+ stored_player_action[player->index_nr] = player_action;
+#endif
}
else
{
SnapField(player, 0, 0);
CheckGravityMovement(player);
+#if 1
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+#endif
+#if 0
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->last_move_dir = MV_NO_MOVING;
+
+ /* !!! CHECK THIS AGAIN !!!
+ (Seems to be needed for some EL_ROBOT stuff, but breaks
+ tapes when walking through pipes!)
+ */
+
+ /* it seems that "player->last_move_dir" is misused as some sort of
+ "player->is_just_moving_in_this_moment", which is needed for the
+ robot stuff (robots don't kill players when they are moving)
+ */
+#endif
+
if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
+#if 0
if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
{
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
save_tape_entry = FALSE;
}
+#else
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+#if 0
if (tape.playing && !tape.pausing && !player_action &&
tape.counter < tape.length)
{
+ int jx = player->jx, jy = player->jy;
int next_joy =
tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
}
}
}
+#endif
}
void GameActions()
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ if (tape.playing && tape.index_search)
+ action_delay_value = 0;
+
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&action_delay, action_delay_value);
if (tape.pausing)
return;
- if (tape.playing)
- TapePlayDelay();
- else if (tape.recording)
- TapeRecordDelay();
-
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
for (i=0; i<MAX_PLAYERS; i++)
{
StartMoving(x, y);
- if (IS_GEM(element))
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
else if (IS_MOVING(x, y))
ContinueMoving(x, y);
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
- else if (element == EL_EXPLODING)
+#if 0
+ else if (element == EL_EXPLODING && !game.explosions_delayed)
Explode(x, y, Frame[x][y], EX_NORMAL);
+#endif
else if (element == EL_AMOEBING)
AmoebeWaechst(x, y);
else if (element == EL_DEAMOEBING)
AmoebeSchrumpft(x, y);
+
+#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
AmoebeAbleger(x, y);
+#endif
+
else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
Life(x, y);
else if (element == EL_ABLENK_EIN)
boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
- Store[x][y] == EL_MAGIC_WALL_EMPTY)
+ if (element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_EMPTY ||
+ element == EL_MAGIC_WALL_EMPTYING)
{
SiebAktivieren(x, y, 1);
sieb = TRUE;
}
- else if (element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_FULL ||
- Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (element == EL_MAGIC_WALL_BD_FULL ||
+ element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_EMPTYING)
{
SiebAktivieren(x, y, 2);
sieb = TRUE;
}
}
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
+#if 1
+ if (!(FrameCounter % 8))
+#endif
+ {
+ static unsigned long random = 1684108901;
+
+ for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
+ {
+#if 0
+ x = (random >> 10) % lev_fieldx;
+ y = (random >> 20) % lev_fieldy;
+#else
+ x = RND(lev_fieldx);
+ y = RND(lev_fieldy);
+#endif
+ element = Feld[x][y];
+
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_LEERRAUM ||
+ element == EL_ERDREICH ||
+ element == EL_MORAST_LEER ||
+ element == EL_BLURB_LEFT ||
+ element == EL_BLURB_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
+ Feld[x][y] = EL_TROPFEN;
+ }
+
+ random = random * 129 + 1;
+ }
+ }
+#endif
+
+#if 0
+ if (game.explosions_delayed)
+#endif
+ {
+ game.explosions_delayed = FALSE;
+
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLODING)
+ Explode(x, y, Frame[x][y], EX_NORMAL);
+
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
+ }
+
+ game.explosions_delayed = TRUE;
+ }
+
if (game.magic_wall_active)
{
if (!(game.magic_wall_time_left % 4))
{
element = Feld[x][y];
- if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
+ if (element == EL_MAGIC_WALL_EMPTY ||
+ element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
BuryHero(player);
}
else
- TestIfBadThingHitsHero(new_jx, new_jy);
+ TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
return MF_MOVING;
}
if (!player->active || (!dx && !dy))
return FALSE;
+#if 0
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
!tape.playing)
return FALSE;
+#else
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !(tape.playing && tape.game_version < GAME_VERSION_2_0))
+ return FALSE;
+#endif
/* remove the last programmed player action */
player->programmed_action = 0;
DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
player->last_move_dir = player->MovDir;
+ player->is_moving = TRUE;
}
else
{
CheckGravityMovement(player);
+ /*
player->last_move_dir = MV_NO_MOVING;
+ */
+ player->is_moving = FALSE;
}
- TestIfHeroHitsBadThing(jx, jy);
+ TestIfHeroTouchesBadThing(jx, jy);
if (!player->active)
RemoveHero(player);
ScreenMovDir = MV_NO_MOVING;
}
-void TestIfGoodThingHitsBadThing(int goodx, int goody)
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
- int i, killx = goodx, killy = goody;
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int harmless[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
for (i=0; i<4; i++)
{
- int x, y, element;
+ int test_x, test_y, test_move_dir, test_element;
- x = goodx + xy[i][0];
- y = goody + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ test_x = good_x + test_xy[i][0];
+ test_y = good_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
continue;
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
#if 0
- element = Feld[x][y];
+ test_element = Feld[test_x][test_y];
#else
- element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+ test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
#endif
- if (DONT_TOUCH(element))
+ /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
{
- if (MovDir[x][y] == harmless[i])
- continue;
-
- killx = x;
- killy = y;
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
}
- if (killx != goodx || killy != goody)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(goodx, goody))
+ if (IS_PLAYER(good_x, good_y))
{
- struct PlayerInfo *player = PLAYERINFO(goodx, goody);
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
if (player->shield_active_time_left > 0)
- Bang(killx, killy);
- else if (!PLAYER_PROTECTED(goodx, goody))
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_PROTECTED(good_x, good_y))
KillHero(player);
}
else
- Bang(goodx, goody);
+ Bang(good_x, good_y);
}
}
-void TestIfBadThingHitsGoodThing(int badx, int bady)
+void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
- int i, killx = badx, killy = bady;
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ int bad_element = Feld[bad_x][bad_y];
+ static int test_xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int harmless[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
MV_DOWN
};
- if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
return;
for (i=0; i<4; i++)
{
- int x, y, element;
+ int test_x, test_y, test_move_dir, test_element;
- x = badx + xy[i][0];
- y = bady + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ test_x = bad_x + test_xy[i][0];
+ test_y = bad_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
continue;
- element = Feld[x][y];
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
- if (IS_PLAYER(x, y))
- {
- killx = x;
- killy = y;
- break;
- }
- else if (element == EL_PINGUIN)
+ test_element = Feld[test_x][test_y];
+
+ /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
- if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
- continue;
+ /* good thing is player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
- killx = x;
- killy = y;
- break;
+ if (bad_element == EL_ROBOT && player->is_moving)
+ continue; /* robot does not kill player if he is moving */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ else if (test_element == EL_PINGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
}
}
- if (killx != badx || killy != bady)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(killx, killy))
+ if (IS_PLAYER(kill_x, kill_y))
{
- struct PlayerInfo *player = PLAYERINFO(killx, killy);
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+#if 0
+ int dir = player->MovDir;
+ int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+ int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
+
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
+ else
+ printf("-> %d\n", player->MovDir);
+
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
+ else
+ ;
+#endif
if (player->shield_active_time_left > 0)
- Bang(badx, bady);
- else if (!PLAYER_PROTECTED(killx, killy))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_PROTECTED(kill_x, kill_y))
KillHero(player);
}
else
- Bang(killx, killy);
+ Bang(kill_x, kill_y);
}
}
-void TestIfHeroHitsBadThing(int x, int y)
+void TestIfHeroTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+}
+
+void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+{
+ TestIfGoodThingHitsBadThing(x, y, move_dir);
+}
+
+void TestIfBadThingTouchesHero(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y);
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsHero(int x, int y)
+void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
{
- TestIfBadThingHitsGoodThing(x, y);
+ TestIfBadThingHitsGoodThing(x, y, move_dir);
}
-void TestIfFriendHitsBadThing(int x, int y)
+void TestIfFriendTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y);
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsFriend(int x, int y)
+void TestIfBadThingTouchesFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y);
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsOtherBadThing(int badx, int bady)
+void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
{
- int i, killx = badx, killy = bady;
+ int i, kill_x = bad_x, kill_y = bad_y;
static int xy[4][2] =
{
{ 0, -1 },
{
int x, y, element;
- x=badx + xy[i][0];
- y=bady + xy[i][1];
+ x = bad_x + xy[i][0];
+ y = bad_y + xy[i][1];
if (!IN_LEV_FIELD(x, y))
continue;
if (IS_AMOEBOID(element) || element == EL_LIFE ||
element == EL_AMOEBING || element == EL_TROPFEN)
{
- killx = x;
- killy = y;
+ kill_x = x;
+ kill_y = y;
break;
}
}
- if (killx != badx || killy != bady)
- Bang(badx, bady);
+ if (kill_x != bad_x || kill_y != bad_y)
+ Bang(bad_x, bad_y);
}
void KillHero(struct PlayerInfo *player)
player->present = FALSE;
player->active = FALSE;
- StorePlayer[jx][jy] = 0;
+ if (!ExplodeField[jx][jy])
+ StorePlayer[jx][jy] = 0;
for (i=0; i<MAX_PLAYERS; i++)
if (stored_player[i].active)
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExt(window, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
PlaySoundLevel(x, y, SND_PONG);
break;
}
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExt(window, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
PlaySoundLevel(x, y, SND_PONG);
break;
}
if (player->push_delay == 0)
player->push_delay = FrameCounter;
+#if 0
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!tape.playing && element != EL_SPRING)
return MF_NO_ACTION;
+#else
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+ element != EL_SPRING)
+ return MF_NO_ACTION;
+#endif
RemoveField(x, y);
Feld[x+dx][y+dy] = element;
if (player->push_delay == 0)
player->push_delay = FrameCounter;
+#if 0
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!tape.playing && element != EL_BALLOON)
return MF_NO_ACTION;
+#else
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+ element != EL_BALLOON)
+ return MF_NO_ACTION;
+#endif
if (IS_SB_ELEMENT(element))
{
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Bitmap gd_bitmap = pix[PIX_DOOR];
+ Bitmap *gd_bitmap = pix[PIX_DOOR];
struct GadgetInfo *gi;
int button_type;
boolean checked;
if (setup.sound_music)
{
setup.sound_music = FALSE;
- FadeSound(background_loop[level_nr % num_bg_loops]);
+ FadeMusic();
}
- else if (sound_loops_allowed)
+ else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
- PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
+ if (num_bg_loops)
+ PlayMusic(level_nr % num_bg_loops);
}
break;
case SOUND_CTRL_ID_LOOPS:
if (setup.sound_loops)
setup.sound_loops = FALSE;
- else if (sound_loops_allowed)
+ else if (audio.loops_available)
setup.sound = setup.sound_loops = TRUE;
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
- else if (sound_status==SOUND_AVAILABLE)
+ else if (audio.sound_available)
setup.sound = setup.sound_simple = TRUE;
break;