/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment *
+* (c) 1995-2002 Artsoft Entertainment *
* Holger Schemel *
* Detmolder Strasse 189 *
* 33604 Bielefeld *
#include "libgame/libgame.h"
#include "game.h"
+#include "init.h"
#include "tools.h"
#include "screens.h"
-#include "init.h"
#include "files.h"
#include "tape.h"
#include "network.h"
#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
/* values for player movement speed (which is in fact a delay value) */
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+/* values for other actions */
+#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+
+#define INIT_GFX_RANDOM() (SimpleRND(1000000))
+
+#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
+ RND(element_info[e].push_delay_random))
+#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ RND(element_info[e].move_delay_random))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition) || \
+ (DONT_COLLIDE_WITH(e) && \
+ IS_FREE_OR_PLAYER(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+
+#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+
+#define YAMYAM_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_PENGUIN(Feld[x][y]) || \
+ Feld[x][y] == EL_EXIT_OPEN || \
+ Feld[x][y] == EL_ACID))
+
+#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
#define NUM_GAME_BUTTONS 6
+
/* forward declaration for internal use */
+
+static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+
+static boolean CheckTriggeredElementChange(int, int, int, int);
+static boolean CheckElementChange(int, int, int, int);
+static void ChangeElementNow(int, int, int);
+
+static void PlaySoundLevel(int, int, int);
+static void PlaySoundLevelNearest(int, int, int);
+static void PlaySoundLevelAction(int, int, int);
+static void PlaySoundLevelElementAction(int, int, int, int);
+static void PlaySoundLevelActionIfLoop(int, int, int);
+static void StopSoundLevelActionIfLoop(int, int, int);
+
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-static boolean is_loop_sound[NUM_SOUND_EFFECTS];
-static boolean is_loop_sound_initialized = FALSE;
-static int loop_sounds[] =
-{
- SND_BD_MAGIC_WALL_RUNNING,
- SND_BD_BUTTERFLY_MOVING,
- SND_BD_FIREFLY_MOVING,
- SND_SP_SNIKSNAK_MOVING,
- SND_SP_ELECTRON_MOVING,
- SND_DYNAMITE_BURNING,
- SND_BUG_MOVING,
- SND_SPACESHIP_MOVING,
- SND_YAMYAM_MOVING,
- SND_YAMYAM_WAITING,
- SND_ROBOT_WHEEL_RUNNING,
- SND_MAGIC_WALL_RUNNING,
- SND_BALLOON_MOVING,
- SND_MOLE_MOVING,
- SND_TIMEGATE_WHEEL_RUNNING,
- SND_CONVEYOR_BELT_RUNNING,
- SND_DYNABOMB_BURNING,
- SND_PACMAN_MOVING,
- SND_PENGUIN_MOVING,
- SND_PIG_MOVING,
- SND_DRAGON_MOVING,
- SND_DRAGON_BREATHING_FIRE
-};
-#define IS_LOOP_SOUND(x) (is_loop_sound[x])
+/* ------------------------------------------------------------------------- */
+/* definition of elements that automatically change to other elements after */
+/* a specified time, eventually calling a function when changing */
+/* ------------------------------------------------------------------------- */
+/* forward declaration for changer functions */
+static void InitBuggyBase(int x, int y);
+static void WarnBuggyBase(int x, int y);
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
-#ifdef DEBUG
-#if 0
-static unsigned int getStateCheckSum(int counter)
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
+
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
+struct ChangingElementInfo
{
- int x, y;
- unsigned int mult = 1;
- unsigned int checksum = 0;
- /*
- static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
- */
- static boolean first_game = TRUE;
+ int element;
+ int target_element;
+ int change_delay;
+ void (*pre_change_function)(int x, int y);
+ void (*change_function)(int x, int y);
+ void (*post_change_function)(int x, int y);
+};
- for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
+static struct ChangingElementInfo changing_element_list[] =
+{
{
- /*
- if (counter == 3)
- {
- if (first_game)
- lastFeld[x][y] = Feld[x][y];
- else if (lastFeld[x][y] != Feld[x][y])
- printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
- x, y, lastFeld[x][y], Feld[x][y]);
- }
- */
+ EL_NUT_BREAKING,
+ EL_EMERALD,
+ 6,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_PEARL_BREAKING,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_OPENING,
+ EL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_OPENING,
+ EL_SWITCHGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_CLOSING,
+ EL_SWITCHGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_OPENING,
+ EL_TIMEGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_CLOSING,
+ EL_TIMEGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
- checksum += mult++ * Ur[x][y];
- checksum += mult++ * Feld[x][y];
+ {
+ EL_ACID_SPLASH_LEFT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_ACID_SPLASH_RIGHT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE,
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ EL_SP_BUGGY_BASE_ACTIVE,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVE,
+ EL_SP_BUGGY_BASE,
+ 0,
+ InitBuggyBase,
+ WarnBuggyBase,
+ NULL
+ },
+ {
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ 0,
+ InitTrap,
+ NULL,
+ ActivateTrap
+ },
+ {
+ EL_TRAP_ACTIVE,
+ EL_TRAP,
+ 31,
+ NULL,
+ ChangeActiveTrap,
+ NULL
+ },
+ {
+ EL_ROBOT_WHEEL_ACTIVE,
+ EL_ROBOT_WHEEL,
+ 0,
+ InitRobotWheel,
+ RunRobotWheel,
+ StopRobotWheel
+ },
+ {
+ EL_TIMEGATE_SWITCH_ACTIVE,
+ EL_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
- /*
- checksum += mult++ * MovPos[x][y];
- checksum += mult++ * MovDir[x][y];
- checksum += mult++ * MovDelay[x][y];
- checksum += mult++ * Store[x][y];
- checksum += mult++ * Store2[x][y];
- checksum += mult++ * StorePlayer[x][y];
- checksum += mult++ * Frame[x][y];
- checksum += mult++ * AmoebaNr[x][y];
- checksum += mult++ * JustStopped[x][y];
- checksum += mult++ * Stop[x][y];
- */
+ {
+ EL_UNDEFINED,
+ EL_UNDEFINED,
+ -1,
+ NULL,
+ NULL,
+ NULL
}
+};
+
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
+
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
+
+ { EL_UNDEFINED, 0, 0 },
+};
- if (counter == 3 && first_game)
- first_game = FALSE;
+struct
+{
+ int element;
+ int move_stepsize;
+}
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
- return checksum;
+struct
+{
+ int element;
+ int count;
}
-#endif
-#endif
+collect_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
+};
+static boolean changing_element[MAX_NUM_ELEMENTS];
+static unsigned long trigger_events[MAX_NUM_ELEMENTS];
+#define IS_AUTO_CHANGING(e) (changing_element[e])
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
+ IS_JUST_CHANGING(x, y))
void GetPlayerConfig()
{
if (!audio.sound_available)
- setup.sound = FALSE;
+ setup.sound_simple = FALSE;
if (!audio.loops_available)
setup.sound_loops = FALSE;
if (!video.fullscreen_available)
setup.fullscreen = FALSE;
- setup.sound_simple = setup.sound;
+ setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
SetAudioMode(setup.sound);
InitJoysticks();
}
-static int getBeltNrFromElement(int element)
+static int getBeltNrFromBeltElement(int element)
+{
+ return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
+}
+
+static int getBeltNrFromBeltActiveElement(int element)
{
- return (element < EL_BELT2_LEFT ? 0 :
- element < EL_BELT3_LEFT ? 1 :
- element < EL_BELT4_LEFT ? 2 : 3);
+ return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
+ element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
+ element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
}
-static int getBeltNrFromSwitchElement(int element)
+static int getBeltNrFromBeltSwitchElement(int element)
{
- return (element < EL_BELT2_SWITCH_LEFT ? 0 :
- element < EL_BELT3_SWITCH_LEFT ? 1 :
- element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
+ return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
}
-static int getBeltDirNrFromSwitchElement(int element)
+static int getBeltDirNrFromBeltSwitchElement(int element)
{
static int belt_base_element[4] =
{
- EL_BELT1_SWITCH_LEFT,
- EL_BELT2_SWITCH_LEFT,
- EL_BELT3_SWITCH_LEFT,
- EL_BELT4_SWITCH_LEFT
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT
};
- int belt_nr = getBeltNrFromSwitchElement(element);
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
int belt_dir_nr = element - belt_base_element[belt_nr];
return (belt_dir_nr % 3);
}
-static int getBeltDirFromSwitchElement(int element)
+static int getBeltDirFromBeltSwitchElement(int element)
{
static int belt_move_dir[3] =
{
MV_RIGHT
};
- int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
return belt_move_dir[belt_dir_nr];
}
-static void InitField(int x, int y, boolean init_game)
+static void InitPlayerField(int x, int y, int element, boolean init_game)
{
- switch (Feld[x][y])
+ if (element == EL_SP_MURPHY)
{
- case EL_SP_MURPHY:
- if (init_game)
+ if (init_game)
+ {
+ if (stored_player[0].present)
{
- if (stored_player[0].present)
- {
- Feld[x][y] = EL_SP_MURPHY_CLONE;
- break;
- }
+ Feld[x][y] = EL_SP_MURPHY_CLONE;
+
+ return;
}
- /* no break! */
- case EL_SPIELFIGUR:
- if (init_game)
- Feld[x][y] = EL_SPIELER1;
- /* no break! */
- case EL_SPIELER1:
- case EL_SPIELER2:
- case EL_SPIELER3:
- case EL_SPIELER4:
- if (init_game)
+ else
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
- int jx = player->jx, jy = player->jy;
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
- player->present = TRUE;
+ Feld[x][y] = EL_PLAYER_1;
+ }
+ }
- if (!options.network || player->connected)
- {
- player->active = TRUE;
+ if (init_game)
+ {
+ struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+ int jx = player->jx, jy = player->jy;
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ player->present = TRUE;
- StorePlayer[x][y] = Feld[x][y];
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
- if (options.debug)
- {
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
- local_player->element_nr,
- local_player->active ? "active" : "not active");
- }
- }
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
- Feld[x][y] = EL_LEERRAUM;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
+ StorePlayer[x][y] = Feld[x][y];
+
+ if (options.debug)
+ {
+ printf("Player %d activated.\n", player->element_nr);
+ printf("[Local player is %d and currently %s.]\n",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
}
+ }
+
+ Feld[x][y] = EL_EMPTY;
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ int element = Feld[x][y];
+
+ switch (element)
+ {
+ case EL_SP_MURPHY:
+ case EL_PLAYER_1:
+ case EL_PLAYER_2:
+ case EL_PLAYER_3:
+ case EL_PLAYER_4:
+ InitPlayerField(x, y, element, init_game);
break;
- case EL_BADEWANNE:
- if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
- Feld[x][y] = EL_BADEWANNE1;
- else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
- Feld[x][y] = EL_BADEWANNE2;
- else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
- Feld[x][y] = EL_BADEWANNE3;
- else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
- Feld[x][y] = EL_BADEWANNE4;
- else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
- Feld[x][y] = EL_BADEWANNE5;
+ case EL_STONEBLOCK:
+ if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
+ Feld[x][y] = EL_ACID_POOL_TOPLEFT;
+ else if (x > 0 && Feld[x-1][y] == EL_ACID)
+ Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
+ else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
+ Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
+ else if (y > 0 && Feld[x][y-1] == EL_ACID)
+ Feld[x][y] = EL_ACID_POOL_BOTTOM;
+ else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+ Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
break;
- case EL_KAEFER_RIGHT:
- case EL_KAEFER_UP:
- case EL_KAEFER_LEFT:
- case EL_KAEFER_DOWN:
- case EL_KAEFER:
- case EL_FLIEGER_RIGHT:
- case EL_FLIEGER_UP:
- case EL_FLIEGER_LEFT:
- case EL_FLIEGER_DOWN:
- case EL_FLIEGER:
- case EL_BUTTERFLY_RIGHT:
- case EL_BUTTERFLY_UP:
- case EL_BUTTERFLY_LEFT:
- case EL_BUTTERFLY_DOWN:
- case EL_BUTTERFLY:
- case EL_FIREFLY_RIGHT:
- case EL_FIREFLY_UP:
- case EL_FIREFLY_LEFT:
- case EL_FIREFLY_DOWN:
- case EL_FIREFLY:
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ case EL_BUG:
+ case EL_SPACESHIP_RIGHT:
+ case EL_SPACESHIP_UP:
+ case EL_SPACESHIP_LEFT:
+ case EL_SPACESHIP_DOWN:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ case EL_BD_FIREFLY:
case EL_PACMAN_RIGHT:
case EL_PACMAN_UP:
case EL_PACMAN_LEFT:
case EL_PACMAN_DOWN:
- case EL_MAMPFER:
- case EL_MAMPFER2:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
case EL_ROBOT:
case EL_PACMAN:
case EL_SP_SNIKSNAK:
InitMovDir(x, y);
break;
- case EL_AMOEBE_VOLL:
- case EL_AMOEBE_BD:
+ case EL_AMOEBA_FULL:
+ case EL_BD_AMOEBA:
InitAmoebaNr(x, y);
break;
- case EL_TROPFEN:
+ case EL_AMOEBA_DROP:
if (y == lev_fieldy - 1)
{
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
}
break;
MovDelay[x][y] = 96;
break;
- case EL_BIRNE_AUS:
+ case EL_LAMP:
local_player->lights_still_needed++;
break;
- case EL_SOKOBAN_FELD_LEER:
+ case EL_SOKOBAN_FIELD_EMPTY:
local_player->sokobanfields_still_needed++;
break;
- case EL_PINGUIN:
+ case EL_PENGUIN:
local_player->friends_still_needed++;
break;
- case EL_SCHWEIN:
- case EL_DRACHE:
+ case EL_PIG:
+ case EL_DRAGON:
MovDir[x][y] = 1 << RND(4);
break;
case EL_SP_EMPTY:
- Feld[x][y] = EL_LEERRAUM;
+ Feld[x][y] = EL_EMPTY;
break;
case EL_EM_KEY_1_FILE:
Feld[x][y] = EL_EM_KEY_4;
break;
- case EL_BELT1_SWITCH_LEFT:
- case EL_BELT1_SWITCH_MIDDLE:
- case EL_BELT1_SWITCH_RIGHT:
- case EL_BELT2_SWITCH_LEFT:
- case EL_BELT2_SWITCH_MIDDLE:
- case EL_BELT2_SWITCH_RIGHT:
- case EL_BELT3_SWITCH_LEFT:
- case EL_BELT3_SWITCH_MIDDLE:
- case EL_BELT3_SWITCH_RIGHT:
- case EL_BELT4_SWITCH_LEFT:
- case EL_BELT4_SWITCH_MIDDLE:
- case EL_BELT4_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
if (init_game)
{
- int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
- int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
- int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+ int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+ int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
{
}
break;
- case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
+ case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
if (init_game)
- Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
+ Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
break;
- case EL_LIGHT_SWITCH_ON:
+ case EL_LIGHT_SWITCH_ACTIVE:
if (init_game)
game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
default:
+ if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+ InitMovDir(x, y);
break;
}
}
for (j=0; j<4; j++)
if (stored_player[i].key[j])
DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1 + j);
+ el2edimg(EL_KEY_1 + j));
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+ int2str(local_player->score, 5), FONT_TEXT_2);
DrawText(DX + XX_TIME, DY + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ int2str(TimeLeft, 3), FONT_TEXT_2);
+}
+
+
+/*
+ =============================================================================
+ InitGameEngine()
+ -----------------------------------------------------------------------------
+ initialize game engine due to level / tape version number
+ =============================================================================
+*/
+
+static void InitGameEngine()
+{
+ int i;
+
+ /* set game engine from tape file when re-playing, else from level file */
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_version);
+
+ /* dynamically adjust element properties according to game engine version */
+ InitElementPropertiesEngine(game.engine_version);
+
+#if 0
+ printf("level %d: level version == %06d\n", level_nr, level.game_version);
+ printf(" tape version == %06d [%s] [file: %06d]\n",
+ tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+ tape.file_version);
+ printf(" => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+ /* ---------- initialize player's initial move delay --------------------- */
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_move_delay =
+ (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ INITIAL_MOVE_DELAY_OFF);
+
+ /* dynamically adjust player properties according to level information */
+ game.initial_move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+ /* ---------- initialize changing elements ------------------------------- */
+
+ /* initialize changing elements information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+#if 1
+ element_info[i].change.pre_change_function = NULL;
+ element_info[i].change.change_function = NULL;
+ element_info[i].change.post_change_function = NULL;
+
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].change.target_element = EL_EMPTY_SPACE;
+ element_info[i].change.delay_fixed = 0;
+ element_info[i].change.delay_random = 0;
+ element_info[i].change.delay_frames = 1;
+ }
+
+ changing_element[i] = FALSE;
+#else
+ changing_element[i].base_element = EL_UNDEFINED;
+ changing_element[i].next_element = EL_UNDEFINED;
+ changing_element[i].change_delay = -1;
+ changing_element[i].pre_change_function = NULL;
+ changing_element[i].change_function = NULL;
+ changing_element[i].post_change_function = NULL;
+#endif
+ }
+
+ /* add changing elements from pre-defined list */
+ for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
+ {
+ int element = changing_element_list[i].element;
+ struct ChangingElementInfo *ce = &changing_element_list[i];
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+#if 1
+ change->target_element = ce->target_element;
+ change->delay_fixed = ce->change_delay;
+ change->pre_change_function = ce->pre_change_function;
+ change->change_function = ce->change_function;
+ change->post_change_function = ce->post_change_function;
+
+ changing_element[element] = TRUE;
+#else
+ changing_element[element].base_element = ce->base_element;
+ changing_element[element].next_element = ce->next_element;
+ changing_element[element].change_delay = ce->change_delay;
+ changing_element[element].pre_change_function = ce->pre_change_function;
+ changing_element[element].change_function = ce->change_function;
+ changing_element[element].post_change_function = ce->post_change_function;
+#endif
+ }
+
+ /* add changing elements from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+#if 0
+ struct ElementChangeInfo *change = &element_info[element].change;
+#endif
+
+ /* only add custom elements that change after fixed/random frame delay */
+ if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
+ continue;
+
+#if 1
+ changing_element[element] = TRUE;
+#else
+ changing_element[element].base_element = element;
+ changing_element[element].next_element = change->target_element;
+ changing_element[element].change_delay = (change->delay_fixed *
+ change->delay_frames);
+#endif
+ }
+
+ /* ---------- initialize trigger events ---------------------------------- */
+
+ /* initialize trigger events information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ trigger_events[i] = EP_BITMASK_DEFAULT;
+
+ /* add trigger events from element change event properties */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
+ trigger_events[element_info[i].change.trigger_element] |=
+ element_info[i].change.events;
+
+ /* ---------- initialize push delay -------------------------------------- */
+
+ /* initialize push delay values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ }
+
+ /* set push delay value for certain elements from pre-defined list */
+ for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ /* ---------- initialize move stepsize ----------------------------------- */
+
+ /* initialize move stepsize values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+ /* set move stepsize value for certain elements from pre-defined list */
+ for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = move_stepsize_list[i].element;
+
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+ }
+
+ /* ---------- initialize gem count --------------------------------------- */
+
+ /* initialize gem count values for each element */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_count = 0;
+
+ /* add gem count values for all elements from pre-defined list */
+ for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[collect_count_list[i].element].collect_count =
+ collect_count_list[i].count;
}
+
+/*
+ =============================================================================
+ InitGame()
+ -----------------------------------------------------------------------------
+ initialize and start new game
+ =============================================================================
+*/
+
void InitGame()
{
- int i, j, x, y;
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
+ int i, j, x, y;
+
+ InitGameEngine();
+#if 0
#if DEBUG
#if USE_NEW_AMOEBA_CODE
printf("Using new amoeba code.\n");
#else
printf("Using old amoeba code.\n");
#endif
+#endif
#endif
/* don't play tapes over network */
struct PlayerInfo *player = &stored_player[i];
player->index_nr = i;
- player->element_nr = EL_SPIELER1 + i;
+ player->element_nr = EL_PLAYER_1 + i;
player->present = FALSE;
player->active = FALSE;
for (j=0; j<4; j++)
player->key[j] = FALSE;
- player->dynamite = 0;
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->Pushing = FALSE;
player->Switching = FALSE;
player->GfxPos = 0;
+ player->GfxDir = MV_NO_MOVING;
+ player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
+ player->StepFrame = 0;
- player->actual_frame_counter = 0;
+ player->use_murphy_graphic = FALSE;
+ player->use_disk_red_graphic = FALSE;
- player->frame_reset_delay = 0;
+ player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
+
player->is_moving = FALSE;
+ player->is_waiting = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
- player->move_delay = -1; /* no initial move delay */
- player->move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ player->move_delay = game.initial_move_delay;
+ player->move_delay_value = game.initial_move_delay_value;
player->push_delay = 0;
player->push_delay_value = 5;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
- player->shield_passive_time_left = 0;
- player->shield_active_time_left = 0;
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
+
+ player->inventory_size = 0;
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
AllPlayersGone = FALSE;
- game.yam_content_nr = 0;
+ game.yamyam_content_nr = 0;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
{
for (y=0; y<lev_fieldy; y++)
{
- Feld[x][y] = Ur[x][y];
+ Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
- Frame[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
+ Pushed[x][y] = FALSE;
+ Changing[x][y] = FALSE;
+ ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+ GfxElement[x][y] = EL_UNDEFINED;
}
}
}
}
+ InitBeltMovement();
+
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
/* correct non-moving belts to start moving left */
for (i=0; i<4; i++)
if (game.belt_dir[i] == MV_NO_MOVING)
player->active = FALSE;
StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_LEERRAUM;
+ Feld[jx][jy] = EL_EMPTY;
}
}
}
player->active = FALSE;
StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_LEERRAUM;
+ Feld[jx][jy] = EL_EMPTY;
}
}
}
}
}
- /* initialize sound effect properties */
- if (!is_loop_sound_initialized)
- {
- int i;
-
- for (i=0; i<NUM_SOUND_EFFECTS; i++)
- is_loop_sound[i] = FALSE;
-
- for (i=0; i<SIZEOF_ARRAY_INT(loop_sounds); i++)
- is_loop_sound[loop_sounds[i]] = TRUE;
-
- is_loop_sound_initialized = TRUE;
- }
-
- 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)
+ if (BorderElement == EL_EMPTY)
{
SBX_Left = 0;
SBX_Right = lev_fieldx - SCR_FIELDX;
if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
- scroll_x = SBX_Left;
- scroll_y = SBY_Upper;
- if (local_player->jx >= SBX_Left + MIDPOSX)
- scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
- local_player->jx - MIDPOSX :
- SBX_Right);
- if (local_player->jy >= SBY_Upper + MIDPOSY)
- scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
- local_player->jy - MIDPOSY :
- SBY_Lower);
+ /* if local player not found, look for custom element that might create
+ the player (make some assumptions about the right custom element) */
+ if (!local_player->present)
+ {
+ int start_x = 0, start_y = 0;
+ int found_rating = 0;
+ int found_element = EL_UNDEFINED;
- CloseDoor(DOOR_CLOSE_1);
+ for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+ int content;
+ int xx, yy;
+ boolean is_player;
- DrawLevel();
- DrawAllPlayers();
- FadeToFront();
+ if (!IS_CUSTOM_ELEMENT(element))
+ continue;
+
+ if (CAN_CHANGE(element))
+ {
+ content = element_info[element].change.target_element;
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 3 || element < found_element))
+ {
+ start_x = x;
+ start_y = y;
+
+ found_rating = 3;
+ found_element = element;
+ }
+ }
+
+ for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
+ {
+ content = element_info[element].content[xx][yy];
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 2 || element < found_element))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 2;
+ found_element = element;
+ }
+
+ if (!CAN_CHANGE(element))
+ continue;
+
+ content = element_info[element].change.content[xx][yy];
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 1 || element < found_element))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 1;
+ found_element = element;
+ }
+ }
+ }
+
+ scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
+ start_x > SBX_Right + MIDPOSX ? SBX_Right :
+ start_x - MIDPOSX);
+
+ scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ start_y - MIDPOSY);
+ }
+ else
+ {
+#if 1
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+#else
+ scroll_x = SBX_Left;
+ scroll_y = SBY_Upper;
+ if (local_player->jx >= SBX_Left + MIDPOSX)
+ scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+ local_player->jx - MIDPOSX :
+ SBX_Right);
+ if (local_player->jy >= SBY_Upper + MIDPOSY)
+ scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+ local_player->jy - MIDPOSY :
+ SBY_Lower);
+#endif
+ }
+
+ CloseDoor(DOOR_CLOSE_1);
+
+ DrawLevel();
+ DrawAllPlayers();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
redraw_mask |= REDRAW_FROM_BACKBUFFER;
+ FadeToFront();
/* copy default game door content to main double buffer */
- BlitBitmap(pix[PIX_DOOR], drawto,
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
if (level_nr < 100)
- DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
- int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+ int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
- FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ getFontWidth(FONT_LEVEL_NUMBER) * 3,
+ getFontHeight(FONT_LEVEL_NUMBER) - 1,
DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
- BlitBitmap(drawto, pix[PIX_DB_DOOR],
+ BlitBitmap(drawto, bitmap_db_door,
DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
OpenDoor(DOOR_OPEN_ALL);
- PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
if (setup.sound_music)
PlayMusic(level_nr);
- KeyboardAutoRepeatOff();
+ KeyboardAutoRepeatOffUnlessAutoplay();
if (options.debug)
{
switch(element)
{
- case EL_KAEFER_RIGHT:
- case EL_KAEFER_UP:
- case EL_KAEFER_LEFT:
- case EL_KAEFER_DOWN:
- Feld[x][y] = EL_KAEFER;
- MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ Feld[x][y] = EL_BUG;
+ MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
break;
- case EL_FLIEGER_RIGHT:
- case EL_FLIEGER_UP:
- case EL_FLIEGER_LEFT:
- case EL_FLIEGER_DOWN:
- Feld[x][y] = EL_FLIEGER;
- MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
+ case EL_SPACESHIP_RIGHT:
+ case EL_SPACESHIP_UP:
+ case EL_SPACESHIP_LEFT:
+ case EL_SPACESHIP_DOWN:
+ Feld[x][y] = EL_SPACESHIP;
+ MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
break;
- case EL_BUTTERFLY_RIGHT:
- case EL_BUTTERFLY_UP:
- case EL_BUTTERFLY_LEFT:
- case EL_BUTTERFLY_DOWN:
- Feld[x][y] = EL_BUTTERFLY;
- MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ Feld[x][y] = EL_BD_BUTTERFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
break;
- case EL_FIREFLY_RIGHT:
- case EL_FIREFLY_UP:
- case EL_FIREFLY_LEFT:
- case EL_FIREFLY_DOWN:
- Feld[x][y] = EL_FIREFLY;
- MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ Feld[x][y] = EL_BD_FIREFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
break;
case EL_PACMAN_RIGHT:
break;
default:
- MovDir[x][y] = 1 << RND(4);
- if (element != EL_KAEFER &&
- element != EL_FLIEGER &&
- element != EL_BUTTERFLY &&
- element != EL_FIREFLY)
- break;
-
- for (i=0; i<4; i++)
+ if (IS_CUSTOM_ELEMENT(element))
{
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
-
- if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ if (element_info[element].move_direction_initial != MV_NO_MOVING)
+ MovDir[x][y] = element_info[element].move_direction_initial;
+ else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+ element_info[element].move_pattern == MV_TURNING_LEFT ||
+ element_info[element].move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = 1 << RND(4);
+ else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (element_info[element].move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+ else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ MovDir[x][y] = element_info[element].move_pattern;
+ else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
+ element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
{
- if (element == EL_KAEFER || element == EL_BUTTERFLY)
+ for (i=0; i<4; i++)
{
- MovDir[x][y] = direction[0][i];
- break;
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ {
+ if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ MovDir[x][y] = direction[0][i];
+ else
+ MovDir[x][y] = direction[1][i];
+
+ break;
+ }
}
- else if (element == EL_FLIEGER || element == EL_FIREFLY ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ }
+ }
+ else
+ {
+ MovDir[x][y] = 1 << RND(4);
+
+ if (element != EL_BUG &&
+ element != EL_SPACESHIP &&
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
+ break;
+
+ for (i=0; i<4; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- MovDir[x][y] = direction[1][i];
- break;
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ MovDir[x][y] = direction[0][i];
+ break;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ MovDir[x][y] = direction[1][i];
+ break;
+ }
}
}
}
if (local_player->MovPos)
return;
+ if (tape.playing && tape.auto_play)
+ tape.auto_play_level_solved = TRUE;
+
local_player->LevelSolved = FALSE;
- PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
if (TimeLeft)
{
if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
SND_CTRL_PLAY_LOOP);
while (TimeLeft > 0)
{
if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
if (TimeLeft > 0 && !(TimeLeft % 10))
- RaiseScore(level.score[SC_ZEITBONUS]);
+ RaiseScore(level.score[SC_TIME_BONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
TimeLeft -= 10;
else
TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
BackToFront();
if (!tape.playing)
else if (level.time == 0) /* level without time limit */
{
if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
SND_CTRL_PLAY_LOOP);
while (TimePlayed < 999)
{
if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
if (TimePlayed < 999 && !(TimePlayed % 10))
- RaiseScore(level.score[SC_ZEITBONUS]);
+ RaiseScore(level.score[SC_TIME_BONUS]);
if (TimePlayed < 900 && !(TimePlayed % 10))
TimePlayed += 10;
else
TimePlayed++;
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
BackToFront();
if (!tape.playing)
StopSound(SND_GAME_LEVELTIME_BONUS);
}
-#if 0
- FadeSounds();
-#endif
-
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
BackToFront();
if ((hi_pos = NewHiScore()) >= 0)
{
- game_status = HALLOFFAME;
+ game_status = GAME_MODE_SCORES;
DrawHallOfFame(hi_pos);
if (raise_level)
{
}
else
{
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
if (raise_level)
{
level_nr++;
return position;
}
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+ if (player->GfxAction != action || player->GfxDir != dir)
+ {
+#if 0
+ printf("Player frame reset! (%d => %d, %d => %d)\n",
+ player->GfxAction, action, player->GfxDir, dir);
+#endif
+
+ player->GfxAction = action;
+ player->GfxDir = dir;
+ player->Frame = 0;
+ player->StepFrame = 0;
+ }
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = ACTION_DEFAULT;
+}
+
void InitMovingField(int x, int y, int direction)
{
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int element = Feld[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int newx = x + dx;
+ int newy = y + dy;
+
+ if (!JustStopped[x][y] || direction != MovDir[x][y])
+ ResetGfxAnimation(x, y);
+
+ MovDir[newx][newy] = MovDir[x][y] = direction;
- MovDir[x][y] = direction;
- MovDir[newx][newy] = direction;
- if (Feld[newx][newy] == EL_LEERRAUM)
+ if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
+
+ if (direction == MV_DOWN && CAN_FALL(element))
+ GfxAction[x][y] = ACTION_FALLING;
+ else
+ GfxAction[x][y] = ACTION_MOVING;
+
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
static void RemoveField(int x, int y)
{
- Feld[x][y] = EL_LEERRAUM;
+ Feld[x][y] = EL_EMPTY;
+
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+
+ AmoebaNr[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ Pushed[x][y] = FALSE;
+
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
}
void RemoveMovingField(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Feld[x][y];
+ int next_element = EL_UNDEFINED;
- if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
return;
if (IS_MOVING(x, y))
if (Feld[newx][newy] != EL_BLOCKED)
return;
}
- else if (Feld[x][y] == EL_BLOCKED)
+ else if (element == EL_BLOCKED)
{
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
return;
}
- if (Feld[x][y] == EL_BLOCKED &&
+ if (element == EL_BLOCKED &&
(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;
+ Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
+ next_element = get_next_element(Feld[oldx][oldy]);
+
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
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;
+ if (next_element != EL_UNDEFINED)
+ Feld[oldx][oldy] = next_element;
DrawLevelField(oldx, oldy);
DrawLevelField(newx, newy);
void DrawDynamite(int x, int y)
{
int sx = SCREENX(x), sy = SCREENY(y);
- int graphic = el2gfx(Feld[x][y]);
- int phase;
+ int graphic = el2img(Feld[x][y]);
+ int frame;
if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
return;
- if (Store[x][y])
- DrawGraphic(sx, sy, el2gfx(Store[x][y]));
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
- {
- if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
- phase = 6;
- }
- else
- {
- if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
- phase = 7 - phase;
- }
+ if (Back[x][y])
+ DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ else if (Store[x][y])
+ DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 1
+ if (Back[x][y] || Store[x][y])
+ DrawGraphicThruMask(sx, sy, graphic, frame);
+ else
+ DrawGraphic(sx, sy, graphic, frame);
+#else
if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, GFX_SP_DISK_RED);
+ DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
else if (Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic + phase);
+ DrawGraphicThruMask(sx, sy, graphic, frame);
else
- DrawGraphic(sx, sy, graphic + phase);
+ DrawGraphic(sx, sy, graphic, frame);
+#endif
}
void CheckDynamite(int x, int y)
{
- if (MovDelay[x][y]) /* dynamite is still waiting to explode */
+ if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
{
MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y] % 12))
- {
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
- PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
- else
- PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
- }
-
- if (IS_ACTIVE_BOMB(Feld[x][y]))
- {
- int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
- if (!(MovDelay[x][y] % delay))
- DrawDynamite(x, y);
- }
+ if (MovDelay[x][y] != 0)
+ {
+ DrawDynamite(x, y);
+ PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
return;
}
}
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
- StopSound(SND_DYNAMITE_BURNING);
+#if 1
+ StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+#else
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
+ Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
+ StopSound(SND_DYNAMITE_ACTIVE);
else
- StopSound(SND_DYNABOMB_BURNING);
+ StopSound(SND_DYNABOMB_ACTIVE);
+#endif
Bang(x, y);
}
+void RelocatePlayer(int x, int y, int element)
+{
+ struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+
+ RemoveField(player->jx, player->jy);
+ DrawLevelField(player->jx, player->jy);
+ }
+
+ InitPlayerField(x, y, element, TRUE);
+
+ if (player == local_player)
+ {
+ int scroll_xx = -999, scroll_yy = -999;
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in to steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(GAME_FRAME_DELAY);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(GAME_FRAME_DELAY);
+ }
+ }
+}
+
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
- int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int num_phase = 9;
+ int 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;
{
int center_element = Feld[ex][ey];
+#if 0
+ /* --- This is only really needed (and now handled) in "Impact()". --- */
+ /* do not explode moving elements that left the explode field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+ return;
+#endif
+
+ if (mode == EX_NORMAL || mode == EX_CENTER)
+ PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+
+ /* remove things displayed in background while burning dynamite */
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
+
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
/* put moving element to center field (and let it explode there) */
Feld[ex][ey] = center_element;
}
- for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+ for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
{
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
int element;
if (!IN_LEV_FIELD(x, y) ||
- ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
+ ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
(x != ex || y != ey)))
continue;
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
element = MovingOrBlocked2Element(x, y);
- RemoveMovingField(x, y);
+
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
}
- if (IS_MASSIVE(element) || element == EL_BURNING)
+#if 1
+
+#if 0
+ if (IS_EXPLOSION_PROOF(element))
+ continue;
+#else
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
+#else
+ if ((IS_INDESTRUCTIBLE(element) &&
+ (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+ element == EL_FLAMES)
continue;
+#endif
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
{
if (IS_ACTIVE_BOMB(element))
{
/* re-activate things under the bomb like gate or penguin */
- Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
Store[x][y] = 0;
}
continue;
}
- if (element == EL_EXPLODING)
+ /* save walkable background elements while explosion on same tile */
+#if 0
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
+
+ /* ignite explodable elements reached by other explosion */
+ if (element == EL_EXPLOSION)
element = Store2[x][y];
+#if 1
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ RemoveField(x, y);
+#endif
+
if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
{
- case EL_SPIELER2:
- Store[x][y] = EL_EDELSTEIN_ROT;
+ case EL_PLAYER_2:
+ Store[x][y] = EL_EMERALD_RED;
break;
- case EL_SPIELER3:
- Store[x][y] = EL_EDELSTEIN;
+ case EL_PLAYER_3:
+ Store[x][y] = EL_EMERALD;
break;
- case EL_SPIELER4:
- Store[x][y] = EL_EDELSTEIN_LILA;
+ case EL_PLAYER_4:
+ Store[x][y] = EL_EMERALD_PURPLE;
break;
- case EL_SPIELER1:
+ case EL_PLAYER_1:
default:
- Store[x][y] = EL_EDELSTEIN_GELB;
+ Store[x][y] = EL_EMERALD_YELLOW;
break;
}
if (game.emulation == EMU_SUPAPLEX)
- Store[x][y] = EL_LEERRAUM;
+ Store[x][y] = EL_EMPTY;
}
else if (center_element == EL_MOLE)
- Store[x][y] = EL_EDELSTEIN_ROT;
- else if (center_element == EL_PINGUIN)
- Store[x][y] = EL_EDELSTEIN_LILA;
- else if (center_element == EL_KAEFER)
- Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
- else if (center_element == EL_BUTTERFLY)
- Store[x][y] = EL_EDELSTEIN_BD;
+ Store[x][y] = EL_EMERALD_RED;
+ else if (center_element == EL_PENGUIN)
+ Store[x][y] = EL_EMERALD_PURPLE;
+ else if (center_element == EL_BUG)
+ Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
+ else if (center_element == EL_BD_BUTTERFLY)
+ Store[x][y] = EL_BD_DIAMOND;
else if (center_element == EL_SP_ELECTRON)
Store[x][y] = EL_SP_INFOTRON;
- else if (center_element == EL_MAMPFER)
- Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
- else if (center_element == EL_AMOEBA2DIAM)
+ else if (center_element == EL_AMOEBA_TO_DIAMOND)
Store[x][y] = level.amoeba_content;
- else if (element == EL_ERZ_EDEL)
- Store[x][y] = EL_EDELSTEIN;
- else if (element == EL_ERZ_DIAM)
- Store[x][y] = EL_DIAMANT;
- else if (element == EL_ERZ_EDEL_BD)
- Store[x][y] = EL_EDELSTEIN_BD;
- else if (element == EL_ERZ_EDEL_GELB)
- Store[x][y] = EL_EDELSTEIN_GELB;
- else if (element == EL_ERZ_EDEL_ROT)
- Store[x][y] = EL_EDELSTEIN_ROT;
- else if (element == EL_ERZ_EDEL_LILA)
- Store[x][y] = EL_EDELSTEIN_LILA;
+ else if (center_element == EL_YAMYAM)
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+ else if (IS_CUSTOM_ELEMENT(center_element) &&
+ element_info[center_element].content[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content[xx][yy];
+ else if (element == EL_WALL_EMERALD)
+ Store[x][y] = EL_EMERALD;
+ else if (element == EL_WALL_DIAMOND)
+ Store[x][y] = EL_DIAMOND;
+ else if (element == EL_WALL_BD_DIAMOND)
+ Store[x][y] = EL_BD_DIAMOND;
+ else if (element == EL_WALL_EMERALD_YELLOW)
+ Store[x][y] = EL_EMERALD_YELLOW;
+ else if (element == EL_WALL_EMERALD_RED)
+ Store[x][y] = EL_EMERALD_RED;
+ else if (element == EL_WALL_EMERALD_PURPLE)
+ Store[x][y] = EL_EMERALD_PURPLE;
else if (element == EL_WALL_PEARL)
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
- else if (!IS_PFORTE(Store[x][y]))
- Store[x][y] = EL_LEERRAUM;
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content[1][1];
+ else
+ Store[x][y] = EL_EMPTY;
if (x != ex || y != ey ||
- center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
+ center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
Store2[x][y] = element;
+#if 0
if (AmoebaNr[x][y] &&
- (element == EL_AMOEBE_VOLL ||
- element == EL_AMOEBE_BD ||
- element == EL_AMOEBING))
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
{
AmoebaCnt[AmoebaNr[x][y]]--;
AmoebaCnt2[AmoebaNr[x][y]]--;
}
- Feld[x][y] = EL_EXPLODING;
+#if 1
+ RemoveField(x, y);
+#else
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
- Frame[x][y] = 1;
+#endif
+#endif
+
+ Feld[x][y] = EL_EXPLOSION;
+#if 1
+ GfxElement[x][y] = center_element;
+#else
+ GfxElement[x][y] = EL_UNDEFINED;
+#endif
+
+ ExplodePhase[x][y] = 1;
Stop[x][y] = TRUE;
}
- if (center_element == EL_MAMPFER)
- game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+ if (center_element == EL_YAMYAM)
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
return;
}
x = ex;
y = ey;
- Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
if (phase == first_phase_after_start)
{
if (IS_PLAYER(x, y))
KillHeroUnlessProtected(x, y);
- else if (IS_EXPLOSIVE(element))
+ else if (CAN_EXPLODE_BY_FIRE(element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);
}
- else if (element == EL_AMOEBA2DIAM)
+ else if (element == EL_AMOEBA_TO_DIAMOND)
AmoebeUmwandeln(x, y);
}
element = Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
+
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
InitField(x, y, FALSE);
- if (CAN_MOVE(element) || COULD_MOVE(element))
+ if (CAN_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
+
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
}
- else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = GFX_EXPLOSION;
-
- if (game.emulation == EMU_SUPAPLEX)
- graphic = (Store[x][y] == EL_SP_INFOTRON ?
- GFX_SP_EXPLODE_INFOTRON :
- GFX_SP_EXPLODE_EMPTY);
+#if 1
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
+ int stored = Store[x][y];
+ int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+ stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+ IMG_SP_EXPLOSION);
+#endif
+ int frame = getGraphicAnimationFrame(graphic, phase - delay);
if (phase == delay)
- ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
-
- graphic += (phase / delay - 1);
+ DrawLevelFieldCrumbledSand(x, y);
- if (IS_PFORTE(Store[x][y]))
+ if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
- DrawLevelElement(x, y, Store[x][y]);
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+ DrawLevelElement(x, y, Back[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
}
- else
- DrawGraphic(SCREENX(x), SCREENY(y), graphic);
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
+ {
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
+ }
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
}
if (IS_ACTIVE_BOMB(Feld[ex][ey]))
{
- player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
dynabomb_size = player->dynabomb_size;
dynabomb_xl = player->dynabomb_xl;
player->dynabombs_left++;
int y = ey + j * xy[i % 4][1];
int element;
- if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
+ if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
break;
element = Feld[x][y];
/* do not restart explosions of fields with active bombs */
- if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
continue;
Explode(x, y, EX_PHASE_START, EX_BORDER);
- if (element != EL_LEERRAUM &&
- element != EL_ERDREICH &&
- element != EL_EXPLODING &&
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ if (element != EL_EMPTY &&
+ element != EL_SAND &&
+ element != EL_EXPLOSION &&
!dynabomb_xl)
break;
}
void Bang(int x, int y)
{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
int element = Feld[x][y];
+#endif
+
+ if (IS_PLAYER(x, y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+ element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+ player->element_nr);
+ }
+
+#if 0
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+#else
if (game.emulation == EMU_SUPAPLEX)
PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
else
PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
- element = EL_LEERRAUM;
+ element = EL_EMPTY;
#endif
switch(element)
{
- case EL_KAEFER:
- case EL_FLIEGER:
- case EL_BUTTERFLY:
- case EL_FIREFLY:
- case EL_MAMPFER:
- case EL_MAMPFER2:
+ case EL_BUG:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
case EL_ROBOT:
case EL_PACMAN:
case EL_MOLE:
RaiseScoreElement(element);
Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
- case EL_DYNABOMB_ACTIVE_1:
- case EL_DYNABOMB_ACTIVE_2:
- case EL_DYNABOMB_ACTIVE_3:
- case EL_DYNABOMB_ACTIVE_4:
- case EL_DYNABOMB_NR:
- case EL_DYNABOMB_SZ:
- case EL_DYNABOMB_XL:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ case EL_DYNABOMB_INCREASE_NUMBER:
+ case EL_DYNABOMB_INCREASE_SIZE:
+ case EL_DYNABOMB_INCREASE_POWER:
DynaExplode(x, y);
break;
- case EL_PINGUIN:
- case EL_BIRNE_AUS:
- case EL_BIRNE_EIN:
+ case EL_PENGUIN:
+ case EL_LAMP:
+ case EL_LAMP_ACTIVE:
if (IS_PLAYER(x, y))
Explode(x, y, EX_PHASE_START, EX_NORMAL);
else
Explode(x, y, EX_PHASE_START, EX_CENTER);
break;
default:
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ if (CAN_EXPLODE_1X1(element))
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ else
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
}
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
}
-void Blurb(int x, int y)
+void SplashAcid(int x, int y)
{
int element = Feld[x][y];
- if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
+ if (element != EL_ACID_SPLASH_LEFT &&
+ element != EL_ACID_SPLASH_RIGHT)
{
PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
- {
- Feld[x-1][y] = EL_BLURB_LEFT;
- }
+ Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
+
if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
(!IN_LEV_FIELD(x+1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
- {
- Feld[x+1][y] = EL_BLURB_RIGHT;
- }
+ Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
}
- else /* go on */
+}
+
+static void InitBeltMovement()
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ static int belt_base_active_element[4] =
{
- int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
- if (!MovDelay[x][y]) /* initialize animation counter */
- MovDelay[x][y] = 9;
+ int x, y, i, j;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<4; i++)
+ {
+ int belt_nr = i;
- if (MovDelay[x][y]) /* continue animation */
+ for (j=0; j<3; j++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
+ int element = belt_base_active_element[belt_nr] + j;
+ int graphic = el2img(element);
+
+ if (game.belt_dir[i] == MV_LEFT)
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+ }
+
+ for(y=0; y<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
- if (!MovDelay[x][y])
+ for (i=0; i<4; i++)
{
- Feld[x][y] = EL_LEERRAUM;
- DrawLevelField(x, y);
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
}
}
}
{
static int belt_base_element[4] =
{
- EL_BELT1_SWITCH_LEFT,
- EL_BELT2_SWITCH_LEFT,
- EL_BELT3_SWITCH_LEFT,
- EL_BELT4_SWITCH_LEFT
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+ static int belt_base_switch_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT
};
static int belt_move_dir[4] =
{
};
int element = Feld[x][y];
- int belt_nr = getBeltNrFromSwitchElement(element);
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
int belt_dir = belt_move_dir[belt_dir_nr];
- int xx, yy;
+ int xx, yy, i;
if (!IS_BELT_SWITCH(element))
return;
if (belt_dir_nr == 3)
belt_dir_nr = 1;
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<3; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic = el2img(element);
+
+ if (belt_dir == MV_LEFT)
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+
for (yy=0; yy<lev_fieldy; yy++)
{
for (xx=0; xx<lev_fieldx; xx++)
if (IS_BELT_SWITCH(element))
{
- int e_belt_nr = getBeltNrFromSwitchElement(element);
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
if (e_belt_nr == belt_nr)
{
- Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
+ int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
DrawLevelField(xx, yy);
}
}
- else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
{
- int e_belt_nr = getBeltNrFromElement(element);
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
if (e_belt_nr == belt_nr)
- DrawLevelField(xx, yy); /* set belt to parking position */
+ {
+ int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ DrawLevelField(xx, yy);
+ }
}
}
}
{
int element = Feld[xx][yy];
- if (element == EL_SWITCHGATE_SWITCH_1 ||
- element == EL_SWITCHGATE_SWITCH_2)
+ if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
{
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+#if 1
+ PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+#else
PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+#endif
}
else if (element == EL_SWITCHGATE_CLOSED ||
element == EL_SWITCHGATE_CLOSING)
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+#if 1
+ PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+#else
PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+#endif
}
}
}
}
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+ element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+ element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
+}
+
static void RedrawAllLightSwitchesAndInvisibleElements()
{
int x, y;
{
int element = Feld[x][y];
- if (element == EL_LIGHT_SWITCH_OFF &&
+ if (element == EL_LIGHT_SWITCH &&
game.light_time_left > 0)
{
- Feld[x][y] = EL_LIGHT_SWITCH_ON;
+ Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
DrawLevelField(x, y);
}
- else if (element == EL_LIGHT_SWITCH_ON &&
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
game.light_time_left == 0)
{
- Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+ Feld[x][y] = EL_LIGHT_SWITCH;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
DrawLevelField(x, y);
}
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- if (element == EL_INVISIBLE_STEEL ||
- element == EL_UNSICHTBAR ||
- element == EL_SAND_INVISIBLE)
DrawLevelField(x, y);
+ }
}
}
}
int element = Feld[x][y];
game.light_time_left =
- (element == EL_LIGHT_SWITCH_OFF ?
+ (element == EL_LIGHT_SWITCH ?
level.time_light * FRAMES_PER_SECOND : 0);
RedrawAllLightSwitchesAndInvisibleElements();
}
/*
- else if (element == EL_TIMEGATE_SWITCH_ON)
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
{
- Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH;
DrawLevelField(xx, yy);
}
*/
}
}
- Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+}
+
+inline static int getElementMoveStepsize(int x, int y)
+{
+ int element = Feld[x][y];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int horiz_move = (dx != 0);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
+
+ /* special values for move stepsize for spring and things on conveyor belt */
+ if (horiz_move)
+ {
+ if (CAN_FALL(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ }
+
+ return step;
}
void Impact(int x, int y)
{
boolean lastline = (y == lev_fieldy-1);
boolean object_hit = FALSE;
+ boolean impact = (lastline || object_hit);
int element = Feld[x][y];
- int smashed = 0;
+ int smashed = EL_UNDEFINED;
if (!lastline) /* check if element below was hit */
{
- if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
- object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
- MovDir[x][y+1]!=MV_DOWN ||
- MovPos[x][y+1]<=TILEY/2));
+ object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+ MovDir[x][y + 1] != MV_DOWN ||
+ MovPos[x][y + 1] <= TILEY / 2));
+
+ /* do not smash moving elements that left the smashed field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+ object_hit = FALSE;
+
if (object_hit)
- smashed = MovingOrBlocked2Element(x, y+1);
+ smashed = MovingOrBlocked2Element(x, y + 1);
+
+ impact = (lastline || object_hit);
}
- if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
+ if (!lastline && smashed == EL_ACID) /* element falls into acid */
{
- Blurb(x, y);
+ SplashAcid(x, y);
return;
}
- if ((element == EL_BOMBE ||
- element == EL_SP_DISK_ORANGE ||
- element == EL_DX_SUPABOMB) &&
- (lastline || object_hit)) /* element is bomb */
+ /* only reset graphic animation if graphic really changes after impact */
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+
+ if (impact && CAN_EXPLODE_IMPACT(element))
{
Bang(x, y);
return;
}
- else if (element == EL_PEARL)
+ else if (impact && element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
+#if 1
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+ {
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+ return;
+ }
+#else
+ else if (impact && CAN_CHANGE(element) &&
+ HAS_CHANGE_EVENT(element, CE_IMPACT))
+ {
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+ ChangeElementNow(x, y, element);
+
+ return;
+ }
+#endif
- if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
+ if (impact && element == EL_AMOEBA_DROP)
{
- if (object_hit && IS_PLAYER(x, y+1))
- KillHeroUnlessProtected(x, y+1);
- else if (object_hit && smashed == EL_PINGUIN)
- Bang(x, y+1);
+ if (object_hit && IS_PLAYER(x, y + 1))
+ KillHeroUnlessProtected(x, y + 1);
+ else if (object_hit && smashed == EL_PENGUIN)
+ Bang(x, y + 1);
else
{
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
+
+ ResetRandomAnimationValue(x, y);
}
return;
}
- if (!lastline && object_hit) /* check which object was hit */
+ if (object_hit) /* check which object was hit */
{
- if (CAN_CHANGE(element) &&
- (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
+ if (CAN_PASS_MAGIC_WALL(element) &&
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL))
{
int xx, yy;
int activated_magic_wall =
- (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
- EL_MAGIC_WALL_BD_EMPTY);
+ (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+ EL_BD_MAGIC_WALL_ACTIVE);
/* activate magic wall / mill */
for (yy=0; yy<lev_fieldy; yy++)
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
- PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
+ PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
SND_MAGIC_WALL_ACTIVATING :
SND_BD_MAGIC_WALL_ACTIVATING));
}
- if (IS_PLAYER(x, y+1))
+ if (IS_PLAYER(x, y + 1))
{
- KillHeroUnlessProtected(x, y+1);
- return;
+ if (CAN_SMASH_PLAYER(element))
+ {
+ KillHeroUnlessProtected(x, y + 1);
+ return;
+ }
}
- else if (smashed == EL_PINGUIN)
+ else if (smashed == EL_PENGUIN)
{
- Bang(x, y+1);
- return;
+ if (CAN_SMASH_PLAYER(element))
+ {
+ Bang(x, y + 1);
+ return;
+ }
}
- else if (element == EL_EDELSTEIN_BD)
+ else if (element == EL_BD_DIAMOND)
{
- if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
}
- else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+ 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);
+ Bang(x, y + 1);
+ return;
+ }
+#if 0
+ else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+ {
+ Bang(x, y + 1);
return;
}
- else if (element == EL_FELSBROCKEN ||
- element == EL_SP_ZONK ||
- element == EL_BD_ROCK)
+#endif
+ else if (CAN_SMASH_EVERYTHING(element))
{
- if (IS_ENEMY(smashed) ||
- smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
- smashed == EL_DX_SUPABOMB ||
- smashed == EL_SONDE || smashed == EL_SCHWEIN ||
- smashed == EL_DRACHE || smashed == EL_MOLE)
+ if (IS_CLASSIC_ENEMY(smashed) ||
+ CAN_EXPLODE_SMASHED(smashed))
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
- else if (!IS_MOVING(x, y+1))
+ else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
{
- if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
+ if (smashed == EL_LAMP ||
+ smashed == EL_LAMP_ACTIVE)
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
- else if (smashed == EL_KOKOSNUSS)
+ else if (smashed == EL_NUT)
{
- Feld[x][y+1] = EL_CRACKINGNUT;
- PlaySoundLevel(x, y, SND_NUT_CRACKING);
- RaiseScoreElement(EL_KOKOSNUSS);
+ Feld[x][y + 1] = EL_NUT_BREAKING;
+ PlaySoundLevel(x, y, SND_NUT_BREAKING);
+ RaiseScoreElement(EL_NUT);
return;
}
else if (smashed == EL_PEARL)
{
- Feld[x][y+1] = EL_PEARL_BREAKING;
+ Feld[x][y + 1] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
- else if (smashed == EL_DIAMANT)
+ else if (smashed == EL_DIAMOND)
{
- Feld[x][y+1] = EL_LEERRAUM;
+ Feld[x][y + 1] = EL_DIAMOND_BREAKING;
PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
{
- ToggleBeltSwitch(x, y+1);
+ ToggleBeltSwitch(x, y + 1);
}
- else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
- smashed == EL_SWITCHGATE_SWITCH_2)
+ else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+ smashed == EL_SWITCHGATE_SWITCH_DOWN)
{
- ToggleSwitchgateSwitch(x, y+1);
+ ToggleSwitchgateSwitch(x, y + 1);
}
- else if (smashed == EL_LIGHT_SWITCH_OFF ||
- smashed == EL_LIGHT_SWITCH_ON)
+ else if (smashed == EL_LIGHT_SWITCH ||
+ smashed == EL_LIGHT_SWITCH_ACTIVE)
{
- ToggleLightSwitch(x, y+1);
+ ToggleLightSwitch(x, y + 1);
}
+#if 1
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ }
+#else
+ else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
+ {
+ ChangeElementNow(x, y + 1, smashed);
+ }
+#endif
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
}
}
}
/* play sound of magic wall / mill */
if (!lastline &&
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
- Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
- if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
- PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
- else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
- PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+ if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
return;
}
/* play sound of object that hits the ground */
if (lastline || object_hit)
- {
- int sound;
-
- switch (element)
- {
- case EL_EDELSTEIN_BD:
- sound = SND_BD_DIAMOND_IMPACT;
- break;
- case EL_EDELSTEIN:
- case EL_EDELSTEIN_GELB:
- case EL_EDELSTEIN_ROT:
- case EL_EDELSTEIN_LILA:
- sound = SND_EMERALD_IMPACT;
- break;
- case EL_DIAMANT:
- sound = SND_DIAMOND_IMPACT;
- break;
- case EL_PEARL:
- sound = SND_PEARL_IMPACT;
- break;
- case EL_CRYSTAL:
- sound = SND_CRYSTAL_IMPACT;
- break;
- case EL_SP_INFOTRON:
- sound = SND_SP_INFOTRON_IMPACT;
- break;
- case EL_KOKOSNUSS:
- sound = SND_NUT_IMPACT;
- break;
- case EL_BD_ROCK:
- sound = SND_BD_ROCK_IMPACT;
- break;
- case EL_FELSBROCKEN:
- sound = SND_ROCK_IMPACT;
- break;
- case EL_SP_ZONK:
- sound = SND_SP_ZONK_IMPACT;
- break;
- case EL_ZEIT_VOLL:
- sound = SND_TIME_ORB_FULL_IMPACT;
- break;
- case EL_ZEIT_LEER:
- sound = SND_TIME_ORB_EMPTY_IMPACT;
- break;
- case EL_SPRING:
- sound = SND_SPRING_IMPACT;
- break;
- default:
- sound = -1;
- break;
- }
-
- if (sound >= 0)
- PlaySoundLevel(x, y, sound);
- }
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
}
void TurnRound(int x, int y)
int x, y;
} move_xy[] =
{
- { 0, 0 },
- {-1, 0 },
- {+1, 0 },
- { 0, 0 },
- { 0, -1 },
- { 0, 0 }, { 0, 0 }, { 0, 0 },
- { 0, +1 }
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
};
static struct
{
int left, right, back;
} turn[] =
{
- { 0, 0, 0 },
+ { 0, 0, 0 },
{ MV_DOWN, MV_UP, MV_RIGHT },
- { MV_UP, MV_DOWN, MV_LEFT },
- { 0, 0, 0 },
- { MV_LEFT, MV_RIGHT, MV_DOWN },
- { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
- { MV_RIGHT, MV_LEFT, MV_UP }
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
};
int element = Feld[x][y];
int old_move_dir = MovDir[x][y];
- int left_dir = turn[old_move_dir].left;
+ int left_dir = turn[old_move_dir].left;
int right_dir = turn[old_move_dir].right;
- int back_dir = turn[old_move_dir].back;
+ int back_dir = turn[old_move_dir].back;
- int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
- int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
- int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
- int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+ int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
+ int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
+ int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
+ int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
- int left_x = x+left_dx, left_y = y+left_dy;
- int right_x = x+right_dx, right_y = y+right_dy;
- int move_x = x+move_dx, move_y = y+move_dy;
+ int left_x = x + left_dx, left_y = y + left_dy;
+ int right_x = x + right_dx, right_y = y + right_dy;
+ int move_x = x + move_dx, move_y = y + move_dy;
+
+ int xx, yy;
- if (element == EL_KAEFER || element == EL_BUTTERFLY)
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (IN_LEV_FIELD(right_x, right_y) &&
- IS_FREE(right_x, right_y))
+ if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
MovDir[x][y] = left_dir;
- if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
+ if (element == EL_BUG && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
+ else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
MovDelay[x][y] = 1;
}
- else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (IN_LEV_FIELD(left_x, left_y) &&
- IS_FREE(left_x, left_y))
+ if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
MovDir[x][y] = right_dir;
- if ((element == EL_FLIEGER ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ if ((element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON)
&& MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
MovDelay[x][y] = 1;
}
- else if (element == EL_MAMPFER)
+ else if (element == EL_YAMYAM)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- Feld[left_x][left_y] == EL_DIAMANT))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- Feld[right_x][right_y] == EL_DIAMANT))
- can_turn_right = TRUE;
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 16+16*RND(3);
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
- else if (element == EL_MAMPFER2)
+ else if (element == EL_DARK_YAMYAM)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- IS_MAMPF2(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- IS_MAMPF2(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 16+16*RND(3);
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
else if (element == EL_PACMAN)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 6+RND(40);
+ MovDelay[x][y] = 6 + RND(40);
}
- else if (element == EL_SCHWEIN)
+ else if (element == EL_PIG)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- boolean should_turn_left = FALSE, should_turn_right = FALSE;
- boolean should_move_on = FALSE;
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
+ boolean should_turn_left, should_turn_right, should_move_on;
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x, move_y) &&
- (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
- can_move_on = TRUE;
-
- if (can_turn_left &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
- !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
- should_turn_left = TRUE;
- if (can_turn_right &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
- !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
- should_turn_right = TRUE;
- if (can_move_on &&
- (!can_turn_left || !can_turn_right ||
- (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
- !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
- (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
- !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
- should_move_on = TRUE;
+ should_turn_left = (can_turn_left &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+ y + back_dy + left_dy)));
+ should_turn_right = (can_turn_right &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+ y + back_dy + right_dy)));
+ should_move_on = (can_move_on &&
+ (!can_turn_left ||
+ !can_turn_right ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+ y + move_dy + left_dy) ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+ y + move_dy + right_dy)));
if (should_turn_left || should_turn_right || should_move_on)
{
if (should_turn_left && should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
- rnd < 2*rnd_value/3 ? right_dir :
+ MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
+ rnd < 2 * rnd_value / 3 ? right_dir :
old_move_dir);
else if (should_turn_left && should_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
else if (should_turn_left && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
else if (should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
else if (should_turn_left)
MovDir[x][y] = left_dir;
else if (should_turn_right)
else if (should_move_on)
MovDir[x][y] = old_move_dir;
}
- else if (can_move_on && rnd > rnd_value/8)
+ else if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
MovDir[x][y] = left_dir;
else if (can_turn_right && rnd > rnd_value/8)
MovDir[x][y] = right_dir;
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
- !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
- else if (element == EL_DRACHE)
+ else if (element == EL_DRAGON)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
+ boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
+ boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
- can_move_on = TRUE;
-
- if (can_move_on && rnd > rnd_value/8)
+ if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
MovDir[x][y] = left_dir;
- else if (can_turn_right && rnd > rnd_value/8)
+ else if (can_turn_right && rnd > rnd_value / 8)
MovDir[x][y] = right_dir;
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
else if (element == EL_MOLE)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-
- if (IN_LEV_FIELD(move_x, move_y) &&
- (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
- Feld[move_x][move_y] == EL_DEAMOEBING))
- can_move_on = TRUE;
-
+ boolean can_move_on =
+ (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+ IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
if (!can_move_on)
{
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left =
+ (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+ IS_AMOEBOID(Feld[left_x][left_y])));
+
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+ IS_AMOEBOID(Feld[right_x][right_y])));
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(2) ? left_dir : right_dir);
MovDir[x][y] = game.balloon_dir;
MovDelay[x][y] = 0;
}
- else if (element == EL_SPRING_MOVING)
+ else if (element == EL_SPRING)
{
- if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
- (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
- {
- Feld[x][y] = EL_SPRING;
+ if (MovDir[x][y] & MV_HORIZONTAL &&
+ (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
+ IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
MovDir[x][y] = MV_NO_MOVING;
- }
+
MovDelay[x][y] = 0;
}
- else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN)
{
int attr_x = -1, attr_y = -1;
if (!player->active)
continue;
- if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
{
attr_x = jx;
attr_y = jy;
}
}
- if (element == EL_ROBOT && ZX>=0 && ZY>=0)
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
{
attr_x = ZX;
attr_y = ZY;
}
- if (element == EL_PINGUIN)
+ if (element == EL_PENGUIN)
{
int i;
static int xy[4][2] =
for (i=0; i<4; i++)
{
- int ex = x + xy[i%4][0];
- int ey = y + xy[i%4][1];
+ int ex = x + xy[i % 4][0];
+ int ey = y + xy[i % 4][1];
- if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
+ if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
{
attr_x = ex;
attr_y = ey;
}
MovDir[x][y] = MV_NO_MOVING;
- if (attr_x<x)
+ if (attr_x < x)
MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
- else if (attr_x>x)
+ else if (attr_x > x)
MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
- if (attr_y<y)
+ if (attr_y < y)
MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
- else if (attr_y>y)
+ else if (attr_y > y)
MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
if (element == EL_ROBOT)
{
int newx, newy;
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
- MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
- MovDelay[x][y] = 8+8*!RND(3);
+ MovDelay[x][y] = 8 + 8 * !RND(3);
else
MovDelay[x][y] = 16;
}
- else
+ else if (element == EL_PENGUIN)
+ {
+ int newx, newy;
+
+ MovDelay[x][y] = 1;
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else /* (element == EL_SATELLITE) */
{
int newx, newy;
MovDelay[x][y] = 1;
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
{
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
MovDir[x][y] =
- new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx, newy) &&
- (IS_FREE(newx, newy) ||
- Feld[newx][newy] == EL_SALZSAEURE ||
- (element == EL_PINGUIN &&
- (Feld[newx][newy] == EL_AUSGANG_AUF ||
- IS_MAMPF3(Feld[newx][newy])))))
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
return;
MovDir[x][y] =
- new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx, newy) &&
- (IS_FREE(newx, newy) ||
- Feld[newx][newy] == EL_SALZSAEURE ||
- (element == EL_PINGUIN &&
- (Feld[newx][newy] == EL_AUSGANG_AUF ||
- IS_MAMPF3(Feld[newx][newy])))))
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
return;
MovDir[x][y] = old_move_dir;
}
}
}
+ else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+ element_info[element].move_pattern == MV_TURNING_LEFT ||
+ element_info[element].move_pattern == MV_TURNING_RIGHT)
+ {
+ boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+
+ if (element_info[element].move_pattern == MV_TURNING_LEFT)
+ MovDir[x][y] = left_dir;
+ else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = right_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_HORIZONTAL ||
+ element_info[element].move_pattern == MV_VERTICAL)
+ {
+ if (element_info[element].move_pattern & old_move_dir)
+ MovDir[x][y] = back_dir;
+ else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (element_info[element].move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ {
+ MovDir[x][y] = element_info[element].move_pattern;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = left_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
+ element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+ {
+ int attr_x = -1, attr_y = -1;
+ int newx, newy;
+ boolean move_away =
+ (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+
+ if (AllPlayersGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x < x)
+ MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ }
+ }
}
static boolean JustBeingPushed(int x, int y)
void StartMoving(int x, int y)
{
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (Stop[x][y])
return;
- if (CAN_FALL(element) && y<lev_fieldy-1)
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+ if (CAN_FALL(element) && y < lev_fieldy - 1)
{
if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
if (JustBeingPushed(x, y))
return;
- if (element == EL_MORAST_VOLL)
+ if (element == EL_QUICKSAND_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] = EL_QUICKSAND_EMPTYING;
- Store[x][y] = EL_FELSBROCKEN;
+ Store[x][y] = EL_ROCK;
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+#else
PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+#endif
}
- else if (Feld[x][y+1] == EL_MORAST_LEER)
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY + 1;
return;
}
- Feld[x][y] = EL_MORAST_LEER;
- Feld[x][y+1] = EL_MORAST_VOLL;
- Store[x][y+1] = Store[x][y];
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
- PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_FILLING);
+#else
+ PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#endif
}
}
- else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
- Feld[x][y+1] == EL_MORAST_LEER)
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_FILLING);
+#else
PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#endif
}
else if (element == EL_MAGIC_WALL_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
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)
+ else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_MAGIC_WALL_EMPTY;
- Feld[x][y+1] = EL_MAGIC_WALL_FULL;
- Store[x][y+1] = EL_CHANGED(Store[x][y]);
+ Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED(Store[x][y]);
Store[x][y] = 0;
}
}
- else if (element == EL_MAGIC_WALL_BD_FULL)
+ else if (element == EL_BD_MAGIC_WALL_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED2(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
return;
}
- Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
- Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
- Store[x][y+1] = EL_CHANGED2(Store[x][y]);
+ Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ 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_EMPTY ||
- Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+ else if (CAN_PASS_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] =
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
- EL_MAGIC_WALL_BD_FILLING);
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
+#if 0
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
+#else
+ else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+#endif
{
- Blurb(x, y);
+ SplashAcid(x, y);
+
InitMovingField(x, y, MV_DOWN);
- Store[x][y] = EL_SALZSAEURE;
+ started_moving = TRUE;
+
+ Store[x][y] = EL_ACID;
+#if 0
+ /* !!! TEST !!! better use "_FALLING" etc. !!! */
+ GfxAction[x][y + 1] = ACTION_ACTIVE;
+#endif
}
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+#if 1
+#if 1
+ else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+ JustStopped[x][y] && !Pushed[x][y + 1])
+#else
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
JustStopped[x][y])
+#endif
{
+ /* calling "Impact()" here is not only completely unneccessary
+ (because it already gets called from "ContinueMoving()" in
+ all relevant situations), but also completely bullshit, because
+ "JustStopped" also indicates a finished *horizontal* movement;
+ we must keep this trash for backwards compatibility with older
+ tapes */
+
Impact(x, y);
}
- else if (IS_FREE(x, y+1))
+#endif
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NO_MOVING)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
+ if (JustStopped[x][y]) /* prevent animation from being restarted */
+ MovDir[x][y] = MV_DOWN;
+
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
}
- else if (element == EL_TROPFEN)
+ else if (element == EL_AMOEBA_DROP)
{
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
}
- /* Store[x][y+1] must be zero, because:
- (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
+ /* Store[x][y + 1] must be zero, because:
+ (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
*/
#if 0
#if OLD_GAME_BEHAVIOUR
- else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+ 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] &&
+ 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] &&
+ else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(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) &&
- (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
- boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
- (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
+ boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
+ (IS_FREE(x - 1, y + 1) ||
+ Feld[x - 1][y + 1] == EL_ACID));
+ boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+ (IS_FREE(x + 1, y + 1) ||
+ Feld[x + 1][y + 1] == EL_ACID));
+ boolean can_fall_any = (can_fall_left || can_fall_right);
+ boolean can_fall_both = (can_fall_left && can_fall_right);
+
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+ if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = (can_fall_left && can_fall_right);
+ }
- if (left || right)
+ if (can_fall_any)
{
- if (left && right &&
+ if (can_fall_both &&
(game.emulation != EMU_BOULDERDASH &&
- element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
- left = !(right = RND(2));
+ element != EL_BD_ROCK && element != EL_BD_DIAMOND))
+ can_fall_left = !(can_fall_right = RND(2));
- InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+ started_moving = TRUE;
}
}
- else if (IS_BELT(Feld[x][y+1]))
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
{
- boolean left_is_free = (x>0 && IS_FREE(x-1, y));
- boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
- int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+ boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
+ boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
int belt_dir = game.belt_dir[belt_nr];
if ((belt_dir == MV_LEFT && left_is_free) ||
(belt_dir == MV_RIGHT && right_is_free))
+ {
InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
+
+ GfxAction[x][y] = ACTION_DEFAULT;
+ }
}
}
- else if (CAN_MOVE(element))
+
+ /* not "else if" because of elements that can fall and move (EL_SPRING) */
+ if (CAN_MOVE(element) && !started_moving)
{
int newx, newy;
- if ((element == EL_SONDE || element == EL_BALLOON ||
- element == EL_SPRING_MOVING)
+ if ((element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ element == EL_SPRING)
&& JustBeingPushed(x, y))
return;
+#if 0
+#if 0
+ if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+ Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+#else
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] == EL_BLOCKED)
+ Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
+ }
+#endif
+#endif
+
if (!MovDelay[x][y]) /* start new movement phase */
{
- /* all objects that can change their move direction after each step */
- /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
+ /* all objects that can change their move direction after each step
+ (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
- if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
+ if (element != EL_YAMYAM &&
+ element != EL_DARK_YAMYAM &&
+ element != EL_PACMAN &&
+ !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
+ element_info[element].move_pattern != MV_TURNING_LEFT &&
+ element_info[element].move_pattern != MV_TURNING_RIGHT)
{
TurnRound(x, y);
- if (MovDelay[x][y] && (element == EL_KAEFER ||
- element == EL_FLIEGER ||
+
+ if (MovDelay[x][y] && (element == EL_BUG ||
+ element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
element == EL_SP_ELECTRON ||
element == EL_MOLE))
{
MovDelay[x][y]--;
- if (element == EL_ROBOT ||
- element == EL_MAMPFER || element == EL_MAMPFER2)
+#if 0
+ if (element == EL_YAMYAM)
{
- int phase = MovDelay[x][y] % 8;
-
- if (phase > 3)
- phase = 7 - phase;
+ printf("::: %d\n",
+ el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+ DrawLevelElementAnimation(x, y, element);
+ }
+#endif
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+#if 0
+ /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+ ResetGfxAnimation(x, y);
+#endif
+ GfxAction[x][y] = ACTION_WAITING;
+ }
- if (MovDelay[x][y] % 4 == 3)
- {
- if (element == EL_MAMPFER)
- PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
- else if (element == EL_MAMPFER2)
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
- }
+ if (element == EL_ROBOT ||
+#if 0
+ element == EL_PACMAN ||
+#endif
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
+ {
+#if 0
+ DrawLevelElementAnimation(x, y, element);
+#else
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
- DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
- else if (element == EL_DRACHE)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_DRAGON)
{
int i;
int dir = MovDir[x][y];
int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
- int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
- dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
- dir == MV_UP ? GFX_FLAMMEN_UP :
- dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
- int phase = FrameCounter % 2;
+ int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
+ dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
+ dir == MV_UP ? IMG_FLAMES_1_UP :
+ dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+ int frame = getGraphicAnimationFrame(graphic, -1);
for (i=1; i<=3; i++)
{
int xx = x + i*dx, yy = y + i*dy;
int sx = SCREENX(xx), sy = SCREENY(yy);
+ int flame_graphic = graphic + (i - 1);
- if (!IN_LEV_FIELD(xx, yy) ||
- IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
break;
if (MovDelay[x][y])
{
int flamed = MovingOrBlocked2Element(xx, yy);
- if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
- Feld[xx][yy] = EL_BURNING;
+ Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
- DrawGraphic(sx, sy, graphic + phase*3 + i-1);
+ DrawGraphic(sx, sy, flame_graphic, frame);
}
else
{
- if (Feld[xx][yy] == EL_BURNING)
- Feld[xx][yy] = EL_LEERRAUM;
+ if (Feld[xx][yy] == EL_FLAMES)
+ Feld[xx][yy] = EL_EMPTY;
DrawLevelField(xx, yy);
}
}
}
- if (MovDelay[x][y])
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
+
return;
- }
+ }
- if (element == EL_KAEFER)
- PlaySoundLevel(x, y, SND_BUG_MOVING);
- else if (element == EL_FLIEGER)
- PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
- else if (element == EL_BUTTERFLY)
- PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
- else if (element == EL_FIREFLY)
- PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
- else if (element == EL_SP_SNIKSNAK)
- PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
- else if (element == EL_SP_ELECTRON)
- PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
- else if (element == EL_MAMPFER)
- PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
- else if (element == EL_MAMPFER2)
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
- else if (element == EL_BALLOON)
- PlaySoundLevel(x, y, SND_BALLOON_MOVING);
- else if (element == EL_SPRING_MOVING)
- PlaySoundLevel(x, y, SND_SPRING_MOVING);
- else if (element == EL_MOLE)
- PlaySoundLevel(x, y, SND_MOLE_MOVING);
- else if (element == EL_SONDE)
- PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
- else if (element == EL_PACMAN)
- PlaySoundLevel(x, y, SND_PACMAN_MOVING);
- else if (element == EL_PINGUIN)
- PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
- else if (element == EL_SCHWEIN)
- PlaySoundLevel(x, y, SND_PIG_MOVING);
- else if (element == EL_DRACHE)
- PlaySoundLevel(x, y, SND_DRAGON_MOVING);
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
+ }
/* now make next step */
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
!PLAYER_PROTECTED(newx, newy))
{
-
#if 1
TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
return;
#else
- /* enemy got the player */
+ /* player killed by element which is deadly when colliding with */
MovDir[x][y] = 0;
KillHero(PLAYERINFO(newx, newy));
return;
#endif
}
- else if ((element == EL_PINGUIN || element == EL_ROBOT ||
- element == EL_SONDE || element == EL_BALLOON) &&
+ else if ((element == EL_PENGUIN ||
+ element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ IS_CUSTOM_ELEMENT(element)) &&
IN_LEV_FIELD(newx, newy) &&
- MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
+ MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
{
- Blurb(x, y);
- Store[x][y] = EL_SALZSAEURE;
+ SplashAcid(x, y);
+ Store[x][y] = EL_ACID;
}
- else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
- if (Feld[newx][newy] == EL_AUSGANG_AUF)
+ if (Feld[newx][newy] == EL_EXIT_OPEN)
{
- Feld[x][y] = EL_LEERRAUM;
+ Feld[x][y] = EL_EMPTY;
DrawLevelField(x, y);
- PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
+ PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
- DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
local_player->friends_still_needed--;
if (!local_player->friends_still_needed &&
return;
}
- else if (IS_MAMPF3(Feld[newx][newy]))
+ else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
}
else if (!IS_FREE(newx, newy))
{
+ GfxAction[x][y] = ACTION_WAITING;
+
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
return;
}
}
- else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
+ else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
{
- if (IS_GEM(Feld[newx][newy]))
+ if (IS_FOOD_PIG(Feld[newx][newy]))
{
if (IS_MOVING(newx, newy))
RemoveMovingField(newx, newy);
else
{
- Feld[newx][newy] = EL_LEERRAUM;
+ Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
+ PlaySoundLevel(x, y, SND_PIG_DIGGING);
}
else if (!IS_FREE(newx, newy))
{
return;
}
}
- else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
+ else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
{
if (!IS_FREE(newx, newy))
{
int newx1 = newx+1*dx, newy1 = newy+1*dy;
int newx2 = newx+2*dx, newy2 = newy+2*dy;
int element1 = (IN_LEV_FIELD(newx1, newy1) ?
- MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
+ MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
- MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
+ MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
- if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
- element1 != EL_DRACHE && element2 != EL_DRACHE &&
- element1 != EL_BURNING && element2 != EL_BURNING)
+ if ((wanna_flame ||
+ IS_CLASSIC_ENEMY(element1) ||
+ IS_CLASSIC_ENEMY(element2)) &&
+ element1 != EL_DRAGON && element2 != EL_DRAGON &&
+ element1 != EL_FLAMES && element2 != EL_FLAMES)
{
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
+ PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
- Feld[newx][newy] = EL_BURNING;
- if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
- Feld[newx1][newy1] = EL_BURNING;
- if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
- Feld[newx2][newy2] = EL_BURNING;
+ Feld[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+ Feld[newx1][newy1] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+ Feld[newx2][newy2] = EL_FLAMES;
return;
}
}
}
- else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
- Feld[newx][newy] == EL_DIAMANT)
+ else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ Feld[newx][newy] == EL_DIAMOND)
{
if (IS_MOVING(newx, newy))
RemoveMovingField(newx, newy);
else
{
- Feld[newx][newy] = EL_LEERRAUM;
+ Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
+ PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
}
- else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
- IS_MAMPF2(Feld[newx][newy]))
+ else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
- Feld[newx][newy] == EL_AMOEBE_BD)
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
RemoveMovingField(newx, newy);
else
{
- Feld[newx][newy] = EL_LEERRAUM;
+ Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
}
else if ((element == EL_PACMAN || element == EL_MOLE)
&& IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
if (AmoebaNr[newx][newy])
{
AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
- Feld[newx][newy] == EL_AMOEBE_BD)
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
if (element == EL_MOLE)
{
- Feld[newx][newy] = EL_DEAMOEBING;
- PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
+ Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+ PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ DrawLevelField(x, y);
+
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
else /* element == EL_PACMAN */
{
- Feld[newx][newy] = EL_LEERRAUM;
+ Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
- PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
+ PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
- (Feld[newx][newy] == EL_DEAMOEBING ||
- (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
+ (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+ (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
{
/* wait for shrinking amoeba to completely disappear */
return;
TurnRound(x, y);
- if (element == EL_KAEFER || element == EL_FLIEGER ||
- element == EL_SP_SNIKSNAK || element == EL_MOLE)
+#if 1
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
+#else
+ if (element == EL_BUG ||
+ element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK)
DrawLevelField(x, y);
- else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
- DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
- else if (element == EL_SONDE)
- DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
+ else if (element == EL_MOLE)
+ DrawLevelField(x, y);
+ else if (element == EL_BD_BUTTERFLY ||
+ element == EL_BD_FIREFLY)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_SATELLITE)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
else if (element == EL_SP_ELECTRON)
- DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
+#if 0
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
+#endif
+
return;
}
- if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
- PlaySoundLevel(x, y, SND_ROBOT_MOVING);
-
InitMovingField(x, y, MovDir[x][y]);
+
+ PlaySoundLevelAction(x, y, ACTION_MOVING);
}
if (MovDir[x][y])
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int horiz_move = (dx!=0);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy) * TILEX / 8;
-
- if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
- step /= 2;
- 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;
- else if (element == EL_SPRING_MOVING)
- step*=2;
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean pushed = Pushed[x][y];
-#if OLD_GAME_BEHAVIOUR
- else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
- step*=2;
-#endif
+ MovPos[x][y] += getElementMoveStepsize(x, y);
- MovPos[x][y] += step;
+ if (pushed) /* special case: moving object pushed by player */
+ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
- if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
+ if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
{
- Feld[x][y] = EL_LEERRAUM;
+ Feld[x][y] = EL_EMPTY;
Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
if (element == EL_MOLE)
{
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ Feld[x][y] = EL_SAND;
- Feld[x][y] = EL_ERDREICH;
- DrawLevelField(x, y);
-
- for(i=0; i<4; i++)
- {
- int xx, yy;
-
- xx = x + xy[i][0];
- yy = y + xy[i][1];
-
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
- DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
- }
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
}
-
- if (element == EL_QUICKSAND_FILLING)
+ else if (element == EL_QUICKSAND_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
Store[newx][newy] = Store[x][y];
Feld[x][y] = EL_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
}
- else if (element == EL_MAGIC_WALL_BD_FILLING)
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
Store[newx][newy] = Store[x][y];
}
- else if (element == EL_MAGIC_WALL_BD_EMPTYING)
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
{
Feld[x][y] = get_next_element(element);
if (!game.magic_wall_active)
- Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
}
- else if (element == EL_AMOEBA_DRIPPING)
+ else if (element == EL_AMOEBA_DROPPING)
{
Feld[x][y] = get_next_element(element);
element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_SALZSAEURE)
+ else if (element == EL_SOKOBAN_OBJECT)
{
- element = Feld[newx][newy] = EL_SALZSAEURE;
+ if (Back[x][y])
+ Feld[x][y] = Back[x][y];
+
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+ Back[x][y] = Back[newx][newy] = 0;
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
}
Store[x][y] = 0;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+
+#if 0
+ /* 2.1.1 (does not work correctly for spring) */
if (!CAN_MOVE(element))
MovDir[newx][newy] = 0;
+#else
+
+#if 0
+ /* (does not work for falling objects that slide horizontally) */
+ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+ MovDir[newx][newy] = 0;
+#else
+ /*
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+#endif
+#endif
DrawLevelField(x, y);
DrawLevelField(newx, newy);
- Stop[newx][newy] = TRUE;
- JustStopped[newx][newy] = 3;
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
+ if (!pushed) /* special case: moving object pushed by player */
+ JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
TestIfBadThingTouchesFriend(newx, newy);
TestIfBadThingTouchesOtherBadThing(newx, newy);
}
- else if (element == EL_PINGUIN)
+ else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
- if (CAN_SMASH(element) && direction == MV_DOWN &&
- (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
Impact(x, newy);
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementChange(newx, newy, element, CE_COLLISION);
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
else /* still moving on */
+ {
DrawLevelField(x, y);
+ }
}
int AmoebeNachbarNr(int ax, int ay)
if (!IN_LEV_FIELD(x, y))
continue;
- if ((Feld[x][y] == EL_AMOEBE_VOLL ||
- Feld[x][y] == EL_AMOEBE_BD ||
- Feld[x][y] == EL_AMOEBE_TOT) &&
+ if ((Feld[x][y] == EL_AMOEBA_FULL ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_DEAD) &&
AmoebaNr[x][y] != new_group_nr)
{
int old_group_nr = AmoebaNr[x][y];
{
int i, x, y;
- if (Feld[ax][ay] == EL_AMOEBE_TOT)
+ if (Feld[ax][ay] == EL_AMOEBA_DEAD)
{
int group_nr = AmoebaNr[ax][ay];
{
for (x=0; x<lev_fieldx; x++)
{
- if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
+ if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA2DIAM;
+ Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
}
}
}
if (!IN_LEV_FIELD(x, y))
continue;
- if (Feld[x][y] == EL_AMOEBA2DIAM)
+ if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
{
PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
for (x=0; x<lev_fieldx; x++)
{
if (AmoebaNr[x][y] == group_nr &&
- (Feld[x][y] == EL_AMOEBE_TOT ||
- Feld[x][y] == EL_AMOEBE_BD ||
- Feld[x][y] == EL_AMOEBING))
+ (Feld[x][y] == EL_AMOEBA_DEAD ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_GROWING))
{
AmoebaNr[x][y] = 0;
Feld[x][y] = new_element;
if (DelayReached(&sound_delay, sound_delay_value))
{
- if (Store[x][y] == EL_AMOEBE_BD)
+#if 1
+ PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+#else
+ if (Store[x][y] == EL_BD_AMOEBA)
PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
else
PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+#endif
sound_delay_value = 30;
}
}
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+ }
if (!MovDelay[x][y])
{
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ }
if (!MovDelay[x][y])
{
- Feld[x][y] = EL_LEERRAUM;
+ Feld[x][y] = EL_EMPTY;
DrawLevelField(x, y);
/* don't let mole enter this field in this cycle;
{
int i;
int element = Feld[ax][ay];
+ int graphic = el2img(element);
int newax = ax, neway = ay;
static int xy[4][2] =
{
if (!level.amoeba_speed)
{
- Feld[ax][ay] = EL_AMOEBE_TOT;
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
DrawLevelField(ax, ay);
return;
}
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
if (!MovDelay[ax][ay]) /* start making new amoeba field */
MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
return;
}
- if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
+ if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
{
int start = RND(4);
int x = ax + xy[start][0];
if (!IN_LEV_FIELD(x, y))
return;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
- Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
newax = x;
neway = y;
if (!IN_LEV_FIELD(x, y))
continue;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
- Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
newax = x;
neway = y;
{
if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
{
- Feld[ax][ay] = EL_AMOEBE_TOT;
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
{
- if (element == EL_AMOEBE_VOLL)
+ if (element == EL_AMOEBA_FULL)
AmoebeUmwandeln(ax, ay);
- else if (element == EL_AMOEBE_BD)
+ else if (element == EL_BD_AMOEBA)
AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
}
}
return;
}
- else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
+ else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
{
/* amoeba gets larger by growing in some direction */
/* if amoeba touches other amoeba(s) after growing, unify them */
AmoebenVereinigen(newax, neway);
- if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
+ if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
{
AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
return;
}
}
- if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
+ if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
- Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
+ Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
Store[newax][neway] = element;
}
else if (neway == ay)
{
- Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
- PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
+ Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+#if 1
+ PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+#else
+ PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+#endif
}
else
{
- InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
- Feld[ax][ay] = EL_AMOEBA_DRIPPING;
- Store[ax][ay] = EL_TROPFEN;
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
+ Feld[ax][ay] = EL_AMOEBA_DROPPING;
+ Store[ax][ay] = EL_AMOEBA_DROP;
ContinueMoving(ax, ay);
return;
}
static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
int life_time = 40;
int element = Feld[ax][ay];
+ int graphic = el2img(element);
boolean changed = FALSE;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
if (Stop[ax][ay])
return;
continue;
if (((Feld[x][y] == element ||
- (element == EL_LIFE && IS_PLAYER(x, y))) &&
+ (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
!Stop[x][y]) ||
(IS_FREE(x, y) && Stop[x][y]))
nachbarn++;
{
if (nachbarn < life[0] || nachbarn > life[1])
{
- Feld[xx][yy] = EL_LEERRAUM;
+ Feld[xx][yy] = EL_EMPTY;
if (!Stop[xx][yy])
DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
}
- else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
{ /* free border field */
if (nachbarn >= life[2] && nachbarn <= life[3])
{
Feld[xx][yy] = element;
- MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
+ MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
- SND_BIOMAZE_GROWING);
+ PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ SND_GAME_OF_LIFE_GROWING);
}
-void RobotWheel(int x, int y)
+static void InitRobotWheel(int x, int y)
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
- if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
- return;
- }
- }
-
- Feld[x][y] = EL_ABLENK_AUS;
- DrawLevelField(x, y);
- if (ZX == x && ZY == y)
- ZX = ZY = -1;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
-void TimegateWheel(int x, int y)
+static void RunRobotWheel(int x, int y)
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
- if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
- return;
- }
- }
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
- Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
- DrawLevelField(x, y);
+static void StopRobotWheel(int x, int y)
+{
if (ZX == x && ZY == y)
ZX = ZY = -1;
}
-void Birne(int x, int y)
+static void InitTimegateWheel(int x, int y)
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 800;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y]%5))
- {
- if (!(MovDelay[x][y]%10))
- Feld[x][y]=EL_ABLENK_EIN;
- else
- Feld[x][y]=EL_ABLENK_AUS;
- DrawLevelField(x, y);
- Feld[x][y]=EL_ABLENK_EIN;
- }
- return;
- }
- }
-
- Feld[x][y]=EL_ABLENK_AUS;
- DrawLevelField(x, y);
- if (ZX == x && ZY == y)
- ZX=ZY=-1;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
-void Blubber(int x, int y)
+static void RunTimegateWheel(int x, int y)
{
- if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
- DrawLevelField(x, y-1);
- else
- DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
}
-void NussKnacken(int x, int y)
+void CheckExit(int x, int y)
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 7;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
+ int element = Feld[x][y];
+ int graphic = el2img(element);
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_EDELSTEIN;
- DrawLevelField(x, y);
- }
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
}
+
+ Feld[x][y] = EL_EXIT_OPENING;
+
+ PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
}
-void BreakingPearl(int x, int y)
+void CheckExitSP(int x, int y)
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 9;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (local_player->gems_still_needed > 0)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
+ int element = Feld[x][y];
+ int graphic = el2img(element);
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_LEERRAUM;
- DrawLevelField(x, y);
- }
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
}
-}
-void SiebAktivieren(int x, int y, int typ)
-{
- int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
+ Feld[x][y] = EL_SP_EXIT_OPEN;
- DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
+ PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
-void AusgangstuerPruefen(int x, int y)
+static void CloseAllOpenTimegates()
{
- if (!local_player->gems_still_needed &&
- !local_player->sokobanfields_still_needed &&
- !local_player->lights_still_needed)
+ int x, y;
+
+ for (y=0; y<lev_fieldy; y++)
{
- Feld[x][y] = EL_AUSGANG_ACT;
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
- PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
- (x > LEVELX(BX2) ? LEVELX(BX2) : x),
- y < LEVELY(BY1) ? LEVELY(BY1) :
- (y > LEVELY(BY2) ? LEVELY(BY2) : y),
- SND_EXIT_OPENING);
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_CLOSING);
+#else
+ PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+#endif
+ }
+ }
}
}
-void AusgangstuerOeffnen(int x, int y)
+void EdelsteinFunkeln(int x, int y)
{
- int delay = 6;
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+ return;
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5*delay;
+ if (Feld[x][y] == EL_BD_DIAMOND)
+ return;
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- int tuer;
+ if (MovDelay[x][y] == 0) /* next animation frame */
+ MovDelay[x][y] = 11 * !SimpleRND(500);
+ if (MovDelay[x][y] != 0) /* wait some time before next frame */
+ {
MovDelay[x][y]--;
- tuer = MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_AUSGANG_AUF;
- DrawLevelField(x, y);
- }
- }
-}
+ if (setup.direct_draw && MovDelay[x][y])
+ SetDrawtoField(DRAW_BUFFERED);
-void AusgangstuerBlinken(int x, int y)
-{
- DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
-}
+ DrawLevelElementAnimation(x, y, Feld[x][y]);
-void OpenSwitchgate(int x, int y)
-{
- int delay = 6;
+ if (MovDelay[x][y] != 0)
+ {
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5 * delay;
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- int phase;
+ if (setup.direct_draw)
+ {
+ int dest_x, dest_y;
- MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
+ dest_x = FX + SCREENX(x) * TILEX;
+ dest_y = FY + SCREENY(y) * TILEY;
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_SWITCHGATE_OPEN;
- DrawLevelField(x, y);
+ BlitBitmap(drawto_field, window,
+ dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+ SetDrawtoField(DRAW_DIRECT);
+ }
}
}
}
-void CloseSwitchgate(int x, int y)
+void MauerWaechst(int x, int y)
{
int delay = 6;
if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5 * delay;
+ MovDelay[x][y] = 3 * delay;
if (MovDelay[x][y]) /* wait some time before next frame */
{
- int phase;
-
MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
if (!MovDelay[x][y])
{
- Feld[x][y] = EL_SWITCHGATE_CLOSED;
- DrawLevelField(x, y);
- }
- }
-}
-
-void OpenTimegate(int x, int y)
-{
- int delay = 6;
-
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5 * delay;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- int phase;
-
- MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
-
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_TIMEGATE_OPEN;
- DrawLevelField(x, y);
- }
- }
-}
-
-void CloseTimegate(int x, int y)
-{
- int delay = 6;
-
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5 * delay;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- int phase;
-
- MovDelay[x][y]--;
- phase = MovDelay[x][y] / delay;
- if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
-
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_TIMEGATE_CLOSED;
- DrawLevelField(x, y);
- }
- }
-}
-
-static void CloseAllOpenTimegates()
-{
- int x, y;
-
- for (y=0; y<lev_fieldy; y++)
- {
- for (x=0; x<lev_fieldx; x++)
- {
- int element = Feld[x][y];
-
- if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
- {
- Feld[x][y] = EL_TIMEGATE_CLOSING;
- PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
- }
- }
- }
-}
-
-void EdelsteinFunkeln(int x, int y)
-{
- if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
- return;
-
- if (Feld[x][y] == EL_EDELSTEIN_BD)
- DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
- else
- {
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 11 * !SimpleRND(500);
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
-
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
-
- DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
-
- if (MovDelay[x][y])
- {
- int phase = (MovDelay[x][y]-1)/2;
-
- if (phase > 2)
- phase = 4-phase;
-
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
-
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x)*TILEX;
- dest_y = FY + SCREENY(y)*TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
- }
- }
- }
-}
-
-void MauerWaechst(int x, int y)
-{
- int delay = 6;
-
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 3*delay;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- int phase;
-
- MovDelay[x][y]--;
- phase = 2-MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
- MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
- MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
- GFX_MAUER_DOWN ) + phase);
-
- if (!MovDelay[x][y])
- {
- if (MovDir[x][y] == MV_LEFT)
- {
- if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
- DrawLevelField(x-1, y);
- }
- else if (MovDir[x][y] == MV_RIGHT)
- {
- if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
- DrawLevelField(x+1, y);
- }
- else if (MovDir[x][y] == MV_UP)
- {
- if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
- DrawLevelField(x, y-1);
- }
- else
- {
- if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
- DrawLevelField(x, y+1);
- }
-
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- MovDir[x][y] = MV_NO_MOVING;
+ if (MovDir[x][y] == MV_LEFT)
+ {
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+ DrawLevelField(x - 1, y);
+ }
+ else if (MovDir[x][y] == MV_RIGHT)
+ {
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+ DrawLevelField(x + 1, y);
+ }
+ else if (MovDir[x][y] == MV_UP)
+ {
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+ DrawLevelField(x, y - 1);
+ }
+ else
+ {
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+ DrawLevelField(x, y + 1);
+ }
+
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x, y);
}
}
void MauerAbleger(int ax, int ay)
{
int element = Feld[ax][ay];
+ int graphic = el2img(element);
boolean oben_frei = FALSE, unten_frei = FALSE;
boolean links_frei = FALSE, rechts_frei = FALSE;
boolean oben_massiv = FALSE, unten_massiv = FALSE;
boolean links_massiv = FALSE, rechts_massiv = FALSE;
boolean new_wall = FALSE;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
if (!MovDelay[ax][ay]) /* start building new wall */
MovDelay[ax][ay] = 6;
if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
rechts_frei = TRUE;
- if (element == EL_MAUER_Y || element == EL_MAUER_XY)
+ if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY)
{
if (oben_frei)
{
- Feld[ax][ay-1] = EL_MAUERND;
+ Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_EXPANDABLE_WALL_GROWING_UP, 0);
new_wall = TRUE;
}
if (unten_frei)
{
- Feld[ax][ay+1] = EL_MAUERND;
+ Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
new_wall = TRUE;
}
}
- if (element == EL_MAUER_X || element == EL_MAUER_XY ||
- element == EL_MAUER_LEBT)
+ if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_EXPANDABLE_WALL)
{
if (links_frei)
{
- Feld[ax-1][ay] = EL_MAUERND;
+ Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
new_wall = TRUE;
}
+
if (rechts_frei)
{
- Feld[ax+1][ay] = EL_MAUERND;
+ Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
new_wall = TRUE;
}
}
- if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
+ if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
DrawLevelField(ax, ay);
- if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
rechts_massiv = TRUE;
if (((oben_massiv && unten_massiv) ||
- element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
+ element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL) &&
((links_massiv && rechts_massiv) ||
- element == EL_MAUER_Y))
- Feld[ax][ay] = EL_MAUERWERK;
+ element == EL_EXPANDABLE_WALL_VERTICAL))
+ Feld[ax][ay] = EL_WALL;
if (new_wall)
- PlaySoundLevel(ax, ay, SND_WALL_GROWING);
+#if 1
+ PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+#else
+ PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#endif
}
void CheckForDragon(int x, int y)
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
if (IN_LEV_FIELD(xx, yy) &&
- (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
+ (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
{
- if (Feld[xx][yy] == EL_DRACHE)
+ if (Feld[xx][yy] == EL_DRAGON)
dragon_found = TRUE;
}
else
{
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
- Feld[xx][yy] = EL_LEERRAUM;
+ Feld[xx][yy] = EL_EMPTY;
DrawLevelField(xx, yy);
}
else
}
}
-static void CheckBuggyBase(int x, int y)
+static void InitBuggyBase(int x, int y)
{
int element = Feld[x][y];
+ int activating_delay = FRAMES_PER_SECOND / 4;
+
+ ChangeDelay[x][y] =
+ (element == EL_SP_BUGGY_BASE ?
+ 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVATING ?
+ activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVE ?
+ 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
- if (element == EL_SP_BUG)
+static void WarnBuggyBase(int x, int y)
+{
+ int i;
+ static int xy[4][2] =
{
- if (!MovDelay[x][y]) /* wait some time before activating base */
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (MovDelay[x][y])
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0], yy = y + xy[i][1];
+
+ if (IS_PLAYER(xx, yy))
{
- MovDelay[x][y]--;
- if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
- if (MovDelay[x][y])
- return;
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
- Feld[x][y] = EL_SP_BUG_ACTIVE;
+ break;
}
}
- else if (element == EL_SP_BUG_ACTIVE)
+}
+
+static void InitTrap(int x, int y)
+{
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
+
+static void ActivateTrap(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+}
+
+static void ChangeActiveTrap(int x, int y)
+{
+ int graphic = IMG_TRAP_ACTIVE;
+
+ /* if new animation frame was drawn, correct crumbled sand border */
+ if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ DrawLevelFieldCrumbledSand(x, y);
+}
+
+static void ChangeElementNowExt(int x, int y, int target_element)
+{
+#if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
+ if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
{
- if (!MovDelay[x][y]) /* start activating buggy base */
- MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
+ Bang(x, y);
+ return;
+ }
+#endif
+
+ RemoveField(x, y);
+ Feld[x][y] = target_element;
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
+
+ DrawLevelField(x, y);
+
+ if (CAN_BE_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+
+ if (ELEM_IS_PLAYER(target_element))
+ RelocatePlayer(x, y, target_element);
+}
- if (MovDelay[x][y])
+static void ChangeElementNow(int x, int y, int element)
+{
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+ /* prevent CheckTriggeredElementChange() from looping */
+ Changing[x][y] = TRUE;
+
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+
+ Changing[x][y] = FALSE;
+
+ if (change->explode)
+ {
+ Bang(x, y);
+ return;
+ }
+
+ if (change->use_content)
+ {
+ boolean complete_change = TRUE;
+ boolean can_change[3][3];
+ int xx, yy;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
+ boolean half_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int e;
+
+ can_change[xx][yy] = TRUE;
+
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
+
+ if (change->content[xx][yy] == EL_EMPTY_SPACE)
{
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ can_change[xx][yy] = FALSE; /* do not change empty borders */
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+ continue;
+ }
- for (i=0; i<4; i++)
- {
- int xx = x + xy[i][0], yy = y + xy[i][1];
+ if (!IN_LEV_FIELD(ex, ey))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
- if (IS_PLAYER(xx, yy))
- {
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
- break;
- }
- }
+ continue;
+ }
+
+ e = Feld[ex][ey];
+
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
+
+ half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+
+ if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
+ (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
+ (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+ }
+ }
+
+ if (!change->only_complete || complete_change)
+ {
+ boolean something_has_changed = FALSE;
+ if (change->only_complete && change->use_random_change &&
+ RND(100) < change->random)
return;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ {
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+
+ if (can_change[xx][yy] && (!change->use_random_change ||
+ RND(100) < change->random))
+ {
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ RemoveMovingField(ex, ey);
+
+ ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+
+ something_has_changed = TRUE;
+
+ /* for symmetry reasons, stop newly created border elements */
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE;
+ }
}
- Feld[x][y] = EL_SP_BUG;
- DrawLevelField(x, y);
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
}
}
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
}
-static void CheckTrap(int x, int y)
+static void ChangeElement(int x, int y)
{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
int element = Feld[x][y];
+#endif
+ struct ElementChangeInfo *change = &element_info[element].change;
- if (element == EL_TRAP_INACTIVE)
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
{
- if (!MovDelay[x][y]) /* wait some time before activating trap */
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+#if 1
+ ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
+ RND(change->delay_random * change->delay_frames)) + 1;
+#else
+ ChangeDelay[x][y] = changing_element[element].change_delay + 1;
- if (MovDelay[x][y])
+ if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
+ int max_random_delay = element_info[element].change.delay_random;
+ int delay_frames = element_info[element].change.delay_frames;
- Feld[x][y] = EL_TRAP_ACTIVE;
- PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+ ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
}
+#endif
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+#if 1
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+#else
+ if (changing_element[element].pre_change_function)
+ changing_element[element].pre_change_function(x, y);
+#endif
}
- else if (element == EL_TRAP_ACTIVE)
+
+ ChangeDelay[x][y]--;
+
+ if (ChangeDelay[x][y] != 0) /* continue element change */
{
- int delay = 4;
- int num_frames = 8;
+ int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
- if (!MovDelay[x][y]) /* start activating trap */
- MovDelay[x][y] = num_frames * delay;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
+#if 1
+ if (change->change_function)
+ change->change_function(x, y);
+#else
+ if (changing_element[element].change_function)
+ changing_element[element].change_function(x, y);
+#endif
+ }
+ else /* finish element change */
+ {
+#if 0
+ int next_element = changing_element[element].next_element;
+#endif
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y] % delay))
- {
- int phase = MovDelay[x][y]/delay;
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
- if (phase >= num_frames/2)
- phase = num_frames - phase;
+ return;
+ }
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
- ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
- }
- }
+#if 1
+ ChangeElementNow(x, y, element);
- return;
- }
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+#else
+ if (next_element != EL_UNDEFINED)
+ ChangeElementNow(x, y, next_element);
+ else
+ ChangeElementNow(x, y, element_info[element].change.target_element);
- Feld[x][y] = EL_TRAP_INACTIVE;
- DrawLevelField(x, y);
- }
+ if (changing_element[element].post_change_function)
+ changing_element[element].post_change_function(x, y);
+#endif
}
}
-static void DrawBeltAnimation(int x, int y, int element)
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
+ int trigger_event)
{
- int belt_nr = getBeltNrFromElement(element);
- int belt_dir = game.belt_dir[belt_nr];
+ int i, x, y;
+
+ if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+ return FALSE;
- if (belt_dir != MV_NO_MOVING)
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
- int delay = 2;
- int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
- int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
+ if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
+ element_info[i].change.trigger_element != trigger_element)
+ continue;
- DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ if (x == lx && y == ly) /* do not change trigger element itself */
+ continue;
+
+ if (Changing[x][y]) /* do not change just changing elements */
+ continue;
- if (!(FrameCounter % 2))
- PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
+ if (Feld[x][y] == i)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeElement(x, y);
+ }
+ }
}
+
+ return TRUE;
+}
+
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+ if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
+
+ if (Feld[x][y] == EL_BLOCKED)
+ Blocked2Moving(x, y, &x, &y);
+
+ ChangeDelay[x][y] = 1;
+ ChangeElement(x, y);
+
+ return TRUE;
}
static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
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;
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
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)
snapped = SnapField(player, dx, dy);
else
{
if (button2)
- bombed = PlaceBomb(player);
+ dropped = DropElement(player);
+
moved = MoveFigure(player, dx, dy);
}
if (tape.single_step && tape.recording && !tape.pausing)
{
- if (button1 || (bombed && !moved))
+ if (button1 || (dropped && !moved))
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
}
}
-#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 (player->MovPos == 0)
+ {
#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!)
- */
+ printf("Trying... Player frame reset\n");
+#endif
- /* 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
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+ }
- if (++player->frame_reset_delay > player->move_delay_value)
- player->Frame = 0;
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
}
-#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);
-
- if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
- (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
- {
- int dx = (next_joy == JOY_LEFT ? -1 : +1);
-
- if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
- {
- int el = Feld[jx+dx][jy];
- int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
- (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
-
- if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
- {
- player->MovDir = next_joy;
- player->Frame = FrameCounter % 4;
- player->Pushing = TRUE;
- }
- }
- }
- }
-#endif
}
void GameActions()
{
static unsigned long action_delay = 0;
unsigned long action_delay_value;
- int sieb_x = 0, sieb_y = 0;
- int i, x, y, element;
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
action_delay_value =
HandleNetworking();
#endif
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
if (!network_player_action_received)
ScrollScreen(NULL, SCROLL_GO_ON);
-
-
-#ifdef DEBUG
#if 0
- if (TimeFrames == 0 && local_player->active)
- {
- extern unsigned int last_RND();
-
- printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
- TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
- }
-#endif
-#endif
+ FrameCounter++;
+ TimeFrames++;
-#ifdef DEBUG
-#if 0
- if (GameFrameDelay >= 500)
- printf("FrameCounter == %d\n", FrameCounter);
-#endif
+ for (i=0; i<MAX_PLAYERS; i++)
+ stored_player[i].Frame++;
#endif
+#if 1
+ if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int x = player->jx;
+ int y = player->jy;
+ if (player->active && player->Pushing && player->is_moving &&
+ IS_MOVING(x, y))
+ {
+ ContinueMoving(x, y);
- FrameCounter++;
- TimeFrames++;
+ /* continue moving after pushing (this is actually a bug) */
+ if (!IS_MOVING(x, y))
+ {
+ Stop[x][y] = FALSE;
+ }
+ }
+ }
+ }
+#endif
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
if (JustStopped[x][y] > 0)
JustStopped[x][y]--;
+ GfxFrame[x][y]++;
+
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements without push delay) */
+ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
#if DEBUG
if (IS_BLOCKED(x, y))
{
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
element = Feld[x][y];
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#else
+ graphic = el2img(element);
+#endif
+
+#if 0
+ if (element == -1)
+ {
+ printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+ element = graphic = 0;
+ }
+#endif
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
+
+ SetRandomAnimationValue(x, y);
+
+#if 1
+ PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+#endif
if (IS_INACTIVE(element))
+ {
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
continue;
+ }
+
+#if 1
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_CHANGING(x, y))
+ {
+ ChangeElement(x, y);
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ }
+#endif
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d, %d [%d]\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+ GfxAction[x][y]);
+#endif
+#if 0
+ if (element == EL_YAMYAM)
+ printf("::: %d, %d, %d\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#endif
+
+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ {
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+ }
+
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
+ else if ((element == EL_ACID ||
+ element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_TERMINAL ||
+ element == EL_SP_TERMINAL_ACTIVE ||
+ element == EL_EXTRA_TIME ||
+ element == EL_SHIELD_NORMAL ||
+ element == EL_SHIELD_DEADLY) &&
+ IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
else if (IS_MOVING(x, y))
ContinueMoving(x, y);
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
#if 0
- else if (element == EL_EXPLODING && !game.explosions_delayed)
- Explode(x, y, Frame[x][y], EX_NORMAL);
+ else if (element == EL_EXPLOSION && !game.explosions_delayed)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
#endif
- else if (element == EL_AMOEBING)
+ else if (element == EL_AMOEBA_GROWING)
AmoebeWaechst(x, y);
- else if (element == EL_DEAMOEBING)
+ else if (element == EL_AMOEBA_SHRINKING)
AmoebaDisappearing(x, y);
#if !USE_NEW_AMOEBA_CODE
AmoebeAbleger(x, y);
#endif
- else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
+ else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
Life(x, y);
- else if (element == EL_ABLENK_EIN)
- RobotWheel(x, y);
- else if (element == EL_TIMEGATE_SWITCH_ON)
- TimegateWheel(x, y);
- else if (element == EL_SALZSAEURE)
- Blubber(x, y);
- else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
- Blurb(x, y);
- else if (element == EL_CRACKINGNUT)
- NussKnacken(x, y);
- else if (element == EL_PEARL_BREAKING)
- BreakingPearl(x, y);
- else if (element == EL_AUSGANG_ZU)
- AusgangstuerPruefen(x, y);
- else if (element == EL_AUSGANG_ACT)
- AusgangstuerOeffnen(x, y);
- else if (element == EL_AUSGANG_AUF)
- AusgangstuerBlinken(x, y);
- else if (element == EL_MAUERND)
+ else if (element == EL_EXIT_CLOSED)
+ CheckExit(x, y);
+ else if (element == EL_SP_EXIT_CLOSED)
+ CheckExitSP(x, y);
+ else if (element == EL_EXPANDABLE_WALL_GROWING)
MauerWaechst(x, y);
- else if (element == EL_MAUER_LEBT ||
- element == EL_MAUER_X ||
- element == EL_MAUER_Y ||
- element == EL_MAUER_XY)
+ else if (element == EL_EXPANDABLE_WALL ||
+ element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY)
MauerAbleger(x, y);
- else if (element == EL_BURNING)
+ else if (element == EL_FLAMES)
CheckForDragon(x, y);
- else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
- CheckBuggyBase(x, y);
- else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
- CheckTrap(x, y);
- else if (element == EL_SP_TERMINAL)
- DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
- else if (element == EL_SP_TERMINAL_ACTIVE)
- DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
- else if (IS_BELT(element))
- DrawBeltAnimation(x, y, element);
- else if (element == EL_SWITCHGATE_OPENING)
- OpenSwitchgate(x, y);
- else if (element == EL_SWITCHGATE_CLOSING)
- CloseSwitchgate(x, y);
- else if (element == EL_TIMEGATE_OPENING)
- OpenTimegate(x, y);
- else if (element == EL_TIMEGATE_CLOSING)
- CloseTimegate(x, y);
- else if (element == EL_EXTRA_TIME)
- DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
- else if (element == EL_SHIELD_PASSIVE)
- {
- DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
- if (!(FrameCounter % 4))
- PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
- }
- else if (element == EL_SHIELD_ACTIVE)
- {
- DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
- if (!(FrameCounter % 4))
- PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
- }
+#if 0
+ else if (IS_AUTO_CHANGING(element))
+ ChangeElement(x, y);
+#endif
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
+ else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_AUTO_CHANGING(Feld[x][y]))
+ ChangeElement(x, y);
+#endif
+
+ if (IS_BELT_ACTIVE(element))
+ PlaySoundLevelAction(x, y, ACTION_ACTIVE);
if (game.magic_wall_active)
{
- boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- 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_FULL ||
- element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_EMPTYING)
- {
- SiebAktivieren(x, y, 2);
- sieb = TRUE;
- }
-
/* play the element sound at the position nearest to the player */
- if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
+ if ((element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING) &&
+ ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
{
- sieb_x = x;
- sieb_y = y;
+ magic_wall_x = x;
+ magic_wall_y = y;
}
}
}
#endif
element = Feld[x][y];
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (!IS_PLAYER(x,y) &&
- (element == EL_LEERRAUM ||
- element == EL_ERDREICH ||
- element == EL_MORAST_LEER ||
- element == EL_BLURB_LEFT ||
- element == EL_BLURB_RIGHT))
+ (element == EL_EMPTY ||
+ element == EL_SAND ||
+ element == EL_QUICKSAND_EMPTY ||
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_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;
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+ Feld[x][y] = EL_AMOEBA_DROP;
}
random = random * 129 + 1;
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);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
ExplodeField[x][y] = EX_NO_EXPLOSION;
}
{
if (!(game.magic_wall_time_left % 4))
{
- int element = Feld[sieb_x][sieb_y];
+ int element = Feld[magic_wall_x][magic_wall_y];
- if (element == EL_MAGIC_WALL_BD_FULL ||
- element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_EMPTYING)
- PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
+ if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
else
- PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
+ PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
{
element = Feld[x][y];
- if (element == EL_MAGIC_WALL_EMPTY ||
+ if (element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
}
- else if (element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_FULL)
+ else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
}
}
}
}
}
-
- if (game.light_time_left > 0)
- {
- game.light_time_left--;
-
- if (game.light_time_left == 0)
- {
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
- {
- element = Feld[x][y];
-
- if (element == EL_LIGHT_SWITCH_ON)
- {
- Feld[x][y] = EL_LIGHT_SWITCH_OFF;
- DrawLevelField(x, y);
- }
- else if (element == EL_INVISIBLE_STEEL ||
- element == EL_UNSICHTBAR ||
- element == EL_SAND_INVISIBLE)
- DrawLevelField(x, y);
- }
- }
+
+ if (game.light_time_left > 0)
+ {
+ game.light_time_left--;
+
+ if (game.light_time_left == 0)
+ RedrawAllLightSwitchesAndInvisibleElements();
}
if (game.timegate_time_left > 0)
CloseAllOpenTimegates();
}
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_deadly_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ }
+ }
+
if (TimeFrames >= (1000 / GameFrameDelay))
{
TimeFrames = 0;
for (i=0; i<MAX_PLAYERS; i++)
{
- if (SHIELD_ON(&stored_player[i]))
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
{
- stored_player[i].shield_passive_time_left--;
+ player->shield_normal_time_left--;
- if (stored_player[i].shield_active_time_left > 0)
- stored_player[i].shield_active_time_left--;
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
}
}
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
if (!TimeLeft && setup.time_limit)
for (i=0; i<MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
}
DrawAllPlayers();
redraw_mask |= REDRAW_FPS;
}
+
+#if 0
+ if (stored_player[0].jx != stored_player[0].last_jx ||
+ stored_player[0].jy != stored_player[0].last_jy)
+ printf("::: %d, %d, %d, %d, %d\n",
+ stored_player[0].MovDir,
+ stored_player[0].MovPos,
+ stored_player[0].GfxPos,
+ stored_player[0].Frame,
+ stored_player[0].StepFrame);
+#endif
+
+#if 1
+ FrameCounter++;
+ TimeFrames++;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ int move_frames =
+ MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
+
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+ }
+#endif
}
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
int x, y;
BlitBitmap(drawto_field, drawto_field,
- FX + TILEX*(dx == -1) - softscroll_offset,
- FY + TILEY*(dy == -1) - softscroll_offset,
- SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
- SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
- FX + TILEX*(dx == 1) - softscroll_offset,
- FY + TILEY*(dy == 1) - softscroll_offset);
+ FX + TILEX * (dx == -1) - softscroll_offset,
+ FY + TILEY * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset);
if (dx)
{
x = (dx == 1 ? BX1 : BX2);
- for (y=BY1; y<=BY2; y++)
+ for (y=BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
+
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
- for (x=BX1; x<=BX2; x++)
+ for (x=BX1; x <= BX2; x++)
DrawScreenField(x, y);
}
boolean player_is_moving_to_valid_field =
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
- Feld[new_jx][new_jy] == EL_ERDREICH));
+ Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
- !IS_TUBE(Feld[jx][jy]))
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]))
player->programmed_action = MV_DOWN;
}
}
+/*
+ MoveFigureOneStep()
+ -----------------------------------------------------------------------------
+ dx, dy: direction (non-diagonal) to try to move the player to
+ real_dx, real_dy: direction as read from input device (can be diagonal)
+*/
+
boolean MoveFigureOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
#endif
- if (DONT_GO_TO(element))
+ if (DONT_RUN_INTO(element))
{
- if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
+ if (element == EL_ACID && dx == 0 && dy == 1)
{
- Blurb(jx, jy);
- Feld[jx][jy] = EL_SPIELFIGUR;
+ SplashAcid(jx, jy);
+ Feld[jx][jy] = EL_PLAYER_1;
InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_SALZSAEURE;
+ Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
BuryHero(player);
}
return FALSE;
#else
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0))
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
return FALSE;
#endif
int original_move_delay_value = player->move_delay_value;
#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+ tape.counter);
#endif
/* scroll remaining steps with finest movement resolution */
}
}
+#if 0
+#if 1
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+#else
if (!(moved & MF_MOVING) && !player->Pushing)
player->Frame = 0;
- else
- player->Frame = (player->Frame + 1) % 4;
+#endif
+#endif
+
+ player->StepFrame = 0;
if (moved & MF_MOVING)
{
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
+ DrawLevelField(jx, jy); /* for "crumbled sand" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
}
TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
if (!player->active)
RemoveHero(player);
player->actual_frame_counter = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (Feld[last_jx][last_jy] == EL_LEERRAUM)
+ if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#if 0
DrawPlayer(player);
+#endif
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
- Feld[last_jx][last_jy] = EL_LEERRAUM;
+ Feld[last_jx][last_jy] = EL_EMPTY;
/* before DrawPlayer() to draw correct player graphic for this case */
if (player->MovPos == 0)
CheckGravityMovement(player);
- DrawPlayer(player);
+#if 0
+ DrawPlayer(player); /* needed here only to cleanup last field */
+#endif
if (player->MovPos == 0)
{
- if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+ if (IS_PASSABLE(Feld[last_jx][last_jy]))
{
/* continue with normal speed after quickly moving through gate */
HALVE_PLAYER_SPEED(player);
player->last_jx = jx;
player->last_jy = jy;
- if (Feld[jx][jy] == EL_AUSGANG_AUF)
+ if (Feld[jx][jy] == EL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_SP_EXIT_OPEN)
{
+ DrawPlayer(player); /* needed here only to cleanup last field */
RemoveHero(player);
- if (!local_player->friends_still_needed)
+ if (local_player->friends_still_needed == 0 ||
+ Feld[jx][jy] == EL_SP_EXIT_OPEN)
player->LevelSolved = player->GameOver = TRUE;
}
ScreenMovDir = MV_NO_MOVING;
}
+void TestIfPlayerTouchesCustomElement(int x, int y)
+{
+ static boolean check_changing = FALSE;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ int i;
+
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_PLAYER(x, y))
+ {
+ CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
+ }
+ else if (IS_PLAYER(xx, yy))
+ {
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
+
+ break;
+ }
+ }
+
+ check_changing = FALSE;
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static boolean check_changing = FALSE;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ boolean change_center_element = FALSE;
+ int center_element = Feld[x][y];
+ int i;
+
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ border_element = Feld[xx][yy];
+
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ border_element == element_info[center_element].change.trigger_element)
+ change_center_element = TRUE;
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ center_element == element_info[border_element].change.trigger_element)
+ CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
+ }
+
+ if (change_center_element)
+ CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
+
+ check_changing = FALSE;
+}
+
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
#endif
- /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ /* 1st case: good thing is moving towards DONT_RUN_INTO 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 ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
{
kill_x = test_x;
kill_y = test_y;
{
struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
- if (player->shield_active_time_left > 0)
+ if (player->shield_deadly_time_left > 0)
Bang(kill_x, kill_y);
else if (!PLAYER_PROTECTED(good_x, good_y))
KillHero(player);
MV_DOWN
};
- if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
return;
for (i=0; i<4; i++)
test_element = Feld[test_x][test_y];
- /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ /* 1st case: good thing is moving towards DONT_RUN_INTO 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 ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
/* good thing is player or penguin that does not move away */
if (IS_PLAYER(test_x, test_y))
kill_y = test_y;
break;
}
- else if (test_element == EL_PINGUIN)
+ else if (test_element == EL_PENGUIN)
{
kill_x = test_x;
kill_y = test_y;
;
#endif
- if (player->shield_active_time_left > 0)
+ if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
else if (!PLAYER_PROTECTED(kill_x, kill_y))
KillHero(player);
continue;
element = Feld[x][y];
- if (IS_AMOEBOID(element) || element == EL_LIFE ||
- element == EL_AMOEBING || element == EL_TROPFEN)
+ if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
+ element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
{
kill_x = x;
kill_y = y;
if (!player->active)
return;
- if (IS_PFORTE(Feld[jx][jy]))
- Feld[jx][jy] = EL_LEERRAUM;
+ /* remove accessible field at the player's position */
+ Feld[jx][jy] = EL_EMPTY;
/* deactivate shield (else Bang()/Explode() would not work right) */
- player->shield_passive_time_left = 0;
- player->shield_active_time_left = 0;
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
Bang(jx, jy);
BuryHero(player);
if (!player->active)
return;
- PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
+#if 1
+ PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+ PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
PlaySoundLevel(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
ExitY = ZY = jy;
}
+/*
+ =============================================================================
+ checkDiagonalPushing()
+ -----------------------------------------------------------------------------
+ check if diagonal input device direction results in pushing of object
+ (by checking if the alternative direction is walkable, diggable, ...)
+ =============================================================================
+*/
+
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy)
+{
+ int jx, jy, dx, dy, xx, yy;
+
+ if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ return TRUE;
+
+ /* diagonal direction: check alternative direction */
+ jx = player->jx;
+ jy = player->jy;
+ dx = x - jx;
+ dy = y - jy;
+ xx = jx + (dx == 0 ? real_dx : 0);
+ yy = jy + (dy == 0 ? real_dy : 0);
+
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
+
+/*
+ =============================================================================
+ DigField()
+ -----------------------------------------------------------------------------
+ x, y: field next to player (non-diagonal) to try to dig to
+ real_dx, real_dy: direction as read from input device (can be diagonal)
+ =============================================================================
+*/
+
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
+ int nextx = x + dx, nexty = y + dy;
int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
- if (!player->MovPos)
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ if (player->MovPos == 0) /* last pushing move finished */
player->Pushing = FALSE;
- if (mode == DF_NO_PUSH)
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
{
player->Switching = FALSE;
player->push_delay = 0;
+
return MF_NO_ACTION;
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
- if (IS_TUBE(Feld[jx][jy]))
+#if 0
+ if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+ if (IS_TUBE(Feld[jx][jy]) ||
+ (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+#endif
{
int i = 0;
+ int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
int tube_leave_directions[][2] =
{
- { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
- { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+ { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
};
- while (tube_leave_directions[i][0] != Feld[jx][jy])
+ while (tube_leave_directions[i][0] != tube_element)
{
i++;
if (tube_leave_directions[i][0] == -1) /* should not happen */
element = Feld[x][y];
+ if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+ game.engine_version >= VERSION_IDENT(2,2,0))
+ return MF_NO_ACTION;
+
switch (element)
{
- case EL_LEERRAUM:
- case EL_ERDREICH:
- case EL_SAND_INVISIBLE:
- case EL_TRAP_INACTIVE:
- case EL_SP_BASE:
- case EL_SP_BUG:
- RemoveField(x, y);
-
- if (element == EL_LEERRAUM)
- PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
- else if (element == EL_ERDREICH)
- PlaySoundLevel(x, y, SND_SAND_DIGGING);
- else if (element == EL_SAND_INVISIBLE)
- PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
- else if (element == EL_TRAP_INACTIVE)
- PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
- else if (element == EL_SP_BASE)
- PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
- else if (element == EL_SP_BUG)
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
- break;
-
- case EL_EDELSTEIN:
- case EL_EDELSTEIN_BD:
- case EL_EDELSTEIN_GELB:
- case EL_EDELSTEIN_ROT:
- case EL_EDELSTEIN_LILA:
- case EL_DIAMANT:
- case EL_SP_INFOTRON:
- case EL_PEARL:
- case EL_CRYSTAL:
- RemoveField(x, y);
- local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
- element == EL_PEARL ? 5 :
- element == EL_CRYSTAL ? 8 : 1);
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
- RaiseScoreElement(element);
- DrawText(DX_EMERALDS, DY_EMERALDS,
- int2str(local_player->gems_still_needed, 3),
- FS_SMALL, FC_YELLOW);
-
- if (element == EL_EDELSTEIN_BD)
- PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
- else if (element == EL_DIAMANT)
- PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
- else if (element == EL_SP_INFOTRON)
- PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
- else if (element == EL_PEARL)
- PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
- else if (element == EL_CRYSTAL)
- PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
- else /* EL_EDELSTEIN style element */
- PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
- break;
-
- case EL_SPEED_PILL:
- RemoveField(x, y);
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
- break;
-
- case EL_ENVELOPE:
- Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
- break;
-
- case EL_EXTRA_TIME:
- RemoveField(x, y);
- if (level.time > 0)
- {
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
- }
- PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
- break;
-
- case EL_SHIELD_PASSIVE:
- RemoveField(x, y);
- player->shield_passive_time_left += 10;
- PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
- break;
-
- case EL_SHIELD_ACTIVE:
- RemoveField(x, y);
- player->shield_passive_time_left += 10;
- player->shield_active_time_left += 10;
- PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
- break;
-
- case EL_DYNAMITE_INACTIVE:
- case EL_SP_DISK_RED:
- RemoveField(x, y);
- player->dynamite++;
- RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
- if (element == EL_SP_DISK_RED)
- PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
- else
- PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
- break;
-
- case EL_DYNABOMB_NR:
- RemoveField(x, y);
- player->dynabomb_count++;
- player->dynabombs_left++;
- RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
- break;
-
- case EL_DYNABOMB_SZ:
- RemoveField(x, y);
- player->dynabomb_size++;
- RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
- break;
-
- case EL_DYNABOMB_XL:
- RemoveField(x, y);
- player->dynabomb_xl = TRUE;
- RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
- break;
-
- case EL_SCHLUESSEL1:
- case EL_SCHLUESSEL2:
- case EL_SCHLUESSEL3:
- case EL_SCHLUESSEL4:
- {
- int key_nr = element - EL_SCHLUESSEL1;
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(EL_SCHLUESSEL);
- 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_KEY_COLLECTING);
- break;
- }
-
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- {
- int key_nr = element - EL_EM_KEY_1;
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(EL_SCHLUESSEL);
- 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_KEY_COLLECTING);
- break;
- }
-
- case EL_ABLENK_AUS:
- Feld[x][y] = EL_ABLENK_EIN;
+ case EL_ROBOT_WHEEL:
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
ZX = x;
ZY = y;
DrawLevelField(x, y);
}
return MF_ACTION;
- }
- break;
-
- case EL_BELT1_SWITCH_LEFT:
- case EL_BELT1_SWITCH_MIDDLE:
- case EL_BELT1_SWITCH_RIGHT:
- case EL_BELT2_SWITCH_LEFT:
- case EL_BELT2_SWITCH_MIDDLE:
- case EL_BELT2_SWITCH_RIGHT:
- case EL_BELT3_SWITCH_LEFT:
- case EL_BELT3_SWITCH_MIDDLE:
- case EL_BELT3_SWITCH_RIGHT:
- case EL_BELT4_SWITCH_LEFT:
- case EL_BELT4_SWITCH_MIDDLE:
- case EL_BELT4_SWITCH_RIGHT:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleBeltSwitch(x, y);
- PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_SWITCHGATE_SWITCH_1:
- case EL_SWITCHGATE_SWITCH_2:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleSwitchgateSwitch(x, y);
- PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_LIGHT_SWITCH_OFF:
- case EL_LIGHT_SWITCH_ON:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleLightSwitch(x, y);
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_TIMEGATE_SWITCH_OFF:
- ActivateTimegateSwitch(x, y);
- PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
-
- return MF_ACTION;
- break;
-
- case EL_BALLOON_SEND_LEFT:
- case EL_BALLOON_SEND_RIGHT:
- case EL_BALLOON_SEND_UP:
- case EL_BALLOON_SEND_DOWN:
- case EL_BALLOON_SEND_ANY:
- if (element == EL_BALLOON_SEND_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
- element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SEND_UP ? MV_UP :
- element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
- MV_NO_MOVING);
-
- return MF_ACTION;
- break;
-
- case EL_SP_EXIT:
- if (local_player->gems_still_needed > 0)
- return MF_NO_ACTION;
-
- player->LevelSolved = player->GameOver = TRUE;
- PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
- break;
-
- case EL_FELSBROCKEN:
- case EL_BD_ROCK:
- case EL_BOMBE:
- case EL_DX_SUPABOMB:
- case EL_KOKOSNUSS:
- case EL_ZEIT_LEER:
- case EL_SP_ZONK:
- case EL_SP_DISK_ORANGE:
- case EL_SPRING:
- if (dy || mode == DF_SNAP)
- return MF_NO_ACTION;
-
- player->Pushing = TRUE;
-
- if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
- return MF_NO_ACTION;
-
- if (real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
- }
-
- 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 (element == EL_SPRING)
- {
- Feld[x+dx][y+dy] = EL_SPRING_MOVING;
- MovDir[x+dx][y+dy] = move_direction;
- }
-
- player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
-
- DrawLevelField(x+dx, y+dy);
- if (element == EL_FELSBROCKEN)
- PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
- else if (element == EL_BD_ROCK)
- PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
- else if (element == EL_BOMBE)
- PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
- else if (element == EL_DX_SUPABOMB)
- PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
- else if (element == EL_KOKOSNUSS)
- PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
- else if (element == EL_ZEIT_LEER)
- PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
- else if (element == EL_SP_ZONK)
- PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
- else if (element == EL_SP_DISK_ORANGE)
- PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
- else if (element == EL_SPRING)
- PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
- break;
-
- case EL_PFORTE1:
- case EL_PFORTE2:
- case EL_PFORTE3:
- case EL_PFORTE4:
- if (!player->key[element - EL_PFORTE1])
- return MF_NO_ACTION;
- break;
-
- case EL_PFORTE1X:
- case EL_PFORTE2X:
- case EL_PFORTE3X:
- case EL_PFORTE4X:
- if (!player->key[element - EL_PFORTE1X])
- return MF_NO_ACTION;
- break;
-
- case EL_EM_GATE_1:
- case EL_EM_GATE_2:
- case EL_EM_GATE_3:
- case EL_EM_GATE_4:
- if (!player->key[element - EL_EM_GATE_1])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevel(x, y, SND_GATE_PASSING);
-
+ }
break;
- case EL_EM_GATE_1X:
- case EL_EM_GATE_2X:
- case EL_EM_GATE_3X:
- case EL_EM_GATE_4X:
- if (!player->key[element - EL_EM_GATE_1X])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
+ case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleBeltSwitch(x, y);
+ PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
+ }
+ return MF_ACTION;
+ break;
- PlaySoundLevel(x, y, SND_GATE_PASSING);
+ case EL_SWITCHGATE_SWITCH_UP:
+ case EL_SWITCHGATE_SWITCH_DOWN:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleSwitchgateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
+ }
+ return MF_ACTION;
+ break;
+ case EL_LIGHT_SWITCH:
+ case EL_LIGHT_SWITCH_ACTIVE:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleLightSwitch(x, y);
+ PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+ SND_LIGHT_SWITCH_ACTIVATING :
+ SND_LIGHT_SWITCH_DEACTIVATING);
+ }
+ return MF_ACTION;
break;
- case EL_SWITCHGATE_OPEN:
- case EL_TIMEGATE_OPEN:
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
+ case EL_TIMEGATE_SWITCH:
+ ActivateTimegateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
+ return MF_ACTION;
+ break;
- if (element == EL_SWITCHGATE_OPEN)
- PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
+ case EL_BALLOON_SWITCH_LEFT:
+ case EL_BALLOON_SWITCH_RIGHT:
+ case EL_BALLOON_SWITCH_UP:
+ case EL_BALLOON_SWITCH_DOWN:
+ case EL_BALLOON_SWITCH_ANY:
+ if (element == EL_BALLOON_SWITCH_ANY)
+ game.balloon_dir = move_direction;
else
- PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
+ game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+ PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
+ return MF_ACTION;
break;
- case EL_SP_PORT1_LEFT:
- case EL_SP_PORT2_LEFT:
- case EL_SP_PORT1_RIGHT:
- case EL_SP_PORT2_RIGHT:
- case EL_SP_PORT1_UP:
- case EL_SP_PORT2_UP:
- case EL_SP_PORT1_DOWN:
- case EL_SP_PORT2_DOWN:
- case EL_SP_PORT_X:
- case EL_SP_PORT_Y:
- case EL_SP_PORT_XY:
+ case EL_SP_PORT_LEFT:
+ case EL_SP_PORT_RIGHT:
+ case EL_SP_PORT_UP:
+ case EL_SP_PORT_DOWN:
+ case EL_SP_PORT_HORIZONTAL:
+ case EL_SP_PORT_VERTICAL:
+ case EL_SP_PORT_ANY:
+ case EL_SP_GRAVITY_PORT_LEFT:
+ case EL_SP_GRAVITY_PORT_RIGHT:
+ case EL_SP_GRAVITY_PORT_UP:
+ case EL_SP_GRAVITY_PORT_DOWN:
if ((dx == -1 &&
- element != EL_SP_PORT1_LEFT &&
- element != EL_SP_PORT2_LEFT &&
- element != EL_SP_PORT_X &&
- element != EL_SP_PORT_XY) ||
+ element != EL_SP_PORT_LEFT &&
+ element != EL_SP_GRAVITY_PORT_LEFT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
(dx == +1 &&
- element != EL_SP_PORT1_RIGHT &&
- element != EL_SP_PORT2_RIGHT &&
- element != EL_SP_PORT_X &&
- element != EL_SP_PORT_XY) ||
+ element != EL_SP_PORT_RIGHT &&
+ element != EL_SP_GRAVITY_PORT_RIGHT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
(dy == -1 &&
- element != EL_SP_PORT1_UP &&
- element != EL_SP_PORT2_UP &&
- element != EL_SP_PORT_Y &&
- element != EL_SP_PORT_XY) ||
+ element != EL_SP_PORT_UP &&
+ element != EL_SP_GRAVITY_PORT_UP &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
(dy == +1 &&
- element != EL_SP_PORT1_DOWN &&
- element != EL_SP_PORT2_DOWN &&
- element != EL_SP_PORT_Y &&
- element != EL_SP_PORT_XY) ||
- !IN_LEV_FIELD(x + dx, y + dy) ||
- !IS_FREE(x + dx, y + dy))
+ element != EL_SP_PORT_DOWN &&
+ element != EL_SP_GRAVITY_PORT_DOWN &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ level.gravity = !level.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
+ PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
break;
- case EL_TUBE_CROSS:
+ case EL_TUBE_ANY:
case EL_TUBE_VERTICAL:
case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERT_LEFT:
- case EL_TUBE_VERT_RIGHT:
- case EL_TUBE_HORIZ_UP:
- case EL_TUBE_HORIZ_DOWN:
+ case EL_TUBE_VERTICAL_LEFT:
+ case EL_TUBE_VERTICAL_RIGHT:
+ case EL_TUBE_HORIZONTAL_UP:
+ case EL_TUBE_HORIZONTAL_DOWN:
case EL_TUBE_LEFT_UP:
case EL_TUBE_LEFT_DOWN:
case EL_TUBE_RIGHT_UP:
int i = 0;
int tube_enter_directions[][2] =
{
- { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
+ { -1, MV_NO_MOVING }
};
while (tube_enter_directions[i][0] != element)
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
- }
- break;
-
- case EL_AUSGANG_ZU:
- case EL_AUSGANG_ACT:
- /* door is not (yet) open */
- return MF_NO_ACTION;
- break;
-
- case EL_AUSGANG_AUF:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- PlaySoundLevel(x, y, SND_EXIT_ENTERING);
+ PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
+ }
break;
- case EL_BIRNE_AUS:
- Feld[x][y] = EL_BIRNE_EIN;
+ case EL_LAMP:
+ Feld[x][y] = EL_LAMP_ACTIVE;
local_player->lights_still_needed--;
DrawLevelField(x, y);
PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
return MF_ACTION;
break;
- case EL_ZEIT_VOLL:
- Feld[x][y] = EL_ZEIT_LEER;
+ case EL_TIME_ORB_FULL:
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
DrawLevelField(x, y);
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
return MF_ACTION;
break;
- case EL_SOKOBAN_FELD_LEER:
- break;
+ default:
- case EL_SOKOBAN_OBJEKT:
- case EL_SOKOBAN_FELD_VOLL:
- case EL_SONDE:
- case EL_SP_DISK_YELLOW:
- case EL_BALLOON:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
+ if (IS_WALKABLE(element))
+ {
+ int sound_action = ACTION_WALKING;
- player->Pushing = TRUE;
+ if (element >= EL_GATE_1 && element <= EL_GATE_4)
+ {
+ if (!player->key[element - EL_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+ {
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
+ }
- if (!IN_LEV_FIELD(x+dx, y+dy)
- || (!IS_FREE(x+dx, y+dy)
- && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
- || !IS_SB_ELEMENT(element))))
- return MF_NO_ACTION;
+ /* play sound from background or player, whatever is available */
+ if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+ PlaySoundLevelElementAction(x, y, element, sound_action);
+ else
+ PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
- if (dx && real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
+ break;
}
- else if (dy && real_dx)
+ else if (IS_PASSABLE(element))
{
- if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+
+ if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+ {
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_EM_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevelAction(x, y, ACTION_PASSING);
+
+ break;
}
+ else if (IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
- 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;
+ if (mode != DF_SNAP)
+ {
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
#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;
+ GfxElement[x][y] =
+ (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
#endif
+ player->is_digging = TRUE;
+ }
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
- if (IS_SB_ELEMENT(element))
+ break;
+ }
+ else if (IS_COLLECTIBLE(element))
{
- if (element == EL_SOKOBAN_FELD_VOLL)
+ RemoveField(x, y);
+
+ if (mode != DF_SNAP)
{
- Feld[x][y] = EL_SOKOBAN_FELD_LEER;
- local_player->sokobanfields_still_needed++;
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
}
- else
- RemoveField(x, y);
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
+ if (element == EL_SPEED_PILL)
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ else if (element == EL_EXTRA_TIME && level.time > 0)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
- local_player->sokobanfields_still_needed--;
- if (element == EL_SOKOBAN_OBJEKT)
- PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
- else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
}
- else
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
- if (element == EL_SOKOBAN_FELD_VOLL)
- PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
- else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+ player->shield_normal_time_left += 10;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += 10;
+ }
+ else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+ (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+ {
+ int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+ element - EL_KEY_1 : element - EL_EM_KEY_1);
+
+ player->key[key_nr] = TRUE;
+
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + key_nr));
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ {
+ int i;
+
+ for (i=0; i < element_info[element].collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element_info[element].collect_count > 0)
+ {
+ local_player->gems_still_needed -=
+ element_info[element].collect_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
+
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ }
+
+ RaiseScoreElement(element);
+ PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+
+ break;
}
- else
+ else if (IS_PUSHABLE(element))
{
- RemoveField(x, y);
- Feld[x+dx][y+dy] = element;
- }
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
+ return MF_NO_ACTION;
- player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
+ if (CAN_FALL(element) && dy)
+ return MF_NO_ACTION;
- DrawLevelField(x, y);
- DrawLevelField(x+dx, y+dy);
- if (element == EL_SONDE)
- PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
- else if (element == EL_SP_DISK_YELLOW)
- PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
- else if (element == EL_BALLOON)
- PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
-
- if (IS_SB_ELEMENT(element) &&
- local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
- }
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && use_spring_bug))
+ return MF_NO_ACTION;
- break;
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ return MF_NO_ACTION;
- case EL_PINGUIN:
- case EL_SCHWEIN:
- case EL_DRACHE:
- break;
+ if (!player->Pushing &&
+ game.engine_version >= RELEASE_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
+ player->Pushing = TRUE;
+
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+ IS_SB_ELEMENT(element)))))
+ return MF_NO_ACTION;
+
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
+
+ if (player->push_delay == 0) /* new pushing; restart delay */
+ player->push_delay = FrameCounter;
+
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+ return MF_NO_ACTION;
+
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
+
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
+
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlaySoundLevelAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
+
+ if (local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
+ {
+ player->LevelSolved = player->GameOver = TRUE;
+ PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
+
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
+
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
+
+ if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
+ CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
+
+ break;
+ }
+ else
+ {
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
+ CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+ }
- default:
return MF_NO_ACTION;
}
player->push_delay = 0;
+ if (Feld[x][y] != element) /* really digged/collected something */
+ player->is_collecting = !player->is_digging;
+
return MF_MOVING;
}
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
+ int snap_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
+
+ if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ return FALSE;
if (!player->active || !IN_LEV_FIELD(x, y))
return FALSE;
if (!dx && !dy)
{
+ if (player->MovPos == 0)
+ player->Pushing = FALSE;
+
player->snapped = FALSE;
+
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
return FALSE;
}
if (player->snapped)
return FALSE;
- player->MovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ player->MovDir = snap_direction;
- if (!DigField(player, x, y, 0, 0, DF_SNAP))
+ if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+
DrawLevelField(x, y);
BackToFront();
return TRUE;
}
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element;
+ int old_element;
if (!player->active || player->MovPos)
return FALSE;
- element = Feld[jx][jy];
+ old_element = Feld[jx][jy];
+
+ /* check if player has anything that can be dropped */
+ if (player->inventory_size == 0 && player->dynabombs_left == 0)
+ return FALSE;
+
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
+ return FALSE;
- if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
+ /* collected custom elements can only be dropped on empty fields */
+ if (player->inventory_size > 0 &&
+ IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+ && old_element != EL_EMPTY)
return FALSE;
- if (element != EL_LEERRAUM)
- Store[jx][jy] = element;
+ if (old_element != EL_EMPTY)
+ Back[jx][jy] = old_element; /* store old element on this field */
+
+ MovDelay[jx][jy] = 96;
- if (player->dynamite)
+ ResetGfxAnimation(jx, jy);
+ ResetRandomAnimationValue(jx, jy);
+
+ if (player->inventory_size > 0)
{
- Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
- MovDelay[jx][jy] = 96;
- player->dynamite--;
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ int new_element = player->inventory_element[--player->inventory_size];
+
+#if 1
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+#else
+ Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
+ EL_DYNAMITE_ACTIVE);
+#endif
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- {
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
- else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
- }
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
- PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
+ PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+
+ CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+ CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
}
- else
+ else /* player is dropping a dyna bomb */
{
- Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
- MovDelay[jx][jy] = 96;
player->dynabombs_left--;
+
+ Feld[jx][jy] =
+ EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
+
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
- PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
+ PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
}
return TRUE;
}
-void PlaySoundLevel(int x, int y, int nr)
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlaySoundLevel()
+{
+ int num_sounds = getSoundListSize();
+
+ if (loop_sound_frame != NULL)
+ free(loop_sound_frame);
+
+ if (loop_sound_volume != NULL)
+ free(loop_sound_volume);
+
+ loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+ loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
+
+static void PlaySoundLevel(int x, int y, int nr)
{
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
(sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
(SCR_FIELDX + 2 * max_distance));
+ if (IS_LOOP_SOUND(nr))
+ {
+ /* This assures that quieter loop sounds do not overwrite louder ones,
+ while restarting sound volume comparison with each new game frame. */
+
+ if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+ return;
+
+ loop_sound_volume[nr] = volume;
+ loop_sound_frame[nr] = FrameCounter;
+ }
+
PlaySoundExt(nr, volume, stereo_position, type);
}
+static void PlaySoundLevelNearest(int x, int y, int sound_action)
+{
+ PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ x > LEVELX(BX2) ? LEVELX(BX2) : x,
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ y > LEVELY(BY2) ? LEVELY(BY2) : y,
+ sound_action);
+}
+
+static void PlaySoundLevelAction(int x, int y, int action)
+{
+ PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+}
+
+static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+{
+ int sound_effect = element_info[element].sound[action];
+
+ if (sound_effect != SND_UNDEFINED)
+ PlaySoundLevel(x, y, sound_effect);
+}
+
+static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+{
+ int sound_effect = element_info[Feld[x][y]].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ PlaySoundLevel(x, y, sound_effect);
+}
+
+static void StopSoundLevelActionIfLoop(int x, int y, int action)
+{
+ int sound_effect = element_info[Feld[x][y]].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+}
+
void RaiseScore(int value)
{
local_player->score += value;
- DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
- FS_SMALL, FC_YELLOW);
+ DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
}
void RaiseScoreElement(int element)
{
switch(element)
{
- case EL_EDELSTEIN:
- case EL_EDELSTEIN_BD:
- case EL_EDELSTEIN_GELB:
- case EL_EDELSTEIN_ROT:
- case EL_EDELSTEIN_LILA:
- RaiseScore(level.score[SC_EDELSTEIN]);
+ case EL_EMERALD:
+ case EL_BD_DIAMOND:
+ case EL_EMERALD_YELLOW:
+ case EL_EMERALD_RED:
+ case EL_EMERALD_PURPLE:
+ case EL_SP_INFOTRON:
+ RaiseScore(level.score[SC_EMERALD]);
+ break;
+ case EL_DIAMOND:
+ RaiseScore(level.score[SC_DIAMOND]);
break;
- case EL_DIAMANT:
- RaiseScore(level.score[SC_DIAMANT]);
+ case EL_CRYSTAL:
+ RaiseScore(level.score[SC_CRYSTAL]);
+ break;
+ case EL_PEARL:
+ RaiseScore(level.score[SC_PEARL]);
break;
- case EL_KAEFER:
- case EL_BUTTERFLY:
- RaiseScore(level.score[SC_KAEFER]);
+ case EL_BUG:
+ case EL_BD_BUTTERFLY:
+ case EL_SP_ELECTRON:
+ RaiseScore(level.score[SC_BUG]);
break;
- case EL_FLIEGER:
- case EL_FIREFLY:
- RaiseScore(level.score[SC_FLIEGER]);
+ case EL_SPACESHIP:
+ case EL_BD_FIREFLY:
+ case EL_SP_SNIKSNAK:
+ RaiseScore(level.score[SC_SPACESHIP]);
break;
- case EL_MAMPFER:
- case EL_MAMPFER2:
- RaiseScore(level.score[SC_MAMPFER]);
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ RaiseScore(level.score[SC_YAMYAM]);
break;
case EL_ROBOT:
RaiseScore(level.score[SC_ROBOT]);
case EL_PACMAN:
RaiseScore(level.score[SC_PACMAN]);
break;
- case EL_KOKOSNUSS:
- RaiseScore(level.score[SC_KOKOSNUSS]);
+ case EL_NUT:
+ RaiseScore(level.score[SC_NUT]);
+ break;
+ case EL_DYNAMITE:
+ case EL_SP_DISK_RED:
+ case EL_DYNABOMB_INCREASE_NUMBER:
+ case EL_DYNABOMB_INCREASE_SIZE:
+ case EL_DYNABOMB_INCREASE_POWER:
+ RaiseScore(level.score[SC_DYNAMITE]);
+ break;
+ case EL_SHIELD_NORMAL:
+ case EL_SHIELD_DEADLY:
+ RaiseScore(level.score[SC_SHIELD]);
break;
- case EL_DYNAMITE_INACTIVE:
- RaiseScore(level.score[SC_DYNAMIT]);
+ case EL_EXTRA_TIME:
+ RaiseScore(level.score[SC_TIME_BONUS]);
break;
- case EL_SCHLUESSEL:
- RaiseScore(level.score[SC_SCHLUESSEL]);
+ case EL_KEY_1:
+ case EL_KEY_2:
+ case EL_KEY_3:
+ case EL_KEY_4:
+ RaiseScore(level.score[SC_KEY]);
break;
default:
+ RaiseScore(element_info[element].collect_score);
break;
}
}
else
#endif
{
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
}
}
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = pix[PIX_DOOR];
+ Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
struct GadgetInfo *gi;
int button_type;
boolean checked;
}
}
+void FreeGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ FreeGadget(game_gadget[i]);
+}
+
static void MapGameButtons()
{
int i;
{
int id = gi->custom_id;
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
switch (id)
else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
+
+ SetAudioMode(setup.sound);
PlayMusic(level_nr);
}
break;
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
+ {
setup.sound = setup.sound_loops = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
+ {
setup.sound = setup.sound_simple = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
default: