static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
-void PlaySoundLevel(int, int, int);
-void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelElementAction(int, 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 MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1)
+
+
+/* ------------------------------------------------------------------------- */
+/* sound definitions */
+/* ------------------------------------------------------------------------- */
+
#define SND_ACTION_UNKNOWN 0
#define SND_ACTION_WAITING 1
#define SND_ACTION_MOVING 2
#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);
+
+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 base_element;
+ int next_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);
+};
+
+static struct ChangingElementInfo changing_element_list[] =
+{
+ { EL_NUT_CRACKING, 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 },
+
+ { 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, 32,
+ 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 },
+
+ { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
+};
+
+static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+
+#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
+
+
+
#ifdef DEBUG
#if 0
static unsigned int getStateCheckSum(int counter)
checksum += mult++ * Store[x][y];
checksum += mult++ * Store2[x][y];
checksum += mult++ * StorePlayer[x][y];
- checksum += mult++ * Frame[x][y];
+ checksum += mult++ * ExplodePhase[x][y];
checksum += mult++ * AmoebaNr[x][y];
checksum += mult++ * JustStopped[x][y];
checksum += mult++ * Stop[x][y];
debug_print_timestamp(0, NULL);
#endif
+ /* initialize sound effect for all elements to "no sound" */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
for (j=0; j<NUM_SND_ACTIONS; j++)
element_action_sound[i][j] = -1;
for (i=0; i<ep_em_slippery_wall_num; i++)
{
if (level.em_slippery_gems) /* special EM style gems behaviour */
- Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+ Properties2[ep_em_slippery_wall[i]] |=
EP_BIT_EM_SLIPPERY_WALL;
else
- Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ Properties2[ep_em_slippery_wall[i]] &=
~EP_BIT_EM_SLIPPERY_WALL;
}
/* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
- Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
+ Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
else
- Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+ Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+ }
+
+ /* initialize changing elements information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ 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;
+ }
+
+ i = 0;
+ while (changing_element_list[i].base_element != EL_UNDEFINED)
+ {
+ struct ChangingElementInfo *ce = &changing_element_list[i];
+ int element = ce->base_element;
+
+ 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;
+
+ i++;
}
}
Feld[x][y] = Ur[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;
- GfxAction[x][y] = GFX_ACTION_DEFAULT;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
+ ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = GFX_ACTION_DEFAULT;
}
}
DrawLevel();
DrawAllPlayers();
- FadeToFront();
/* 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(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
+ BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
if (level_nr < 100)
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
FONT5_XSIZE * 3, FONT5_YSIZE - 1,
int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ if (!JustStopped[x][y] || direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
MovDir[x][y] = direction;
MovDir[newx][newy] = direction;
if (Store[x][y])
DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
- frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
-
- /*
- printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
- */
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+ DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
else if (Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
void CheckDynamite(int x, int y)
{
- if (MovDelay[x][y]) /* dynamite is still waiting to explode */
+ int element = Feld[x][y];
+
+ if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
{
MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y] % 6))
- PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
- if (IS_ACTIVE_BOMB(Feld[x][y]))
- {
- int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
+ if (MovDelay[x][y] != 0)
+ {
+ if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
+ DrawDynamite(x, y);
- if (!(MovDelay[x][y] % delay))
- DrawDynamite(x, y);
- }
+ PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
return;
}
Feld[x][y] = EL_EXPLOSION;
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
- Frame[x][y] = 1;
+ ExplodePhase[x][y] = 1;
Stop[x][y] = TRUE;
}
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 (element == EL_ROBOT && ZX>=0 && ZY>=0)
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
{
attr_x = ZX;
attr_y = ZY;
}
}
else if (element == EL_SP_ELECTRON)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+ DrawLevelElementAnimation(x, y, element);
else if (element == EL_DRAGON)
{
int i;
element == EL_SP_SNIKSNAK || element == EL_MOLE)
DrawLevelField(x, y);
else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
+ DrawLevelElementAnimation(x, y, element);
else if (element == EL_SATELLITE)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
+ DrawLevelElementAnimation(x, y, element);
else if (element == EL_SP_ELECTRON)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+ DrawLevelElementAnimation(x, y, element);
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
SND_BIOMAZE_CREATING);
}
+static void InitRobotWheel(int x, int y)
+{
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+
+static void RunRobotWheel(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
+
+static void StopRobotWheel(int x, int y)
+{
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
+#if 0
void RobotWheel(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
if (ZX == x && ZY == y)
ZX = ZY = -1;
}
+#endif
+
+static void InitTimegateWheel(int x, int y)
+{
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+static void RunTimegateWheel(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
+
+#if 0
void TimegateWheel(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
Feld[x][y] = EL_TIMEGATE_SWITCH;
DrawLevelField(x, y);
+ /* THIS HAS NO EFFECT AT ALL! */
+#if 0
/* !!! THIS LOOKS WRONG !!! */
if (ZX == x && ZY == y)
ZX = ZY = -1;
+#endif
+
}
+#endif
+#if 0
void NussKnacken(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
Feld[x][y] = EL_EMERALD;
DrawLevelField(x, y);
}
+#endif
+#if 0
void BreakingPearl(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
Feld[x][y] = EL_EMPTY;
DrawLevelField(x, y);
}
+#endif
void SiebAktivieren(int x, int y, int type)
{
int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+ DrawLevelGraphicAnimation(x, y, graphic);
}
-void AusgangstuerPruefen(int x, int y)
+void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
Feld[x][y] = EL_EXIT_OPENING;
- 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);
+ PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
}
-void AusgangstuerPruefen_SP(int x, int y)
+void CheckExitSP(int x, int y)
{
if (local_player->gems_still_needed > 0)
return;
Feld[x][y] = EL_SP_EXIT_OPEN;
- PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
- (x > LEVELX(BX2) ? LEVELX(BX2) : x),
- y < LEVELY(BY1) ? LEVELY(BY1) :
- (y > LEVELY(BY2) ? LEVELY(BY2) : y),
- SND_SP_EXIT_OPENING);
+ PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
}
+#if 0
void AusgangstuerOeffnen(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_EXIT_OPEN;
DrawLevelField(x, y);
}
+#endif
+#if 0
void OpenSwitchgate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_SWITCHGATE_OPEN;
DrawLevelField(x, y);
}
+#endif
+#if 0
void CloseSwitchgate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_SWITCHGATE_CLOSED;
DrawLevelField(x, y);
}
+#endif
+#if 0
void OpenTimegate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_TIMEGATE_OPEN;
DrawLevelField(x, y);
}
+#endif
+#if 0
void CloseTimegate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_TIMEGATE_CLOSED;
DrawLevelField(x, y);
}
+#endif
static void CloseAllOpenTimegates()
{
return;
if (Feld[x][y] == EL_BD_DIAMOND)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
+#if 0
+ DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
+#else
+ return;
+#endif
else
{
- if (!MovDelay[x][y]) /* next animation frame */
+ if (MovDelay[x][y] == 0) /* next animation frame */
MovDelay[x][y] = 11 * !SimpleRND(500);
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (MovDelay[x][y] != 0) /* wait some time before next frame */
{
MovDelay[x][y]--;
#if 0
DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
#else
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
+ DrawLevelElementAnimation(x, y, Feld[x][y]);
#endif
- if (MovDelay[x][y])
+ if (MovDelay[x][y] != 0)
{
int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10 - MovDelay[x][y]);
}
}
+static void InitBuggyBase(int x, int y)
+{
+ int element = Feld[x][y];
+ int activating_delay = FRAMES_PER_SECOND / 4;
+
+ MovDelay[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);
+}
+
+static void WarnBuggyBase(int x, int y)
+{
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0], yy = y + xy[i][1];
+
+ if (IS_PLAYER(xx, yy))
+ {
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+
+ break;
+ }
+ }
+}
+
+#if 0
static void CheckBuggyBase(int x, int y)
{
int element = Feld[x][y];
if (element == EL_SP_BUGGY_BASE)
{
- if (!MovDelay[x][y]) /* wait some time before activating base */
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+ if (MovDelay[x][y] == 0) /* wait some time before activating base */
+ {
+ GfxFrame[x][y] = 0;
- if (MovDelay[x][y])
+ InitBuggyBase(x, y);
+ }
+
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] != 0)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
- if (MovDelay[x][y])
- return;
+ DrawLevelElementAnimation(x, y, element);
+ }
+ else
+ {
+ Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
+ DrawLevelField(x, y);
+ }
+ }
+ else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
+ {
+ if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
+ {
+ GfxFrame[x][y] = 0;
+
+ InitBuggyBase(x, y);
+ }
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] != 0)
+ {
+ DrawLevelElementAnimation(x, y, element);
+ }
+ else
+ {
Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
+ DrawLevelField(x, y);
}
}
else if (element == EL_SP_BUGGY_BASE_ACTIVE)
{
- if (!MovDelay[x][y]) /* start activating buggy base */
- MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
-
- if (MovDelay[x][y])
+ if (MovDelay[x][y] == 0) /* start activating buggy base */
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
-
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
- int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
-
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- }
+ GfxFrame[x][y] = 0;
- for (i=0; i<4; i++)
- {
- int xx = x + xy[i][0], yy = y + xy[i][1];
+ InitBuggyBase(x, y);
+ }
- if (IS_PLAYER(xx, yy))
- {
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
- break;
- }
- }
+ MovDelay[x][y]--;
- return;
- }
+ if (MovDelay[x][y] != 0)
+ {
+ DrawLevelElementAnimation(x, y, element);
+ WarnBuggyBase(x, y);
+ }
+ else
+ {
Feld[x][y] = EL_SP_BUGGY_BASE;
DrawLevelField(x, y);
}
}
}
+#endif
+
+static void InitTrap(int x, int y)
+{
+ MovDelay[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 animation frame already drawn, correct crumbled sand border */
+ if (IS_ANIMATED(graphic))
+ if (checkDrawLevelGraphicAnimation(x, y, graphic))
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
+}
+#if 0
static void CheckTrap(int x, int y)
{
int element = Feld[x][y];
if (element == EL_TRAP)
{
- if (!MovDelay[x][y]) /* wait some time before activating trap */
+ if (MovDelay[x][y] == 0) /* wait some time before activating trap */
MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] != 0)
+ {
+ /* do nothing while waiting */
+ }
+ else
+ {
Feld[x][y] = EL_TRAP_ACTIVE;
PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
}
int delay = 4;
int num_frames = 8;
- if (!MovDelay[x][y]) /* start activating trap */
- MovDelay[x][y] = num_frames * delay;
-
- if (MovDelay[x][y])
+ if (MovDelay[x][y] == 0) /* start activating trap */
{
- MovDelay[x][y]--;
-
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y] % delay))
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int graphic = IMG_TRAP_ACTIVE;
- int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
- DrawCrumbledSand(SCREENX(x), SCREENY(y));
- }
- }
+ MovDelay[x][y] = num_frames * delay;
+ GfxFrame[x][y] = 0;
+ }
- return;
- }
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] != 0)
+ {
+ if (DrawLevelElementAnimation(x, y, element))
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
+ }
+ else
+ {
Feld[x][y] = EL_TRAP;
DrawLevelField(x, y);
}
}
}
+#endif
+#if 0
static void DrawBeltAnimation(int x, int y, int element)
{
int belt_nr = getBeltNrFromBeltActiveElement(element);
if (belt_dir != MV_NO_MOVING)
{
- int graphic = el2img(element);
-
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+ DrawLevelElementAnimation(x, y, element);
if (!(FrameCounter % 2))
- PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
+ PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+ }
+}
+#endif
+
+static void ChangeElement(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (MovDelay[x][y] == 0) /* initialize element change */
+ {
+ MovDelay[x][y] = changing_element[element].change_delay + 1;
+ GfxFrame[x][y] = 0;
+
+ if (changing_element[element].pre_change_function)
+ changing_element[element].pre_change_function(x, y);
+ }
+
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] != 0) /* continue element change */
+ {
+ if (IS_ANIMATED(el2img(element)))
+ DrawLevelElementAnimation(x, y, element);
+
+ if (changing_element[element].change_function)
+ changing_element[element].change_function(x, y);
+ }
+ else /* finish element change */
+ {
+ Feld[x][y] = changing_element[element].next_element;
+ GfxFrame[x][y] = 0;
+
+ DrawLevelField(x, y);
+
+ if (changing_element[element].post_change_function)
+ changing_element[element].post_change_function(x, y);
}
}
if (JustStopped[x][y] > 0)
JustStopped[x][y]--;
+ GfxFrame[x][y]++;
+
#if DEBUG
if (IS_BLOCKED(x, y))
{
{
#if 1
- if (new_graphic_info[graphic].anim_frames > 1)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimation(x, y, graphic);
#endif
continue;
StartMoving(x, y);
#if 1
+#if 0
if (Feld[x][y] == EL_EMERALD &&
- new_graphic_info[graphic].anim_frames > 1 &&
+ IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y))
+ DrawLevelGraphicAnimation(x, y, graphic);
+#else
+ if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y))
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+ DrawLevelGraphicAnimation(x, y, graphic);
+#endif
#endif
if (IS_GEM(element) || element == EL_SP_INFOTRON)
element == EL_EXTRA_TIME ||
element == EL_SHIELD_NORMAL ||
element == EL_SHIELD_DEADLY) &&
- new_graphic_info[graphic].anim_frames > 1)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+ IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimation(x, y, graphic);
#endif
else if (IS_MOVING(x, y))
CheckDynamite(x, y);
#if 0
else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, Frame[x][y], EX_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
#endif
else if (element == EL_AMOEBA_CREATING)
AmoebeWaechst(x, y);
else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
Life(x, y);
+#if 0
else if (element == EL_ROBOT_WHEEL_ACTIVE)
RobotWheel(x, y);
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
TimegateWheel(x, y);
+#endif
else if (element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT)
Blurb(x, y);
+#if 0
else if (element == EL_NUT_CRACKING)
NussKnacken(x, y);
else if (element == EL_PEARL_BREAKING)
BreakingPearl(x, y);
+#endif
else if (element == EL_EXIT_CLOSED)
- AusgangstuerPruefen(x, y);
+ CheckExit(x, y);
else if (element == EL_SP_EXIT_CLOSED)
- AusgangstuerPruefen_SP(x, y);
+ CheckExitSP(x, y);
+#if 0
else if (element == EL_EXIT_OPENING)
AusgangstuerOeffnen(x, y);
+#endif
else if (element == EL_WALL_GROWING_ACTIVE)
MauerWaechst(x, y);
else if (element == EL_WALL_GROWING ||
MauerAbleger(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
- else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
+#if 0
+ else if (element == EL_SP_BUGGY_BASE ||
+ element == EL_SP_BUGGY_BASE_ACTIVATING ||
+ element == EL_SP_BUGGY_BASE_ACTIVE)
CheckBuggyBase(x, y);
- else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
+ else if (element == EL_TRAP ||
+ element == EL_TRAP_ACTIVE)
CheckTrap(x, y);
else if (IS_BELT_ACTIVE(element))
DrawBeltAnimation(x, y, element);
OpenTimegate(x, y);
else if (element == EL_TIMEGATE_CLOSING)
CloseTimegate(x, y);
+#endif
+
+ else if (IS_AUTO_CHANGING(element))
+ ChangeElement(x, y);
#if 1
- else if (new_graphic_info[graphic].anim_frames > 1)
- DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+ else if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimation(x, y, graphic);
#endif
+ if (IS_BELT_ACTIVE(element))
+ PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+
if (game.magic_wall_active)
{
boolean sieb = FALSE;
if (ExplodeField[x][y])
Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
else if (element == EL_EXPLOSION)
- Explode(x, y, Frame[x][y], EX_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
ExplodeField[x][y] = EX_NO_EXPLOSION;
}
case EL_TRAP:
case EL_SP_BASE:
case EL_SP_BUGGY_BASE:
+ case EL_SP_BUGGY_BASE_ACTIVATING:
RemoveField(x, y);
PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
break;
if (element != EL_EMPTY)
Store[jx][jy] = element;
+ MovDelay[jx][jy] = 96;
+ GfxFrame[jx][jy] = 0;
+
if (player->dynamite)
{
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);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
Feld[jx][jy] =
EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
- MovDelay[jx][jy] = 96;
player->dynabombs_left--;
+
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
return TRUE;
}
-void PlaySoundLevel(int x, int y, int nr)
+static void PlaySoundLevel(int x, int y, int nr)
{
static int loop_sound_frame[NUM_SOUND_FILES];
static int loop_sound_volume[NUM_SOUND_FILES];
PlaySoundExt(nr, volume, stereo_position, type);
}
-void PlaySoundLevelAction(int x, int y, int sound_action)
+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 sound_action)
{
PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
}
-void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+static void PlaySoundLevelElementAction(int x, int y, int element,
+ int sound_action)
{
int sound_effect = element_action_sound[element][sound_action];
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = new_graphic_info[IMG_MENU_DOOR].bitmap;
+ Bitmap *gd_bitmap = new_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;