/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment *
+* (c) 1995-2002 Artsoft Entertainment *
* Holger Schemel *
* Detmolder Strasse 189 *
* 33604 Bielefeld *
#include "init.h"
#include "files.h"
#include "tape.h"
-#include "joystick.h"
#include "network.h"
/* this switch controls how rocks move horizontally */
#define OLD_GAME_BEHAVIOUR FALSE
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_AMOEBA_CODE FALSE
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
-#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
- (s)==SND_NJAM || (s)==SND_MIEP)
-#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
- (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
- (s)==SND_TYGER || (s)==SND_VOYAGER || \
- (s)==SND_TWILIGHT)
+/* 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
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 MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+#define SND_ACTION_UNKNOWN 0
+#define SND_ACTION_WAITING 1
+#define SND_ACTION_MOVING 2
+#define SND_ACTION_DIGGING 3
+#define SND_ACTION_COLLECTING 4
+#define SND_ACTION_PASSING 5
+#define SND_ACTION_IMPACT 6
+#define SND_ACTION_PUSHING 7
+#define SND_ACTION_ACTIVATING 8
+#define SND_ACTION_BURNING 9
+
+#define NUM_SND_ACTIONS 10
+
+static struct
+{
+ char *text;
+ int value;
+ boolean is_loop;
+} sound_action_properties[] =
+{
+ /* insert _all_ loop sound actions here */
+ { ".waiting", SND_ACTION_WAITING, TRUE },
+ { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
+ { ".running", SND_ACTION_UNKNOWN, TRUE },
+ { ".burning", SND_ACTION_BURNING, TRUE },
+ { ".growing", SND_ACTION_UNKNOWN, TRUE },
+ { ".attacking", SND_ACTION_UNKNOWN, TRUE },
+ { ".activated", SND_ACTION_UNKNOWN, TRUE },
+
+ /* other (non-loop) sound actions are optional */
+ { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
+ { ".digging", SND_ACTION_DIGGING, FALSE },
+ { ".collecting", SND_ACTION_COLLECTING, FALSE },
+ { ".passing", SND_ACTION_PASSING, FALSE },
+ { ".impact", SND_ACTION_IMPACT, FALSE },
+ { ".pushing", SND_ACTION_PUSHING, FALSE },
+ { ".activating", SND_ACTION_ACTIVATING, FALSE },
+ { NULL, 0, 0 },
+};
+static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
+static boolean is_loop_sound[NUM_SOUND_FILES];
+
+#define IS_LOOP_SOUND(x) (is_loop_sound[x])
#ifdef DEBUG
setup.sound = FALSE;
if (!audio.loops_available)
- {
setup.sound_loops = FALSE;
+
+ if (!audio.music_available)
setup.sound_music = FALSE;
- }
if (!video.fullscreen_available)
setup.fullscreen = FALSE;
StorePlayer[x][y] = Feld[x][y];
- if (options.verbose)
+ if (options.debug)
{
printf("Player %d activated.\n", player->element_nr);
printf("[Local player is %d and currently %s.]\n",
}
}
+void DrawGameDoorValues()
+{
+ int i, j;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ for (j=0; j<4; j++)
+ if (stored_player[i].key[j])
+ DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + j);
+
+ DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
+ int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_SCORE, DY + YY_SCORE,
+ int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_TIME, DY + YY_TIME,
+ int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+}
+
+
+/*
+ =============================================================================
+ InitGameSound()
+ -----------------------------------------------------------------------------
+ initialize sound effect lookup table for element actions
+ =============================================================================
+*/
+
+void InitGameSound()
+{
+ int sound_effect_properties[NUM_SOUND_FILES];
+ int i, j;
+
+#if 0
+ debug_print_timestamp(0, NULL);
+#endif
+
+ for (i=0; i<NUM_SND_ACTIONS; i++)
+ for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
+ element_action_sound[j][i] = -1;
+
+ for (i=0; i<NUM_SOUND_FILES; i++)
+ {
+ int len_effect_text = strlen(sound_files[i].token);
+
+ sound_effect_properties[i] = SND_ACTION_UNKNOWN;
+ is_loop_sound[i] = FALSE;
+
+ /* determine all loop sounds and identify certain sound classes */
+
+ for (j=0; sound_action_properties[j].text; j++)
+ {
+ int len_action_text = strlen(sound_action_properties[j].text);
+
+ if (len_action_text < len_effect_text &&
+ strcmp(&sound_files[i].token[len_effect_text - len_action_text],
+ sound_action_properties[j].text) == 0)
+ {
+ sound_effect_properties[i] = sound_action_properties[j].value;
+
+ if (sound_action_properties[j].is_loop)
+ is_loop_sound[i] = TRUE;
+ }
+ }
+
+ /* associate elements and some selected sound actions */
+
+ for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
+ {
+ if (element_info[j].sound_class_name)
+ {
+ int len_class_text = strlen(element_info[j].sound_class_name);
+
+ if (len_class_text + 1 < len_effect_text &&
+ strncmp(sound_files[i].token,
+ element_info[j].sound_class_name, len_class_text) == 0 &&
+ sound_files[i].token[len_class_text] == '.')
+ {
+ int sound_action_value = sound_effect_properties[i];
+
+ element_action_sound[j][sound_action_value] = i;
+ }
+ }
+ }
+ }
+
+#if 0
+ debug_print_timestamp(0, "InitGameEngine");
+#endif
+
+#if 0
+ /* TEST ONLY */
+ {
+ int element = EL_ERDREICH;
+ int sound_action = SND_ACTION_DIGGING;
+ int j = 0;
+
+ while (sound_action_properties[j].text)
+ {
+ if (sound_action_properties[j].value == sound_action)
+ printf("element %d, sound action '%s' == %d\n",
+ element, sound_action_properties[j].text,
+ element_action_sound[element][sound_action]);
+ j++;
+ }
+ }
+#endif
+}
+
+
+/*
+ =============================================================================
+ InitGameEngine()
+ -----------------------------------------------------------------------------
+ initialize game engine due to level / tape version number
+ =============================================================================
+*/
+
+static void InitGameEngine()
+{
+ int i;
+
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_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
+
+ /* 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);
+
+ /* 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
+ };
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+
+ 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]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+
+ /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+ if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
+ Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+}
+
+
+/*
+ =============================================================================
+ 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 DEBUG
+#if USE_NEW_AMOEBA_CODE
+ printf("Using new amoeba code.\n");
+#else
+ printf("Using old amoeba code.\n");
+#endif
+#endif
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
player->frame_reset_delay = 0;
- player->push_delay = 0;
- player->push_delay_value = 5;
-
- player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
+ player->is_moving = FALSE;
- player->move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ 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->snapped = FALSE;
}
}
+ 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)
tape.player_participates[i] = TRUE;
}
- if (options.verbose)
+ if (options.debug)
{
for (i=0; i<MAX_PLAYERS; i++)
{
}
}
- game.version = (tape.playing ? tape.game_version : level.game_version);
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-
- /* dynamically adjust element properties according to game engine version */
- {
- static int ep_slippery[] =
- {
- EL_BETON,
- EL_MAUERWERK,
- EL_MAUER_LEBT,
- EL_MAUER_X,
- EL_MAUER_Y,
- EL_MAUER_XY
- };
- static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
-
- for (i=0; i<ep_slippery_num; i++)
- {
- if (game.version >= GAME_VERSION_2_0)
- Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY;
- else
- Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY;
- }
- }
-
if (BorderElement == EL_LEERRAUM)
{
SBX_Left = 0;
DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
- DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
- DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
- DrawText(DX + XX_SCORE, DY + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
- DrawText(DX + XX_TIME, DY + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawGameDoorValues();
UnmapGameButtons();
+ UnmapTapeButtons();
game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
OpenDoor(DOOR_OPEN_ALL);
- if (setup.sound_music && num_bg_loops)
- PlayMusic(level_nr % num_bg_loops);
+ PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+ if (setup.sound_music)
+ PlayMusic(level_nr);
KeyboardAutoRepeatOff();
- if (options.verbose)
+ if (options.debug)
{
for (i=0; i<4; i++)
printf("Player %d %sactive.\n",
local_player->LevelSolved = FALSE;
+ PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+
if (TimeLeft)
{
- if (setup.sound_loops)
- PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
+ if (!tape.playing && setup.sound_loops)
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
- while(TimeLeft > 0)
+ while (TimeLeft > 0)
{
- if (!setup.sound_loops)
- PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
+ if (!tape.playing && !setup.sound_loops)
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
TimeLeft--;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10);
+
+ if (!tape.playing)
+ Delay(10);
}
- if (setup.sound_loops)
- StopSound(SND_SIRR);
+ if (!tape.playing && setup.sound_loops)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
}
else if (level.time == 0) /* level without time limit */
{
- if (setup.sound_loops)
- PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
+ if (!tape.playing && setup.sound_loops)
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
- while(TimePlayed < 999)
+ while (TimePlayed < 999)
{
- if (!setup.sound_loops)
- PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
+ if (!tape.playing && !setup.sound_loops)
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
if (TimePlayed < 999 && !(TimePlayed % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimePlayed < 900 && !(TimePlayed % 10))
TimePlayed++;
DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10);
+
+ if (!tape.playing)
+ Delay(10);
}
- if (setup.sound_loops)
- StopSound(SND_SIRR);
+ if (!tape.playing && setup.sound_loops)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
}
#if 0
game_status = HALLOFFAME;
DrawHallOfFame(hi_pos);
if (raise_level)
+ {
level_nr++;
+ TapeErase();
+ }
}
else
{
game_status = MAINMENU;
if (raise_level)
+ {
level_nr++;
+ TapeErase();
+ }
DrawMainMenu();
}
MovDelay[x][y]--;
if (MovDelay[x][y])
{
- if (!(MovDelay[x][y] % 12))
- PlaySoundLevel(x, y, SND_ZISCH);
+ if (!(MovDelay[x][y] % 6))
+ PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
if (IS_ACTIVE_BOMB(Feld[x][y]))
{
}
}
- StopSound(SND_ZISCH);
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+ StopSound(SND_DYNAMITE_BURNING);
+ else
+ StopSound(SND_DYNABOMB_BURNING);
+
Bang(x, y);
}
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
- int num_phase = 9, delay = 2;
+ int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
int first_phase_after_start = EX_PHASE_START + 1;
if (CAN_MOVE(element) || COULD_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
+
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ StorePlayer[x][y] = 0;
}
else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
if (phase == delay)
ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
- DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
+ graphic += (phase / delay - 1);
+
+ if (IS_PFORTE(Store[x][y]))
+ {
+ DrawLevelElement(x, y, Store[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+ }
+ else
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic);
}
}
int element = Feld[x][y];
if (game.emulation == EMU_SUPAPLEX)
- PlaySoundLevel(x, y, SND_SP_BOOOM);
+ PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
else
- PlaySoundLevel(x, y, SND_ROAAAR);
+ PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
{
- PlaySoundLevel(x, y, SND_BLURB);
+ 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))))
element == EL_SWITCHGATE_OPENING)
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
- PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
}
else if (element == EL_SWITCHGATE_CLOSED ||
element == EL_SWITCHGATE_CLOSING)
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
}
}
}
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
}
/*
else if (element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_KNACK);
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
if (CAN_CHANGE(element) &&
(smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
{
- int x, y;
+ int xx, yy;
int activated_magic_wall =
(smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
EL_MAGIC_WALL_BD_EMPTY);
/* activate magic wall / mill */
-
- for (y=0; y<lev_fieldy; y++)
- for (x=0; x<lev_fieldx; x++)
- if (Feld[x][y] == smashed)
- Feld[x][y] = activated_magic_wall;
+ for (yy=0; yy<lev_fieldy; yy++)
+ for (xx=0; xx<lev_fieldx; xx++)
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
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 ?
+ SND_MAGIC_WALL_ACTIVATING :
+ SND_BD_MAGIC_WALL_ACTIVATING));
}
if (IS_PLAYER(x, y+1))
return;
}
}
+ else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE))
+ {
+ Bang(x, y+1);
+ return;
+ }
else if (element == EL_FELSBROCKEN ||
element == EL_SP_ZONK ||
element == EL_BD_ROCK)
else if (smashed == EL_KOKOSNUSS)
{
Feld[x][y+1] = EL_CRACKINGNUT;
- PlaySoundLevel(x, y, SND_KNACK);
+ PlaySoundLevel(x, y, SND_NUT_CRACKING);
RaiseScoreElement(EL_KOKOSNUSS);
return;
}
else if (smashed == EL_PEARL)
{
Feld[x][y+1] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_KNACK);
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMANT)
{
Feld[x][y+1] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_QUIRK);
+ PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
(Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
- PlaySoundLevel(x, y, SND_QUIRK);
+ 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);
+
return;
}
/* play sound of object that hits the ground */
if (lastline || object_hit)
- {
- int sound;
-
- switch(element)
- {
- 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:
- sound = SND_PLING;
- break;
- case EL_KOKOSNUSS:
- sound = SND_KLUMPF;
- break;
- case EL_FELSBROCKEN:
- case EL_BD_ROCK:
- sound = SND_KLOPF;
- break;
- case EL_SP_ZONK:
- sound = SND_SP_ZONKDOWN;
- break;
- case EL_SCHLUESSEL:
- case EL_SCHLUESSEL1:
- case EL_SCHLUESSEL2:
- case EL_SCHLUESSEL3:
- case EL_SCHLUESSEL4:
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- sound = SND_KINK;
- break;
- case EL_ZEIT_VOLL:
- case EL_ZEIT_LEER:
- sound = SND_DENG;
- break;
- default:
- sound = -1;
- break;
- }
-
- if (sound >= 0)
- PlaySoundLevel(x, y, sound);
- }
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
}
void TurnRound(int x, int y)
if (element == EL_KAEFER || element == EL_BUTTERFLY)
{
- TestIfBadThingHitsOtherBadThing(x, y);
+ TestIfBadThingTouchesOtherBadThing(x, y);
if (IN_LEV_FIELD(right_x, right_y) &&
IS_FREE(right_x, right_y))
else if (element == EL_FLIEGER || element == EL_FIREFLY ||
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
- TestIfBadThingHitsOtherBadThing(x, y);
+ TestIfBadThingTouchesOtherBadThing(x, y);
if (IN_LEV_FIELD(left_x, left_y) &&
IS_FREE(left_x, left_y))
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_FELSBROCKEN;
+ PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
}
else if (Feld[x][y+1] == EL_MORAST_LEER)
{
Feld[x][y+1] = EL_MORAST_VOLL;
Store[x][y+1] = Store[x][y];
Store[x][y] = 0;
+ PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
}
}
else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
+ PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
}
else if (element == EL_MAGIC_WALL_FULL)
{
element != EL_DX_SUPABOMB)
#endif
#else
- else if (IS_SLIPPERY(Feld[x][y+1]) &&
+ else if ((IS_SLIPPERY(Feld[x][y+1]) ||
+ (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
!IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
- element != EL_DX_SUPABOMB)
+ element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
{
TurnRound(x, y);
+
if (MovDelay[x][y] && (element == EL_KAEFER ||
element == EL_FLIEGER ||
element == EL_SP_SNIKSNAK ||
{
int phase = MovDelay[x][y] % 8;
- if (phase>3)
- phase = 7-phase;
+ if (phase > 3)
+ phase = 7 - phase;
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
+ DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
- if ((element == EL_MAMPFER || element == EL_MAMPFER2)
- && MovDelay[x][y]%4 == 3)
- PlaySoundLevel(x, y, SND_NJAM);
+ 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);
+ }
}
else if (element == EL_SP_ELECTRON)
DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
}
}
- if (MovDelay[x][y])
- return;
- }
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+ PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
- if (element == EL_KAEFER || element == EL_BUTTERFLY)
- {
- PlaySoundLevel(x, y, SND_KLAPPER);
- }
- else if (element == EL_FLIEGER || element == EL_FIREFLY)
- {
- PlaySoundLevel(x, y, SND_ROEHR);
+ return;
+ }
}
/* now make next step */
{
#if 1
- TestIfBadThingHitsHero(x, y);
+ TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
return;
#else
/* enemy got the player */
Feld[x][y] = EL_LEERRAUM;
DrawLevelField(x, y);
- PlaySoundLevel(newx, newy, SND_BUING);
+ PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
}
else if (!IS_FREE(newx, newy))
{
else
DrawLevelField(x, y);
+ 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[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
}
else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
IS_MAMPF2(Feld[newx][newy]))
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
}
else if ((element == EL_PACMAN || element == EL_MOLE)
&& IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
if (element == EL_MOLE)
{
Feld[newx][newy] = EL_DEAMOEBING;
+ PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
{
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
+ PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
if (DONT_TOUCH(element))
- TestIfBadThingHitsHero(x, y);
+ TestIfBadThingTouchesHero(x, y);
+
+ PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
return;
}
- if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
- PlaySoundLevel(x, y, SND_SCHLURF);
-
InitMovingField(x, y, MovDir[x][y]);
+
+ PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
}
if (MovDir[x][y])
MovPos[x][y] += step;
- 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[newx][newy] = element;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
- TestIfBadThingHitsHero(newx, newy);
- TestIfBadThingHitsFriend(newx, newy);
- TestIfBadThingHitsOtherBadThing(newx, newy);
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
else if (element == EL_PINGUIN)
- TestIfFriendHitsBadThing(newx, newy);
+ TestIfFriendTouchesBadThing(newx, newy);
if (CAN_SMASH(element) && direction == MV_DOWN &&
(newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
}
}
}
+ PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
Bang(ax, ay);
}
else
continue;
if (Feld[x][y] == EL_AMOEBA2DIAM)
+ {
+ PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
Bang(x, y);
+ }
}
}
}
}
if (done)
- PlaySoundLevel(ax, ay,
- (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
+ PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
}
void AmoebeWaechst(int x, int y)
if (DelayReached(&sound_delay, sound_delay_value))
{
- PlaySoundLevel(x, y, SND_AMOEBE);
+ if (Store[x][y] == EL_AMOEBE_BD)
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
+ else
+ PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
sound_delay_value = 30;
}
}
}
}
-void AmoebeSchrumpft(int x, int y)
+void AmoebaDisappearing(int x, int y)
{
static unsigned long sound_delay = 0;
static unsigned long sound_delay_value = 0;
MovDelay[x][y] = 7;
if (DelayReached(&sound_delay, sound_delay_value))
- {
- PlaySoundLevel(x, y, SND_BLURB);
sound_delay_value = 30;
- }
}
if (MovDelay[x][y]) /* wait some time before shrinking */
if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
- Feld[newax][neway] = EL_AMOEBING;
+ Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
Store[newax][neway] = element;
}
else if (neway == ay)
- Feld[newax][neway] = EL_TROPFEN;
+ {
+ Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
+ PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
+ }
else
{
- InitMovingField(ax, ay, MV_DOWN);
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
Feld[ax][ay] = EL_AMOEBA_DRIPPING;
Store[ax][ay] = EL_TROPFEN;
ContinueMoving(ax, ay);
static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
int life_time = 40;
int element = Feld[ax][ay];
+ boolean changed = FALSE;
if (Stop[ax][ay])
return;
if (xx == ax && yy == ay) /* field in the middle */
{
- if (nachbarn<life[0] || nachbarn>life[1])
+ if (nachbarn < life[0] || nachbarn > life[1])
{
Feld[xx][yy] = EL_LEERRAUM;
if (!Stop[xx][yy])
DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
+ changed = TRUE;
}
}
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
{ /* free border field */
- if (nachbarn>=life[2] && nachbarn<=life[3])
+ if (nachbarn >= life[2] && nachbarn <= life[3])
{
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
+ changed = TRUE;
}
}
}
+
+ if (changed)
+ PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
+ SND_BIOMAZE_CREATING);
}
-void Ablenk(int x, int y)
+void RobotWheel(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
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_MIEP);
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
return;
}
}
DrawGraphic(SCREENX(x), SCREENY(y),
GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_MIEP);
+ PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
return;
}
}
(x > LEVELX(BX2) ? LEVELX(BX2) : x),
y < LEVELY(BY1) ? LEVELY(BY1) :
(y > LEVELY(BY2) ? LEVELY(BY2) : y),
- SND_OEFFNEN);
+ SND_EXIT_OPENING);
}
}
if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
{
Feld[x][y] = EL_TIMEGATE_CLOSING;
- PlaySoundLevel(x, y, SND_OEFFNEN);
+ PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
}
}
}
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 (!MovDelay[ax][ay]) /* start building new wall */
MovDelay[ax][ay] = 6;
MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+ new_wall = TRUE;
}
if (unten_frei)
{
MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+ new_wall = TRUE;
}
}
MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+ new_wall = TRUE;
}
+
if (rechts_frei)
{
Feld[ax+1][ay] = EL_MAUERND;
MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+ new_wall = TRUE;
}
}
((links_massiv && rechts_massiv) ||
element == EL_MAUER_Y))
Feld[ax][ay] = EL_MAUERWERK;
+
+ if (new_wall)
+ PlaySoundLevel(ax, ay, SND_WALL_GROWING);
}
void CheckForDragon(int x, int y)
if (IS_PLAYER(xx, yy))
{
- PlaySoundLevel(x, y, SND_SP_BUG);
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
break;
}
}
return;
Feld[x][y] = EL_TRAP_ACTIVE;
+ PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
}
}
else if (element == EL_TRAP_ACTIVE)
int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+
+ if (!(FrameCounter % 2))
+ PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
}
}
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
+#if 0
static boolean save_tape_entry = FALSE;
+#endif
boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
- int jx = player->jx, jy = player->jy;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int up = player_action & JOY_UP;
if (player_action)
{
+#if 0
save_tape_entry = TRUE;
+#endif
player->frame_reset_delay = 0;
if (button1)
moved = MoveFigure(player, dx, dy);
}
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (bombed && !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 0
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->last_move_dir = MV_NO_MOVING;
+
+ /* !!! CHECK THIS AGAIN !!!
+ (Seems to be needed for some EL_ROBOT stuff, but breaks
+ tapes when walking through pipes!)
+ */
+
+ /* it seems that "player->last_move_dir" is misused as some sort of
+ "player->is_just_moving_in_this_moment", which is needed for the
+ robot stuff (robots don't kill players when they are moving)
+ */
+#endif
+
if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
+#if 0
if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
{
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
save_tape_entry = FALSE;
}
+#else
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+#if 0
if (tape.playing && !tape.pausing && !player_action &&
tape.counter < tape.length)
{
+ int jx = player->jx, jy = player->jy;
int next_joy =
tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
}
}
}
+#endif
}
void GameActions()
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ if (tape.playing && tape.index_search && !tape.pausing)
+ action_delay_value = 0;
+
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&action_delay, action_delay_value);
if (tape.pausing)
return;
- if (tape.playing)
- TapePlayDelay();
- else if (tape.recording)
- TapeRecordDelay();
-
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
for (i=0; i<MAX_PLAYERS; i++)
{
StartMoving(x, y);
- if (IS_GEM(element))
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
else if (IS_MOVING(x, y))
ContinueMoving(x, y);
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
+#if 0
else if (element == EL_EXPLODING && !game.explosions_delayed)
Explode(x, y, Frame[x][y], EX_NORMAL);
+#endif
else if (element == EL_AMOEBING)
AmoebeWaechst(x, y);
else if (element == EL_DEAMOEBING)
- AmoebeSchrumpft(x, y);
+ AmoebaDisappearing(x, y);
+
+#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
AmoebeAbleger(x, y);
+#endif
+
else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
Life(x, y);
else if (element == EL_ABLENK_EIN)
- Ablenk(x, y);
+ RobotWheel(x, y);
else if (element == EL_TIMEGATE_SWITCH_ON)
TimegateWheel(x, y);
else if (element == EL_SALZSAEURE)
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 0
+ if (!(FrameCounter % 4))
+ PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
+#endif
+ }
else if (element == EL_SHIELD_ACTIVE)
+ {
DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+#if 0
+ if (!(FrameCounter % 4))
+ PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
+#endif
+ }
if (game.magic_wall_active)
{
}
}
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
+#if 1
+ if (!(FrameCounter % 8))
+#endif
+ {
+ static unsigned long random = 1684108901;
+
+ for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
+ {
+#if 0
+ x = (random >> 10) % lev_fieldx;
+ y = (random >> 20) % lev_fieldy;
+#else
+ x = RND(lev_fieldx);
+ y = RND(lev_fieldy);
+#endif
+ element = Feld[x][y];
+
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_LEERRAUM ||
+ element == EL_ERDREICH ||
+ element == EL_MORAST_LEER ||
+ element == EL_BLURB_LEFT ||
+ element == EL_BLURB_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
+ Feld[x][y] = EL_TROPFEN;
+ }
+
+ random = random * 129 + 1;
+ }
+ }
+#endif
+
+#if 0
if (game.explosions_delayed)
+#endif
{
game.explosions_delayed = FALSE;
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
+ element = Feld[x][y];
+
if (ExplodeField[x][y])
Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
- else if (Feld[x][y] == EL_EXPLODING)
+ else if (element == EL_EXPLODING)
Explode(x, y, Frame[x][y], EX_NORMAL);
+
ExplodeField[x][y] = EX_NO_EXPLOSION;
}
if (game.magic_wall_active)
{
if (!(game.magic_wall_time_left % 4))
- PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
+ {
+ int element = Feld[sieb_x][sieb_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);
+ else
+ PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
+ }
if (game.magic_wall_time_left > 0)
{
CloseAllOpenTimegates();
}
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_active_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
+ else if (player->shield_passive_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
+ }
+ }
+
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_passive_time_left--;
- if (stored_player[i].shield_active_time_left > 0)
- stored_player[i].shield_active_time_left--;
+ if (player->shield_active_time_left > 0)
+ player->shield_active_time_left--;
}
}
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
for (i=0; i<MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
- else if (level.time == 0) /* level without time limit */
+ else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
}
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_ERDREICH));
- if (field_under_player_is_free && !player_is_moving_to_valid_field)
+ if (field_under_player_is_free &&
+ !player_is_moving_to_valid_field &&
+ !IS_TUBE(Feld[jx][jy]))
player->programmed_action = MV_DOWN;
}
}
BuryHero(player);
}
else
- TestIfBadThingHitsHero(new_jx, new_jy);
+ TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
return MF_MOVING;
}
if (!player->active || (!dx && !dy))
return FALSE;
+#if 0
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
!tape.playing)
return FALSE;
+#else
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ return FALSE;
+#endif
/* remove the last programmed player action */
player->programmed_action = 0;
DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
player->last_move_dir = player->MovDir;
+ player->is_moving = TRUE;
}
else
{
CheckGravityMovement(player);
+ /*
player->last_move_dir = MV_NO_MOVING;
+ */
+ player->is_moving = FALSE;
}
- TestIfHeroHitsBadThing(jx, jy);
+ TestIfHeroTouchesBadThing(jx, jy);
if (!player->active)
RemoveHero(player);
if (!local_player->friends_still_needed)
player->LevelSolved = player->GameOver = TRUE;
}
+
+ if (tape.single_step && tape.recording && !tape.pausing &&
+ !player->programmed_action)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
}
ScreenMovDir = MV_NO_MOVING;
}
-void TestIfGoodThingHitsBadThing(int goodx, int goody)
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
- int i, killx = goodx, killy = goody;
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int harmless[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
for (i=0; i<4; i++)
{
- int x, y, element;
+ int test_x, test_y, test_move_dir, test_element;
- x = goodx + xy[i][0];
- y = goody + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ test_x = good_x + test_xy[i][0];
+ test_y = good_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
continue;
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
#if 0
- element = Feld[x][y];
+ test_element = Feld[test_x][test_y];
#else
- element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+ test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
#endif
- if (DONT_TOUCH(element))
+ /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
{
- if (MovDir[x][y] == harmless[i])
- continue;
-
- killx = x;
- killy = y;
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
}
- if (killx != goodx || killy != goody)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(goodx, goody))
+ if (IS_PLAYER(good_x, good_y))
{
- struct PlayerInfo *player = PLAYERINFO(goodx, goody);
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
if (player->shield_active_time_left > 0)
- Bang(killx, killy);
- else if (!PLAYER_PROTECTED(goodx, goody))
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_PROTECTED(good_x, good_y))
KillHero(player);
}
else
- Bang(goodx, goody);
+ Bang(good_x, good_y);
}
}
-void TestIfBadThingHitsGoodThing(int badx, int bady)
+void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
- int i, killx = badx, killy = bady;
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ int bad_element = Feld[bad_x][bad_y];
+ static int test_xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int harmless[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
MV_DOWN
};
- if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
return;
for (i=0; i<4; i++)
{
- int x, y, element;
+ int test_x, test_y, test_move_dir, test_element;
- x = badx + xy[i][0];
- y = bady + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ test_x = bad_x + test_xy[i][0];
+ test_y = bad_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
continue;
- element = Feld[x][y];
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
- if (IS_PLAYER(x, y))
- {
- killx = x;
- killy = y;
- break;
- }
- else if (element == EL_PINGUIN)
+ test_element = Feld[test_x][test_y];
+
+ /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
- if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
- continue;
+ /* good thing is player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
- killx = x;
- killy = y;
- break;
+ if (bad_element == EL_ROBOT && player->is_moving)
+ continue; /* robot does not kill player if he is moving */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ else if (test_element == EL_PINGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
}
}
- if (killx != badx || killy != bady)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(killx, killy))
+ if (IS_PLAYER(kill_x, kill_y))
{
- struct PlayerInfo *player = PLAYERINFO(killx, killy);
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+#if 0
+ int dir = player->MovDir;
+ int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+ int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
+
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
+ else
+ printf("-> %d\n", player->MovDir);
+
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
+ else
+ ;
+#endif
if (player->shield_active_time_left > 0)
- Bang(badx, bady);
- else if (!PLAYER_PROTECTED(killx, killy))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_PROTECTED(kill_x, kill_y))
KillHero(player);
}
else
- Bang(killx, killy);
+ Bang(kill_x, kill_y);
}
}
-void TestIfHeroHitsBadThing(int x, int y)
+void TestIfHeroTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+}
+
+void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+{
+ TestIfGoodThingHitsBadThing(x, y, move_dir);
+}
+
+void TestIfBadThingTouchesHero(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y);
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsHero(int x, int y)
+void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
{
- TestIfBadThingHitsGoodThing(x, y);
+ TestIfBadThingHitsGoodThing(x, y, move_dir);
}
-void TestIfFriendHitsBadThing(int x, int y)
+void TestIfFriendTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y);
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsFriend(int x, int y)
+void TestIfBadThingTouchesFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y);
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsOtherBadThing(int badx, int bady)
+void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
{
- int i, killx = badx, killy = bady;
+ int i, kill_x = bad_x, kill_y = bad_y;
static int xy[4][2] =
{
{ 0, -1 },
{
int x, y, element;
- x=badx + xy[i][0];
- y=bady + xy[i][1];
+ x = bad_x + xy[i][0];
+ y = bad_y + xy[i][1];
if (!IN_LEV_FIELD(x, y))
continue;
if (IS_AMOEBOID(element) || element == EL_LIFE ||
element == EL_AMOEBING || element == EL_TROPFEN)
{
- killx = x;
- killy = y;
+ kill_x = x;
+ kill_y = y;
break;
}
}
- if (killx != badx || killy != bady)
- Bang(badx, bady);
+ if (kill_x != bad_x || kill_y != bad_y)
+ Bang(bad_x, bad_y);
}
void KillHero(struct PlayerInfo *player)
if (!player->active)
return;
- PlaySoundLevel(jx, jy, SND_AUTSCH);
- PlaySoundLevel(jx, jy, SND_LACHEN);
+ PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
+ PlaySoundLevel(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
RemoveHero(player);
player->present = FALSE;
player->active = FALSE;
- StorePlayer[jx][jy] = 0;
+ if (!ExplodeField[jx][jy])
+ StorePlayer[jx][jy] = 0;
for (i=0; i<MAX_PLAYERS; i++)
if (stored_player[i].active)
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
- if (!player->MovPos)
+ if (player->MovPos == 0)
player->Pushing = FALSE;
if (mode == DF_NO_PUSH)
switch (element)
{
case EL_LEERRAUM:
- PlaySoundLevel(x, y, SND_EMPTY);
- break;
-
case EL_ERDREICH:
case EL_SAND_INVISIBLE:
case EL_TRAP_INACTIVE:
- Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_SCHLURF);
- break;
-
case EL_SP_BASE:
case EL_SP_BUG:
- Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_SP_BASE);
+ RemoveField(x, y);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
break;
case EL_EDELSTEIN:
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
- if (element == EL_SP_INFOTRON)
- PlaySoundLevel(x, y, SND_SP_INFOTRON);
- else
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_SPEED_PILL:
RemoveField(x, y);
player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
break;
case EL_ENVELOPE:
Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
break;
case EL_EXTRA_TIME:
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
}
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ 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_PONG);
+ 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_PONG);
+ PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
break;
case 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_INFOTRON);
- else
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_DYNABOMB_NR:
player->dynabomb_count++;
player->dynabombs_left++;
RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_PONG);
+ 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_PONG);
+ 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_PONG);
+ PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
break;
case EL_SCHLUESSEL1:
GFX_SCHLUESSEL1 + key_nr);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1 + key_nr);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
GFX_SCHLUESSEL1 + key_nr);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1 + key_nr);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
ZX = x;
ZY = y;
DrawLevelField(x, y);
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
return MF_ACTION;
break;
{
int xx, yy;
+ PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
+
for (yy=0; yy<lev_fieldy; yy++)
{
for (xx=0; xx<lev_fieldx; xx++)
{
player->Switching = TRUE;
ToggleBeltSwitch(x, y);
+ PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
}
return MF_ACTION;
break;
{
player->Switching = TRUE;
ToggleSwitchgateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
}
return MF_ACTION;
break;
{
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;
element == EL_BALLOON_SEND_UP ? MV_UP :
element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
MV_NO_MOVING);
+ PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
return MF_ACTION;
break;
return MF_NO_ACTION;
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
break;
+ /* the following elements cannot be pushed by "snapping" */
case EL_FELSBROCKEN:
- case EL_BD_ROCK:
case EL_BOMBE:
case EL_DX_SUPABOMB:
case EL_KOKOSNUSS:
case EL_SP_ZONK:
case EL_SP_DISK_ORANGE:
case EL_SPRING:
- if (dy || mode == DF_SNAP)
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
+ /* no "break" -- fall through to next case */
+ /* the following elements can be pushed by "snapping" */
+ case EL_BD_ROCK:
+ if (dy)
return MF_NO_ACTION;
player->Pushing = TRUE;
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.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING)
+ return MF_NO_ACTION;
+#endif
- RemoveField(x, y);
- Feld[x+dx][y+dy] = element;
+ if (mode == DF_SNAP)
+ {
+ InitMovingField(x, y, move_direction);
+ ContinueMoving(x, y);
+ }
+ else
+ {
+ RemoveField(x, y);
+ Feld[x+dx][y+dy] = element;
+ }
if (element == EL_SPRING)
{
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
DrawLevelField(x+dx, y+dy);
- if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
- PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
- else if (element == EL_KOKOSNUSS)
- PlaySoundLevel(x+dx, y+dy, SND_KNURK);
- else if (IS_SP_ELEMENT(element))
- PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
- else
- PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
break;
case EL_PFORTE1:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
-
+ PlaySoundLevel(x, y, SND_GATE_PASSING);
break;
case EL_EM_GATE_1X:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
-
+ PlaySoundLevel(x, y, SND_GATE_PASSING);
break;
case EL_SWITCHGATE_OPEN:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
-
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
break;
case EL_SP_PORT1_LEFT:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
+ PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
break;
case EL_TUBE_CROSS:
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
+
+ PlaySoundLevel(x, y, SND_TUBE_PASSING);
}
break;
if (mode == DF_SNAP)
return MF_NO_ACTION;
- PlaySoundLevel(x, y, SND_BUING);
+ PlaySoundLevel(x, y, SND_EXIT_ENTERING);
break;
Feld[x][y] = EL_BIRNE_EIN;
local_player->lights_still_needed--;
DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_DENG);
+ PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
return MF_ACTION;
break;
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
DrawLevelField(x, y);
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
return MF_ACTION;
break;
case EL_SOKOBAN_FELD_LEER:
break;
- case EL_SOKOBAN_FELD_VOLL:
case EL_SOKOBAN_OBJEKT:
+ case EL_SOKOBAN_FELD_VOLL:
case EL_SONDE:
case EL_SP_DISK_YELLOW:
case EL_BALLOON:
if (player->push_delay == 0)
player->push_delay = FrameCounter;
+#if 0
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!tape.playing && element != EL_BALLOON)
return MF_NO_ACTION;
+#else
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_BALLOON)
+ return MF_NO_ACTION;
+#endif
if (IS_SB_ELEMENT(element))
{
Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
local_player->sokobanfields_still_needed--;
if (element == EL_SOKOBAN_OBJEKT)
- PlaySoundLevel(x, y, SND_DENG);
+ PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
+ else
+ PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
}
else
+ {
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);
+ }
}
else
{
RemoveField(x, y);
Feld[x+dx][y+dy] = element;
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
}
player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
DrawLevelField(x, y);
DrawLevelField(x+dx, y+dy);
- if (element == EL_BALLOON)
- PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
- else
- PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
if (IS_SB_ELEMENT(element) &&
local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
{
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_BUING);
+ PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
}
break;
if (!dx && !dy)
{
+ if (player->MovPos == 0)
+ player->Pushing = FALSE;
+
player->snapped = FALSE;
return FALSE;
}
else
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
}
+
+ PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
}
else
{
player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+
+ PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
}
return TRUE;
}
-void PlaySoundLevel(int x, int y, int sound_nr)
+void PlaySoundLevel(int x, int y, int nr)
{
+ static int loop_sound_frame[NUM_SOUND_FILES];
+ static int loop_sound_volume[NUM_SOUND_FILES];
int sx = SCREENX(x), sy = SCREENY(y);
- int volume, stereo;
- int silence_distance = 8;
+ int volume, stereo_position;
+ int max_distance = 8;
+ int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
- if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
- (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(nr)))
return;
if (!IN_LEV_FIELD(x, y) ||
- sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
- sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
+ sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+ sy < -max_distance || sy >= SCR_FIELDY + max_distance)
return;
- volume = PSND_MAX_VOLUME;
-
-#if !defined(PLATFORM_MSDOS)
- stereo = (sx - SCR_FIELDX/2) * 12;
-#else
- stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
- if (stereo > PSND_MAX_RIGHT)
- stereo = PSND_MAX_RIGHT;
- if (stereo < PSND_MAX_LEFT)
- stereo = PSND_MAX_LEFT;
-#endif
+ volume = SOUND_MAX_VOLUME;
if (!IN_SCR_FIELD(sx, sy))
{
- int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
- int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
+ int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+ int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
+
+ volume -= volume * (dx > dy ? dx : dy) / max_distance;
+ }
+
+ stereo_position = (SOUND_MAX_LEFT +
+ (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. */
- volume -= volume * (dx > dy ? dx : dy) / silence_distance;
+ if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+ return;
+
+ loop_sound_volume[nr] = volume;
+ loop_sound_frame[nr] = FrameCounter;
}
- PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
+ PlaySoundExt(nr, volume, stereo_position, type);
+}
+
+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)
+{
+ int sound_effect = element_action_sound[element][sound_action];
+
+ if (sound_effect != -1)
+ PlaySoundLevel(x, y, sound_effect);
}
void RaiseScore(int value)
}
}
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+ if (AllPlayersGone ||
+ !ask_if_really_quit ||
+ level_editor_test_game ||
+ Request("Do you really want to quit the game ?",
+ REQ_ASK | REQ_STAY_CLOSED))
+ {
+#if defined(PLATFORM_UNIX)
+ if (options.network)
+ SendToServer_StopPlaying();
+ else
+#endif
+ {
+ game_status = MAINMENU;
+ DrawMainMenu();
+ }
+ }
+ else
+ {
+ OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ }
+}
+
+
/* ---------- new game button stuff ---------------------------------------- */
/* graphic position values for game buttons */
switch (id)
{
case GAME_CTRL_ID_STOP:
- if (AllPlayersGone)
- {
- CloseDoor(DOOR_CLOSE_1);
- game_status = MAINMENU;
- DrawMainMenu();
- break;
- }
-
- if (level_editor_test_game ||
- Request("Do you really want to quit the game ?",
- REQ_ASK | REQ_STAY_CLOSED))
- {
-#if defined(PLATFORM_UNIX)
- if (options.network)
- SendToServer_StopPlaying();
- else
-#endif
- {
- game_status = MAINMENU;
- DrawMainMenu();
- }
- }
- else
- OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ RequestQuitGame(TRUE);
break;
case GAME_CTRL_ID_PAUSE:
#endif
}
else
- TapeTogglePause();
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
break;
case GAME_CTRL_ID_PLAY:
setup.sound_music = FALSE;
FadeMusic();
}
- else if (audio.loops_available)
+ else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
- if (num_bg_loops)
- PlayMusic(level_nr % num_bg_loops);
+ PlayMusic(level_nr);
}
break;