Feld[x][y] = EL_SP_MURPHY_CLONE;
break;
}
+ else
+ {
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
Feld[x][y] = EL_PLAYER1;
}
for (j=0; j<4; j++)
if (stored_player[i].key[j])
DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + j);
+ el2edimg(EL_KEY1 + 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_DEFAULT_SMALL);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+ int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
DrawText(DX + XX_TIME, DY + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
}
player->GfxPos = 0;
player->Frame = 0;
+ player->GfxAction = ACTION_DEFAULT;
+
+ player->use_murphy_graphic = FALSE;
+
player->actual_frame_counter = 0;
player->frame_reset_delay = 0;
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
+ player->is_moving = FALSE;
+ player->is_waiting = FALSE;
+
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
if (level_nr < 100)
DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
- int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+ int2str(level_nr, 2), FONT_DEFAULT_SMALL);
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+ int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
- FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ getFontWidth(FONT_SPECIAL_NARROW) * 3,
+ getFontHeight(FONT_SPECIAL_NARROW) - 1,
DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
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_DEFAULT_SMALL);
BackToFront();
if (!tape.playing)
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_DEFAULT_SMALL);
BackToFront();
if (!tape.playing)
RemoveMovingField(x, y);
}
- if (IS_MASSIVE(element) || element == EL_FLAMES)
+ if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
continue;
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
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];
return;
}
+#if 0
+ printf("::: -> %d,%d [%d]\n", element, ACTION_IMPACT,
+ element_info[element].sound[ACTION_IMPACT]);
+
+ PlaySound(177);
+#endif
+
/* play sound of object that hits the ground */
if (lastline || object_hit)
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
+#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
{
SplashAcid(x, y);
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 &&
JustStopped[x][y])
if (TimeLeft <= 10 && setup.time_limit)
PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
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_DEFAULT_SMALL);
}
DrawAllPlayers();
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
+ player->is_digging = FALSE;
+
if (player->MovPos == 0)
player->Pushing = FALSE;
RaiseScoreElement(element);
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
if (level.time > 0)
{
TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
}
PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
break;
player->dynamite++;
RaiseScoreElement(EL_DYNAMITE);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
case EL_KEY4:
{
int key_nr = element - EL_KEY1;
+ int graphic = el2edimg(element);
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(element);
DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
case EL_EM_KEY4:
{
int key_nr = element - EL_EM_KEY1;
+ int graphic = el2edimg(EL_KEY1 + key_nr);
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(element);
DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
case EL_SPRING:
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)
player->push_delay = FrameCounter;
#if 0
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing && element != EL_SPRING)
+ !tape.playing &&
+ element != EL_SPRING)
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
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_DEFAULT_SMALL);
DrawLevelField(x, y);
PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
return MF_ACTION;
break;
default:
+ if (IS_PUSHABLE(element))
+ {
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
+
+ if (CAN_FALL(element) && dy)
+ 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 (dx && real_dy)
+ {
+ if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
+ return MF_NO_ACTION;
+ }
+ else if (dy && real_dx)
+ {
+ if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
+ return MF_NO_ACTION;
+ }
+
+ if (player->push_delay == 0)
+ player->push_delay = FrameCounter;
+
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ return MF_NO_ACTION;
+
+ RemoveField(x, y);
+ Feld[x + dx][y + dy] = element;
+
+ player->push_delay_value = 2 + RND(8);
+
+ DrawLevelField(x + dx, y + dy);
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+ break;
+ }
+
return MF_NO_ACTION;
}
player->push_delay = 0;
+ if (Feld[x][y] != element) /* really digged something */
+ player->is_digging = TRUE;
+
return MF_MOVING;
}
player->Pushing = FALSE;
player->snapped = FALSE;
+ player->is_digging = FALSE;
return FALSE;
}
return FALSE;
player->snapped = TRUE;
+ player->is_digging = FALSE;
DrawLevelField(x, y);
BackToFront();
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
if (game.emulation == EMU_SUPAPLEX)
{
local_player->score += value;
DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
}
void RaiseScoreElement(int element)