(s)==SND_TYGER || (s)==SND_VOYAGER || \
(s)==SND_TWILIGHT)
-/* score for elements */
-#define SC_EDELSTEIN 0
-#define SC_DIAMANT 1
-#define SC_KAEFER 2
-#define SC_FLIEGER 3
-#define SC_MAMPFER 4
-#define SC_ROBOT 5
-#define SC_PACMAN 6
-#define SC_KOKOSNUSS 7
-#define SC_DYNAMIT 8
-#define SC_SCHLUESSEL 9
-#define SC_ZEITBONUS 10
+/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
-/* values for game_emulation */
-#define EMU_NONE 0
-#define EMU_BOULDERDASH 1
-#define EMU_SOKOBAN 2
+#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
-/* to control special behaviour of certain game elements */
-int game_emulation = EMU_NONE;
+/* game button identifiers */
+#define GAME_CTRL_ID_STOP 0
+#define GAME_CTRL_ID_PAUSE 1
+#define GAME_CTRL_ID_PLAY 2
+#define SOUND_CTRL_ID_MUSIC 3
+#define SOUND_CTRL_ID_LOOPS 4
+#define SOUND_CTRL_ID_SIMPLE 5
+
+#define NUM_GAME_BUTTONS 6
+
+/* forward declaration for internal use */
+static void CheckGravityMovement(struct PlayerInfo *);
+
+static void MapGameButtons();
+static void HandleGameButtons(struct GadgetInfo *);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+
void GetPlayerConfig()
{
if (sound_status == SOUND_OFF)
InitJoysticks();
}
+static void InitField(int x, int y, boolean init_game)
+{
+ switch (Feld[x][y])
+ {
+ case EL_SPIELFIGUR:
+ case EL_SP_MURPHY:
+ 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)
+ {
+ struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
+ int jx = player->jx, jy = player->jy;
+
+ player->present = TRUE;
+
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
+
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Feld[x][y];
+
+ if (options.verbose)
+ {
+ 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_LEERRAUM;
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+ 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;
+ break;
+
+ case EL_KAEFER_R:
+ case EL_KAEFER_O:
+ case EL_KAEFER_L:
+ case EL_KAEFER_U:
+ case EL_KAEFER:
+ case EL_FLIEGER_R:
+ case EL_FLIEGER_O:
+ case EL_FLIEGER_L:
+ case EL_FLIEGER_U:
+ case EL_FLIEGER:
+ case EL_BUTTERFLY_R:
+ case EL_BUTTERFLY_O:
+ case EL_BUTTERFLY_L:
+ case EL_BUTTERFLY_U:
+ case EL_BUTTERFLY:
+ case EL_FIREFLY_R:
+ case EL_FIREFLY_O:
+ case EL_FIREFLY_L:
+ case EL_FIREFLY_U:
+ case EL_FIREFLY:
+ case EL_PACMAN_R:
+ case EL_PACMAN_O:
+ case EL_PACMAN_L:
+ case EL_PACMAN_U:
+ case EL_MAMPFER:
+ case EL_MAMPFER2:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_SP_SNIKSNAK:
+ case EL_SP_ELECTRON:
+ InitMovDir(x, y);
+ break;
+
+ case EL_AMOEBE_VOLL:
+ case EL_AMOEBE_BD:
+ InitAmoebaNr(x, y);
+ break;
+
+ case EL_TROPFEN:
+ if (y == lev_fieldy - 1)
+ {
+ Feld[x][y] = EL_AMOEBING;
+ Store[x][y] = EL_AMOEBE_NASS;
+ }
+ break;
+
+ case EL_DYNAMIT:
+ MovDelay[x][y] = 96;
+ break;
+
+ case EL_BIRNE_AUS:
+ local_player->lights_still_needed++;
+ break;
+
+ case EL_SOKOBAN_FELD_LEER:
+ local_player->sokobanfields_still_needed++;
+ break;
+
+ case EL_MAULWURF:
+ case EL_PINGUIN:
+ local_player->friends_still_needed++;
+ break;
+
+ case EL_SCHWEIN:
+ case EL_DRACHE:
+ MovDir[x][y] = 1 << RND(4);
+ break;
+
+ case EL_SP_EMPTY:
+ Feld[x][y] = EL_LEERRAUM;
+ break;
+
+ case EL_EM_KEY_1_FILE:
+ Feld[x][y] = EL_EM_KEY_1;
+ break;
+ case EL_EM_KEY_2_FILE:
+ Feld[x][y] = EL_EM_KEY_2;
+ break;
+ case EL_EM_KEY_3_FILE:
+ Feld[x][y] = EL_EM_KEY_3;
+ break;
+ case EL_EM_KEY_4_FILE:
+ Feld[x][y] = EL_EM_KEY_4;
+ break;
+
+ default:
+ break;
+ }
+}
+
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 */
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
player->action = 0;
player->effective_action = 0;
+ player->programmed_action = 0;
player->score = 0;
- player->gems_still_needed = level.edelsteine;
+ player->gems_still_needed = level.gems_needed;
player->sokobanfields_still_needed = 0;
player->lights_still_needed = 0;
player->friends_still_needed = 0;
player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
- player->snapped = FALSE;
+ player->move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
- player->gone = FALSE;
+ player->snapped = FALSE;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
ZX = ZY = -1;
- MampferNr = 0;
+ game.yam_content_nr = 0;
FrameCounter = 0;
TimeFrames = 0;
+ TimePlayed = 0;
TimeLeft = level.time;
ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
ScreenGfxPos = 0;
- AllPlayersGone = SiebAktiv = FALSE;
+ ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
+
+ AllPlayersGone = FALSE;
+ game.magic_wall_active = FALSE;
+ game.magic_wall_time_left = 0;
for (i=0; i<MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
}
}
- for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
+ for(y=0; y<lev_fieldy; y++)
{
- if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
- emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
- emulate_sb = FALSE;
-
- switch (Feld[x][y])
+ for(x=0; x<lev_fieldx; x++)
{
- case EL_SPIELFIGUR:
- Feld[x][y] = EL_SPIELER1;
- /* no break! */
- case EL_SPIELER1:
- case EL_SPIELER2:
- case EL_SPIELER3:
- case EL_SPIELER4:
- {
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
- int jx = player->jx, jy = player->jy;
-
- player->present = TRUE;
-
- /*
- if (!network_playing || player->connected)
- */
-
- if (!options.network || player->connected)
- {
- player->active = TRUE;
-
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
-
- StorePlayer[x][y] = Feld[x][y];
-
- if (options.verbose)
- {
- 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_LEERRAUM;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
-
- 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;
- break;
- case EL_KAEFER_R:
- case EL_KAEFER_O:
- case EL_KAEFER_L:
- case EL_KAEFER_U:
- case EL_KAEFER:
- case EL_FLIEGER_R:
- case EL_FLIEGER_O:
- case EL_FLIEGER_L:
- case EL_FLIEGER_U:
- case EL_FLIEGER:
- case EL_BUTTERFLY_R:
- case EL_BUTTERFLY_O:
- case EL_BUTTERFLY_L:
- case EL_BUTTERFLY_U:
- case EL_BUTTERFLY:
- case EL_FIREFLY_R:
- case EL_FIREFLY_O:
- case EL_FIREFLY_L:
- case EL_FIREFLY_U:
- case EL_FIREFLY:
- case EL_PACMAN_R:
- case EL_PACMAN_O:
- case EL_PACMAN_L:
- case EL_PACMAN_U:
- case EL_MAMPFER:
- case EL_MAMPFER2:
- case EL_ROBOT:
- case EL_PACMAN:
- InitMovDir(x, y);
- break;
- case EL_AMOEBE_VOLL:
- case EL_AMOEBE_BD:
- InitAmoebaNr(x, y);
- break;
- case EL_TROPFEN:
- if (y == lev_fieldy - 1)
- {
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
- }
- break;
- case EL_DYNAMIT:
- MovDelay[x][y] = 96;
- break;
- case EL_BIRNE_AUS:
- local_player->lights_still_needed++;
- break;
- case EL_SOKOBAN_FELD_LEER:
- local_player->sokobanfields_still_needed++;
- break;
- case EL_MAULWURF:
- case EL_PINGUIN:
- local_player->friends_still_needed++;
- break;
- case EL_SCHWEIN:
- case EL_DRACHE:
- MovDir[x][y] = 1 << RND(4);
- break;
- default:
- break;
+ if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+ emulate_bd = FALSE;
+ if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+ emulate_sb = FALSE;
+ if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+ emulate_sp = FALSE;
+
+ InitField(x, y, TRUE);
}
}
}
}
- game_emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN : EMU_NONE);
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
+ if (BorderElement == EL_LEERRAUM)
+ {
+ SBX_Left = 0;
+ SBX_Right = lev_fieldx - SCR_FIELDX;
+ SBY_Upper = 0;
+ SBY_Lower = lev_fieldy - SCR_FIELDY;
+ }
+ else
+ {
+ SBX_Left = -1;
+ SBX_Right = lev_fieldx - SCR_FIELDX + 1;
+ SBY_Upper = -1;
+ SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+ }
+
+ if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
- scroll_x = scroll_y = -1;
- if (local_player->jx >= MIDPOSX-1)
- scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
+ 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 :
- lev_fieldx - SCR_FIELDX + 1);
- if (local_player->jy >= MIDPOSY-1)
- scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
+ SBX_Right);
+ if (local_player->jy >= SBY_Upper + MIDPOSY)
+ scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
local_player->jy - MIDPOSY :
- lev_fieldy - SCR_FIELDY + 1);
+ SBY_Lower);
CloseDoor(DOOR_CLOSE_1);
DrawAllPlayers();
FadeToFront();
- XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
- DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
- DrawTextExt(pix[PIX_DB_DOOR], gc,
- DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
- int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR], gc,
- DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
- int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR], gc,
- DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR], gc,
- DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR], gc,
- DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-
- DrawGameButton(BUTTON_GAME_STOP);
- DrawGameButton(BUTTON_GAME_PAUSE);
- DrawGameButton(BUTTON_GAME_PLAY);
- DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
- DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
- DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
+
+#if 1
+
+ if (setup.soft_scrolling)
+ XCopyArea(display, fieldbuffer, backbuffer, gc,
+ FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+
+#endif
+
+
+ /* copy default game door content to main double buffer */
+ XCopyArea(display, pix[PIX_DOOR], drawto, gc,
+ 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);
+ else
+ DrawText(DX + XX_LEVEL - 1, DY + YY_LEVEL + 1,
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+
+ 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);
+
+ UnmapGameButtons();
+ 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;
+ MapGameButtons();
+ MapTapeButtons();
+
+ /* copy actual game door content to door double buffer for OpenDoor() */
XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
- DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
- GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
- DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
- DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
+ DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
- OpenDoor(DOOR_OPEN_1);
+ OpenDoor(DOOR_OPEN_ALL);
if (setup.sound_music)
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
if (options.verbose)
{
for (i=0; i<4; i++)
- printf("Spieler %d %saktiv.\n",
- i+1, (stored_player[i].active ? "" : "nicht "));
+ printf("Player %d %sactive.\n",
+ i + 1, (stored_player[i].active ? "" : "not "));
}
}
Feld[x][y] = EL_KAEFER;
MovDir[x][y] = direction[0][element - EL_KAEFER_R];
break;
+
case EL_FLIEGER_R:
case EL_FLIEGER_O:
case EL_FLIEGER_L:
Feld[x][y] = EL_FLIEGER;
MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
break;
+
case EL_BUTTERFLY_R:
case EL_BUTTERFLY_O:
case EL_BUTTERFLY_L:
Feld[x][y] = EL_BUTTERFLY;
MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
break;
+
case EL_FIREFLY_R:
case EL_FIREFLY_O:
case EL_FIREFLY_L:
Feld[x][y] = EL_FIREFLY;
MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
break;
+
case EL_PACMAN_R:
case EL_PACMAN_O:
case EL_PACMAN_L:
Feld[x][y] = EL_PACMAN;
MovDir[x][y] = direction[0][element - EL_PACMAN_R];
break;
+
+ case EL_SP_SNIKSNAK:
+ MovDir[x][y] = MV_UP;
+ break;
+
+ case EL_SP_ELECTRON:
+ MovDir[x][y] = MV_LEFT;
+ break;
+
default:
MovDir[x][y] = 1 << RND(4);
if (element != EL_KAEFER &&
MovDir[x][y] = direction[0][i];
break;
}
- else if (element == EL_FLIEGER || element == EL_FIREFLY)
+ else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
MovDir[x][y] = direction[1][i];
break;
{
if (!setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
- if (TimeLeft && !(TimeLeft % 10))
+ if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
TimeLeft -= 10;
if (setup.sound_loops)
StopSound(SND_SIRR);
}
+ else if (level.time == 0) /* level without time limit */
+ {
+ if (setup.sound_loops)
+ PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
+
+ while(TimePlayed < 999)
+ {
+ if (!setup.sound_loops)
+ PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
+ if (TimePlayed < 999 && !(TimePlayed % 10))
+ RaiseScore(level.score[SC_ZEITBONUS]);
+ if (TimePlayed < 900 && !(TimePlayed % 10))
+ TimePlayed += 10;
+ else
+ TimePlayed++;
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ BackToFront();
+ Delay(10);
+ }
+
+ if (setup.sound_loops)
+ StopSound(SND_SIRR);
+ }
FadeSounds();
BackToFront();
}
-boolean NewHiScore()
+int NewHiScore()
{
int k, l;
int position = -1;
return element;
}
+static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
+{
+ /* like MovingOrBlocked2Element(), but if element is moving
+ and (x,y) is the field the moving element is just leaving,
+ return EL_BLOCKED instead of the element value */
+ int element = Feld[x][y];
+
+ if (IS_MOVING(x, y))
+ {
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ return EL_BLOCKED;
+ }
+ else
+ return element;
+}
+
static void RemoveField(int x, int y)
{
Feld[x][y] = EL_LEERRAUM;
phase = 7 - phase;
}
- if (Store[x][y])
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(sx, sy, GFX_SP_DISK_RED);
+ else if (Store[x][y])
DrawGraphicThruMask(sx, sy, graphic + phase);
else
DrawGraphic(sx, sy, graphic + phase);
int num_phase = 9, delay = 2;
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
{
RemoveMovingField(x, y);
}
- if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
+ if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
continue;
if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
Store[x][y] = EL_EDELSTEIN_GELB;
break;
}
+
+ if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_LEERRAUM;
}
else if (center_element == EL_MAULWURF)
Store[x][y] = EL_EDELSTEIN_ROT;
Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
else if (center_element == EL_BUTTERFLY)
Store[x][y] = EL_EDELSTEIN_BD;
+ else if (center_element == EL_SP_ELECTRON)
+ Store[x][y] = EL_SP_INFOTRON;
else if (center_element == EL_MAMPFER)
- Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
+ Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
else if (center_element == EL_AMOEBA2DIAM)
- Store[x][y] = level.amoebe_inhalt;
+ Store[x][y] = level.amoeba_content;
else if (element == EL_ERZ_EDEL)
Store[x][y] = EL_EDELSTEIN;
else if (element == EL_ERZ_DIAM)
}
if (center_element == EL_MAMPFER)
- MampferNr = (MampferNr+1) % 4;
+ game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
return;
}
x = ex;
y = ey;
- Frame[x][y] = (phase<last_phase ? phase+1 : 0);
+ Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
- if (phase == half_phase)
+ if (phase == first_phase_after_start)
+ {
+ int element = Store2[x][y];
+
+ if (element == EL_BLACK_ORB)
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ }
+ else if (phase == half_phase)
{
int element = Store2[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;
+ InitField(x, y, FALSE);
if (CAN_MOVE(element) || COULD_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
}
- 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 (phase == delay)
ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
- DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
}
}
int y = ey+j*xy[i%4][1];
int element;
- if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
+ if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
break;
element = Feld[x][y];
{
int element = Feld[x][y];
- PlaySoundLevel(x, y, SND_ROAAAR);
+ if (game.emulation == EMU_SUPAPLEX)
+ PlaySoundLevel(x, y, SND_SP_BOOOM);
+ else
+ PlaySoundLevel(x, y, SND_ROAAAR);
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
element = EL_LEERRAUM;
return;
}
- if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
+ if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
+ (lastline || object_hit)) /* element is bomb */
{
Bang(x, y);
return;
if (!lastline && object_hit) /* check which object was hit */
{
if (CAN_CHANGE(element) &&
- (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
- SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
+ (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
+ {
+ int x, y;
+ int activated_magic_wall =
+ (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
+
+ /* 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;
+
+ game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+ game.magic_wall_active = TRUE;
+ }
if (IS_PLAYER(x, y+1))
{
return;
}
}
- else if (element == EL_FELSBROCKEN)
+ else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
{
- if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
- smashed == EL_SCHWEIN || smashed == EL_DRACHE)
+ if (IS_ENEMY(smashed) ||
+ smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
+ smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
{
Bang(x, y+1);
return;
case EL_EDELSTEIN_ROT:
case EL_EDELSTEIN_LILA:
case EL_DIAMANT:
+ case EL_SP_INFOTRON:
sound = SND_PLING;
break;
case EL_KOKOSNUSS:
case EL_FELSBROCKEN:
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:
else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
MovDelay[x][y] = 1;
}
- else if (element == EL_FLIEGER || element == EL_FIREFLY)
+ else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
TestIfBadThingHitsOtherBadThing(x, y);
!IS_FREE_OR_PLAYER(move_x, move_y))
MovDir[x][y] = right_dir;
- if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
+ if ((element == EL_FLIEGER ||
+ 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) */
MovDelay[x][y] = 1;
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
- if (!player->active || player->gone)
+ if (!player->active)
continue;
if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
{
struct PlayerInfo *player = &stored_player[i];
- if (player->active && !player->gone &&
- player->Pushing && player->MovPos)
+ if (player->active && player->Pushing && player->MovPos)
{
int next_jx = player->jx + (player->jx - player->last_jx);
int next_jy = player->jy + (player->jy - player->last_jy);
Store2[x][y] = 0;
}
}
- else if (SiebAktiv && CAN_CHANGE(element) &&
+ else if (CAN_CHANGE(element) &&
(Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
{
InitMovingField(x, y, MV_DOWN);
if (left || right)
{
- if (left && right && game_emulation != EMU_BOULDERDASH)
+ if (left && right && game.emulation != EMU_BOULDERDASH)
left = !(right = RND(2));
InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
{
TurnRound(x, y);
- if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
+ if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON))
DrawLevelField(x, y);
}
}
{
MovDelay[x][y]--;
- if (element == EL_ROBOT || element == EL_MAMPFER ||
- element == EL_MAMPFER2)
+ if (element == EL_ROBOT ||
+ element == EL_MAMPFER || element == EL_MAMPFER2)
{
int phase = MovDelay[x][y] % 8;
&& MovDelay[x][y]%4 == 3)
PlaySoundLevel(x, y, SND_NJAM);
}
+ else if (element == EL_SP_ELECTRON)
+ DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
else if (element == EL_DRACHE)
{
int i;
TurnRound(x, y);
- if (element == EL_KAEFER || element == EL_FLIEGER)
+ if (element == EL_KAEFER || element == EL_FLIEGER ||
+ 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_SP_ELECTRON)
+ DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
return;
}
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX/8;
- if (CAN_FALL(element) && horiz_move)
+ if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
step*=2;
else if (element == EL_TROPFEN)
step/=2;
else if (Store[x][y] == EL_SIEB_VOLL)
{
Store[x][y] = 0;
- element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
+ element = Feld[newx][newy] =
+ (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
}
else if (Store[x][y] == EL_SIEB_LEER)
{
Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
+ Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
}
else if (Store[x][y] == EL_SIEB2_VOLL)
{
Store[x][y] = 0;
- element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
+ element = Feld[newx][newy] =
+ (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
}
else if (Store[x][y] == EL_SIEB2_LEER)
{
Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
+ Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
}
else if (Store[x][y] == EL_SALZSAEURE)
{
for (i=0; i<4; i++)
{
- int x = ax+xy[i%4][0];
- int y = ay+xy[i%4][1];
+ int x = ax + xy[i][0];
+ int y = ay + xy[i][1];
if (!IN_LEV_FIELD(x, y))
continue;
- if (Feld[x][y] == element && AmoebaNr[x][y]>0)
+ if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
group_nr = AmoebaNr[x][y];
}
{ 0, +1 }
};
- if (!new_group_nr)
+ if (new_group_nr == 0)
return;
for (i=0; i<4; i++)
{
- x = ax+xy[i%4][0];
- y = ay+xy[i%4][1];
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
if (!IN_LEV_FIELD(x, y))
continue;
{
int old_group_nr = AmoebaNr[x][y];
+ if (old_group_nr == 0)
+ return;
+
AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
AmoebaCnt[old_group_nr] = 0;
AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
AmoebaCnt2[old_group_nr] = 0;
- for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
- if (AmoebaNr[xx][yy] == old_group_nr)
- AmoebaNr[xx][yy] = new_group_nr;
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
+ }
+ }
}
}
}
void AmoebeUmwandeln(int ax, int ay)
{
int i, x, y;
- int group_nr = AmoebaNr[ax][ay];
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
if (Feld[ax][ay] == EL_AMOEBE_TOT)
{
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ int group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+ if (group_nr == 0)
{
- if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA2DIAM;
+ printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandeln(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA2DIAM;
+ }
}
}
Bang(ax, ay);
}
else
{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
for (i=0; i<4; i++)
{
- x = ax+xy[i%4][0];
- y = ay+xy[i%4][1];
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
if (!IN_LEV_FIELD(x, y))
continue;
}
}
-void AmoebeUmwandeln2(int ax, int ay, int new_element)
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
{
int x, y;
int group_nr = AmoebaNr[ax][ay];
boolean done = FALSE;
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+#ifdef DEBUG
+ if (group_nr == 0)
{
- if (AmoebaNr[x][y] == group_nr &&
- (Feld[x][y] == EL_AMOEBE_TOT ||
- Feld[x][y] == EL_AMOEBE_BD ||
- Feld[x][y] == EL_AMOEBING))
+ printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
{
- AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
- DrawLevelField(x, y);
- done = TRUE;
+ if (AmoebaNr[x][y] == group_nr &&
+ (Feld[x][y] == EL_AMOEBE_TOT ||
+ Feld[x][y] == EL_AMOEBE_BD ||
+ Feld[x][y] == EL_AMOEBING))
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = new_element;
+ InitField(x, y, FALSE);
+ DrawLevelField(x, y);
+ done = TRUE;
+ }
}
}
void AmoebeWaechst(int x, int y)
{
- static long sound_delay = 0;
- static int sound_delay_value = 0;
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new growing cycle */
{
{
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);
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
{ 0, +1 }
};
- if (!level.tempo_amoebe)
+ if (!level.amoeba_speed)
{
Feld[ax][ay] = EL_AMOEBE_TOT;
DrawLevelField(ax, ay);
}
if (!MovDelay[ax][ay]) /* start making new amoeba field */
- MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
{
if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
{
int start = RND(4);
- int x = ax+xy[start][0];
- int y = ay+xy[start][1];
+ int x = ax + xy[start][0];
+ int y = ay + xy[start][1];
if (!IN_LEV_FIELD(x, y))
return;
if (newax == ax && neway == ay)
return;
}
- else /* normal or "filled" amoeba */
+ else /* normal or "filled" (BD style) amoeba */
{
int start = RND(4);
boolean waiting_for_player = FALSE;
for (i=0; i<4; i++)
{
- int j = (start+i)%4;
- int x = ax+xy[j][0];
- int y = ay+xy[j][1];
+ int j = (start + i) % 4;
+ int x = ax + xy[j][0];
+ int y = ay + xy[j][1];
if (!IN_LEV_FIELD(x, y))
continue;
waiting_for_player = TRUE;
}
- if (newax == ax && neway == ay)
+ if (newax == ax && neway == ay) /* amoeba cannot grow */
{
- if (i == 4 && !waiting_for_player)
+ if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
{
Feld[ax][ay] = EL_AMOEBE_TOT;
DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
- if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
{
if (element == EL_AMOEBE_VOLL)
AmoebeUmwandeln(ax, ay);
else if (element == EL_AMOEBE_BD)
- AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
+ AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
}
}
return;
}
else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
{
+ /* amoeba gets larger by growing in some direction */
+
int new_group_nr = AmoebaNr[ax][ay];
+#ifdef DEBUG
+ if (new_group_nr == 0)
+ {
+ printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+ printf("AmoebeAbleger(): This should never happen!\n");
+ return;
+ }
+#endif
+
AmoebaNr[newax][neway] = new_group_nr;
AmoebaCnt[new_group_nr]++;
AmoebaCnt2[new_group_nr]++;
+
+ /* if amoeba touches other amoeba(s) after growing, unify them */
AmoebenVereinigen(newax, neway);
- if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
+ if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
{
- AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
+ AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
return;
}
}
}
- if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
- (neway == lev_fieldy-1 && newax!=ax))
+ if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
+ (neway == lev_fieldy - 1 && newax != ax))
{
Feld[newax][neway] = EL_AMOEBING;
Store[newax][neway] = element;
void Ablenk(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
if (MovDelay[x][y]) /* wait some time before next frame */
{
void SiebAktivieren(int x, int y, int typ)
{
- if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y),
- (typ == 1 ? GFX_SIEB_VOLL :
- GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
+ int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
+
+ DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
}
void AusgangstuerPruefen(int x, int y)
}
}
+static void CheckBuggyBase(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element == EL_SP_BUG)
+ {
+ if (!MovDelay[x][y]) /* start activating buggy base */
+ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+
+ if (MovDelay[x][y]) /* wait some time before activating base */
+ {
+ 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;
+
+ Feld[x][y] = EL_SP_BUG_ACTIVE;
+ }
+ }
+ else if (element == EL_SP_BUG_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]) /* wait some time before activating 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)))
+ DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+
+ 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_BUG);
+ break;
+ }
+ }
+
+ return;
+ }
+
+ Feld[x][y] = EL_SP_BUG;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
- if (!player->active || player->gone || tape.pausing)
+ if (!player->active || tape.pausing)
return;
if (player_action)
player_action &= JOY_BUTTON;
stored_player_action[player->index_nr] = player_action;
-
-#if 0
- /* this allows cycled sequences of PlayerActions() */
- if (num_stored_actions >= MAX_PLAYERS)
- {
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
-#endif
-
}
else if (tape.playing && snapped)
SnapField(player, 0, 0); /* stop snapping */
}
else
{
+ /* no actions for this player (no input at player's configured device) */
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
- if (++player->frame_reset_delay > MoveSpeed)
+ CheckGravityMovement(player);
+
+ if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
void GameActions()
{
- static long action_delay = 0;
- long action_delay_value;
+ static unsigned long action_delay = 0;
+ unsigned long action_delay_value;
int sieb_x = 0, sieb_y = 0;
int i, x, y, element;
byte *recorded_player_action;
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- /*
- if (tape.playing && tape.fast_forward)
- {
- char buf[100];
-
- sprintf(buf, "FFWD: %ld ms", action_delay_value);
- print_debug(buf);
- }
- */
-
+ /* ---------- main game synchronization point ---------- */
- /* main game synchronization point */
-
-
-
-
-#if 1
WaitUntilDelayReached(&action_delay, action_delay_value);
-#else
- /*
- while (!DelayReached(&action_delay, action_delay_value));
- */
-
- while (!DelayReached(&action_delay, action_delay_value))
- {
- char buf[100];
-
- sprintf(buf, "%ld %ld %ld",
- Counter(), action_delay, action_delay_value);
- print_debug(buf);
- }
- print_debug("done");
-
-
-#endif
-
-
-
if (network_playing && !network_player_action_received)
{
}
}
-
- /*
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- */
-
if (tape.pausing)
return;
{
int actual_player_action = stored_player[i].effective_action;
+ if (stored_player[i].programmed_action)
+ actual_player_action = stored_player[i].programmed_action;
+
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
ScrollScreen(NULL, SCROLL_GO_ON);
- /*
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- */
-
-
-
-
#ifdef DEBUG
- /*
- if (TimeFrames == 0 && !local_player->gone)
+#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",
- level.time - TimeLeft,
- last_RND(),
- getStateCheckSum(level.time - TimeLeft));
+ TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
}
- */
#endif
-
-
+#endif
#ifdef DEBUG
- /*
+#if 0
if (GameFrameDelay >= 500)
printf("FrameCounter == %d\n", FrameCounter);
- */
#endif
-
-
+#endif
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
{
- printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
+ printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
printf("GameActions(): This should never happen!\n");
MauerAbleger(x, y);
else if (element == EL_BURNING)
CheckForDragon(x, y);
-
- if (SiebAktiv)
+ else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
+ CheckBuggyBase(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);
+
+ if (game.magic_wall_active)
{
boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
}
}
- if (SiebAktiv)
+ if (game.magic_wall_active)
{
- if (!(SiebAktiv%4))
+ if (!(game.magic_wall_time_left % 4))
PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
- SiebAktiv--;
- if (!SiebAktiv)
+
+ if (game.magic_wall_time_left > 0)
{
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ game.magic_wall_time_left--;
+ if (!game.magic_wall_time_left)
{
- element = Feld[x][y];
- if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
- {
- Feld[x][y] = EL_SIEB_TOT;
- DrawLevelField(x, y);
- }
- else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
- Feld[x][y] = EL_SIEB2_TOT;
- DrawLevelField(x, y);
+ element = Feld[x][y];
+ if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
+ {
+ Feld[x][y] = EL_SIEB_TOT;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
+ {
+ Feld[x][y] = EL_SIEB2_TOT;
+ DrawLevelField(x, y);
+ }
}
+
+ game.magic_wall_active = FALSE;
}
}
}
- if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
+ if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
{
TimeFrames = 0;
- TimeLeft--;
+ TimePlayed++;
if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
- if (TimeLeft<=10)
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ if (TimeLeft <= 10)
+ PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
- if (!TimeLeft)
- for (i=0; i<MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+
+ if (!TimeLeft)
+ for (i=0; i<MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+ else if (level.time == 0) /* level without time limit */
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
}
DrawAllPlayers();
{
int jx = stored_player[i].jx, jy = stored_player[i].jy;
- if (!stored_player[i].active || stored_player[i].gone ||
- &stored_player[i] == player)
+ if (!stored_player[i].active || &stored_player[i] == player)
continue;
min_x = MIN(min_x, jx);
{
int jx = stored_player[i].jx, jy = stored_player[i].jy;
- if (!stored_player[i].active || stored_player[i].gone)
+ if (!stored_player[i].active)
continue;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
redraw_mask |= REDRAW_FIELD;
}
+static void CheckGravityMovement(struct PlayerInfo *player)
+{
+ if (level.gravity && !player->programmed_action)
+ {
+ int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
+ int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
+ int move_dir =
+ (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
+ (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
+ (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
+ int jx = player->jx, jy = player->jy;
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int new_jx = jx + dx, new_jy = jy + dy;
+ boolean field_under_player_is_free =
+ (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+ 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));
+
+ if (field_under_player_is_free && !player_is_moving_to_valid_field)
+ player->programmed_action = MV_DOWN;
+ }
+}
+
boolean MoveFigureOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
int element;
int can_move;
- if (player->gone || (!dx && !dy))
+ if (!player->active || (!dx && !dy))
return MF_NO_ACTION;
player->MovDir = (dx < 0 ? MV_LEFT :
if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
return MF_NO_ACTION;
+#if 0
element = MovingOrBlocked2Element(new_jx, new_jy);
+#else
+ element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+#endif
if (DONT_GO_TO(element))
{
jy = player->jy = new_jy;
StorePlayer[jx][jy] = player->element_nr;
- player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
+ player->MovPos =
+ (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
ScrollFigure(player, SCROLL_INIT);
int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
- if (player->gone || (!dx && !dy))
+ if (!player->active || (!dx && !dy))
return FALSE;
- if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !tape.playing)
return FALSE;
+ /* remove the last programmed player action */
+ player->programmed_action = 0;
+
if (player->MovPos)
{
/* should only happen if pre-1.2 tape recordings are played */
/* this is only for backward compatibility */
+ int original_move_delay_value = player->move_delay_value;
+
#if DEBUG
printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
#endif
+ /* scroll remaining steps with finest movement resolution */
+ player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+
while (player->MovPos)
{
ScrollFigure(player, SCROLL_GO_ON);
DrawAllPlayers();
BackToFront();
}
+
+ player->move_delay_value = original_move_delay_value;
}
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
if (jx != old_jx) /* player has moved horizontally */
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
/* don't scroll over playfield boundaries */
- if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
- scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
/* don't scroll more than one field at a time */
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
}
else /* player has moved vertically */
{
- if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
/* don't scroll over playfield boundaries */
- if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
- scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
/* don't scroll more than one field at a time */
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
player->last_move_dir = player->MovDir;
}
else
+ {
+ CheckGravityMovement(player);
+
player->last_move_dir = MV_NO_MOVING;
+ }
TestIfHeroHitsBadThing(jx, jy);
- if (player->gone)
+ if (!player->active)
RemoveHero(player);
return moved;
{
int jx = player->jx, jy = player->jy;
int last_jx = player->last_jx, last_jy = player->last_jy;
+ int move_stepsize = TILEX / player->move_delay_value;
- if (!player->active || player->gone || !player->MovPos)
+ if (!player->active || !player->MovPos)
return;
if (mode == SCROLL_INIT)
{
player->actual_frame_counter = FrameCounter;
- player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if (Feld[last_jx][last_jy] == EL_LEERRAUM)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
- player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ 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;
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+
DrawPlayer(player);
- if (!player->MovPos)
+ if (player->MovPos == 0)
{
+ if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+ {
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
+
+ /* be able to make the next move without delay */
+ player->move_delay = 0;
+ }
+
player->last_jx = jx;
player->last_jy = jy;
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static long screen_frame_counter = 0;
+ static unsigned long screen_frame_counter = 0;
if (mode == SCROLL_INIT)
{
+ /* set scrolling step size according to actual player's moving speed */
+ ScrollStepSize = TILEX / player->move_delay_value;
+
screen_frame_counter = FrameCounter;
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
if (ScreenMovPos)
{
- ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
redraw_mask |= REDRAW_FIELD;
}
if (!IN_LEV_FIELD(x, y))
continue;
+#if 0
element = Feld[x][y];
+#else
+ element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+#endif
if (DONT_TOUCH(element))
{
{
int jx = player->jx, jy = player->jy;
- if (player->gone)
+ if (!player->active)
return;
if (IS_PFORTE(Feld[jx][jy]))
{
int jx = player->jx, jy = player->jy;
- if (player->gone)
+ if (!player->active)
return;
PlaySoundLevel(jx, jy, SND_AUTSCH);
int jx = player->jx, jy = player->jy;
int i, found = FALSE;
- player->gone = TRUE;
+ player->present = FALSE;
+ player->active = FALSE;
+
StorePlayer[jx][jy] = 0;
for (i=0; i<MAX_PLAYERS; i++)
- if (stored_player[i].active && !stored_player[i].gone)
+ if (stored_player[i].active)
found = TRUE;
if (!found)
{
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
+ 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)
switch(element)
{
case EL_LEERRAUM:
+ PlaySoundLevel(x, y, SND_EMPTY);
break;
case EL_ERDREICH:
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);
break;
case EL_EDELSTEIN:
case EL_EDELSTEIN_ROT:
case EL_EDELSTEIN_LILA:
case EL_DIAMANT:
+ case EL_SP_INFOTRON:
RemoveField(x, y);
local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
if (local_player->gems_still_needed < 0)
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);
+ break;
+
+ case EL_SPEED_PILL:
+ RemoveField(x, y);
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNAMIT_AUS:
+ case EL_SP_DISK_RED:
RemoveField(x, y);
player->dynamite++;
RaiseScoreElement(EL_DYNAMIT);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- PlaySoundLevel(x, y, SND_PONG);
+ if (element == EL_SP_DISK_RED)
+ PlaySoundLevel(x, y, SND_SP_INFOTRON);
+ else
+ PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNABOMB_NR:
case EL_SCHLUESSEL3:
case EL_SCHLUESSEL4:
{
- int key_nr = element-EL_SCHLUESSEL1;
+ int key_nr = element - EL_SCHLUESSEL1;
+
+ RemoveField(x, y);
+ player->key[key_nr] = TRUE;
+ RaiseScoreElement(EL_SCHLUESSEL);
+ DrawMiniGraphicExt(drawto, gc,
+ DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(window, gc,
+ DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1+key_nr);
+ PlaySoundLevel(x, y, SND_PONG);
+ 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;
return MF_ACTION;
break;
+ case EL_SP_TERMINAL:
+ {
+ int xx, yy;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+ }
+ }
+
+ 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, PSND_MAX_RIGHT);
+ break;
+
case EL_FELSBROCKEN:
case EL_BOMBE:
case EL_KOKOSNUSS:
case EL_ZEIT_LEER:
+ case EL_SP_ZONK:
+ case EL_SP_DISK_ORANGE:
if (dy || mode == DF_SNAP)
return MF_NO_ACTION;
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_KLOPF);
break;
case EL_PFORTE2:
case EL_PFORTE3:
case EL_PFORTE4:
- if (!player->key[element-EL_PFORTE1])
+ if (!player->key[element - EL_PFORTE1])
return MF_NO_ACTION;
break;
case EL_PFORTE2X:
case EL_PFORTE3X:
case EL_PFORTE4X:
- if (!player->key[element-EL_PFORTE1X])
+ 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);
+
+ 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);
+
+ 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:
+ if ((dx == -1 &&
+ element != EL_SP_PORT1_LEFT &&
+ element != EL_SP_PORT2_LEFT &&
+ element != EL_SP_PORT_X &&
+ element != EL_SP_PORT_XY) ||
+ (dx == +1 &&
+ element != EL_SP_PORT1_RIGHT &&
+ element != EL_SP_PORT2_RIGHT &&
+ element != EL_SP_PORT_X &&
+ element != EL_SP_PORT_XY) ||
+ (dy == -1 &&
+ element != EL_SP_PORT1_UP &&
+ element != EL_SP_PORT2_UP &&
+ element != EL_SP_PORT_Y &&
+ element != EL_SP_PORT_XY) ||
+ (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))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
break;
case EL_AUSGANG_ZU:
PlaySoundLevel(x, y, SND_BUING);
- /*
- player->gone = TRUE;
- PlaySoundLevel(x, y, SND_BUING);
-
- if (!local_player->friends_still_needed)
- player->LevelSolved = player->GameOver = TRUE;
- */
-
break;
case EL_BIRNE_AUS:
case EL_SOKOBAN_FELD_VOLL:
case EL_SOKOBAN_OBJEKT:
case EL_SONDE:
+ case EL_SP_DISK_YELLOW:
if (mode == DF_SNAP)
return MF_NO_ACTION;
if (IS_SB_ELEMENT(element) &&
local_player->sokobanfields_still_needed == 0 &&
- game_emulation == EMU_SOKOBAN)
+ game.emulation == EMU_SOKOBAN)
{
player->LevelSolved = player->GameOver = TRUE;
PlaySoundLevel(x, y, SND_BUING);
default:
return MF_NO_ACTION;
- break;
}
player->push_delay = 0;
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
- if (player->gone || !IN_LEV_FIELD(x, y))
+ if (!player->active || !IN_LEV_FIELD(x, y))
return FALSE;
if (dx && dy)
int jx = player->jx, jy = player->jy;
int element;
- if (player->gone || player->MovPos)
+ if (!player->active || player->MovPos)
return FALSE;
element = Feld[jx][jy];
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+ {
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
+ else
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+ }
}
else
{
volume = PSND_MAX_VOLUME;
#ifndef MSDOS
- stereo = (sx-SCR_FIELDX/2)*12;
+ 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;
+ 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
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)/silence_distance;
+ volume -= volume * (dx > dy ? dx : dy) / silence_distance;
}
PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
break;
}
}
+
+/* ---------- new game button stuff ---------------------------------------- */
+
+/* graphic position values for game buttons */
+#define GAME_BUTTON_XSIZE 30
+#define GAME_BUTTON_YSIZE 30
+#define GAME_BUTTON_XPOS 5
+#define GAME_BUTTON_YPOS 215
+#define SOUND_BUTTON_XPOS 5
+#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
+
+#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
+#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
+#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
+#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
+#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+
+static struct
+{
+ int x, y;
+ int gadget_id;
+ char *infotext;
+} gamebutton_info[NUM_GAME_BUTTONS] =
+{
+ {
+ GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_STOP,
+ "stop game"
+ },
+ {
+ GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PAUSE,
+ "pause game"
+ },
+ {
+ GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PLAY,
+ "play game"
+ },
+ {
+ SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_MUSIC,
+ "background music on/off"
+ },
+ {
+ SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_LOOPS,
+ "sound loops on/off"
+ },
+ {
+ SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_SIMPLE,
+ "normal sounds on/off"
+ }
+};
+
+void CreateGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ {
+ Pixmap gd_pixmap = pix[PIX_DOOR];
+ struct GadgetInfo *gi;
+ int button_type;
+ boolean checked;
+ unsigned long event_mask;
+ int gd_xoffset, gd_yoffset;
+ int gd_x1, gd_x2, gd_y1, gd_y2;
+ int id = i;
+
+ gd_xoffset = gamebutton_info[i].x;
+ gd_yoffset = gamebutton_info[i].y;
+ gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
+ gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+
+ if (id == GAME_CTRL_ID_STOP ||
+ id == GAME_CTRL_ID_PAUSE ||
+ id == GAME_CTRL_ID_PLAY)
+ {
+ button_type = GD_TYPE_NORMAL_BUTTON;
+ checked = FALSE;
+ event_mask = GD_EVENT_RELEASED;
+ gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ }
+ else
+ {
+ button_type = GD_TYPE_CHECK_BUTTON;
+ checked =
+ ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
+ (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
+ (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+ event_mask = GD_EVENT_PRESSED;
+ gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
+ gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ }
+
+ gi = CreateGadget(GDI_CUSTOM_ID, id,
+ GDI_INFO_TEXT, gamebutton_info[i].infotext,
+ GDI_X, DX + gd_xoffset,
+ GDI_Y, DY + gd_yoffset,
+ GDI_WIDTH, GAME_BUTTON_XSIZE,
+ GDI_HEIGHT, GAME_BUTTON_YSIZE,
+ GDI_TYPE, button_type,
+ GDI_STATE, GD_BUTTON_UNPRESSED,
+ GDI_CHECKED, checked,
+ GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
+ GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
+ GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
+ GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
+ GDI_EVENT_MASK, event_mask,
+ GDI_CALLBACK_ACTION, HandleGameButtons,
+ GDI_END);
+
+ if (gi == NULL)
+ Error(ERR_EXIT, "cannot create gadget");
+
+ game_gadget[id] = gi;
+ }
+}
+
+static void MapGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ MapGadget(game_gadget[i]);
+}
+
+void UnmapGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ UnmapGadget(game_gadget[i]);
+}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ int id = gi->custom_id;
+
+ if (game_status != PLAYING)
+ return;
+
+ 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))
+ {
+#ifndef MSDOS
+ if (options.network)
+ SendToServer_StopPlaying();
+ else
+#endif
+ {
+ game_status = MAINMENU;
+ DrawMainMenu();
+ }
+ }
+ else
+ OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ break;
+
+ case GAME_CTRL_ID_PAUSE:
+ if (options.network)
+ {
+#ifndef MSDOS
+ if (tape.pausing)
+ SendToServer_ContinuePlaying();
+ else
+ SendToServer_PausePlaying();
+#endif
+ }
+ else
+ TapeTogglePause();
+ break;
+
+ case GAME_CTRL_ID_PLAY:
+ if (tape.pausing)
+ {
+#ifndef MSDOS
+ if (options.network)
+ SendToServer_ContinuePlaying();
+ else
+#endif
+ {
+ tape.pausing = FALSE;
+ DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+ }
+ }
+ break;
+
+ case SOUND_CTRL_ID_MUSIC:
+ if (setup.sound_music)
+ {
+ setup.sound_music = FALSE;
+ FadeSound(background_loop[level_nr % num_bg_loops]);
+ }
+ else if (sound_loops_allowed)
+ {
+ setup.sound = setup.sound_music = TRUE;
+ PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
+ }
+ break;
+
+ case SOUND_CTRL_ID_LOOPS:
+ if (setup.sound_loops)
+ setup.sound_loops = FALSE;
+ else if (sound_loops_allowed)
+ setup.sound = setup.sound_loops = TRUE;
+ break;
+
+ case SOUND_CTRL_ID_SIMPLE:
+ if (setup.sound_simple)
+ setup.sound_simple = FALSE;
+ else if (sound_status==SOUND_AVAILABLE)
+ setup.sound = setup.sound_simple = TRUE;
+ break;
+
+ default:
+ break;
+ }
+}