#include "joystick.h"
#include "network.h"
+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR FALSE
+
+/* for DigField() */
+#define DF_NO_PUSH 0
+#define DF_DIG 1
+#define DF_SNAP 2
+
+/* for MoveFigure() */
+#define MF_NO_ACTION 0
+#define MF_MOVING 1
+#define MF_ACTION 2
+
+/* for ScrollFigure() */
+#define SCROLL_INIT 0
+#define SCROLL_GO_ON 1
+
+/* for Explode() */
+#define EX_PHASE_START 0
+#define EX_NORMAL 0
+#define EX_CENTER 1
+#define EX_BORDER 2
+
+/* special positions in the game control window (relative to control window) */
+#define XX_LEVEL 37
+#define YY_LEVEL 20
+#define XX_EMERALDS 29
+#define YY_EMERALDS 54
+#define XX_DYNAMITE 29
+#define YY_DYNAMITE 89
+#define XX_KEYS 18
+#define YY_KEYS 123
+#define XX_SCORE 15
+#define YY_SCORE 159
+#define XX_TIME 29
+#define YY_TIME 194
+
+/* special positions in the game control window (relative to main window) */
+#define DX_LEVEL (DX + XX_LEVEL)
+#define DY_LEVEL (DY + YY_LEVEL)
+#define DX_EMERALDS (DX + XX_EMERALDS)
+#define DY_EMERALDS (DY + YY_EMERALDS)
+#define DX_DYNAMITE (DX + XX_DYNAMITE)
+#define DY_DYNAMITE (DY + YY_DYNAMITE)
+#define DX_KEYS (DX + XX_KEYS)
+#define DY_KEYS (DY + YY_KEYS)
+#define DX_SCORE (DX + XX_SCORE)
+#define DY_SCORE (DY + YY_SCORE)
+#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 player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
+
+#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))
+
+/* 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 CloseAllOpenTimegates(void);
+static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessShield(struct PlayerInfo *);
+
+static void MapGameButtons();
+static void HandleGameButtons(struct GadgetInfo *);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+
+
+
+#ifdef DEBUG
+#if 0
+static unsigned int getStateCheckSum(int counter)
+{
+ int x, y;
+ unsigned int mult = 1;
+ unsigned int checksum = 0;
+ /*
+ static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+ */
+ static boolean first_game = TRUE;
+
+ for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
+ {
+ /*
+ if (counter == 3)
+ {
+ if (first_game)
+ lastFeld[x][y] = Feld[x][y];
+ else if (lastFeld[x][y] != Feld[x][y])
+ printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
+ x, y, lastFeld[x][y], Feld[x][y]);
+ }
+ */
+
+ checksum += mult++ * Ur[x][y];
+ checksum += mult++ * Feld[x][y];
+
+ /*
+ checksum += mult++ * MovPos[x][y];
+ checksum += mult++ * MovDir[x][y];
+ checksum += mult++ * MovDelay[x][y];
+ checksum += mult++ * Store[x][y];
+ checksum += mult++ * Store2[x][y];
+ checksum += mult++ * StorePlayer[x][y];
+ checksum += mult++ * Frame[x][y];
+ checksum += mult++ * AmoebaNr[x][y];
+ checksum += mult++ * JustStopped[x][y];
+ checksum += mult++ * Stop[x][y];
+ */
+ }
+
+ if (counter == 3 && first_game)
+ first_game = FALSE;
+
+ return checksum;
+}
+#endif
+#endif
+
+
+
+
void GetPlayerConfig()
{
- int old_joystick_nr = joystick_nr;
+ if (sound_status == SOUND_OFF)
+ setup.sound = FALSE;
- if (sound_status==SOUND_OFF)
- local_player->setup &= ~SETUP_SOUND;
if (!sound_loops_allowed)
{
- local_player->setup &= ~SETUP_SOUND_LOOPS;
- local_player->setup &= ~SETUP_SOUND_MUSIC;
+ setup.sound_loops = FALSE;
+ setup.sound_music = FALSE;
}
- sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
- sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
- sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
- toons_on = SETUP_TOONS_ON(local_player->setup);
- direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
- fading_on = SETUP_FADING_ON(local_player->setup);
- autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
- joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
- quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
- scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
- soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
+ setup.sound_simple = setup.sound;
-#ifndef MSDOS
- if (joystick_nr != old_joystick_nr)
+ InitJoysticks();
+}
+
+static int getBeltNrFromElement(int element)
+{
+ return (element < EL_BELT2_LEFT ? 0 :
+ element < EL_BELT3_LEFT ? 1 :
+ element < EL_BELT4_LEFT ? 2 : 3);
+}
+
+static int getBeltNrFromSwitchElement(int element)
+{
+ return (element < EL_BELT2_SWITCH_LEFT ? 0 :
+ element < EL_BELT3_SWITCH_LEFT ? 1 :
+ element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
+}
+
+static int getBeltDirNrFromSwitchElement(int element)
+{
+ static int belt_base_element[4] =
+ {
+ EL_BELT1_SWITCH_LEFT,
+ EL_BELT2_SWITCH_LEFT,
+ EL_BELT3_SWITCH_LEFT,
+ EL_BELT4_SWITCH_LEFT
+ };
+
+ int belt_nr = getBeltNrFromSwitchElement(element);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
+
+ return (belt_dir_nr % 3);
+}
+
+static int getBeltDirFromSwitchElement(int element)
+{
+ static int belt_move_dir[3] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT
+ };
+
+ int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+
+ return belt_move_dir[belt_dir_nr];
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ switch (Feld[x][y])
{
- if (joystick_device)
- close(joystick_device);
- InitJoystick();
+ 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_RIGHT:
+ case EL_KAEFER_UP:
+ case EL_KAEFER_LEFT:
+ case EL_KAEFER_DOWN:
+ case EL_KAEFER:
+ case EL_FLIEGER_RIGHT:
+ case EL_FLIEGER_UP:
+ case EL_FLIEGER_LEFT:
+ case EL_FLIEGER_DOWN:
+ case EL_FLIEGER:
+ case EL_BUTTERFLY_RIGHT:
+ case EL_BUTTERFLY_UP:
+ case EL_BUTTERFLY_LEFT:
+ case EL_BUTTERFLY_DOWN:
+ case EL_BUTTERFLY:
+ case EL_FIREFLY_RIGHT:
+ case EL_FIREFLY_UP:
+ case EL_FIREFLY_LEFT:
+ case EL_FIREFLY_DOWN:
+ case EL_FIREFLY:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
+ case EL_MAMPFER:
+ case EL_MAMPFER2:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_SP_SNIKSNAK:
+ case EL_SP_ELECTRON:
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ case EL_MOLE:
+ 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_DYNAMITE_ACTIVE:
+ 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_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;
+
+ case EL_BELT1_SWITCH_LEFT:
+ case EL_BELT1_SWITCH_MIDDLE:
+ case EL_BELT1_SWITCH_RIGHT:
+ case EL_BELT2_SWITCH_LEFT:
+ case EL_BELT2_SWITCH_MIDDLE:
+ case EL_BELT2_SWITCH_RIGHT:
+ case EL_BELT3_SWITCH_LEFT:
+ case EL_BELT3_SWITCH_MIDDLE:
+ case EL_BELT3_SWITCH_RIGHT:
+ case EL_BELT4_SWITCH_LEFT:
+ case EL_BELT4_SWITCH_MIDDLE:
+ case EL_BELT4_SWITCH_RIGHT:
+ if (init_game)
+ {
+ int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
+ int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
+ int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+
+ if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
+ {
+ game.belt_dir[belt_nr] = belt_dir;
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ }
+ else /* more than one switch -- set it like the first switch */
+ {
+ Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+ }
+ }
+ break;
+
+ case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
+ if (init_game)
+ Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
+ break;
+
+ case EL_LIGHT_SWITCH_ON:
+ if (init_game)
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
+ break;
+
+ default:
+ break;
}
-#endif
}
void InitGame()
{
- int i,j, x,y;
- BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
- BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
+ 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 = (network && !tape.playing);
+ network_playing = (options.network && !tape.playing);
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
player->index_nr = i;
player->element_nr = EL_SPIELER1 + i;
+
+ player->present = FALSE;
player->active = FALSE;
- player->local = FALSE;
+
+ 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;
- for(j=0; j<4; j++)
+ for (j=0; j<4; j++)
player->key[j] = FALSE;
player->dynamite = 0;
player->dynabomb_count = 0;
- player->dynabomb_size = 0;
+ player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
player->MovDir = MV_NO_MOVING;
player->MovPos = 0;
player->Pushing = FALSE;
+ player->Switching = FALSE;
player->GfxPos = 0;
player->Frame = 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;
- DigField(player, 0,0,0,0,DF_NO_PUSH);
- SnapField(player, 0,0);
-
-
- /* TEST TEST TEST */
+ player->shield_passive_time_left = 0;
+ player->shield_active_time_left = 0;
- /*
- stored_player[i].active = TRUE;
- */
-
- /* TEST TEST TEST */
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
player->LevelSolved = FALSE;
player->GameOver = FALSE;
}
- local_player->active = TRUE;
- local_player->local = TRUE;
-
network_player_action_received = FALSE;
+#ifndef MSDOS
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
+#endif
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;
+ game.light_time_left = 0;
+ game.timegate_time_left = 0;
+ game.switchgate_pos = 0;
+ game.balloon_dir = MV_NO_MOVING;
+
+ for (i=0; i<4; i++)
+ {
+ game.belt_dir[i] = MV_NO_MOVING;
+ game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+ }
- for(i=0;i<MAX_NUM_AMOEBA;i++)
+ 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 (x=0; x<lev_fieldx; x++)
{
- Feld[x][y] = Ur[x][y];
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
- Frame[x][y] = 0;
- AmoebaNr[x][y] = 0;
- JustHit[x][y] = 0;
+ for (y=0; y<lev_fieldy; y++)
+ {
+ Feld[x][y] = Ur[x][y];
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+ Frame[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+ JustStopped[x][y] = 0;
+ Stop[x][y] = FALSE;
+ }
+ }
+
+ for(y=0; y<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ 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);
+ }
+ }
- if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
- emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
- emulate_sb = FALSE;
+ /* correct non-moving belts to start moving left */
+ for (i=0; i<4; i++)
+ if (game.belt_dir[i] == MV_NO_MOVING)
+ game.belt_dir_nr[i] = 3; /* not moving, next moving left */
- switch(Feld[x][y])
+ /* check if any connected player was not found in playfield */
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
{
- case EL_SPIELFIGUR:
- Feld[x][y] = EL_SPIELER1;
- /* no break! */
- case EL_SPIELER1:
- case EL_SPIELER2:
- case EL_SPIELER3:
- case EL_SPIELER4:
+ for (j=0; j<MAX_PLAYERS; j++)
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
- int jx = player->jx, jy = player->jy;
+ struct PlayerInfo *some_player = &stored_player[j];
+ int jx = some_player->jx, jy = some_player->jy;
- /* remove duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ /* assign first free player found that is present in the playfield */
+ if (some_player->present && !some_player->connected)
+ {
+ player->present = TRUE;
+ player->active = TRUE;
+ some_player->present = FALSE;
- player->active = TRUE;
+ StorePlayer[jx][jy] = player->element_nr;
+ player->jx = player->last_jx = jx;
+ player->jy = player->last_jy = jy;
- StorePlayer[x][y] = Feld[x][y];
- Feld[x][y] = EL_LEERRAUM;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
- break;
+ 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)
+ }
+ }
+
+ if (tape.playing)
+ {
+ /* when playing a tape, eliminate all players who do not participate */
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active && !tape.player_participates[i])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_LEERRAUM;
+ }
+ }
+ }
+ else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ {
+ /* when in single player mode, eliminate all but the first active player */
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ for (j=i+1; j<MAX_PLAYERS; j++)
{
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
+ if (stored_player[j].active)
+ {
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_LEERRAUM;
+ }
}
- 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;
+ }
+ }
+ }
+
+ /* when recording the game, store which players take part in the game */
+ if (tape.recording)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ tape.player_participates[i] = TRUE;
+ }
+
+ if (options.verbose)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("Player %d: present == %d, connected == %d, active == %d.\n",
+ i+1,
+ player->present,
+ player->connected,
+ player->active);
+ if (local_player == player)
+ printf("Player %d is local player.\n", i+1);
}
}
- 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 | (BUTTON_ON * sound_music_on));
- DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
- DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
- 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);
-
- OpenDoor(DOOR_OPEN_1);
-
- if (sound_music_on)
+ /* after drawing the level, corect some elements */
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+
+ if (setup.soft_scrolling)
+ XCopyArea(display, fieldbuffer, backbuffer, gc,
+ FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+
+ /* 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
+ {
+ DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+ XCopyArea(display, drawto, drawto, gc,
+ DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
+ FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ 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);
+
+ 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, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+
+ OpenDoor(DOOR_OPEN_ALL);
+
+ if (setup.sound_music)
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
XAutoRepeatOff(display);
+
+ if (options.verbose)
+ {
+ for (i=0; i<4; i++)
+ printf("Player %d %sactive.\n",
+ i + 1, (stored_player[i].active ? "" : "not "));
+ }
}
void InitMovDir(int x, int y)
int i, element = Feld[x][y];
static int xy[4][2] =
{
- { 0,+1 },
- { +1,0 },
- { 0,-1 },
- { -1,0 }
+ { 0, +1 },
+ { +1, 0 },
+ { 0, -1 },
+ { -1, 0 }
};
- static int direction[2][4] =
+ static int direction[3][4] =
{
{ MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
- { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
+ { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
+ { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
};
switch(element)
{
- case EL_KAEFER_R:
- case EL_KAEFER_O:
- case EL_KAEFER_L:
- case EL_KAEFER_U:
+ case EL_KAEFER_RIGHT:
+ case EL_KAEFER_UP:
+ case EL_KAEFER_LEFT:
+ case EL_KAEFER_DOWN:
Feld[x][y] = EL_KAEFER;
- MovDir[x][y] = direction[0][element-EL_KAEFER_R];
+ MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
break;
- case EL_FLIEGER_R:
- case EL_FLIEGER_O:
- case EL_FLIEGER_L:
- case EL_FLIEGER_U:
+
+ case EL_FLIEGER_RIGHT:
+ case EL_FLIEGER_UP:
+ case EL_FLIEGER_LEFT:
+ case EL_FLIEGER_DOWN:
Feld[x][y] = EL_FLIEGER;
- MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
+ MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
break;
- case EL_BUTTERFLY_R:
- case EL_BUTTERFLY_O:
- case EL_BUTTERFLY_L:
- case EL_BUTTERFLY_U:
+
+ case EL_BUTTERFLY_RIGHT:
+ case EL_BUTTERFLY_UP:
+ case EL_BUTTERFLY_LEFT:
+ case EL_BUTTERFLY_DOWN:
Feld[x][y] = EL_BUTTERFLY;
- MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
+ MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
break;
- case EL_FIREFLY_R:
- case EL_FIREFLY_O:
- case EL_FIREFLY_L:
- case EL_FIREFLY_U:
+
+ case EL_FIREFLY_RIGHT:
+ case EL_FIREFLY_UP:
+ case EL_FIREFLY_LEFT:
+ case EL_FIREFLY_DOWN:
Feld[x][y] = EL_FIREFLY;
- MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
+ MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
break;
- case EL_PACMAN_R:
- case EL_PACMAN_O:
- case EL_PACMAN_L:
- case EL_PACMAN_U:
+
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
Feld[x][y] = EL_PACMAN;
- MovDir[x][y] = direction[0][element-EL_PACMAN_R];
+ MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
+ break;
+
+ case EL_SP_SNIKSNAK:
+ MovDir[x][y] = MV_UP;
+ break;
+
+ case EL_SP_ELECTRON:
+ MovDir[x][y] = MV_LEFT;
+ break;
+
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ Feld[x][y] = EL_MOLE;
+ MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
break;
+
default:
- MovDir[x][y] = 1<<RND(4);
+ MovDir[x][y] = 1 << RND(4);
if (element != EL_KAEFER &&
element != EL_FLIEGER &&
element != EL_BUTTERFLY &&
element != EL_FIREFLY)
break;
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- int x1,y1;
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
- x1 = x+xy[i][0];
- y1 = y+xy[i][1];
-
- if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- if (element==EL_KAEFER || element==EL_BUTTERFLY)
+ if (element == EL_KAEFER || element == EL_BUTTERFLY)
{
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;
void InitAmoebaNr(int x, int y)
{
int i;
- int group_nr = AmoebeNachbarNr(x,y);
+ int group_nr = AmoebeNachbarNr(x, y);
- if (group_nr==0)
+ if (group_nr == 0)
{
- for(i=1;i<MAX_NUM_AMOEBA;i++)
+ for (i=1; i<MAX_NUM_AMOEBA; i++)
{
- if (AmoebaCnt[i]==0)
+ if (AmoebaCnt[i] == 0)
{
group_nr = i;
break;
void GameWon()
{
int hi_pos;
- int bumplevel = FALSE;
+ boolean raise_level = FALSE;
+
+ if (local_player->MovPos)
+ return;
local_player->LevelSolved = FALSE;
if (TimeLeft)
{
- if (sound_loops_on)
+ if (setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimeLeft > 0)
{
- if (!sound_loops_on)
+ 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;
else
TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
BackToFront();
Delay(10);
}
- if (sound_loops_on)
+ 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);
}
if (tape.recording)
{
TapeStop();
- SaveLevelTape(tape.level_nr); /* Ask to save tape */
+ SaveTape(tape.level_nr); /* Ask to save tape */
}
- if (level_nr == local_player->handicap &&
- level_nr < leveldir[leveldir_nr].levels-1)
- {
- local_player->handicap++;
- bumplevel = TRUE;
- SavePlayerInfo(PLAYER_LEVEL);
+ if (level_nr == leveldir[leveldir_nr].handicap_level)
+ {
+ leveldir[leveldir_nr].handicap_level++;
+ SaveLevelSetup_SeriesInfo(leveldir_nr);
+
+ if (level_nr < leveldir[leveldir_nr].last_level)
+ raise_level = TRUE;
}
- if ((hi_pos=NewHiScore()) >= 0)
+ if ((hi_pos = NewHiScore()) >= 0)
{
game_status = HALLOFFAME;
DrawHallOfFame(hi_pos);
- if (bumplevel && TAPE_IS_EMPTY(tape))
+ if (raise_level)
level_nr++;
}
else
{
game_status = MAINMENU;
- if (bumplevel && TAPE_IS_EMPTY(tape))
+ if (raise_level)
level_nr++;
DrawMainMenu();
}
BackToFront();
}
-BOOL NewHiScore()
+int NewHiScore()
{
- int k,l;
+ int k, l;
int position = -1;
LoadScore(level_nr);
- if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
- local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
- return(-1);
+ if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
+ local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ return -1;
- for(k=0;k<MAX_SCORE_ENTRIES;k++)
+ for (k=0; k<MAX_SCORE_ENTRIES; k++)
{
if (local_player->score > highscore[k].Score)
{
- /* Spieler kommt in Highscore-Liste */
+ /* player has made it to the hall of fame */
- if (k<MAX_SCORE_ENTRIES-1)
+ if (k < MAX_SCORE_ENTRIES - 1)
{
- int m = MAX_SCORE_ENTRIES-1;
+ int m = MAX_SCORE_ENTRIES - 1;
#ifdef ONE_PER_NAME
- for(l=k;l<MAX_SCORE_ENTRIES;l++)
- if (!strcmp(local_player->alias_name,highscore[l].Name))
+ for (l=k; l<MAX_SCORE_ENTRIES; l++)
+ if (!strcmp(setup.player_name, highscore[l].Name))
m = l;
- if (m==k) /* Spieler überschreibt seine alte Position */
+ if (m == k) /* player's new highscore overwrites his old one */
goto put_into_list;
#endif
- for(l=m;l>k;l--)
+ for (l=m; l>k; l--)
{
- strcpy(highscore[l].Name,highscore[l-1].Name);
- highscore[l].Score = highscore[l-1].Score;
+ strcpy(highscore[l].Name, highscore[l - 1].Name);
+ highscore[l].Score = highscore[l - 1].Score;
}
}
#ifdef ONE_PER_NAME
put_into_list:
#endif
- sprintf(highscore[k].Name,local_player->alias_name);
+ strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+ highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
highscore[k].Score = local_player->score;
position = k;
break;
}
#ifdef ONE_PER_NAME
- else if (!strcmp(local_player->alias_name,highscore[k].Name))
- break; /* Spieler schon mit besserer Punktzahl in der Liste */
+ else if (!strncmp(setup.player_name, highscore[k].Name,
+ MAX_PLAYER_NAME_LEN))
+ break; /* player already there with a higher score */
#endif
}
- if (position>=0)
+ if (position >= 0)
SaveScore(level_nr);
- return(position);
+ return position;
}
void InitMovingField(int x, int y, int direction)
{
- int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
- int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
+ int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
MovDir[x][y] = direction;
MovDir[newx][newy] = direction;
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
{
int direction = MovDir[x][y];
- int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
- int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
+ int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
*goes_to_x = newx;
*goes_to_y = newy;
int oldx = x, oldy = y;
int direction = MovDir[x][y];
- if (direction==MV_LEFT)
+ if (direction == MV_LEFT)
oldx++;
- else if (direction==MV_RIGHT)
+ else if (direction == MV_RIGHT)
oldx--;
- else if (direction==MV_UP)
+ else if (direction == MV_UP)
oldy++;
- else if (direction==MV_DOWN)
+ else if (direction == MV_DOWN)
oldy--;
*comes_from_x = oldx;
{
int element = Feld[x][y];
- if (element==EL_BLOCKED)
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ 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))
{
- int oldx,oldy;
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
- Blocked2Moving(x,y,&oldx,&oldy);
- return(Feld[oldx][oldy]);
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ return EL_BLOCKED;
}
else
- return(element);
+ return element;
}
static void RemoveField(int x, int y)
void RemoveMovingField(int x, int y)
{
- int oldx = x,oldy = y, newx = x,newy = y;
+ int oldx = x, oldy = y, newx = x, newy = y;
- if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
+ if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
return;
- if (IS_MOVING(x,y))
+ if (IS_MOVING(x, y))
{
- Moving2Blocked(x,y,&newx,&newy);
+ Moving2Blocked(x, y, &newx, &newy);
if (Feld[newx][newy] != EL_BLOCKED)
return;
}
- else if (Feld[x][y]==EL_BLOCKED)
+ else if (Feld[x][y] == EL_BLOCKED)
{
- Blocked2Moving(x,y,&oldx,&oldy);
- if (!IS_MOVING(oldx,oldy))
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
return;
}
- if (Feld[x][y]==EL_BLOCKED &&
- (Store[oldx][oldy]==EL_MORAST_LEER ||
- Store[oldx][oldy]==EL_SIEB_LEER ||
- Store[oldx][oldy]==EL_SIEB2_LEER ||
- Store[oldx][oldy]==EL_AMOEBE_NASS))
+ if (Feld[x][y] == EL_BLOCKED &&
+ (Store[oldx][oldy] == EL_MORAST_LEER ||
+ Store[oldx][oldy] == EL_SIEB_LEER ||
+ Store[oldx][oldy] == EL_SIEB2_LEER ||
+ Store[oldx][oldy] == EL_AMOEBE_NASS))
{
Feld[oldx][oldy] = Store[oldx][oldy];
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
- DrawLevelField(oldx,oldy);
- DrawLevelField(newx,newy);
+ DrawLevelField(oldx, oldy);
+ DrawLevelField(newx, newy);
}
void DrawDynamite(int x, int y)
int graphic = el2gfx(Feld[x][y]);
int phase;
- if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
+ if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
return;
if (Store[x][y])
- DrawGraphic(sx,sy, el2gfx(Store[x][y]));
+ DrawGraphic(sx, sy, el2gfx(Store[x][y]));
- if (Feld[x][y]==EL_DYNAMIT)
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
{
- if ((phase = (96-MovDelay[x][y])/12) > 6)
+ if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
phase = 6;
}
else
{
- if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
- phase = 7-phase;
+ if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
+ phase = 7 - phase;
}
- if (Store[x][y])
- DrawGraphicThruMask(sx,sy, graphic + phase);
+ 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);
+ DrawGraphic(sx, sy, graphic + phase);
}
void CheckDynamite(int x, int y)
{
- if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
+ if (MovDelay[x][y]) /* dynamite is still waiting to explode */
{
MovDelay[x][y]--;
if (MovDelay[x][y])
{
if (!(MovDelay[x][y] % 12))
- PlaySoundLevel(x,y,SND_ZISCH);
+ PlaySoundLevel(x, y, SND_ZISCH);
+
+ if (IS_ACTIVE_BOMB(Feld[x][y]))
+ {
+ int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
- if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
- DrawDynamite(x,y);
- else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
- DrawDynamite(x,y);
+ if (!(MovDelay[x][y] % delay))
+ DrawDynamite(x, y);
+ }
return;
}
}
StopSound(SND_ZISCH);
- Bang(x,y);
+ Bang(x, y);
}
void Explode(int ex, int ey, int phase, int mode)
{
- int x,y;
+ int x, y;
int num_phase = 9, delay = 2;
- int last_phase = num_phase*delay;
- int half_phase = (num_phase/2)*delay;
+ int last_phase = num_phase * delay;
+ int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
- if (phase==0) /* Feld 'Store' initialisieren */
+ if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
{
int center_element = Feld[ex][ey];
- if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
- center_element = MovingOrBlocked2Element(ex,ey);
- RemoveMovingField(ex,ey);
+ /* put moving element to center field (and let it explode there) */
+ center_element = MovingOrBlocked2Element(ex, ey);
+ RemoveMovingField(ex, ey);
+ Feld[ex][ey] = center_element;
}
- for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
+ for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
{
- int element = Feld[x][y];
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
+ (x != ex || y != ey)))
+ continue;
- if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
+ element = Feld[x][y];
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
- element = MovingOrBlocked2Element(x,y);
- RemoveMovingField(x,y);
+ element = MovingOrBlocked2Element(x, y);
+ RemoveMovingField(x, y);
}
- if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
+ if (IS_MASSIVE(element) || element == EL_BURNING)
continue;
- if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
- (x!=ex || y!=ey))
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
+ Store[x][y] = 0;
+ }
+
continue;
+ }
- if (element==EL_EXPLODING)
+ if (element == EL_EXPLODING)
element = Store2[x][y];
- if (IS_PLAYER(ex,ey))
+ if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
{
switch(StorePlayer[ex][ey])
{
Store[x][y] = EL_EDELSTEIN_GELB;
break;
}
+
+ if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_LEERRAUM;
}
- else if (center_element==EL_MAULWURF)
+ else if (center_element == EL_MOLE)
Store[x][y] = EL_EDELSTEIN_ROT;
- else if (center_element==EL_PINGUIN)
+ else if (center_element == EL_PINGUIN)
Store[x][y] = EL_EDELSTEIN_LILA;
- else if (center_element==EL_KAEFER)
- Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
- else if (center_element==EL_BUTTERFLY)
+ else if (center_element == EL_KAEFER)
+ Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
+ else if (center_element == EL_BUTTERFLY)
Store[x][y] = EL_EDELSTEIN_BD;
- else if (center_element==EL_MAMPFER)
- Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
- else if (center_element==EL_AMOEBA2DIAM)
- Store[x][y] = level.amoebe_inhalt;
- else if (element==EL_ERZ_EDEL)
+ else if (center_element == EL_SP_ELECTRON)
+ Store[x][y] = EL_SP_INFOTRON;
+ else if (center_element == EL_MAMPFER)
+ Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
+ else if (center_element == EL_AMOEBA2DIAM)
+ Store[x][y] = level.amoeba_content;
+ else if (element == EL_ERZ_EDEL)
Store[x][y] = EL_EDELSTEIN;
- else if (element==EL_ERZ_DIAM)
+ else if (element == EL_ERZ_DIAM)
Store[x][y] = EL_DIAMANT;
- else if (element==EL_ERZ_EDEL_BD)
+ else if (element == EL_ERZ_EDEL_BD)
Store[x][y] = EL_EDELSTEIN_BD;
- else if (element==EL_ERZ_EDEL_GELB)
+ else if (element == EL_ERZ_EDEL_GELB)
Store[x][y] = EL_EDELSTEIN_GELB;
- else if (element==EL_ERZ_EDEL_ROT)
+ else if (element == EL_ERZ_EDEL_ROT)
Store[x][y] = EL_EDELSTEIN_ROT;
- else if (element==EL_ERZ_EDEL_LILA)
+ else if (element == EL_ERZ_EDEL_LILA)
Store[x][y] = EL_EDELSTEIN_LILA;
else if (!IS_PFORTE(Store[x][y]))
Store[x][y] = EL_LEERRAUM;
- if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
+ if (x != ex || y != ey ||
+ center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
Store2[x][y] = element;
if (AmoebaNr[x][y] &&
- (element==EL_AMOEBE_VOLL ||
- element==EL_AMOEBE_BD ||
- element==EL_AMOEBING))
+ (element == EL_AMOEBE_VOLL ||
+ element == EL_AMOEBE_BD ||
+ element == EL_AMOEBING))
{
AmoebaCnt[AmoebaNr[x][y]]--;
AmoebaCnt2[AmoebaNr[x][y]]--;
Stop[x][y] = TRUE;
}
- if (center_element==EL_MAMPFER)
- MampferNr = (MampferNr+1) % 4;
+ if (center_element == EL_MAMPFER)
+ 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 (IS_PLAYER(x,y))
- KillHero(PLAYERINFO(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];
+
+ if (IS_PLAYER(x, y))
+ KillHeroUnlessShield(PLAYERINFO(x, y));
else if (IS_EXPLOSIVE(element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
- Bang(x,y);
+ Bang(x, y);
}
- else if (element==EL_AMOEBA2DIAM)
- AmoebeUmwandeln(x,y);
+ else if (element == EL_AMOEBA2DIAM)
+ AmoebeUmwandeln(x, y);
}
- if (phase==last_phase)
+ if (phase == last_phase)
{
int element;
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);
+ 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)))
{
- if (phase==delay)
- ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
+ int graphic = GFX_EXPLOSION;
- DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
+ 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), graphic + (phase / delay - 1));
}
}
void DynaExplode(int ex, int ey)
{
- int i,j;
- struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
+ int i, j;
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- Store2[ex][ey] = 0; /* delete player information */
+ if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
+ }
- Explode(ex,ey,0,EX_CENTER);
+ Explode(ex, ey, EX_PHASE_START, EX_CENTER);
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- for(j=1; j<=player->dynabomb_size; j++)
+ for (j=1; j<=dynabomb_size; j++)
{
- int x = ex+j*xy[i%4][0];
- int y = ey+j*xy[i%4][1];
+ int x = ex + j * xy[i % 4][0];
+ 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];
- Explode(x,y,0,EX_BORDER);
+
+ /* do not restart explosions of fields with active bombs */
+ if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
+
+ Explode(x, y, EX_PHASE_START, EX_BORDER);
if (element != EL_LEERRAUM &&
element != EL_ERDREICH &&
element != EL_EXPLODING &&
- !player->dynabomb_xl)
+ !dynabomb_xl)
break;
}
}
-
- player->dynabombs_left++;
}
void Bang(int x, int 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 0
+ if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
+ element = EL_LEERRAUM;
+#endif
switch(element)
{
case EL_MAMPFER2:
case EL_ROBOT:
case EL_PACMAN:
+ case EL_MOLE:
RaiseScoreElement(element);
- Explode(x,y,0,EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
- case EL_DYNABOMB:
+ case EL_DYNABOMB_ACTIVE_1:
+ case EL_DYNABOMB_ACTIVE_2:
+ case EL_DYNABOMB_ACTIVE_3:
+ case EL_DYNABOMB_ACTIVE_4:
case EL_DYNABOMB_NR:
case EL_DYNABOMB_SZ:
case EL_DYNABOMB_XL:
- DynaExplode(x,y);
+ DynaExplode(x, y);
break;
+ case EL_PINGUIN:
case EL_BIRNE_AUS:
case EL_BIRNE_EIN:
- Explode(x,y,0,EX_CENTER);
+ if (IS_PLAYER(x, y))
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ else
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
break;
default:
- Explode(x,y,0,EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
}
}
{
int element = Feld[x][y];
- if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
+ if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
{
- PlaySoundLevel(x,y,SND_BLURB);
- 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))))
+ PlaySoundLevel(x, y, SND_BLURB);
+ if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
+ (!IN_LEV_FIELD(x-1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
{
Feld[x-1][y] = EL_BLURB_LEFT;
}
- 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))))
+ if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
+ (!IN_LEV_FIELD(x+1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
{
Feld[x+1][y] = EL_BLURB_RIGHT;
}
}
- else /* Blubbern */
+ else /* go on */
{
int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* initialize animation counter */
MovDelay[x][y] = 9;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* continue animation */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
Feld[x][y] = EL_LEERRAUM;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
+ }
+ }
+ }
+}
+
+static void ToggleBeltSwitch(int x, int y)
+{
+ static int belt_base_element[4] =
+ {
+ EL_BELT1_SWITCH_LEFT,
+ EL_BELT2_SWITCH_LEFT,
+ EL_BELT3_SWITCH_LEFT,
+ EL_BELT4_SWITCH_LEFT
+ };
+ static int belt_move_dir[4] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT,
+ MV_NO_MOVING,
+ };
+
+ int element = Feld[x][y];
+ int belt_nr = getBeltNrFromSwitchElement(element);
+ int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+ int belt_dir = belt_move_dir[belt_dir_nr];
+ int xx, yy;
+
+ if (!IS_BELT_SWITCH(element))
+ return;
+
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ game.belt_dir[belt_nr] = belt_dir;
+
+ if (belt_dir_nr == 3)
+ belt_dir_nr = 1;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (IS_BELT_SWITCH(element))
+ {
+ int e_belt_nr = getBeltNrFromSwitchElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+ {
+ int e_belt_nr = getBeltNrFromElement(element);
+
+ if (e_belt_nr == belt_nr)
+ DrawLevelField(xx, yy); /* set belt to parking position */
+ }
+ }
+ }
+}
+
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.switchgate_pos = !game.switchgate_pos;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_SWITCHGATE_SWITCH_1 ||
+ element == EL_SWITCHGATE_SWITCH_2)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+ PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ }
+ }
+ }
+}
+
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+ int x, y;
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_LIGHT_SWITCH_OFF &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH_ON;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH_ON &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+ DrawLevelField(x, y);
}
+
+ if (element == EL_INVISIBLE_STEEL ||
+ element == EL_UNSICHTBAR ||
+ element == EL_SAND_INVISIBLE)
+ DrawLevelField(x, y);
}
}
}
+static void ToggleLightSwitch(int x, int y)
+{
+ int element = Feld[x][y];
+
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH_OFF ?
+ level.time_light * FRAMES_PER_SECOND : 0);
+
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
+ DrawLevelField(xx, yy);
+ }
+ */
+
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
+}
+
void Impact(int x, int y)
{
- BOOL lastline = (y==lev_fieldy-1);
- BOOL object_hit = FALSE;
+ boolean lastline = (y == lev_fieldy-1);
+ boolean object_hit = FALSE;
int element = Feld[x][y];
int smashed = 0;
- /* Element darunter berührt? */
- if (!lastline)
+ if (!lastline) /* check if element below was hit */
{
if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
return;
- object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
+ object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
MovDir[x][y+1]!=MV_DOWN ||
MovPos[x][y+1]<=TILEY/2));
if (object_hit)
- smashed = MovingOrBlocked2Element(x,y+1);
+ smashed = MovingOrBlocked2Element(x, y+1);
}
- /* Auftreffendes Element fällt in Salzsäure */
- if (!lastline && smashed==EL_SALZSAEURE)
+ if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
{
- Blurb(x,y);
+ Blurb(x, y);
return;
}
- /* Auftreffendes Element ist Bombe */
- if (element==EL_BOMBE && (lastline || object_hit))
+ if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
+ (lastline || object_hit)) /* element is bomb */
{
- Bang(x,y);
+ Bang(x, y);
return;
}
- /* Auftreffendes Element ist Säuretropfen */
- if (element==EL_TROPFEN && (lastline || object_hit))
+ if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
{
- if (object_hit && IS_PLAYER(x,y+1))
- KillHero(PLAYERINFO(x,y+1));
- else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
- Bang(x,y+1);
+ if (object_hit && IS_PLAYER(x, y+1))
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
+ else if (object_hit && smashed == EL_PINGUIN)
+ Bang(x, y+1);
else
{
Feld[x][y] = EL_AMOEBING;
return;
}
- /* Welches Element kriegt was auf die Rübe? */
- if (!lastline && object_hit)
+ 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))
+ if (IS_PLAYER(x, y+1))
{
- KillHero(PLAYERINFO(x,y+1));
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
return;
}
- else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
+ else if (smashed == EL_PINGUIN)
{
- Bang(x,y+1);
+ Bang(x, y+1);
return;
}
- else if (element==EL_EDELSTEIN_BD)
+ else if (element == EL_EDELSTEIN_BD)
{
if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
{
- Bang(x,y+1);
+ Bang(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 || smashed == EL_MOLE)
{
- Bang(x,y+1);
+ Bang(x, y+1);
return;
}
- else if (!IS_MOVING(x,y+1))
+ else if (!IS_MOVING(x, y+1))
{
- if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
+ if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
{
- Bang(x,y+1);
+ Bang(x, y+1);
return;
}
- else if (smashed==EL_KOKOSNUSS)
+ else if (smashed == EL_KOKOSNUSS)
{
Feld[x][y+1] = EL_CRACKINGNUT;
- PlaySoundLevel(x,y,SND_KNACK);
+ PlaySoundLevel(x, y, SND_KNACK);
RaiseScoreElement(EL_KOKOSNUSS);
return;
}
- else if (smashed==EL_DIAMANT)
+ else if (smashed == EL_DIAMANT)
{
Feld[x][y+1] = EL_LEERRAUM;
- PlaySoundLevel(x,y,SND_QUIRK);
+ PlaySoundLevel(x, y, SND_QUIRK);
return;
}
+ else if (IS_BELT_SWITCH(smashed))
+ {
+ ToggleBeltSwitch(x, y+1);
+ }
+ else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
+ smashed == EL_SWITCHGATE_SWITCH_2)
+ {
+ ToggleSwitchgateSwitch(x, y+1);
+ }
+ else if (smashed == EL_LIGHT_SWITCH_OFF ||
+ smashed == EL_LIGHT_SWITCH_ON)
+ {
+ ToggleLightSwitch(x, y+1);
+ }
}
}
}
- /* Geräusch beim Durchqueren des Siebes */
- if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
+ /* play sound of magic wall / mill */
+ if (!lastline &&
+ (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
{
- PlaySoundLevel(x,y,SND_QUIRK);
+ PlaySoundLevel(x, y, SND_QUIRK);
return;
}
- /* Geräusch beim Auftreffen */
+ /* play sound of object that hits the ground */
if (lastline || object_hit)
{
int sound;
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:
break;
}
- if (sound>=0)
- PlaySoundLevel(x,y,sound);
+ if (sound >= 0)
+ PlaySoundLevel(x, y, sound);
}
}
{
static struct
{
- int x,y;
+ int x, y;
} move_xy[] =
{
- { 0,0 },
- {-1,0 },
- {+1,0 },
- { 0,0 },
- { 0,-1 },
- { 0,0 }, { 0,0 }, { 0,0 },
- { 0,+1 }
+ { 0, 0 },
+ {-1, 0 },
+ {+1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
};
static struct
{
- int left,right,back;
+ int left, right, back;
} turn[] =
{
{ 0, 0, 0 },
int right_x = x+right_dx, right_y = y+right_dy;
int move_x = x+move_dx, move_y = y+move_dy;
- if (element==EL_KAEFER || element==EL_BUTTERFLY)
+ if (element == EL_KAEFER || element == EL_BUTTERFLY)
{
- TestIfBadThingHitsOtherBadThing(x,y);
+ TestIfBadThingHitsOtherBadThing(x, y);
- if (IN_LEV_FIELD(right_x,right_y) &&
- IS_FREE_OR_PLAYER(right_x,right_y))
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ IS_FREE(right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!IN_LEV_FIELD(move_x,move_y) ||
- !IS_FREE_OR_PLAYER(move_x,move_y))
+ else if (!IN_LEV_FIELD(move_x, move_y) ||
+ !IS_FREE(move_x, move_y))
MovDir[x][y] = left_dir;
- if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
+ if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
+ 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);
+ TestIfBadThingHitsOtherBadThing(x, y);
- if (IN_LEV_FIELD(left_x,left_y) &&
- IS_FREE_OR_PLAYER(left_x,left_y))
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ IS_FREE(left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!IN_LEV_FIELD(move_x,move_y) ||
- !IS_FREE_OR_PLAYER(move_x,move_y))
+ else if (!IN_LEV_FIELD(move_x, move_y) ||
+ !IS_FREE(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) */
+ else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
MovDelay[x][y] = 1;
}
- else if (element==EL_MAMPFER)
+ else if (element == EL_MAMPFER)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE_OR_PLAYER(left_x,left_y) ||
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
Feld[left_x][left_y] == EL_DIAMANT))
can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE_OR_PLAYER(right_x,right_y) ||
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
Feld[right_x][right_y] == EL_DIAMANT))
can_turn_right = TRUE;
MovDelay[x][y] = 16+16*RND(3);
}
- else if (element==EL_MAMPFER2)
+ else if (element == EL_MAMPFER2)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE_OR_PLAYER(left_x,left_y) ||
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
IS_MAMPF2(Feld[left_x][left_y])))
can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE_OR_PLAYER(right_x,right_y) ||
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
IS_MAMPF2(Feld[right_x][right_y])))
can_turn_right = TRUE;
MovDelay[x][y] = 16+16*RND(3);
}
- else if (element==EL_PACMAN)
+ else if (element == EL_PACMAN)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE_OR_PLAYER(left_x,left_y) ||
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
IS_AMOEBOID(Feld[left_x][left_y])))
can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE_OR_PLAYER(right_x,right_y) ||
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
IS_AMOEBOID(Feld[right_x][right_y])))
can_turn_right = TRUE;
MovDelay[x][y] = 6+RND(40);
}
- else if (element==EL_SCHWEIN)
+ else if (element == EL_SCHWEIN)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- BOOL should_turn_left = FALSE, should_turn_right = FALSE;
- BOOL should_move_on = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean should_turn_left = FALSE, should_turn_right = FALSE;
+ boolean should_move_on = FALSE;
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x,move_y) &&
- (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
can_move_on = TRUE;
if (can_turn_left &&
(!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
- !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
+ (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
+ !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
should_turn_left = TRUE;
if (can_turn_right &&
(!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
- !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
+ (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
+ !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
should_turn_right = TRUE;
if (can_move_on &&
(!can_turn_left || !can_turn_right ||
- (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
- !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
- (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
- !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
+ (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
+ !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
+ (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
+ !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
should_move_on = TRUE;
if (should_turn_left || should_turn_right || should_move_on)
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
!IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
- else if (element==EL_DRACHE)
+ else if (element == EL_DRACHE)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
+ if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
+ if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
+ if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
can_move_on = TRUE;
if (can_move_on && rnd > rnd_value/8)
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
- else if (element==EL_ROBOT || element==EL_SONDE ||
- element==EL_MAULWURF || element==EL_PINGUIN)
+ else if (element == EL_MOLE)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_DEAMOEBING))
+ can_move_on = TRUE;
+
+ if (!can_move_on)
+ {
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = left_dir;
+ else
+ MovDir[x][y] = right_dir;
+ }
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_BALLOON)
+ {
+ MovDir[x][y] = game.balloon_dir;
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
{
int attr_x = -1, attr_y = -1;
{
int i;
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
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))
}
}
- if (element==EL_ROBOT && ZX>=0 && ZY>=0)
+ if (element == EL_ROBOT && ZX>=0 && ZY>=0)
{
attr_x = ZX;
attr_y = ZY;
}
- if (element==EL_MAULWURF || element==EL_PINGUIN)
+ if (element == EL_PINGUIN)
{
int i;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
int ex = x + xy[i%4][0];
int ey = y + xy[i%4][1];
- if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
+ if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
{
attr_x = ex;
attr_y = ey;
else if (attr_y>y)
MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
- if (element==EL_ROBOT)
+ if (element == EL_ROBOT)
{
int newx, newy;
if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
+ Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
+ if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
MovDelay[x][y] = 8+8*!RND(3);
else
MovDelay[x][y] = 16;
if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
{
- BOOL first_horiz = RND(2);
+ boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
MovDir[x][y] =
new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
+ Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx,newy) &&
- (IS_FREE(newx,newy) ||
+ if (IN_LEV_FIELD(newx, newy) &&
+ (IS_FREE(newx, newy) ||
Feld[newx][newy] == EL_SALZSAEURE ||
- ((element == EL_MAULWURF || element==EL_PINGUIN) &&
+ (element == EL_PINGUIN &&
(Feld[newx][newy] == EL_AUSGANG_AUF ||
IS_MAMPF3(Feld[newx][newy])))))
return;
MovDir[x][y] =
new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
+ Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx,newy) &&
- (IS_FREE(newx,newy) ||
+ if (IN_LEV_FIELD(newx, newy) &&
+ (IS_FREE(newx, newy) ||
Feld[newx][newy] == EL_SALZSAEURE ||
- ((element == EL_MAULWURF || element==EL_PINGUIN) &&
+ (element == EL_PINGUIN &&
(Feld[newx][newy] == EL_AUSGANG_AUF ||
IS_MAMPF3(Feld[newx][newy])))))
return;
}
}
-static BOOL JustBeingPushed(int x, int y)
+static boolean JustBeingPushed(int x, int y)
{
int i;
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
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);
if (x == next_jx && y == next_jy)
- return(TRUE);
+ return TRUE;
}
}
- return(FALSE);
+ return FALSE;
}
void StartMoving(int x, int y)
if (CAN_FALL(element) && y<lev_fieldy-1)
{
- if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
- if (JustBeingPushed(x,y))
+ if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+ if (JustBeingPushed(x, y))
return;
- if (element==EL_MORAST_VOLL)
+ if (element == EL_MORAST_VOLL)
{
- if (IS_FREE(x,y+1))
+ if (IS_FREE(x, y+1))
{
- InitMovingField(x,y,MV_DOWN);
+ InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_FELSBROCKEN;
Store[x][y] = EL_MORAST_LEER;
}
- else if (Feld[x][y+1]==EL_MORAST_LEER)
+ else if (Feld[x][y+1] == EL_MORAST_LEER)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY + 1;
Feld[x][y+1] = EL_MORAST_VOLL;
}
}
- else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
+ else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
{
- InitMovingField(x,y,MV_DOWN);
+ InitMovingField(x, y, MV_DOWN);
Store[x][y] = EL_MORAST_VOLL;
}
- else if (element==EL_SIEB_VOLL)
+ else if (element == EL_SIEB_VOLL)
{
- if (IS_FREE(x,y+1))
+ if (IS_FREE(x, y+1))
{
- InitMovingField(x,y,MV_DOWN);
+ InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_CHANGED(Store2[x][y]);
Store[x][y] = EL_SIEB_LEER;
}
- else if (Feld[x][y+1]==EL_SIEB_LEER)
+ else if (Feld[x][y+1] == EL_SIEB_LEER)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
Store2[x][y] = 0;
}
}
- else if (element==EL_SIEB2_VOLL)
+ else if (element == EL_SIEB2_VOLL)
{
- if (IS_FREE(x,y+1))
+ if (IS_FREE(x, y+1))
{
- InitMovingField(x,y,MV_DOWN);
+ InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_CHANGED2(Store2[x][y]);
Store[x][y] = EL_SIEB2_LEER;
}
- else if (Feld[x][y+1]==EL_SIEB2_LEER)
+ else if (Feld[x][y+1] == EL_SIEB2_LEER)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
Store2[x][y] = 0;
}
}
- else if (SiebAktiv && CAN_CHANGE(element) &&
- (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
+ else if (CAN_CHANGE(element) &&
+ (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
{
- InitMovingField(x,y,MV_DOWN);
+ InitMovingField(x, y, MV_DOWN);
Store[x][y] =
- (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
+ (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
Store2[x][y+1] = element;
}
- else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
{
- Blurb(x,y);
- InitMovingField(x,y,MV_DOWN);
+ Blurb(x, y);
+ InitMovingField(x, y, MV_DOWN);
Store[x][y] = EL_SALZSAEURE;
}
- else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+ JustStopped[x][y])
{
- Impact(x,y);
+ Impact(x, y);
}
- else if (IS_FREE(x,y+1))
+ else if (IS_FREE(x, y+1))
{
- InitMovingField(x,y,MV_DOWN);
+ InitMovingField(x, y, MV_DOWN);
}
- else if (element==EL_TROPFEN)
+ else if (element == EL_TROPFEN)
{
Feld[x][y] = EL_AMOEBING;
Store[x][y] = EL_AMOEBE_NASS;
}
+#if OLD_GAME_BEHAVIOUR
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
+#endif
{
- BOOL left = (x>0 && IS_FREE(x-1,y) &&
- (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
- BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
- (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
+ boolean left = (x>0 && IS_FREE(x-1, y) &&
+ (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
+ boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
+ (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
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);
+ InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
}
}
+ else if (IS_BELT(Feld[x][y+1]))
+ {
+ boolean left_is_free = (x>0 && IS_FREE(x-1, y));
+ boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
+ int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if ((belt_dir == MV_LEFT && left_is_free) ||
+ (belt_dir == MV_RIGHT && right_is_free))
+ InitMovingField(x, y, belt_dir);
+ }
}
else if (CAN_MOVE(element))
{
- int newx,newy;
+ int newx, newy;
- if (element == EL_SONDE && JustBeingPushed(x,y))
+ if ((element == EL_SONDE || element == EL_BALLOON)
+ && JustBeingPushed(x, y))
return;
- if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* start new movement phase */
{
- /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
- * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
- */
+ /* all objects that can change their move direction after each step */
+ /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
{
- TurnRound(x,y);
- if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
- DrawLevelField(x,y);
+ TurnRound(x, y);
+ if (MovDelay[x][y] && (element == EL_KAEFER ||
+ element == EL_FLIEGER ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON ||
+ element == EL_MOLE))
+ DrawLevelField(x, y);
}
}
- if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next movement */
{
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;
if (phase>3)
phase = 7-phase;
- if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ 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 ((element == EL_MAMPFER || element == EL_MAMPFER2)
+ && MovDelay[x][y]%4 == 3)
+ PlaySoundLevel(x, y, SND_NJAM);
}
- else if (element==EL_DRACHE)
+ else if (element == EL_SP_ELECTRON)
+ DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+ else if (element == EL_DRACHE)
{
int i;
int dir = MovDir[x][y];
dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
int phase = FrameCounter % 2;
- for(i=1;i<=3;i++)
+ for (i=1; i<=3; i++)
{
int xx = x + i*dx, yy = y + i*dy;
int sx = SCREENX(xx), sy = SCREENY(yy);
- if (!IN_LEV_FIELD(xx,yy) ||
- IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
+ if (!IN_LEV_FIELD(xx, yy) ||
+ IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
break;
if (MovDelay[x][y])
{
- int flamed = MovingOrBlocked2Element(xx,yy);
+ int flamed = MovingOrBlocked2Element(xx, yy);
if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
- Bang(xx,yy);
+ Bang(xx, yy);
else
- RemoveMovingField(xx,yy);
+ RemoveMovingField(xx, yy);
Feld[xx][yy] = EL_BURNING;
- if (IN_SCR_FIELD(sx,sy))
- DrawGraphic(sx,sy, graphic + phase*3 + i-1);
+ if (IN_SCR_FIELD(sx, sy))
+ DrawGraphic(sx, sy, graphic + phase*3 + i-1);
}
else
{
if (Feld[xx][yy] == EL_BURNING)
Feld[xx][yy] = EL_LEERRAUM;
- DrawLevelField(xx,yy);
+ DrawLevelField(xx, yy);
}
}
}
return;
}
- if (element==EL_KAEFER || element==EL_BUTTERFLY)
+ if (element == EL_KAEFER || element == EL_BUTTERFLY)
{
- PlaySoundLevel(x,y,SND_KLAPPER);
+ PlaySoundLevel(x, y, SND_KLAPPER);
}
- else if (element==EL_FLIEGER || element==EL_FIREFLY)
+ else if (element == EL_FLIEGER || element == EL_FIREFLY)
{
- PlaySoundLevel(x,y,SND_ROEHR);
+ PlaySoundLevel(x, y, SND_ROEHR);
}
- /* neuer Schritt / Wartezustand beendet */
+ /* now make next step */
- Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
+ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
+ if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ !SHIELD_ON(PLAYERINFO(newx, newy)))
{
- /* Spieler erwischt */
+
+#if 1
+ TestIfBadThingHitsHero(x, y);
+ return;
+#else
+ /* enemy got the player */
MovDir[x][y] = 0;
- KillHero(PLAYERINFO(newx,newy));
+ KillHero(PLAYERINFO(newx, newy));
return;
+#endif
+
}
- else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
- element==EL_ROBOT || element==EL_SONDE) &&
- IN_LEV_FIELD(newx,newy) &&
- MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
+ else if ((element == EL_PINGUIN || element == EL_ROBOT ||
+ element == EL_SONDE || element == EL_BALLOON) &&
+ IN_LEV_FIELD(newx, newy) &&
+ MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
{
- Blurb(x,y);
+ Blurb(x, y);
Store[x][y] = EL_SALZSAEURE;
}
- else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
- IN_LEV_FIELD(newx,newy))
+ else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
{
if (Feld[newx][newy] == EL_AUSGANG_AUF)
{
Feld[x][y] = EL_LEERRAUM;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
- PlaySoundLevel(newx,newy,SND_BUING);
- if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
- DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
+ PlaySoundLevel(newx, newy, SND_BUING);
+ if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+ DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
local_player->friends_still_needed--;
if (!local_player->friends_still_needed &&
}
else if (IS_MAMPF3(Feld[newx][newy]))
{
- if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
- DrawLevelField(newx,newy);
+ if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+ DrawLevelField(newx, newy);
else
MovDir[x][y] = MV_NO_MOVING;
}
- else if (!IS_FREE(newx,newy))
+ else if (!IS_FREE(newx, newy))
{
- if (IS_PLAYER(x,y))
- DrawPlayerField(x,y);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
else
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
return;
}
}
- else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
+ else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
{
if (IS_GEM(Feld[newx][newy]))
{
- if (IS_MOVING(newx,newy))
- RemoveMovingField(newx,newy);
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
else
{
Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ DrawLevelField(newx, newy);
}
}
- else if (!IS_FREE(newx,newy))
+ else if (!IS_FREE(newx, newy))
{
- if (IS_PLAYER(x,y))
- DrawPlayerField(x,y);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
else
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
return;
}
}
- else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
+ else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
{
- if (!IS_FREE(newx,newy))
+ if (!IS_FREE(newx, newy))
{
- if (IS_PLAYER(x,y))
- DrawPlayerField(x,y);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
else
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
return;
}
else
{
- BOOL wanna_flame = !RND(10);
+ boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
int newx1 = newx+1*dx, newy1 = newy+1*dy;
int newx2 = newx+2*dx, newy2 = newy+2*dy;
- int element1 = (IN_LEV_FIELD(newx1,newy1) ?
- MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
- int element2 = (IN_LEV_FIELD(newx2,newy2) ?
- MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
+ int element1 = (IN_LEV_FIELD(newx1, newy1) ?
+ MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
+ int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+ MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
element1 != EL_DRACHE && element2 != EL_DRACHE &&
element1 != EL_BURNING && element2 != EL_BURNING)
{
- if (IS_PLAYER(x,y))
- DrawPlayerField(x,y);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
else
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
MovDelay[x][y] = 50;
Feld[newx][newy] = EL_BURNING;
- if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
+ if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
Feld[newx1][newy1] = EL_BURNING;
- if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
+ if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
Feld[newx2][newy2] = EL_BURNING;
return;
}
}
}
- else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
- Feld[newx][newy]==EL_DIAMANT)
+ else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
+ Feld[newx][newy] == EL_DIAMANT)
{
- if (IS_MOVING(newx,newy))
- RemoveMovingField(newx,newy);
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
else
{
Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ DrawLevelField(newx, newy);
}
}
- else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
+ else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
IS_MAMPF2(Feld[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
+ if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
+ Feld[newx][newy] == EL_AMOEBE_BD)
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
- if (IS_MOVING(newx,newy))
- RemoveMovingField(newx,newy);
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
else
{
Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ DrawLevelField(newx, newy);
}
}
- else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
- IS_AMOEBOID(Feld[newx][newy]))
+ else if ((element == EL_PACMAN || element == EL_MOLE)
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
+ if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
+ Feld[newx][newy] == EL_AMOEBE_BD)
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
- Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ if (element == EL_MOLE)
+ {
+ Feld[newx][newy] = EL_DEAMOEBING;
+ MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ return; /* wait for shrinking amoeba */
+ }
+ else /* element == EL_PACMAN */
+ {
+ Feld[newx][newy] = EL_LEERRAUM;
+ DrawLevelField(newx, newy);
+ }
}
- else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
- { /* gegen Wand gelaufen */
- TurnRound(x,y);
+ else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+ (Feld[newx][newy] == EL_DEAMOEBING ||
+ (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
+ {
+ /* wait for shrinking amoeba to completely disappear */
+ return;
+ }
+ else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+ {
+ /* object was running against a wall */
- if (element == EL_KAEFER || element == EL_FLIEGER)
- DrawLevelField(x,y);
+ TurnRound(x, y);
+
+ if (element == EL_KAEFER || element == EL_FLIEGER ||
+ element == EL_SP_SNIKSNAK || element == EL_MOLE)
+ 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);
+ 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);
+
+ if (DONT_TOUCH(element))
+ TestIfBadThingHitsHero(x, y);
return;
}
- if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
- PlaySoundLevel(x,y,SND_SCHLURF);
+ if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
+ PlaySoundLevel(x, y, SND_SCHLURF);
- InitMovingField(x,y,MovDir[x][y]);
+ InitMovingField(x, y, MovDir[x][y]);
}
if (MovDir[x][y])
- ContinueMoving(x,y);
+ ContinueMoving(x, y);
}
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
int direction = MovDir[x][y];
- int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
- int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int horiz_move = (dx!=0);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy) * TILEX/8;
-
- if (CAN_FALL(element) && horiz_move)
+ int step = (horiz_move ? dx : dy) * TILEX / 8;
+
+ if (element == EL_TROPFEN)
+ step /= 2;
+ else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
+ step /= 4;
+ else if (CAN_FALL(element) && horiz_move &&
+ y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
+ step /= 2;
+
+#if OLD_GAME_BEHAVIOUR
+ else 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_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
- step/=4;
+#endif
MovPos[x][y] += step;
- if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
+ if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
{
Feld[x][y] = EL_LEERRAUM;
Feld[newx][newy] = element;
- if (Store[x][y]==EL_MORAST_VOLL)
+ if (element == EL_MOLE)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ Feld[x][y] = EL_ERDREICH;
+ DrawLevelField(x, y);
+
+ for(i=0; i<4; i++)
+ {
+ int xx, yy;
+
+ xx = x + xy[i][0];
+ yy = y + xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
+ DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
+ }
+ }
+
+ if (Store[x][y] == EL_MORAST_VOLL)
{
Store[x][y] = 0;
Feld[newx][newy] = EL_MORAST_VOLL;
element = EL_MORAST_VOLL;
}
- else if (Store[x][y]==EL_MORAST_LEER)
+ else if (Store[x][y] == EL_MORAST_LEER)
{
Store[x][y] = 0;
Feld[x][y] = EL_MORAST_LEER;
}
- else if (Store[x][y]==EL_SIEB_VOLL)
+ 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)
+ 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)
+ 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)
+ 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)
+ else if (Store[x][y] == EL_SALZSAEURE)
{
Store[x][y] = 0;
Feld[newx][newy] = EL_SALZSAEURE;
element = EL_SALZSAEURE;
}
- else if (Store[x][y]==EL_AMOEBE_NASS)
+ else if (Store[x][y] == EL_AMOEBE_NASS)
{
Store[x][y] = 0;
Feld[x][y] = EL_AMOEBE_NASS;
if (!CAN_MOVE(element))
MovDir[newx][newy] = 0;
- DrawLevelField(x,y);
- DrawLevelField(newx,newy);
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE;
- JustHit[x][newy] = 3;
+ JustStopped[newx][newy] = 3;
- if (DONT_TOUCH(element)) /* Käfer oder Flieger */
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
- TestIfBadThingHitsHero(newx,newy);
- TestIfBadThingHitsFriend(newx,newy);
- TestIfBadThingHitsOtherBadThing(newx,newy);
+ TestIfBadThingHitsHero(newx, newy);
+ TestIfBadThingHitsFriend(newx, newy);
+ TestIfBadThingHitsOtherBadThing(newx, newy);
}
else if (element == EL_PINGUIN)
- TestIfFriendHitsBadThing(newx,newy);
+ TestIfFriendHitsBadThing(newx, newy);
- if (CAN_SMASH(element) && direction==MV_DOWN &&
- (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
- Impact(x,newy);
+ if (CAN_SMASH(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+ Impact(x, newy);
}
- else /* noch in Bewegung */
- DrawLevelField(x,y);
+ else /* still moving on */
+ DrawLevelField(x, y);
}
int AmoebeNachbarNr(int ax, int ay)
int group_nr = 0;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- for(i=0;i<4;i++)
+ 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))
+ 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];
}
- return(group_nr);
+ return group_nr;
}
void AmoebenVereinigen(int ax, int ay)
{
- int i,x,y,xx,yy;
+ int i, x, y, xx, yy;
int new_group_nr = AmoebaNr[ax][ay];
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- if (!new_group_nr)
+ if (new_group_nr == 0)
return;
- for(i=0;i<4;i++)
+ 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))
+ if (!IN_LEV_FIELD(x, y))
continue;
- if ((Feld[x][y]==EL_AMOEBE_VOLL ||
- Feld[x][y]==EL_AMOEBE_BD ||
- Feld[x][y]==EL_AMOEBE_TOT) &&
+ if ((Feld[x][y] == EL_AMOEBE_VOLL ||
+ Feld[x][y] == EL_AMOEBE_BD ||
+ Feld[x][y] == EL_AMOEBE_TOT) &&
AmoebaNr[x][y] != new_group_nr)
{
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 }
- };
+ int i, x, y;
- if (Feld[ax][ay]==EL_AMOEBE_TOT)
+ 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)
+ {
+ 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++)
{
- if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
+ for (x=0; x<lev_fieldx; x++)
{
- AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA2DIAM;
+ if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA2DIAM;
+ }
}
}
- Bang(ax,ay);
+ Bang(ax, ay);
}
else
{
- for(i=0;i<4;i++)
+ 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))
+ if (!IN_LEV_FIELD(x, y))
continue;
- if (Feld[x][y]==EL_AMOEBA2DIAM)
- Bang(x,y);
+ if (Feld[x][y] == EL_AMOEBA2DIAM)
+ Bang(x, y);
}
}
}
-void AmoebeUmwandeln2(int ax, int ay, int new_element)
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
{
- int x,y;
+ int x, y;
int group_nr = AmoebaNr[ax][ay];
- BOOL done = FALSE;
+ boolean done = FALSE;
+
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ 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++)
+ {
+ 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;
+ }
+ }
+ }
+
+ if (done)
+ PlaySoundLevel(ax, ay,
+ (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
+
+ if (!MovDelay[x][y]) /* start new growing cycle */
+ {
+ MovDelay[x][y] = 7;
+
+ if (DelayReached(&sound_delay, sound_delay_value))
+ {
+ PlaySoundLevel(x, y, SND_AMOEBE);
+ sound_delay_value = 30;
+ }
+ }
+
+ if (MovDelay[x][y]) /* wait some time before growing bigger */
+ {
+ 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);
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- if (AmoebaNr[x][y]==group_nr &&
- (Feld[x][y]==EL_AMOEBE_TOT ||
- Feld[x][y]==EL_AMOEBE_BD ||
- Feld[x][y]==EL_AMOEBING))
+ if (!MovDelay[x][y])
{
- AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
- DrawLevelField(x,y);
- done = TRUE;
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ DrawLevelField(x, y);
}
}
-
- if (done)
- PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
}
-void AmoebeWaechst(int x, int y)
+void AmoebeSchrumpft(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]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* start new shrinking cycle */
{
MovDelay[x][y] = 7;
if (DelayReached(&sound_delay, sound_delay_value))
{
- PlaySoundLevel(x,y,SND_AMOEBE);
+ PlaySoundLevel(x, y, SND_BLURB);
sound_delay_value = 30;
}
}
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before shrinking */
{
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);
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- DrawLevelField(x,y);
+ Feld[x][y] = EL_LEERRAUM;
+ DrawLevelField(x, y);
+
+ /* don't let mole enter this field in this cycle;
+ (give priority to objects falling to this field from above) */
+ Stop[x][y] = TRUE;
}
}
}
int newax = ax, neway = ay;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- if (!level.tempo_amoebe)
+ if (!level.amoeba_speed)
{
Feld[ax][ay] = EL_AMOEBE_TOT;
- DrawLevelField(ax,ay);
+ DrawLevelField(ax, ay);
return;
}
- if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
- MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
+ if (!MovDelay[ax][ay]) /* start making new amoeba field */
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
- if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
+ if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
return;
}
- if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
+ 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))
+ if (!IN_LEV_FIELD(x, y))
return;
- if (IS_FREE(x,y) ||
- Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
{
newax = x;
neway = y;
}
- if (newax==ax && neway==ay)
+ if (newax == ax && neway == ay)
return;
}
- else /* normale oder "gefüllte" Amöbe */
+ else /* normal or "filled" (BD style) amoeba */
{
int start = RND(4);
- BOOL waiting_for_player = FALSE;
+ boolean waiting_for_player = FALSE;
- for(i=0;i<4;i++)
+ 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))
+ if (!IN_LEV_FIELD(x, y))
continue;
- if (IS_FREE(x,y) ||
- Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
{
newax = x;
neway = y;
break;
}
- else if (IS_PLAYER(x,y))
+ else if (IS_PLAYER(x, y))
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);
+ DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
- if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
+ 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);
+ if (element == EL_AMOEBE_VOLL)
+ AmoebeUmwandeln(ax, ay);
+ else if (element == EL_AMOEBE_BD)
+ AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
}
}
return;
}
- else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
+ 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]++;
- AmoebenVereinigen(newax,neway);
- if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
+ /* if amoeba touches other amoeba(s) after growing, unify them */
+ AmoebenVereinigen(newax, neway);
+
+ 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;
}
- else if (neway==ay)
+ else if (neway == ay)
Feld[newax][neway] = EL_TROPFEN;
else
{
- InitMovingField(ax,ay,MV_DOWN);
+ InitMovingField(ax, ay, MV_DOWN);
Feld[ax][ay] = EL_TROPFEN;
Store[ax][ay] = EL_AMOEBE_NASS;
- ContinueMoving(ax,ay);
+ ContinueMoving(ax, ay);
return;
}
- DrawLevelField(newax,neway);
+ DrawLevelField(newax, neway);
}
void Life(int ax, int ay)
{
- int x1,y1,x2,y2;
- static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
+ int x1, y1, x2, y2;
+ static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
int life_time = 40;
int element = Feld[ax][ay];
if (Stop[ax][ay])
return;
- if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
MovDelay[ax][ay] = life_time;
- if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
+ if (MovDelay[ax][ay]) /* wait some time before next cycle */
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
return;
}
- for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
+ for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
{
int xx = ax+x1, yy = ay+y1;
int nachbarn = 0;
- if (!IN_LEV_FIELD(xx,yy))
+ if (!IN_LEV_FIELD(xx, yy))
continue;
- for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
+ for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
{
int x = xx+x2, y = yy+y2;
- if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
+ if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
continue;
- if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
+ if (((Feld[x][y] == element ||
+ (element == EL_LIFE && IS_PLAYER(x, y))) &&
!Stop[x][y]) ||
- (IS_FREE(x,y) && Stop[x][y]))
+ (IS_FREE(x, y) && Stop[x][y]))
nachbarn++;
}
- if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
+ if (xx == ax && yy == ay) /* field in the middle */
{
if (nachbarn<life[0] || nachbarn>life[1])
{
Feld[xx][yy] = EL_LEERRAUM;
if (!Stop[xx][yy])
- DrawLevelField(xx,yy);
+ DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
}
}
- else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
- { /* Randfeld ohne Amoebe */
+ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
+ { /* free border field */
if (nachbarn>=life[2] && nachbarn<=life[3])
{
Feld[xx][yy] = element;
- MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
+ MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
- DrawLevelField(xx,yy);
+ DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
}
}
void Ablenk(int x, int y)
{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next frame */
{
MovDelay[x][y]--;
if (MovDelay[x][y])
{
- if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
+ if (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_MIEP);
return;
}
}
Feld[x][y] = EL_ABLENK_AUS;
- DrawLevelField(x,y);
- if (ZX==x && ZY==y)
+ DrawLevelField(x, y);
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
+void TimegateWheel(int x, int y)
+{
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y),
+ GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
+ if (!(MovDelay[x][y]%4))
+ PlaySoundLevel(x, y, SND_MIEP);
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
+ DrawLevelField(x, y);
+ if (ZX == x && ZY == y)
ZX = ZY = -1;
}
void Birne(int x, int y)
{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = 800;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next frame */
{
MovDelay[x][y]--;
if (MovDelay[x][y])
Feld[x][y]=EL_ABLENK_EIN;
else
Feld[x][y]=EL_ABLENK_AUS;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
Feld[x][y]=EL_ABLENK_EIN;
}
return;
}
Feld[x][y]=EL_ABLENK_AUS;
- DrawLevelField(x,y);
- if (ZX==x && ZY==y)
+ DrawLevelField(x, y);
+ if (ZX == x && ZY == y)
ZX=ZY=-1;
}
void Blubber(int x, int y)
{
- if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
- DrawLevelField(x,y-1);
+ if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
+ DrawLevelField(x, y-1);
else
- DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
+ DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
}
void NussKnacken(int x, int y)
{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = 7;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
Feld[x][y] = EL_EDELSTEIN;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
}
}
}
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)
{
int delay = 6;
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = 5*delay;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next frame */
{
int tuer;
MovDelay[x][y]--;
tuer = MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
+ if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
if (!MovDelay[x][y])
{
Feld[x][y] = EL_AUSGANG_AUF;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
}
}
}
void AusgangstuerBlinken(int x, int y)
{
- DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
+ DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
+}
+
+void OpenSwitchgate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_SWITCHGATE_OPEN;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void CloseSwitchgate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_SWITCHGATE_CLOSED;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void OpenTimegate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_TIMEGATE_OPEN;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void CloseTimegate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSED;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+static void CloseAllOpenTimegates()
+{
+ int x, y;
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+ PlaySoundLevel(x, y, SND_OEFFNEN);
+ }
+ }
+ }
}
void EdelsteinFunkeln(int x, int y)
{
- if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
return;
if (Feld[x][y] == EL_EDELSTEIN_BD)
- DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
+ DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
else
{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = 11 * !SimpleRND(500);
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (direct_draw_on && MovDelay[x][y])
+ if (setup.direct_draw && MovDelay[x][y])
SetDrawtoField(DRAW_BUFFERED);
- DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
+ DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
if (MovDelay[x][y])
{
if (phase > 2)
phase = 4-phase;
- DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
- if (direct_draw_on)
+ if (setup.direct_draw)
{
- int dest_x,dest_y;
+ int dest_x, dest_y;
dest_x = FX + SCREENX(x)*TILEX;
dest_y = FY + SCREENY(y)*TILEY;
- XCopyArea(display,drawto_field,window,gc,
- dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
+ XCopyArea(display, drawto_field, window, gc,
+ dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
SetDrawtoField(DRAW_DIRECT);
}
}
{
int delay = 6;
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = 3*delay;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (MovDelay[x][y]) /* wait some time before next frame */
{
int phase;
MovDelay[x][y]--;
phase = 2-MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
- DrawGraphic(SCREENX(x),SCREENY(y),
+ if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y),
(MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
{
if (MovDir[x][y] == MV_LEFT)
{
- if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
- DrawLevelField(x-1,y);
+ if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
+ DrawLevelField(x-1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
- if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
- DrawLevelField(x+1,y);
+ if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
+ DrawLevelField(x+1, y);
}
else if (MovDir[x][y] == MV_UP)
{
- if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
- DrawLevelField(x,y-1);
+ if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
+ DrawLevelField(x, y-1);
}
else
{
- if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
- DrawLevelField(x,y+1);
+ if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
+ DrawLevelField(x, y+1);
}
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
MovDir[x][y] = MV_NO_MOVING;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
}
}
}
void MauerAbleger(int ax, int ay)
{
int element = Feld[ax][ay];
- BOOL oben_frei = FALSE, unten_frei = FALSE;
- BOOL links_frei = FALSE, rechts_frei = FALSE;
- BOOL oben_massiv = FALSE, unten_massiv = FALSE;
- BOOL links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
- if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
+ if (!MovDelay[ax][ay]) /* start building new wall */
MovDelay[ax][ay] = 6;
- if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
+ if (MovDelay[ax][ay]) /* wait some time before building new wall */
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
return;
}
- if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
+ if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
oben_frei = TRUE;
- if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
+ if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
unten_frei = TRUE;
- if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
+ if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
links_frei = TRUE;
- if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
+ if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
rechts_frei = TRUE;
if (element == EL_MAUER_Y || element == EL_MAUER_XY)
Feld[ax][ay-1] = EL_MAUERND;
Store[ax][ay-1] = element;
MovDir[ax][ay-1] = MV_UP;
- if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
- DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
}
if (unten_frei)
{
Feld[ax][ay+1] = EL_MAUERND;
Store[ax][ay+1] = element;
MovDir[ax][ay+1] = MV_DOWN;
- if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
- DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
}
}
Feld[ax-1][ay] = EL_MAUERND;
Store[ax-1][ay] = element;
MovDir[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
- DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
+ if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
}
if (rechts_frei)
{
Feld[ax+1][ay] = EL_MAUERND;
Store[ax+1][ay] = element;
MovDir[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
- DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
+ if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
}
}
if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
- DrawLevelField(ax,ay);
+ DrawLevelField(ax, ay);
- if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
rechts_massiv = TRUE;
if (((oben_massiv && unten_massiv) ||
void CheckForDragon(int x, int y)
{
- int i,j;
- BOOL dragon_found = FALSE;
+ int i, j;
+ boolean dragon_found = FALSE;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- for(j=0;j<4;j++)
+ for (j=0; j<4; j++)
{
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
- if (IN_LEV_FIELD(xx,yy) &&
+ if (IN_LEV_FIELD(xx, yy) &&
(Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
{
if (Feld[xx][yy] == EL_DRACHE)
if (!dragon_found)
{
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- for(j=0;j<3;j++)
+ for (j=0; j<3; j++)
{
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
- if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
{
Feld[xx][yy] = EL_LEERRAUM;
- DrawLevelField(xx,yy);
+ DrawLevelField(xx, yy);
}
else
break;
}
}
-void PlayerActions(struct PlayerInfo *player, byte player_action)
+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 DrawBeltAnimation(int x, int y, int element)
+{
+ int belt_nr = getBeltNrFromElement(element);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if (belt_dir != MV_NO_MOVING)
+ {
+ int delay = 2;
+ int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
+ int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
+
+ DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+ }
+}
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
+ static boolean save_tape_entry = FALSE;
+ 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;
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
- if (!player->active || player->gone)
+ if (!player->active || tape.pausing)
return;
if (player_action)
{
+ save_tape_entry = TRUE;
player->frame_reset_delay = 0;
if (button1)
- snapped = SnapField(player, dx,dy);
+ snapped = SnapField(player, dx, dy);
else
{
if (button2)
bombed = PlaceBomb(player);
- moved = MoveFigure(player, dx,dy);
+ moved = MoveFigure(player, dx, dy);
}
if (tape.recording && (moved || snapped || bombed))
player_action &= JOY_BUTTON;
stored_player_action[player->index_nr] = player_action;
-
- /* this allows cycled sequences of PlayerActions() */
- if (num_stored_actions >= MAX_PLAYERS)
- {
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
}
else if (tape.playing && snapped)
- SnapField(player, 0,0); /* stop snapping */
+ SnapField(player, 0, 0); /* stop snapping */
}
else
{
- DigField(player, 0,0, 0,0, DF_NO_PUSH);
- SnapField(player, 0,0);
- if (++player->frame_reset_delay > MoveSpeed)
+ /* 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);
+ CheckGravityMovement(player);
+
+ if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ save_tape_entry = FALSE;
+ }
+
if (tape.playing && !tape.pausing && !player_action &&
tape.counter < tape.length)
{
int next_joy =
tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
- if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
+ if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
+ (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
{
int dx = (next_joy == JOY_LEFT ? -1 : +1);
- if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
+ if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
{
int el = Feld[jx+dx][jy];
- int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
+ int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
+ el == EL_BALLOON ? 0 : 10);
if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
{
}
}
-void GameActions(byte player_action)
+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;
- int *recorded_player_action;
+ int i, x, y, element;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
if (game_status != PLAYING)
return;
-#ifdef DEBUG
action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
-#else
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-#endif
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+
+ /* ---------- main game synchronization point ---------- */
- /* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
if (network_playing && !network_player_action_received)
#endif
*/
+#ifndef MSDOS
/* last chance to get network player actions without main loop delay */
HandleNetworking();
+#endif
if (game_status != PLAYING)
return;
}
}
-
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
+ if (tape.pausing)
return;
- else if (tape.recording)
- TapeRecordDelay();
-
if (tape.playing)
- recorded_player_action = TapePlayAction();
- else
- recorded_player_action = NULL;
+ TapePlayDelay();
+ else if (tape.recording)
+ TapeRecordDelay();
- if (network_playing)
- SendToServer_MovePlayer(player_action);
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
- /*
- int actual_player_action =
- (network ? network_player_action[i] : player_action);
- */
+ summarized_player_action |= stored_player[i].action;
- int actual_player_action =
- (network_playing ? network_player_action[i] : player_action);
-
- /*
- int actual_player_action = network_player_action[i];
- */
-
- /*
- int actual_player_action = player_action;
- */
+ if (!network_playing)
+ stored_player[i].effective_action = stored_player[i].action;
+ }
- /* TEST TEST TEST */
+#ifndef MSDOS
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
+#endif
- /*
- if (i != TestPlayer && !stored_player[i].MovPos)
- actual_player_action = 0;
- */
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
- if (!network && i != TestPlayer)
- actual_player_action = 0;
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ int actual_player_action = stored_player[i].effective_action;
- /* TEST TEST TEST */
+ 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];
PlayerActions(&stored_player[i], actual_player_action);
ScrollFigure(&stored_player[i], SCROLL_GO_ON);
-
- network_player_action[i] = 0;
}
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
- /*
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- */
- FrameCounter++;
- TimeFrames++;
+
+#ifdef DEBUG
+#if 0
+ if (TimeFrames == 0 && local_player->active)
+ {
+ extern unsigned int last_RND();
+
+ printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
+ TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
+ }
+#endif
+#endif
+
+#ifdef DEBUG
+#if 0
+ if (GameFrameDelay >= 500)
+ printf("FrameCounter == %d\n", FrameCounter);
+#endif
+#endif
- /*
- printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
- */
+ FrameCounter++;
+ TimeFrames++;
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
Stop[x][y] = FALSE;
- if (JustHit[x][y]>0)
- JustHit[x][y]--;
+ if (JustStopped[x][y] > 0)
+ JustStopped[x][y]--;
#if DEBUG
- if (IS_BLOCKED(x,y))
+ if (IS_BLOCKED(x, y))
{
- int oldx,oldy;
+ int oldx, oldy;
- Blocked2Moving(x,y,&oldx,&oldy);
- if (!IS_MOVING(oldx,oldy))
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
{
- 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(): (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");
}
}
#endif
}
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
element = Feld[x][y];
if (IS_INACTIVE(element))
continue;
- if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
- StartMoving(x,y);
+ StartMoving(x, y);
if (IS_GEM(element))
- EdelsteinFunkeln(x,y);
- }
- else if (IS_MOVING(x,y))
- ContinueMoving(x,y);
- else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
- CheckDynamite(x,y);
- else if (element==EL_EXPLODING)
- Explode(x,y,Frame[x][y],EX_NORMAL);
- else if (element==EL_AMOEBING)
- AmoebeWaechst(x,y);
+ EdelsteinFunkeln(x, y);
+ }
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else if (IS_ACTIVE_BOMB(element))
+ CheckDynamite(x, y);
+ else if (element == EL_EXPLODING)
+ Explode(x, y, Frame[x][y], EX_NORMAL);
+ else if (element == EL_AMOEBING)
+ AmoebeWaechst(x, y);
+ else if (element == EL_DEAMOEBING)
+ AmoebeSchrumpft(x, y);
else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x,y);
- else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
- Life(x,y);
- else if (element==EL_ABLENK_EIN)
- Ablenk(x,y);
- else if (element==EL_SALZSAEURE)
- Blubber(x,y);
- else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
- Blurb(x,y);
- else if (element==EL_CRACKINGNUT)
- NussKnacken(x,y);
- else if (element==EL_AUSGANG_ZU)
- AusgangstuerPruefen(x,y);
- else if (element==EL_AUSGANG_ACT)
- AusgangstuerOeffnen(x,y);
- else if (element==EL_AUSGANG_AUF)
- AusgangstuerBlinken(x,y);
- else if (element==EL_MAUERND)
- MauerWaechst(x,y);
- else if (element==EL_MAUER_LEBT ||
- element==EL_MAUER_X ||
- element==EL_MAUER_Y ||
- element==EL_MAUER_XY)
- MauerAbleger(x,y);
- else if (element==EL_BURNING)
- CheckForDragon(x,y);
-
- if (SiebAktiv)
- {
- BOOL sieb = FALSE;
+ AmoebeAbleger(x, y);
+ else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
+ Life(x, y);
+ else if (element == EL_ABLENK_EIN)
+ Ablenk(x, y);
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ TimegateWheel(x, y);
+ else if (element == EL_SALZSAEURE)
+ Blubber(x, y);
+ else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
+ Blurb(x, y);
+ else if (element == EL_CRACKINGNUT)
+ NussKnacken(x, y);
+ else if (element == EL_AUSGANG_ZU)
+ AusgangstuerPruefen(x, y);
+ else if (element == EL_AUSGANG_ACT)
+ AusgangstuerOeffnen(x, y);
+ else if (element == EL_AUSGANG_AUF)
+ AusgangstuerBlinken(x, y);
+ else if (element == EL_MAUERND)
+ MauerWaechst(x, y);
+ else if (element == EL_MAUER_LEBT ||
+ element == EL_MAUER_X ||
+ element == EL_MAUER_Y ||
+ element == EL_MAUER_XY)
+ MauerAbleger(x, y);
+ else if (element == EL_BURNING)
+ CheckForDragon(x, y);
+ 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);
+ else if (IS_BELT(element))
+ DrawBeltAnimation(x, y, element);
+ else if (element == EL_SWITCHGATE_OPENING)
+ OpenSwitchgate(x, y);
+ else if (element == EL_SWITCHGATE_CLOSING)
+ CloseSwitchgate(x, y);
+ else if (element == EL_TIMEGATE_OPENING)
+ OpenTimegate(x, y);
+ else if (element == EL_TIMEGATE_CLOSING)
+ CloseTimegate(x, y);
+ else if (element == EL_EXTRA_TIME)
+ DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_PASSIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_ACTIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+
+ if (game.magic_wall_active)
+ {
+ boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
- Store[x][y]==EL_SIEB_LEER)
+ if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
+ Store[x][y] == EL_SIEB_LEER)
{
SiebAktivieren(x, y, 1);
sieb = TRUE;
}
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
- Store[x][y]==EL_SIEB2_LEER)
+ else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
+ Store[x][y] == EL_SIEB2_LEER)
{
SiebAktivieren(x, y, 2);
sieb = TRUE;
}
}
- if (SiebAktiv)
+ if (game.magic_wall_active)
{
- if (!(SiebAktiv%4))
- PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
- SiebAktiv--;
- if (!SiebAktiv)
+ if (!(game.magic_wall_time_left % 4))
+ PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
+
+ 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)
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
- Feld[x][y] = EL_SIEB_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);
+ }
}
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
+
+ game.magic_wall_active = FALSE;
+ }
+ }
+ }
+
+ if (game.light_time_left > 0)
+ {
+ game.light_time_left--;
+
+ if (game.light_time_left == 0)
+ {
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (element == EL_LIGHT_SWITCH_ON)
{
- Feld[x][y] = EL_SIEB2_TOT;
- DrawLevelField(x,y);
+ Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+ DrawLevelField(x, y);
}
+ else if (element == EL_INVISIBLE_STEEL ||
+ element == EL_UNSICHTBAR ||
+ element == EL_SAND_INVISIBLE)
+ DrawLevelField(x, y);
}
}
}
- if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
+
+ if (TimeFrames >= (1000 / GameFrameDelay))
{
TimeFrames = 0;
- TimeLeft--;
+ TimePlayed++;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (SHIELD_ON(&stored_player[i]))
+ {
+ stored_player[i].shield_passive_time_left--;
+
+ if (stored_player[i].shield_active_time_left > 0)
+ stored_player[i].shield_active_time_left--;
+ }
+ }
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--;
+
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
- DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
+ 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]);
+ if (!TimeLeft && setup.time_limit)
+ 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();
}
-static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
{
int min_x = x, min_y = y, max_x = x, max_y = y;
int i;
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
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);
max_y = MAX(max_y, jy);
}
- return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+ return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
}
-static BOOL AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen()
{
int i;
- for(i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
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)))
- return(FALSE);
+ return FALSE;
}
- return(TRUE);
+ return TRUE;
}
void ScrollLevel(int dx, int dy)
{
- int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
- int x,y;
-
- /*
- ScreenGfxPos = local_player->GfxPos;
- */
+ int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+ int x, y;
- XCopyArea(display,drawto_field,drawto_field,gc,
- FX + TILEX*(dx==-1) - softscroll_offset,
- FY + TILEY*(dy==-1) - softscroll_offset,
+ XCopyArea(display, drawto_field, drawto_field, gc,
+ FX + TILEX*(dx == -1) - softscroll_offset,
+ FY + TILEY*(dy == -1) - softscroll_offset,
SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
- FX + TILEX*(dx==1) - softscroll_offset,
- FY + TILEY*(dy==1) - softscroll_offset);
+ FX + TILEX*(dx == 1) - softscroll_offset,
+ FY + TILEY*(dy == 1) - softscroll_offset);
if (dx)
{
- x = (dx==1 ? BX1 : BX2);
- for(y=BY1; y<=BY2; y++)
- DrawScreenField(x,y);
+ x = (dx == 1 ? BX1 : BX2);
+ for (y=BY1; y<=BY2; y++)
+ DrawScreenField(x, y);
}
if (dy)
{
- y = (dy==1 ? BY1 : BY2);
- for(x=BX1; x<=BX2; x++)
- DrawScreenField(x,y);
+ y = (dy == 1 ? BY1 : BY2);
+ for (x=BX1; x<=BX2; x++)
+ DrawScreenField(x, y);
+ }
+
+ 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;
}
-
- redraw_mask |= REDRAW_FIELD;
}
-BOOL MoveFigureOneStep(struct PlayerInfo *player,
- int dx, int dy, int real_dx, int real_dy)
+boolean MoveFigureOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
{
int jx = player->jx, jy = player->jy;
int new_jx = jx+dx, new_jy = jy+dy;
int element;
int can_move;
- if (player->gone || (!dx && !dy))
- return(MF_NO_ACTION);
+ if (!player->active || (!dx && !dy))
+ return MF_NO_ACTION;
player->MovDir = (dx < 0 ? MV_LEFT :
dx > 0 ? MV_RIGHT :
dy < 0 ? MV_UP :
dy > 0 ? MV_DOWN : MV_NO_MOVING);
- if (!IN_LEV_FIELD(new_jx,new_jy))
- return(MF_NO_ACTION);
+ if (!IN_LEV_FIELD(new_jx, new_jy))
+ return MF_NO_ACTION;
- if (!network && !AllPlayersInSight(player, new_jx,new_jy))
- return(MF_NO_ACTION);
+ if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+ return MF_NO_ACTION;
- element = MovingOrBlocked2Element(new_jx,new_jy);
+#if 0
+ element = MovingOrBlocked2Element(new_jx, new_jy);
+#else
+ element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+#endif
if (DONT_GO_TO(element))
{
- if (element==EL_SALZSAEURE && dx==0 && dy==1)
+ if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
{
- Blurb(jx,jy);
+ Blurb(jx, jy);
Feld[jx][jy] = EL_SPIELFIGUR;
- InitMovingField(jx,jy,MV_DOWN);
+ InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_SALZSAEURE;
- ContinueMoving(jx,jy);
+ ContinueMoving(jx, jy);
BuryHero(player);
}
else
- KillHero(player);
+ {
+#if 1
+ TestIfBadThingHitsHero(new_jx, new_jy);
+#else
+ if (player->shield_time_left == 0)
+ KillHero(player);
+#endif
+ }
- return(MF_MOVING);
+ return MF_MOVING;
}
- can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
+ can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
if (can_move != MF_MOVING)
- return(can_move);
+ return can_move;
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
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);
- return(MF_MOVING);
+ return MF_MOVING;
}
-BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
- if (player->gone || (!dx && !dy))
- return(FALSE);
+ if (!player->active || (!dx && !dy))
+ return FALSE;
+
+ 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);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
- if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
- return(FALSE);
+ player->move_delay_value = original_move_delay_value;
+ }
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
- if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
- moved |= MoveFigureOneStep(player, dx,0, dx,dy);
+ if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
+ moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
}
else
{
- if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
- moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
+ if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
+ moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
}
jx = player->jx;
jy = player->jy;
-
-
- /*
- if (moved & MF_MOVING && player == local_player)
- */
-
if (moved & MF_MOVING && !ScreenMovPos &&
- (player == local_player || !network))
+ (player == local_player || !options.network))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (scroll_delay_on ? 3 : 0);
-
- /*
- if (player == local_player)
- {
- printf("MOVING LOCAL PLAYER && SCROLLING\n");
- }
- */
+ int offset = (setup.scroll_delay ? 3 : 0);
- if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
/* actual player has left the screen -- scroll in that direction */
if (jx != old_jx) /* player has moved horizontally */
{
if (jx != old_jx) /* player has moved horizontally */
{
- if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
- jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : 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 < 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 ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
- jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : 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 < 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);
}
}
-#if 0
- if (player == local_player)
- {
- if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
- jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
- if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
- jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
-
- /* don't scroll more than one field at a time */
- scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
- scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
- }
-#endif
-
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- if (!network && !AllPlayersInVisibleScreen())
+ if (!options.network && !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
+ DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
player->last_move_dir = player->MovDir;
}
else
+ {
+ CheckGravityMovement(player);
+
player->last_move_dir = MV_NO_MOVING;
+ }
- TestIfHeroHitsBadThing(jx,jy);
+ TestIfHeroHitsBadThing(jx, jy);
- if (player->gone)
+ if (!player->active)
RemoveHero(player);
- return(moved);
+ return moved;
}
void ScrollFigure(struct PlayerInfo *player, int mode)
{
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;
DrawPlayer(player);
return;
}
- else if (!FrameReached(&player->actual_frame_counter,1))
+ 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;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}
- else if (!FrameReached(&screen_frame_counter,1))
+ else if (!FrameReached(&screen_frame_counter, 1))
return;
if (ScreenMovPos)
{
- ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
redraw_mask |= REDRAW_FIELD;
}
int i, killx = goodx, killy = goody;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
static int harmless[4] =
{
MV_DOWN
};
- for(i=0; i<4; i++)
+ for (i=0; i<4; i++)
{
- int x,y, element;
+ int x, y, element;
x = goodx + xy[i][0];
y = goody + xy[i][1];
- if (!IN_LEV_FIELD(x,y))
+ if (!IN_LEV_FIELD(x, y))
continue;
+#if 0
element = Feld[x][y];
+#else
+ element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+#endif
if (DONT_TOUCH(element))
{
if (killx != goodx || killy != goody)
{
- if (IS_PLAYER(goodx,goody))
- KillHero(PLAYERINFO(goodx,goody));
+ if (IS_PLAYER(goodx, goody))
+ {
+ struct PlayerInfo *player = PLAYERINFO(goodx, goody);
+
+ if (player->shield_active_time_left > 0)
+ Bang(killx, killy);
+ else if (player->shield_passive_time_left == 0)
+ KillHero(player);
+ }
else
- Bang(goodx,goody);
+ Bang(goodx, goody);
}
}
int i, killx = badx, killy = bady;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
static int harmless[4] =
{
MV_DOWN
};
- for(i=0; i<4; i++)
+ if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
+ return;
+
+ for (i=0; i<4; i++)
{
- int x,y, element;
+ int x, y, element;
x = badx + xy[i][0];
y = bady + xy[i][1];
- if (!IN_LEV_FIELD(x,y))
+ if (!IN_LEV_FIELD(x, y))
continue;
element = Feld[x][y];
- if (IS_PLAYER(x,y))
+ if (IS_PLAYER(x, y))
{
killx = x;
killy = y;
}
else if (element == EL_PINGUIN)
{
- if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
+ if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
continue;
killx = x;
if (killx != badx || killy != bady)
{
- if (IS_PLAYER(killx,killy))
- KillHero(PLAYERINFO(killx,killy));
+ if (IS_PLAYER(killx, killy))
+ {
+ struct PlayerInfo *player = PLAYERINFO(killx, killy);
+
+ if (player->shield_active_time_left > 0)
+ Bang(badx, bady);
+ else if (player->shield_passive_time_left == 0)
+ KillHero(player);
+ }
else
- Bang(killx,killy);
+ Bang(killx, killy);
}
}
void TestIfHeroHitsBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x,y);
+ TestIfGoodThingHitsBadThing(x, y);
}
void TestIfBadThingHitsHero(int x, int y)
{
- /*
- TestIfGoodThingHitsBadThing(JX,JY);
- */
-
- TestIfBadThingHitsGoodThing(x,y);
+ TestIfBadThingHitsGoodThing(x, y);
}
void TestIfFriendHitsBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x,y);
+ TestIfGoodThingHitsBadThing(x, y);
}
void TestIfBadThingHitsFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x,y);
+ TestIfBadThingHitsGoodThing(x, y);
}
void TestIfBadThingHitsOtherBadThing(int badx, int bady)
int i, killx = badx, killy = bady;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- for(i=0; i<4; i++)
+ for (i=0; i<4; i++)
{
- int x,y, element;
+ int x, y, element;
x=badx + xy[i][0];
y=bady + xy[i][1];
- if (!IN_LEV_FIELD(x,y))
+ if (!IN_LEV_FIELD(x, y))
continue;
element = Feld[x][y];
}
if (killx != badx || killy != bady)
- Bang(badx,bady);
+ Bang(badx, bady);
}
void KillHero(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- if (player->gone)
+ if (!player->active)
return;
if (IS_PFORTE(Feld[jx][jy]))
Feld[jx][jy] = EL_LEERRAUM;
- Bang(jx,jy);
+ /* deactivate shield (else Bang()/Explode() would not work right) */
+ player->shield_passive_time_left = 0;
+ player->shield_active_time_left = 0;
+
+ Bang(jx, jy);
BuryHero(player);
}
+static void KillHeroUnlessShield(struct PlayerInfo *player)
+{
+ if (!SHIELD_ON(player))
+ KillHero(player);
+}
+
void BuryHero(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- if (player->gone)
+ if (!player->active)
return;
- PlaySoundLevel(jx,jy, SND_AUTSCH);
- PlaySoundLevel(jx,jy, SND_LACHEN);
+ PlaySoundLevel(jx, jy, SND_AUTSCH);
+ PlaySoundLevel(jx, jy, SND_LACHEN);
player->GameOver = TRUE;
RemoveHero(player);
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)
+ for (i=0; i<MAX_PLAYERS; i++)
+ 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)
if (mode == DF_NO_PUSH)
{
+ player->Switching = FALSE;
player->push_delay = 0;
- return(MF_NO_ACTION);
+ return MF_NO_ACTION;
}
- if (IS_MOVING(x,y) || IS_PLAYER(x,y))
- return(MF_NO_ACTION);
+ if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+ return MF_NO_ACTION;
element = Feld[x][y];
- switch(element)
+ switch (element)
{
case EL_LEERRAUM:
+ PlaySoundLevel(x, y, SND_EMPTY);
break;
case EL_ERDREICH:
+ case EL_SAND_INVISIBLE:
+ 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:
- RemoveField(x,y);
+ case EL_SP_INFOTRON:
+ RemoveField(x, y);
local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
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_ENVELOPE:
+ Feld[x][y] = EL_LEERRAUM;
+ PlaySoundLevel(x, y, SND_PONG);
+ break;
+
+ case EL_EXTRA_TIME:
+ RemoveField(x, y);
+ if (level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ }
+ PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ break;
+
+ case EL_SHIELD_PASSIVE:
+ RemoveField(x, y);
+ player->shield_passive_time_left += 10;
+ PlaySoundLevel(x, y, SND_PONG);
+ 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);
break;
- case EL_DYNAMIT_AUS:
- RemoveField(x,y);
+ case EL_DYNAMITE_INACTIVE:
+ case EL_SP_DISK_RED:
+ RemoveField(x, y);
player->dynamite++;
- RaiseScoreElement(EL_DYNAMIT);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
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:
- RemoveField(x,y);
+ RemoveField(x, y);
player->dynabomb_count++;
player->dynabombs_left++;
- RaiseScoreElement(EL_DYNAMIT);
- PlaySoundLevel(x,y,SND_PONG);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+ PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNABOMB_SZ:
- RemoveField(x,y);
+ RemoveField(x, y);
player->dynabomb_size++;
- RaiseScoreElement(EL_DYNAMIT);
- PlaySoundLevel(x,y,SND_PONG);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+ PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNABOMB_XL:
- RemoveField(x,y);
+ RemoveField(x, y);
player->dynabomb_xl = TRUE;
- RaiseScoreElement(EL_DYNAMIT);
- PlaySoundLevel(x,y,SND_PONG);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+ PlaySoundLevel(x, y, SND_PONG);
break;
case EL_SCHLUESSEL1:
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);
+ RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto,gc,
- DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
+ 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,
+ DrawMiniGraphicExt(window, gc,
+ DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1+key_nr);
- PlaySoundLevel(x,y,SND_PONG);
+ PlaySoundLevel(x, y, SND_PONG);
break;
}
Feld[x][y] = EL_ABLENK_EIN;
ZX = x;
ZY = y;
- DrawLevelField(x,y);
- return(MF_ACTION);
+ DrawLevelField(x, y);
+ 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_BELT1_SWITCH_LEFT:
+ case EL_BELT1_SWITCH_MIDDLE:
+ case EL_BELT1_SWITCH_RIGHT:
+ case EL_BELT2_SWITCH_LEFT:
+ case EL_BELT2_SWITCH_MIDDLE:
+ case EL_BELT2_SWITCH_RIGHT:
+ case EL_BELT3_SWITCH_LEFT:
+ case EL_BELT3_SWITCH_MIDDLE:
+ case EL_BELT3_SWITCH_RIGHT:
+ case EL_BELT4_SWITCH_LEFT:
+ case EL_BELT4_SWITCH_MIDDLE:
+ case EL_BELT4_SWITCH_RIGHT:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleBeltSwitch(x, y);
+ }
+ return MF_ACTION;
+ break;
+
+ case EL_SWITCHGATE_SWITCH_1:
+ case EL_SWITCHGATE_SWITCH_2:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleSwitchgateSwitch(x, y);
+ }
+ return MF_ACTION;
+ break;
+
+ case EL_LIGHT_SWITCH_OFF:
+ case EL_LIGHT_SWITCH_ON:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleLightSwitch(x, y);
+ }
+ return MF_ACTION;
+ break;
+
+ case EL_TIMEGATE_SWITCH_OFF:
+ ActivateTimegateSwitch(x, y);
+
+ return MF_ACTION;
+ break;
+
+ case EL_BALLOON_SEND_LEFT:
+ case EL_BALLOON_SEND_RIGHT:
+ case EL_BALLOON_SEND_UP:
+ case EL_BALLOON_SEND_DOWN:
+ case EL_BALLOON_SEND_ANY:
+ if (element == EL_BALLOON_SEND_ANY)
+ game.balloon_dir = move_direction;
+ else
+ game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SEND_UP ? MV_UP :
+ element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+
+ return MF_ACTION;
+ break;
+
+ case EL_SP_EXIT:
+ if (local_player->gems_still_needed > 0)
+ return MF_NO_ACTION;
+
+ player->LevelSolved = player->GameOver = TRUE;
+ PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
break;
case EL_FELSBROCKEN:
case EL_BOMBE:
case EL_KOKOSNUSS:
case EL_ZEIT_LEER:
- if (dy || mode==DF_SNAP)
- return(MF_NO_ACTION);
+ case EL_SP_ZONK:
+ case EL_SP_DISK_ORANGE:
+ if (dy || mode == DF_SNAP)
+ return MF_NO_ACTION;
player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
- return(MF_NO_ACTION);
+ if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+ return MF_NO_ACTION;
if (real_dy)
{
- if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return(MF_NO_ACTION);
+ if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
+ return MF_NO_ACTION;
}
if (player->push_delay == 0)
player->push_delay = FrameCounter;
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!tape.playing)
- return(MF_NO_ACTION);
+ return MF_NO_ACTION;
- RemoveField(x,y);
+ RemoveField(x, y);
Feld[x+dx][y+dy] = element;
player->push_delay_value = 2+RND(8);
- DrawLevelField(x+dx,y+dy);
- if (element==EL_FELSBROCKEN)
- PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
- else if (element==EL_KOKOSNUSS)
- PlaySoundLevel(x+dx,y+dy,SND_KNURK);
+ DrawLevelField(x+dx, y+dy);
+ if (element == EL_FELSBROCKEN)
+ 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);
+ PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
break;
case EL_PFORTE1:
case EL_PFORTE2:
case EL_PFORTE3:
case EL_PFORTE4:
- if (!player->key[element-EL_PFORTE1])
- return(MF_NO_ACTION);
+ if (!player->key[element - EL_PFORTE1])
+ return MF_NO_ACTION;
break;
case EL_PFORTE1X:
case EL_PFORTE2X:
case EL_PFORTE3X:
case EL_PFORTE4X:
- if (!player->key[element-EL_PFORTE1X])
- return(MF_NO_ACTION);
+ if (!player->key[element - EL_PFORTE1X])
+ return MF_NO_ACTION;
+ break;
+
+ case EL_EM_GATE_1:
+ case EL_EM_GATE_2:
+ case EL_EM_GATE_3:
+ case EL_EM_GATE_4:
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevel(x, y, SND_GATE);
+
+ 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);
+
+ PlaySoundLevel(x, y, SND_GATE);
+
+ break;
+
+ case EL_SWITCHGATE_OPEN:
+ case EL_TIMEGATE_OPEN:
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevel(x, y, SND_GATE);
+
+ 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);
+
+ PlaySoundLevel(x, y, SND_GATE);
+
break;
case EL_AUSGANG_ZU:
case EL_AUSGANG_ACT:
- /* Tür ist (noch) nicht offen! */
- return(MF_NO_ACTION);
+ /* door is not (yet) open */
+ return MF_NO_ACTION;
break;
case EL_AUSGANG_AUF:
- if (mode==DF_SNAP)
- return(MF_NO_ACTION);
-
- PlaySoundLevel(x,y,SND_BUING);
-
- /*
- player->gone = TRUE;
- PlaySoundLevel(x,y,SND_BUING);
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
- if (!local_player->friends_still_needed)
- player->LevelSolved = player->GameOver = TRUE;
- */
+ PlaySoundLevel(x, y, SND_BUING);
break;
case EL_BIRNE_AUS:
Feld[x][y] = EL_BIRNE_EIN;
local_player->lights_still_needed--;
- DrawLevelField(x,y);
- PlaySoundLevel(x,y,SND_DENG);
- return(MF_ACTION);
+ DrawLevelField(x, y);
+ PlaySoundLevel(x, y, SND_DENG);
+ return MF_ACTION;
break;
case EL_ZEIT_VOLL:
Feld[x][y] = EL_ZEIT_LEER;
TimeLeft += 10;
- DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
- DrawLevelField(x,y);
- PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
- return(MF_ACTION);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawLevelField(x, y);
+ PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ return MF_ACTION;
break;
case EL_SOKOBAN_FELD_LEER:
case EL_SOKOBAN_FELD_VOLL:
case EL_SOKOBAN_OBJEKT:
case EL_SONDE:
- if (mode==DF_SNAP)
- return(MF_NO_ACTION);
+ case EL_SP_DISK_YELLOW:
+ case EL_BALLOON:
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x+dx,y+dy)
- || (!IS_FREE(x+dx,y+dy)
+ if (!IN_LEV_FIELD(x+dx, y+dy)
+ || (!IS_FREE(x+dx, y+dy)
&& (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
|| !IS_SB_ELEMENT(element))))
- return(MF_NO_ACTION);
+ 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);
+ 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 (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)
- return(MF_NO_ACTION);
+ !tape.playing && element != EL_BALLOON)
+ return MF_NO_ACTION;
if (IS_SB_ELEMENT(element))
{
local_player->sokobanfields_still_needed++;
}
else
- RemoveField(x,y);
+ RemoveField(x, y);
if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
{
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_DENG);
}
else
Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
}
else
{
- RemoveField(x,y);
+ RemoveField(x, y);
Feld[x+dx][y+dy] = element;
}
- player->push_delay_value = 2;
+ player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
- DrawLevelField(x,y);
- DrawLevelField(x+dx,y+dy);
- PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
+ 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)
+ game.emulation == EMU_SOKOBAN)
{
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x,y,SND_BUING);
+ PlaySoundLevel(x, y, SND_BUING);
}
break;
- case EL_MAULWURF:
case EL_PINGUIN:
case EL_SCHWEIN:
case EL_DRACHE:
break;
default:
- return(MF_NO_ACTION);
- break;
+ return MF_NO_ACTION;
}
player->push_delay = 0;
- return(MF_MOVING);
+ return MF_MOVING;
}
-BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
+boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
- if (player->gone || !IN_LEV_FIELD(x,y))
- return(FALSE);
+ if (!player->active || !IN_LEV_FIELD(x, y))
+ return FALSE;
if (dx && dy)
- return(FALSE);
+ return FALSE;
if (!dx && !dy)
{
player->snapped = FALSE;
- return(FALSE);
+ return FALSE;
}
if (player->snapped)
- return(FALSE);
+ return FALSE;
player->MovDir = (dx < 0 ? MV_LEFT :
dx > 0 ? MV_RIGHT :
dy < 0 ? MV_UP :
dy > 0 ? MV_DOWN : MV_NO_MOVING);
- if (!DigField(player, x,y, 0,0, DF_SNAP))
- return(FALSE);
+ if (!DigField(player, x, y, 0, 0, DF_SNAP))
+ return FALSE;
player->snapped = TRUE;
- DrawLevelField(x,y);
+ DrawLevelField(x, y);
BackToFront();
- return(TRUE);
+ return TRUE;
}
-BOOL PlaceBomb(struct PlayerInfo *player)
+boolean PlaceBomb(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
int element;
- if (player->gone || player->MovPos)
- return(FALSE);
+ if (!player->active || player->MovPos)
+ return FALSE;
element = Feld[jx][jy];
- if ((player->dynamite==0 && player->dynabombs_left==0) ||
- element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
- return(FALSE);
+ if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
+ IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
+ return FALSE;
if (element != EL_LEERRAUM)
Store[jx][jy] = element;
if (player->dynamite)
{
- Feld[jx][jy] = EL_DYNAMIT;
+ Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
MovDelay[jx][jy] = 96;
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
+ if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
+ else
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+ }
}
else
{
- Feld[jx][jy] = EL_DYNABOMB;
- Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
+ Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
- if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
+ if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
}
- return(TRUE);
+ return TRUE;
}
void PlaySoundLevel(int x, int y, int sound_nr)
int volume, stereo;
int silence_distance = 8;
- if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
- (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
return;
- if (!IN_LEV_FIELD(x,y) ||
+ if (!IN_LEV_FIELD(x, y) ||
sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
return;
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))
+ 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);
case EL_KOKOSNUSS:
RaiseScore(level.score[SC_KOKOSNUSS]);
break;
- case EL_DYNAMIT:
+ case EL_DYNAMITE_INACTIVE:
RaiseScore(level.score[SC_DYNAMIT]);
break;
case EL_SCHLUESSEL:
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;
+ }
+}