#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+#define INIT_GFX_RANDOM() (SimpleRND(1000000))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
#define NUM_GAME_BUTTONS 6
+
/* forward declaration for internal use */
+
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-#define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
-
/* ------------------------------------------------------------------------- */
-/* sound definitions */
+/* definition of elements that automatically change to other elements after */
+/* a specified time, eventually calling a function when changing */
/* ------------------------------------------------------------------------- */
-static struct
-{
- char *text;
- int value;
- boolean is_loop;
-} sound_action_properties[] =
-{
- /* insert _all_ loop sound actions here */
- { ".waiting", ACTION_WAITING, TRUE },
- { ".moving", ACTION_MOVING, TRUE }, /* continuos moving */
- { ".active", ACTION_ACTIVE, TRUE },
- { ".growing", ACTION_GROWING, TRUE },
- { ".attacking", ACTION_ATTACKING, TRUE },
-
- /* other (non-loop) sound actions are optional */
- { ".stepping", ACTION_MOVING, FALSE }, /* discrete moving */
- { ".digging", ACTION_DIGGING, FALSE },
- { ".collecting", ACTION_COLLECTING, FALSE },
- { ".passing", ACTION_PASSING, FALSE },
- { ".impact", ACTION_IMPACT, FALSE },
- { ".pushing", ACTION_PUSHING, FALSE },
- { ".activating", ACTION_ACTIVATING, FALSE },
- { NULL, 0, 0 },
-};
-static int element_action_sound[MAX_NUM_ELEMENTS][NUM_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_FILES];
-
-#define IS_LOOP_SOUND(x) (is_loop_sound[x])
-
-
-/* -------------------------------------------------------------------------
- definition of elements that automatically change to other elements after
- a specified time, eventually calling a function when changing
- ------------------------------------------------------------------------- */
-
/* forward declaration for changer functions */
static void InitBuggyBase(int x, int y);
static void WarnBuggyBase(int x, int y);
{ EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
{ EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
+ { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
+ { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
+
{ EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
InitBuggyBase, NULL, NULL },
{ EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
-
-#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++ * ExplodePhase[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()
{
if (!audio.sound_available)
Feld[x][y] = EL_SP_MURPHY_CLONE;
break;
}
+ else
+ {
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
Feld[x][y] = EL_PLAYER1;
}
for (j=0; j<4; j++)
if (stored_player[i].key[j])
DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + j);
+ el2edimg(EL_KEY1 + j));
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+ int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
DrawText(DX + XX_TIME, DY + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-}
-
-
-/*
- =============================================================================
- InitGameSound()
- -----------------------------------------------------------------------------
- initialize sound effect lookup table for element actions
- =============================================================================
-*/
-
-void InitGameSound()
-{
- int sound_effect_properties[NUM_SOUND_FILES];
- int i, j;
-
-#if 0
- debug_print_timestamp(0, NULL);
-#endif
-
- /* initialize sound effect for all elements to "no sound" */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
- for (j=0; j<NUM_ACTIONS; j++)
- element_action_sound[i][j] = -1;
-
- for (i=0; i<NUM_SOUND_FILES; i++)
- {
- int len_effect_text = strlen(sound_files[i].token);
-
- sound_effect_properties[i] = ACTION_OTHER;
- is_loop_sound[i] = FALSE;
-
- /* determine all loop sounds and identify certain sound classes */
-
- for (j=0; sound_action_properties[j].text; j++)
- {
- int len_action_text = strlen(sound_action_properties[j].text);
-
- if (len_action_text < len_effect_text &&
- strcmp(&sound_files[i].token[len_effect_text - len_action_text],
- sound_action_properties[j].text) == 0)
- {
- sound_effect_properties[i] = sound_action_properties[j].value;
-
- if (sound_action_properties[j].is_loop)
- is_loop_sound[i] = TRUE;
- }
- }
-
- /* associate elements and some selected sound actions */
-
- for (j=0; j<MAX_NUM_ELEMENTS; j++)
- {
- if (element_info[j].sound_class_name)
- {
- int len_class_text = strlen(element_info[j].sound_class_name);
-
- if (len_class_text + 1 < len_effect_text &&
- strncmp(sound_files[i].token,
- element_info[j].sound_class_name, len_class_text) == 0 &&
- sound_files[i].token[len_class_text] == '.')
- {
- int sound_action_value = sound_effect_properties[i];
-
- element_action_sound[j][sound_action_value] = i;
- }
- }
- }
- }
-
-#if 0
- debug_print_timestamp(0, "InitGameEngine");
-#endif
-
-#if 0
- /* TEST ONLY */
- {
- int element = EL_SAND;
- int sound_action = ACTION_DIGGING;
- int j = 0;
-
- while (sound_action_properties[j].text)
- {
- if (sound_action_properties[j].value == sound_action)
- printf("element %d, sound action '%s' == %d\n",
- element, sound_action_properties[j].text,
- element_action_sound[element][sound_action]);
- j++;
- }
- }
-#endif
+ int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
}
player->GfxPos = 0;
player->Frame = 0;
- player->actual_frame_counter = 0;
+ player->GfxAction = ACTION_DEFAULT;
+
+ player->use_murphy_graphic = FALSE;
- player->frame_reset_delay = 0;
+ player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
+ player->is_moving = FALSE;
+ player->is_waiting = FALSE;
+
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
}
}
if (level_nr < 100)
DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
- int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+ int2str(level_nr, 2), FONT_DEFAULT_SMALL);
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+ int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
- FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ getFontWidth(FONT_SPECIAL_NARROW) * 3,
+ getFontHeight(FONT_SPECIAL_NARROW) - 1,
DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
TimeLeft -= 10;
else
TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
BackToFront();
if (!tape.playing)
TimePlayed += 10;
else
TimePlayed++;
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
BackToFront();
if (!tape.playing)
StopSound(SND_GAME_LEVELTIME_BONUS);
}
-#if 0
- FadeSounds();
-#endif
-
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
BackToFront();
return position;
}
+static void InitPlayerGfxAnimation(struct PlayerInfo *player, int action)
+{
+ if (player->GfxAction != action)
+ {
+ player->GfxAction = action;
+ player->Frame = 0;
+ }
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = ACTION_DEFAULT;
+}
+
void InitMovingField(int x, int y, int direction)
{
int element = Feld[x][y];
int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
if (!JustStopped[x][y] || direction != MovDir[x][y])
- GfxFrame[x][y] = 0;
+ ResetGfxAnimation(x, y);
- MovDir[x][y] = direction;
- MovDir[newx][newy] = direction;
+ MovDir[newx][newy] = MovDir[x][y] = direction;
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
GfxAction[x][y] = ACTION_FALLING;
else
GfxAction[x][y] = ACTION_MOVING;
+
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
void CheckDynamite(int x, int y)
{
- int element = Feld[x][y];
-
if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
{
MovDelay[x][y]--;
if (MovDelay[x][y] != 0)
{
- if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
- DrawDynamite(x, y);
+ DrawDynamite(x, y);
+ /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
PlaySoundLevelAction(x, y, ACTION_ACTIVE);
return;
RemoveMovingField(x, y);
}
- if (IS_MASSIVE(element) || element == EL_FLAMES)
+ if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
continue;
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
int y = ey + j * xy[i % 4][1];
int element;
- if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
+ if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
break;
element = Feld[x][y];
}
}
-void Blurb(int x, int y)
+void SplashAcid(int x, int y)
{
int element = Feld[x][y];
if (element != EL_ACID_SPLASH_LEFT &&
- element != EL_ACID_SPLASH_RIGHT) /* start */
+ element != EL_ACID_SPLASH_RIGHT)
{
PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
- {
Feld[x-1][y] = EL_ACID_SPLASH_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))))
- {
Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
- }
- }
- else /* go on */
- {
- int graphic = (element == EL_ACID_SPLASH_LEFT ?
- IMG_ACID_SPLASH_LEFT :
- IMG_ACID_SPLASH_RIGHT);
-
- if (!MovDelay[x][y]) /* initialize animation counter */
- MovDelay[x][y] = 9;
-
- if (MovDelay[x][y]) /* continue animation */
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- }
-
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
- }
- }
}
}
return;
object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
- MovDir[x][y+1]!=MV_DOWN ||
- MovPos[x][y+1]<=TILEY/2));
+ MovDir[x][y+1] != MV_DOWN ||
+ MovPos[x][y+1] <= TILEY / 2));
if (object_hit)
smashed = MovingOrBlocked2Element(x, y+1);
}
if (!lastline && smashed == EL_ACID) /* element falls into acid */
{
- Blurb(x, y);
+ SplashAcid(x, y);
return;
}
+ if (lastline || object_hit)
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+
if ((element == EL_BOMB ||
element == EL_SP_DISK_ORANGE ||
element == EL_DX_SUPABOMB) &&
- (lastline || object_hit)) /* element is bomb */
+ (lastline || object_hit)) /* element is bomb */
{
Bang(x, y);
return;
{
Feld[x][y] = EL_AMOEBA_CREATING;
Store[x][y] = EL_AMOEBA_WET;
+
+ ResetRandomAnimationValue(x, y);
}
return;
}
if (!lastline && object_hit) /* check which object was hit */
{
if (CAN_CHANGE(element) &&
- (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL))
{
int xx, yy;
int activated_magic_wall =
SND_BD_MAGIC_WALL_ACTIVATING));
}
- if (IS_PLAYER(x, y+1))
+ if (IS_PLAYER(x, y + 1))
{
KillHeroUnlessProtected(x, y+1);
return;
}
else if (smashed == EL_PENGUIN)
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
else if (element == EL_BD_DIAMOND)
{
if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
}
- else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+ else if ((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
smashed == EL_SP_DISK_ORANGE))
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
else if (element == EL_ROCK ||
element == EL_BD_ROCK)
{
if (IS_ENEMY(smashed) ||
- smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
+ smashed == EL_BOMB ||
+ smashed == EL_SP_DISK_ORANGE ||
smashed == EL_DX_SUPABOMB ||
- smashed == EL_SATELLITE || smashed == EL_PIG ||
- smashed == EL_DRAGON || smashed == EL_MOLE)
+ smashed == EL_SATELLITE ||
+ smashed == EL_PIG ||
+ smashed == EL_DRAGON ||
+ 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_LAMP || smashed == EL_LAMP_ACTIVE)
+ if (smashed == EL_LAMP ||
+ smashed == EL_LAMP_ACTIVE)
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
else if (smashed == EL_NUT)
EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
+#if 0
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+#else
+ else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
+#endif
{
- Blurb(x, y);
+ SplashAcid(x, y);
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Store[x][y] = EL_ACID;
+#if 0
+ /* !!! TEST !!! better use "_FALLING" etc. !!! */
+ GfxAction[x][y+1] = ACTION_ACTIVE;
+#endif
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
JustStopped[x][y])
}
else if (IS_FREE(x, y+1))
{
+ if (JustStopped[x][y]) /* prevent animation from being restarted */
+ MovDir[x][y] = MV_DOWN;
+
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
}
element != EL_DARK_YAMYAM &&
element != EL_PACMAN)
{
-#if 0
- if (element == EL_SPRING)
- printf("1--> %d\n", MovDir[x][y]);
-#endif
TurnRound(x, y);
-#if 0
- if (element == EL_SPRING)
- printf("2--> %d\n", MovDir[x][y]);
-#endif
+
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
MovDelay[x][y]--;
if (element == EL_ROBOT ||
- element == EL_YAMYAM || element == EL_DARK_YAMYAM)
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
{
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int graphic = el2img(element);
- int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
-
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- }
-
- if (MovDelay[x][y] % 4 == 3)
- {
- if (element == EL_YAMYAM)
- PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
- else if (element == EL_DARK_YAMYAM)
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
- }
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimation(x, y, element);
+ DrawLevelElementAnimationIfNeeded(x, y, element);
else if (element == EL_DRAGON)
{
int i;
int dir = MovDir[x][y];
int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
- int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
- dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
- dir == MV_UP ? IMG_FLAMES_UP1 :
- dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+ int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
+ dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
+ dir == MV_UP ? IMG_FLAMES1_UP :
+ dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
int frame = getGraphicAnimationFrame(graphic, -1);
for (i=1; i<=3; i++)
IN_LEV_FIELD(newx, newy) &&
MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
{
- Blurb(x, y);
+ SplashAcid(x, y);
Store[x][y] = EL_ACID;
}
else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
element == EL_SP_SNIKSNAK || element == EL_MOLE)
DrawLevelField(x, y);
else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
- DrawLevelElementAnimation(x, y, element);
+ DrawLevelElementAnimationIfNeeded(x, y, element);
else if (element == EL_SATELLITE)
- DrawLevelElementAnimation(x, y, element);
+ DrawLevelElementAnimationIfNeeded(x, y, element);
else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimation(x, y, element);
+ DrawLevelElementAnimationIfNeeded(x, y, element);
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
- GfxAction[x][y] = ACTION_DEFAULT;
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+
+#if 1
#if 0
if (!CAN_MOVE(element))
MovDir[newx][newy] = 0;
if (!CAN_MOVE(element) ||
(element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
MovDir[newx][newy] = 0;
+#endif
#endif
DrawLevelField(x, y);
}
else /* still moving on */
{
-#if 0
- if (GfxAction[x][y] == ACTION_DEFAULT)
- {
- printf("reset GfxAction...\n");
-
- GfxAction[x][y] = ACTION_MOVING;
- }
-#endif
-
DrawLevelField(x, y);
}
}
ZX = ZY = -1;
}
-#if 1
-void RobotWheel(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)))
- {
- int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
- }
-
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
-
- return;
- }
- }
-
- Feld[x][y] = EL_ROBOT_WHEEL;
- DrawLevelField(x, y);
-
- if (ZX == x && ZY == y)
- ZX = ZY = -1;
-}
-#endif
-
static void InitTimegateWheel(int x, int y)
{
MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
}
-#if 1
-void TimegateWheel(int x, int y)
+void CheckExit(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)))
- {
- int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
- }
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
+ return;
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ Feld[x][y] = EL_EXIT_OPENING;
- return;
- }
- }
+ PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
+}
- Feld[x][y] = EL_TIMEGATE_SWITCH;
- DrawLevelField(x, y);
+void CheckExitSP(int x, int y)
+{
+ if (local_player->gems_still_needed > 0)
+ return;
- /* THIS HAS NO EFFECT AT ALL! */
-#if 1
- /* !!! THIS LOOKS WRONG !!! */
- if (ZX == x && ZY == y)
- ZX = ZY = -1;
-#endif
+ Feld[x][y] = EL_SP_EXIT_OPEN;
+ PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
}
-#endif
-#if 1
-void NussKnacken(int x, int y)
+static void CloseAllOpenTimegates()
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 7;
+ int x, y;
- if (MovDelay[x][y]) /* wait some time before next frame */
+ for (y=0; y<lev_fieldy; y++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
+ for (x=0; x<lev_fieldx; x++)
{
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
- 6 - MovDelay[x][y]);
+ int element = Feld[x][y];
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+ PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
}
-
- return;
}
}
-
- Feld[x][y] = EL_EMERALD;
- DrawLevelField(x, y);
}
-#endif
-#if 1
-void BreakingPearl(int x, int y)
+void EdelsteinFunkeln(int x, int y)
{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 9;
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+ return;
- 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)))
- {
- int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
- 8 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
- }
-
- return;
- }
- }
-
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
-}
-#endif
-
-void SiebAktivieren(int x, int y, int type)
-{
- int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
-
- DrawLevelGraphicAnimation(x, y, graphic);
-}
-
-void CheckExit(int x, int y)
-{
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
- return;
-
- Feld[x][y] = EL_EXIT_OPENING;
-
- PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
-}
-
-void CheckExitSP(int x, int y)
-{
- if (local_player->gems_still_needed > 0)
+ if (Feld[x][y] == EL_BD_DIAMOND)
return;
- Feld[x][y] = EL_SP_EXIT_OPEN;
-
- PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
-}
-
-#if 1
-void AusgangstuerOeffnen(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 tuer;
-
- MovDelay[x][y]--;
- tuer = MovDelay[x][y] / delay;
-
- if (!(MovDelay[x][y] % delay))
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
- 29 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
- }
- }
-
- if (MovDelay[x][y])
- return;
- }
-
- Feld[x][y] = EL_EXIT_OPEN;
- DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-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 */
- {
- MovDelay[x][y]--;
-
- if (!(MovDelay[x][y] % delay))
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
- 29 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
- }
- }
-
- if (MovDelay[x][y])
- return;
- }
-
- Feld[x][y] = EL_SWITCHGATE_OPEN;
- DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-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 */
- {
- MovDelay[x][y]--;
-
- if (!(MovDelay[x][y] % delay))
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
- 29 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
- }
- }
-
- if (MovDelay[x][y])
- return;
- }
-
- Feld[x][y] = EL_SWITCHGATE_CLOSED;
- DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-void OpenTimegate(int x, int y)
-{
- int delay = 6;
+ if (MovDelay[x][y] == 0) /* next animation frame */
+ MovDelay[x][y] = 11 * !SimpleRND(500);
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5 * delay;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (MovDelay[x][y] != 0) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (!(MovDelay[x][y] % delay))
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
- 29 - MovDelay[x][y]);
+ if (setup.direct_draw && MovDelay[x][y])
+ SetDrawtoField(DRAW_BUFFERED);
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
- }
- }
-
- if (MovDelay[x][y])
- return;
- }
-
- Feld[x][y] = EL_TIMEGATE_OPEN;
- DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-void CloseTimegate(int x, int y)
-{
- int delay = 6;
-
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 5 * delay;
+ DrawLevelElementAnimation(x, y, Feld[x][y]);
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
-
- if (!(MovDelay[x][y] % delay))
- {
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
- 29 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
- }
- }
-
- if (MovDelay[x][y])
- return;
- }
-
- Feld[x][y] = EL_TIMEGATE_CLOSED;
- DrawLevelField(x, y);
-}
-#endif
-
-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_TIMEGATE_CLOSING);
- }
- }
- }
-}
-
-void EdelsteinFunkeln(int x, int y)
-{
- if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
- return;
-
- if (Feld[x][y] == EL_BD_DIAMOND)
-#if 0
- DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
-#else
- return;
-#endif
- else
- {
- if (MovDelay[x][y] == 0) /* next animation frame */
- MovDelay[x][y] = 11 * !SimpleRND(500);
-
- if (MovDelay[x][y] != 0) /* wait some time before next frame */
+ if (MovDelay[x][y] != 0)
{
- MovDelay[x][y]--;
-
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
-#if 0
- DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
-#else
- DrawLevelElementAnimation(x, y, Feld[x][y]);
-#endif
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
- if (MovDelay[x][y] != 0)
+ if (setup.direct_draw)
{
- int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
- 10 - MovDelay[x][y]);
+ int dest_x, dest_y;
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+ dest_x = FX + SCREENX(x) * TILEX;
+ dest_y = FY + SCREENY(y) * TILEY;
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
+ BlitBitmap(drawto_field, window,
+ dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+ SetDrawtoField(DRAW_DIRECT);
}
}
}
}
}
-#if 1
-void CheckBuggyBase(int x, int y)
-{
- int element = Feld[x][y];
-
- if (element == EL_SP_BUGGY_BASE)
- {
- if (MovDelay[x][y] == 0) /* wait some time before activating base */
- {
- GfxFrame[x][y] = 0;
-
- InitBuggyBase(x, y);
- }
-
- MovDelay[x][y]--;
-
- if (MovDelay[x][y] != 0)
- {
- DrawLevelElementAnimation(x, y, element);
- }
- else
- {
- Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
- DrawLevelField(x, y);
- }
- }
- else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
- {
- if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
- {
- GfxFrame[x][y] = 0;
-
- InitBuggyBase(x, y);
- }
-
- MovDelay[x][y]--;
-
- if (MovDelay[x][y] != 0)
- {
- DrawLevelElementAnimation(x, y, element);
- }
- else
- {
- Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
- DrawLevelField(x, y);
- }
- }
- else if (element == EL_SP_BUGGY_BASE_ACTIVE)
- {
- if (MovDelay[x][y] == 0) /* start activating buggy base */
- {
- GfxFrame[x][y] = 0;
-
- InitBuggyBase(x, y);
- }
-
- MovDelay[x][y]--;
-
- if (MovDelay[x][y] != 0)
- {
- DrawLevelElementAnimation(x, y, element);
-
- WarnBuggyBase(x, y);
- }
- else
- {
- Feld[x][y] = EL_SP_BUGGY_BASE;
- DrawLevelField(x, y);
- }
- }
-}
-#endif
-
static void InitTrap(int x, int y)
{
MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
{
int graphic = IMG_TRAP_ACTIVE;
- /* if animation frame already drawn, correct crumbled sand border */
- if (IS_ANIMATED(graphic))
- if (checkDrawLevelGraphicAnimation(x, y, graphic))
- DrawCrumbledSand(SCREENX(x), SCREENY(y));
+ /* if new animation frame was drawn, correct crumbled sand border */
+ if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
}
-#if 1
-void CheckTrap(int x, int y)
-{
- int element = Feld[x][y];
-
- if (element == EL_TRAP)
- {
- if (MovDelay[x][y] == 0) /* wait some time before activating trap */
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-
- MovDelay[x][y]--;
-
- if (MovDelay[x][y] != 0)
- {
- /* do nothing while waiting */
- }
- else
- {
- Feld[x][y] = EL_TRAP_ACTIVE;
- PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
- }
- }
- else if (element == EL_TRAP_ACTIVE)
- {
- int delay = 4;
- int num_frames = 8;
-
- if (MovDelay[x][y] == 0) /* start activating trap */
- {
- MovDelay[x][y] = num_frames * delay;
- GfxFrame[x][y] = 0;
- }
-
- MovDelay[x][y]--;
-
- if (MovDelay[x][y] != 0)
- {
- if (DrawLevelElementAnimation(x, y, element))
- DrawCrumbledSand(SCREENX(x), SCREENY(y));
- }
- else
- {
- Feld[x][y] = EL_TRAP;
- DrawLevelField(x, y);
- }
- }
-}
-#endif
-
-#if 1
-static void DrawBeltAnimation(int x, int y, int element)
-{
- int belt_nr = getBeltNrFromBeltActiveElement(element);
- int belt_dir = game.belt_dir[belt_nr];
-
- if (belt_dir != MV_NO_MOVING)
- {
- DrawLevelElementAnimation(x, y, element);
-
- if (!(FrameCounter % 2))
- PlaySoundLevelAction(x, y, ACTION_ACTIVE);
- }
-}
-#endif
-
static void ChangeElement(int x, int y)
{
int element = Feld[x][y];
if (MovDelay[x][y] == 0) /* initialize element change */
{
MovDelay[x][y] = changing_element[element].change_delay + 1;
- GfxFrame[x][y] = 0;
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
if (changing_element[element].pre_change_function)
changing_element[element].pre_change_function(x, y);
if (MovDelay[x][y] != 0) /* continue element change */
{
if (IS_ANIMATED(el2img(element)))
- DrawLevelElementAnimation(x, y, element);
+ DrawLevelElementAnimationIfNeeded(x, y, element);
if (changing_element[element].change_function)
changing_element[element].change_function(x, y);
else /* finish element change */
{
Feld[x][y] = changing_element[element].next_element;
- GfxFrame[x][y] = 0;
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
DrawLevelField(x, y);
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
-#if 0
- static boolean save_tape_entry = FALSE;
-#endif
boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
if (player_action)
{
-#if 0
- save_tape_entry = TRUE;
-#endif
- player->frame_reset_delay = 0;
-
if (button1)
snapped = SnapField(player, dx, dy);
else
}
}
-#if 0
- if (tape.recording && (moved || snapped || bombed))
- {
- if (bombed && !moved)
- player_action &= JOY_BUTTON;
-
- stored_player_action[player->index_nr] = player_action;
- save_tape_entry = TRUE;
- }
- else if (tape.playing && snapped)
- SnapField(player, 0, 0); /* stop snapping */
-#else
stored_player_action[player->index_nr] = player_action;
-#endif
}
else
{
SnapField(player, 0, 0);
CheckGravityMovement(player);
-#if 1
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+
if (player->MovPos == 0) /* needed for tape.playing */
player->is_moving = FALSE;
-#endif
-#if 0
- if (player->MovPos == 0) /* needed for tape.playing */
- player->last_move_dir = MV_NO_MOVING;
-
- /* !!! CHECK THIS AGAIN !!!
- (Seems to be needed for some EL_ROBOT stuff, but breaks
- tapes when walking through pipes!)
- */
-
- /* it seems that "player->last_move_dir" is misused as some sort of
- "player->is_just_moving_in_this_moment", which is needed for the
- robot stuff (robots don't kill players when they are moving)
- */
-#endif
-
- /* if the player does not move for some time, reset animation to start */
- if (++player->frame_reset_delay > player->move_delay_value)
- player->Frame = 0;
}
-#if 0
- if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
- {
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- save_tape_entry = FALSE;
- }
-#else
if (tape.recording && num_stored_actions >= MAX_PLAYERS)
{
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
}
-#endif
-
-#if 0
- if (tape.playing && !tape.pausing && !player_action &&
- tape.counter < tape.length)
- {
- int jx = player->jx, jy = player->jy;
- int next_joy =
- tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
-
- 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]))
- {
- int el = Feld[jx+dx][jy];
- int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
- (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
-
- if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
- {
- player->MovDir = next_joy;
- player->Frame = FrameCounter % 4;
- player->Pushing = TRUE;
- }
- }
- }
- }
-#endif
}
void GameActions()
{
static unsigned long action_delay = 0;
unsigned long action_delay_value;
- int sieb_x = 0, sieb_y = 0;
+ int magic_wall_x = 0, magic_wall_y = 0;
int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
ScrollScreen(NULL, SCROLL_GO_ON);
-
-
-#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
-
FrameCounter++;
TimeFrames++;
+ for (i=0; i<MAX_PLAYERS; i++)
+ stored_player[i].Frame++;
+
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
Stop[x][y] = FALSE;
element = Feld[x][y];
graphic = el2img(element);
+#if 1
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+#endif
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
+
+ SetRandomAnimationValue(x, y);
+
if (IS_INACTIVE(element))
{
#if 1
if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimation(x, y, graphic);
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
#endif
continue;
{
StartMoving(x, y);
-#if 1
-#if 0
- if (Feld[x][y] == EL_EMERALD &&
- IS_ANIMATED(graphic) &&
- !IS_MOVING(x, y))
- DrawLevelGraphicAnimation(x, y, graphic);
-#else
if (IS_ANIMATED(graphic) &&
- !IS_MOVING(x, y))
- DrawLevelGraphicAnimation(x, y, graphic);
-#endif
-#endif
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
element == EL_SHIELD_NORMAL ||
element == EL_SHIELD_DEADLY) &&
IS_ANIMATED(graphic))
- DrawLevelGraphicAnimation(x, y, graphic);
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
#endif
else if (IS_MOVING(x, y))
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
TimegateWheel(x, y);
#endif
+#if 0
else if (element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT)
- Blurb(x, y);
+ SplashAcid(x, y);
+#endif
#if 0
else if (element == EL_NUT_CRACKING)
NussKnacken(x, y);
ChangeElement(x, y);
#if 1
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
else if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimation(x, y, graphic);
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
#endif
if (IS_BELT_ACTIVE(element))
if (game.magic_wall_active)
{
- boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- if (element == EL_MAGIC_WALL_FULL ||
- element == EL_MAGIC_WALL_ACTIVE ||
- element == EL_MAGIC_WALL_EMPTYING)
- {
- SiebAktivieren(x, y, 1);
- sieb = TRUE;
- }
- else if (element == EL_BD_MAGIC_WALL_FULL ||
- element == EL_BD_MAGIC_WALL_ACTIVE ||
- element == EL_BD_MAGIC_WALL_EMPTYING)
- {
- SiebAktivieren(x, y, 2);
- sieb = TRUE;
- }
-
/* play the element sound at the position nearest to the player */
- if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
+ if ((element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING) &&
+ ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
{
- sieb_x = x;
- sieb_y = y;
+ magic_wall_x = x;
+ magic_wall_y = y;
}
}
}
{
if (!(game.magic_wall_time_left % 4))
{
- int element = Feld[sieb_x][sieb_y];
+ int element = Feld[magic_wall_x][magic_wall_y];
if (element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_EMPTYING)
- PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
+ PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
else
- PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
+ PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
if (TimeLeft <= 10 && setup.time_limit)
PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
if (!TimeLeft && setup.time_limit)
for (i=0; i<MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
}
DrawAllPlayers();
{
if (element == EL_ACID && dx == 0 && dy == 1)
{
- Blurb(jx, jy);
+ SplashAcid(jx, jy);
Feld[jx][jy] = EL_PLAYER1;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
}
}
- if (!(moved & MF_MOVING) && !player->Pushing)
- player->Frame = 0;
- else
#if 0
- player->Frame = (player->Frame + 1) % 4;
+#if 1
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT);
#else
- player->Frame += 1 * 0;
+ if (!(moved & MF_MOVING) && !player->Pushing)
+ player->Frame = 0;
+#endif
#endif
if (moved & MF_MOVING)
{
player->actual_frame_counter = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (player->Frame)
- player->Frame += 1;
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- player->Frame += 1;
if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
Feld[last_jx][last_jy] = EL_EMPTY;
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
+ player->is_digging = FALSE;
+
if (player->MovPos == 0)
player->Pushing = FALSE;
RaiseScoreElement(element);
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
if (level.time > 0)
{
TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
}
PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
break;
player->dynamite++;
RaiseScoreElement(EL_DYNAMITE);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
case EL_KEY4:
{
int key_nr = element - EL_KEY1;
+ int graphic = el2edimg(element);
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(element);
DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
case EL_EM_KEY4:
{
int key_nr = element - EL_EM_KEY1;
+ int graphic = el2edimg(EL_KEY1 + key_nr);
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(element);
DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- IMG_KEY1 + key_nr);
+ graphic);
PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
case EL_SPRING:
if (mode == DF_SNAP)
return MF_NO_ACTION;
+
/* no "break" -- fall through to next case */
+
/* the following elements can be pushed by "snapping" */
case EL_BD_ROCK:
if (dy)
player->push_delay = FrameCounter;
#if 0
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing && element != EL_SPRING)
+ !tape.playing &&
+ element != EL_SPRING)
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
case EL_TIME_ORB_FULL:
Feld[x][y] = EL_TIME_ORB_EMPTY;
TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
DrawLevelField(x, y);
PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
return MF_ACTION;
break;
default:
+ if (IS_PUSHABLE(element))
+ {
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
+
+ if (CAN_FALL(element) && dy)
+ return MF_NO_ACTION;
+
+ player->Pushing = TRUE;
+
+ if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+ return MF_NO_ACTION;
+
+ if (dx && real_dy)
+ {
+ if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
+ return MF_NO_ACTION;
+ }
+ else if (dy && real_dx)
+ {
+ if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
+ return MF_NO_ACTION;
+ }
+
+ if (player->push_delay == 0)
+ player->push_delay = FrameCounter;
+
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ return MF_NO_ACTION;
+
+ RemoveField(x, y);
+ Feld[x + dx][y + dy] = element;
+
+ player->push_delay_value = 2 + RND(8);
+
+ DrawLevelField(x + dx, y + dy);
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+ break;
+ }
+
return MF_NO_ACTION;
}
player->push_delay = 0;
+ if (Feld[x][y] != element) /* really digged something */
+ player->is_digging = TRUE;
+
return MF_MOVING;
}
player->Pushing = FALSE;
player->snapped = FALSE;
+ player->is_digging = FALSE;
return FALSE;
}
return FALSE;
player->snapped = TRUE;
+ player->is_digging = FALSE;
DrawLevelField(x, y);
BackToFront();
Store[jx][jy] = element;
MovDelay[jx][jy] = 96;
- GfxFrame[jx][jy] = 0;
+
+ ResetGfxAnimation(jx, jy);
+ ResetRandomAnimationValue(jx, jy);
if (player->dynamite)
{
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
if (game.emulation == EMU_SUPAPLEX)
return TRUE;
}
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlaySoundLevel()
+{
+ int num_sounds = getSoundListSize();
+
+ if (loop_sound_frame != NULL)
+ free(loop_sound_frame);
+
+ if (loop_sound_volume != NULL)
+ free(loop_sound_volume);
+
+ loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+ loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
+
static void PlaySoundLevel(int x, int y, int nr)
{
- static int loop_sound_frame[NUM_SOUND_FILES];
- static int loop_sound_volume[NUM_SOUND_FILES];
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
int max_distance = 8;
static void PlaySoundLevelElementAction(int x, int y, int element,
int sound_action)
{
- int sound_effect = element_action_sound[element][sound_action];
+ int sound_effect = element_info[element].sound[sound_action];
- if (sound_effect != -1)
+ if (sound_effect != SND_UNDEFINED)
PlaySoundLevel(x, y, sound_effect);
}
{
local_player->score += value;
DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
- FS_SMALL, FC_YELLOW);
+ FONT_DEFAULT_SMALL);
}
void RaiseScoreElement(int element)