#define SC_SCHLUESSEL 9
#define SC_ZEITBONUS 10
-/* values for game_emulation */
-#define EMU_NONE 0
-#define EMU_BOULDERDASH 1
-#define EMU_SOKOBAN 2
-#define EMU_SUPAPLEX 3
+/* 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
-/* to control special behaviour of certain game elements */
-int game_emulation = EMU_NONE;
+#define NUM_GAME_BUTTONS 6
+/* forward declaration for internal use */
+static void MapGameButtons();
+static void HandleGameButtons(struct GadgetInfo *);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
player->action = 0;
player->effective_action = 0;
+ player->programmed_action = 0;
player->score = 0;
player->gems_still_needed = level.edelsteine;
player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
+ player->move_speed = (level.double_speed ? 4 : 8);
player->snapped = FALSE;
player->gone = FALSE;
MampferNr = 0;
FrameCounter = 0;
TimeFrames = 0;
+ TimePlayed = 0;
TimeLeft = level.time;
ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
ScreenGfxPos = 0;
- if (level.high_speed)
- {
- MoveSpeed = 4;
- ScrollStepSize = TILEX/4;
- }
- else
- {
- MoveSpeed = 8;
- ScrollStepSize = TILEX/8;
- }
+ /*
+ MoveSpeed = (level.double_speed ? 4 : 8);
+ ScrollStepSize = TILEX / MoveSpeed;
+ */
+
+ ScrollStepSize = 0;
AllPlayersGone = FALSE;
SiebAktiv = FALSE;
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
- scroll_x = scroll_y = -1;
- if (local_player->jx >= MIDPOSX-1)
- scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
+ /* determine border element for this level */
+ SetBorderElement();
+
+ 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;
+
+ 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);
DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+
+
+#if 0
DrawGameButton(BUTTON_GAME_STOP);
DrawGameButton(BUTTON_GAME_PAUSE);
DrawGameButton(BUTTON_GAME_PLAY);
DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
+#else
+ 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();
+#endif
+
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);
+
+
+ OpenDoor(DOOR_OPEN_ALL);
if (setup.sound_music)
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
{
if (!setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
- if (TimeLeft && !(TimeLeft % 10))
+ if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
TimeLeft -= 10;
if (setup.sound_loops)
StopSound(SND_SIRR);
}
+ else if (level.time == 0) /* level without time limit */
+ {
+ if (setup.sound_loops)
+ PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
+
+ while(TimePlayed < 999)
+ {
+ if (!setup.sound_loops)
+ PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
+ if (TimePlayed < 999 && !(TimePlayed % 10))
+ RaiseScore(level.score[SC_ZEITBONUS]);
+ if (TimePlayed < 900 && !(TimePlayed % 10))
+ TimePlayed += 10;
+ else
+ TimePlayed++;
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ BackToFront();
+ Delay(10);
+ }
+
+ if (setup.sound_loops)
+ StopSound(SND_SIRR);
+ }
FadeSounds();
BackToFront();
}
-boolean NewHiScore()
+int NewHiScore()
{
int k, l;
int position = -1;
phase = 7 - phase;
}
- if (Store[x][y])
+ if (game_emulation == EMU_SUPAPLEX)
+ DrawGraphic(sx, sy, GFX_SP_DISK_RED);
+ else if (Store[x][y])
DrawGraphicThruMask(sx, sy, graphic + phase);
else
DrawGraphic(sx, sy, graphic + phase);
int num_phase = 9, delay = 2;
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
{
RemoveMovingField(x, y);
}
- if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
+ if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
continue;
if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
x = ex;
y = ey;
- Frame[x][y] = (phase<last_phase ? phase+1 : 0);
+ Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
- if (phase == half_phase)
+ if (phase == first_phase_after_start)
+ {
+ int element = Store2[x][y];
+
+ if (element == EL_BLACK_ORB)
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ }
+ else if (phase == half_phase)
{
int element = Store2[x][y];
int y = ey+j*xy[i%4][1];
int element;
- if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
+ if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
break;
element = Feld[x][y];
{
int element = Feld[x][y];
- PlaySoundLevel(x, y, SND_ROAAAR);
+ if (game_emulation == EMU_SUPAPLEX)
+ PlaySoundLevel(x, y, SND_SP_BOOOM);
+ else
+ PlaySoundLevel(x, y, SND_ROAAAR);
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
element = EL_LEERRAUM;
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:
}
}
+static void CheckBuggyBase(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element == EL_SP_BUG)
+ {
+ if (!MovDelay[x][y]) /* start activating buggy base */
+ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+
+ if (MovDelay[x][y]) /* wait some time before activating base */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
+ if (MovDelay[x][y])
+ return;
+
+ Feld[x][y] = EL_SP_BUG_ACTIVE;
+ }
+ }
+ else if (element == EL_SP_BUG_ACTIVE)
+ {
+ if (!MovDelay[x][y]) /* start activating buggy base */
+ MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
+
+ if (MovDelay[x][y]) /* wait some time before activating base */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0], yy = y + xy[i][1];
+
+ if (IS_PLAYER(xx, yy))
+ {
+ PlaySoundLevel(x, y, SND_SP_BUG);
+ break;
+ }
+ }
+
+ return;
+ }
+
+ Feld[x][y] = EL_SP_BUG;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
{
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
+
+ /*
if (++player->frame_reset_delay > MoveSpeed)
player->Frame = 0;
+ */
+
+ if (++player->frame_reset_delay > player->move_speed)
+ player->Frame = 0;
}
if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
{
int actual_player_action = stored_player[i].effective_action;
+ if (stored_player[i].programmed_action)
+ {
+ /* this is very bad and need to be fixed!!! */
+ unsigned long move_delay = stored_player[i].move_delay;
+
+ /*
+ if (FrameReached(&move_delay, MoveSpeed))
+ */
+
+ if (FrameReached(&move_delay, stored_player[i].move_speed))
+ {
+ actual_player_action = stored_player[i].programmed_action;
+ stored_player[i].programmed_action = 0;
+ }
+ }
+
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
extern unsigned int last_RND();
printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
- level.time - TimeLeft,
+ TimePlayed,
last_RND(),
- getStateCheckSum(level.time - TimeLeft));
+ getStateCheckSum(TimePlayed));
}
*/
#endif
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, 10, ANIM_NORMAL);
+ 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, 2, ANIM_NORMAL);
+ DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
if (SiebAktiv)
{
}
}
- if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
+ if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
{
TimeFrames = 0;
- TimeLeft--;
+ TimePlayed++;
if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
- if (TimeLeft<=10)
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ if (TimeLeft <= 10)
+ PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
- if (!TimeLeft)
- for (i=0; i<MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+
+ if (!TimeLeft)
+ for (i=0; i<MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+ else if (level.time == 0) /* level without time limit */
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
}
DrawAllPlayers();
jy = player->jy = new_jy;
StorePlayer[jx][jy] = player->element_nr;
+ /*
player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
+ */
+
+ player->MovPos =
+ (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_speed);
ScrollFigure(player, SCROLL_INIT);
if (player->gone || (!dx && !dy))
return FALSE;
+ /*
if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
return FALSE;
+ */
+
+ if (!FrameReached(&player->move_delay, player->move_speed) && !tape.playing)
+ return FALSE;
if (player->MovPos)
{
/* should only happen if pre-1.2 tape recordings are played */
/* this is only for backward compatibility */
+ /*
int old_move_speed = MoveSpeed;
+ */
+
+ int old_move_speed = player->move_speed;
#if DEBUG
printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
#endif
/* scroll remaining steps with finest movement resolution */
+
+ /*
MoveSpeed = 8;
+ */
+
+ player->move_speed = 8;
while (player->MovPos)
{
BackToFront();
}
+ /*
MoveSpeed = old_move_speed;
+ */
+
+ player->move_speed = old_move_speed;
+
}
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
if (jx != old_jx) /* player has moved horizontally */
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
/* don't scroll over playfield boundaries */
- if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
- scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
/* don't scroll more than one field at a time */
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
}
else /* player has moved vertically */
{
- if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
/* don't scroll over playfield boundaries */
- if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
- scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
/* don't scroll more than one field at a time */
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
{
int jx = player->jx, jy = player->jy;
int last_jx = player->last_jx, last_jy = player->last_jy;
+ int move_stepsize = TILEX / player->move_speed;
if (!player->active || player->gone || !player->MovPos)
return;
if (mode == SCROLL_INIT)
{
player->actual_frame_counter = FrameCounter;
- player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if (Feld[last_jx][last_jy] == EL_LEERRAUM)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
- 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;
if (!player->MovPos)
{
+ if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+ {
+ /* continue with normal speed after moving through port */
+ /* FIX THIS: what about player already having eaten a speed pill? */
+
+ /*
+ MoveSpeed = 8;
+ ScrollStepSize = TILEX / MoveSpeed;
+ */
+
+ player->move_speed = 8;
+
+ /* don't wait for the next move -- the whole move delay stuff
+ is worse at the moment; FIX THIS! ;-) */
+ player->move_delay = 0;
+ }
+
player->last_jx = jx;
player->last_jy = jy;
if (mode == SCROLL_INIT)
{
+ /* set scrolling step size according to actual player's moving speed */
+ ScrollStepSize = TILEX / player->move_speed;
+
screen_frame_counter = FrameCounter;
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
if (ScreenMovPos)
{
- ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
redraw_mask |= REDRAW_FIELD;
}
{
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
+ int move_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
if (!player->MovPos)
switch(element)
{
case EL_LEERRAUM:
+ PlaySoundLevel(x, y, SND_EMPTY);
break;
case EL_ERDREICH:
Feld[x][y] = EL_LEERRAUM;
+ PlaySoundLevel(x, y, SND_SCHLURF);
+ break;
+
+ case EL_SP_BASE:
+ case EL_SP_BUG:
+ Feld[x][y] = EL_LEERRAUM;
+ PlaySoundLevel(x, y, SND_SP_BASE);
break;
case EL_EDELSTEIN:
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
- PlaySoundLevel(x, y, SND_PONG);
+ 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_speed = 4;
+
+ /*
MoveSpeed = 4;
- ScrollStepSize = TILEX/4;
+ ScrollStepSize = TILEX / MoveSpeed;
+ */
+
PlaySoundLevel(x, y, SND_PONG);
break;
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:
return MF_NO_ACTION;
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_BUING);
+ PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
break;
case 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);
break;
case EL_PFORTE2:
case EL_PFORTE3:
case EL_PFORTE4:
- if (!player->key[element-EL_PFORTE1])
+ if (!player->key[element - EL_PFORTE1])
return MF_NO_ACTION;
break;
case EL_PFORTE2X:
case EL_PFORTE3X:
case EL_PFORTE4X:
- if (!player->key[element-EL_PFORTE1X])
+ if (!player->key[element - EL_PFORTE1X])
+ return MF_NO_ACTION;
+ break;
+
+ case EL_EM_GATE_1:
+ case EL_EM_GATE_2:
+ case EL_EM_GATE_3:
+ case EL_EM_GATE_4:
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ player->move_speed = 4;
+
+ 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;
+ player->move_speed = 4;
+
break;
case EL_SP_PORT1_LEFT:
!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;
+ player->move_speed = 4;
+
+ /*
+ MoveSpeed = 4;
+ ScrollStepSize = TILEX / MoveSpeed;
+ */
+
break;
case EL_AUSGANG_ZU:
break;
default:
- if (IS_EATABLE(element)) /* other kinds of 'dirt' */
- Feld[x][y] = EL_LEERRAUM;
- else
- return MF_NO_ACTION;
-
- break;
+ return MF_NO_ACTION;
}
player->push_delay = 0;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+ {
+ if (game_emulation == EMU_SUPAPLEX)
+ DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
+ else
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+ }
}
else
{
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 (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;
+ }
+}