#include "init.h"
#include "files.h"
#include "tape.h"
-#include "joystick.h"
#include "network.h"
/* this switch controls how rocks move horizontally */
#define OLD_GAME_BEHAVIOUR FALSE
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_AMOEBA_CODE FALSE
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
setup.sound = FALSE;
if (!audio.loops_available)
- {
setup.sound_loops = FALSE;
+
+ if (!audio.music_available)
setup.sound_music = FALSE;
- }
if (!video.fullscreen_available)
setup.fullscreen = FALSE;
StorePlayer[x][y] = Feld[x][y];
- if (options.verbose)
+ if (options.debug)
{
printf("Player %d activated.\n", player->element_nr);
printf("[Local player is %d and currently %s.]\n",
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
+#if DEBUG
+#if USE_NEW_AMOEBA_CODE
+ printf("Using new amoeba code.\n");
+#else
+ printf("Using old amoeba code.\n");
+#endif
+#endif
+
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
tape.player_participates[i] = TRUE;
}
- if (options.verbose)
+ if (options.debug)
{
for (i=0; i<MAX_PLAYERS; i++)
{
/* dynamically adjust element properties according to game engine version */
{
- static int ep_slippery[] =
+ static int ep_em_slippery_wall[] =
{
EL_BETON,
EL_MAUERWERK,
EL_MAUER_Y,
EL_MAUER_XY
};
- static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
+#if 1
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+#else
+ static int ep_em_slippery_wall_num =
+ sizeof(ep_em_slippery_wall) / sizeof(int);
+#endif
- for (i=0; i<ep_slippery_num; i++)
+ /*
+ printf("level %d: game.version == %06d\n", level_nr, level.game_version);
+ printf(" file_version == %06d\n", level.file_version);
+ */
+
+ for (i=0; i<ep_em_slippery_wall_num; i++)
{
+#if 1
+ if (level.em_slippery_gems) /* special EM style gems behaviour */
+#else
if (game.version >= GAME_VERSION_2_0)
- Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
+#endif
+ Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
else
- Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
+ Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
}
}
int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
UnmapGameButtons();
+ UnmapTapeButtons();
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;
KeyboardAutoRepeatOff();
- if (options.verbose)
+ if (options.debug)
{
for (i=0; i<4; i++)
printf("Player %d %sactive.\n",
if (TimeLeft)
{
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimeLeft > 0)
{
- if (!setup.sound_loops)
+ if (!tape.playing && !setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
TimeLeft--;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10);
+
+ if (!tape.playing)
+ Delay(10);
}
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
StopSound(SND_SIRR);
}
else if (level.time == 0) /* level without time limit */
{
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimePlayed < 999)
{
- if (!setup.sound_loops)
+ if (!tape.playing && !setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimePlayed < 999 && !(TimePlayed % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
TimePlayed++;
DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10);
+
+ if (!tape.playing)
+ Delay(10);
}
- if (setup.sound_loops)
+ if (!tape.playing && setup.sound_loops)
StopSound(SND_SIRR);
}
#endif
#else
else if ((IS_SLIPPERY(Feld[x][y+1]) ||
- (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
+ (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
!IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
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;
player_action &= JOY_BUTTON;
stored_player_action[player->index_nr] = player_action;
-#if 1
save_tape_entry = TRUE;
-#endif
}
else if (tape.playing && snapped)
SnapField(player, 0, 0); /* stop snapping */
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ if (tape.playing && tape.index_search)
+ action_delay_value = 0;
+
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&action_delay, action_delay_value);
if (tape.pausing)
return;
- if (tape.playing)
- TapePlayDelay();
- else if (tape.recording)
- TapeRecordDelay();
-
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
for (i=0; i<MAX_PLAYERS; i++)
AmoebeWaechst(x, y);
else if (element == EL_DEAMOEBING)
AmoebeSchrumpft(x, y);
-#if 0
+
+#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
AmoebeAbleger(x, y);
#endif
+
else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
Life(x, y);
else if (element == EL_ABLENK_EIN)
}
}
-#if 1
- /* new experimental amoeba growth stuff*/
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
#if 1
if (!(FrameCounter % 8))
#endif
return FALSE;
#else
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ !(tape.playing && tape.game_version < FILE_VERSION_2_0))
return FALSE;
#endif
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ !(tape.playing && tape.game_version < FILE_VERSION_2_0) &&
element != EL_SPRING)
return MF_NO_ACTION;
#endif
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ !(tape.playing && tape.game_version < FILE_VERSION_2_0) &&
element != EL_BALLOON)
return MF_NO_ACTION;
#endif
setup.sound_music = FALSE;
FadeMusic();
}
- else if (audio.loops_available)
+ else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
if (num_bg_loops)