#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 ResetGfxAnimation(int, int);
+
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)
-#define IS_LOOP_SOUND(s) (sound_info[s].loop)
-
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
{ 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)
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
}
}
return position;
}
+static void ResetRandomAnimationValue(int x, int y)
+{
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ /* reset random value not until one full delay cycle has reached */
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ GfxFrame[x][y] > ANIM_DELAY(graphic))
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+ ResetRandomAnimationValue(x, y);
+
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+#if 0
+ if (Feld[x][y] == EL_ROCK)
+ printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
+ JustStopped[x][y], MovDir[x][y]);
+#endif
+}
+
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;
}
}
-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;
- }
}
+
+#if 0
else /* go on */
{
int graphic = (element == EL_ACID_SPLASH_LEFT ?
}
}
}
+#endif
}
static void InitBeltMovement()
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 1
+ if (lastline || object_hit)
+ {
+#if 0
+ MovDir[x][y] = 0;
+#endif
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
if ((element == EL_BOMB ||
element == EL_SP_DISK_ORANGE ||
element == EL_DX_SUPABOMB) &&
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
{
- Blurb(x, y);
+ SplashAcid(x, y);
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
}
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;
}
MovDelay[x][y]--;
if (element == EL_ROBOT ||
- element == EL_YAMYAM || element == EL_DARK_YAMYAM)
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
{
+#if 1
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+#else
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
int graphic = el2img(element);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
+#endif
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
+#else
if (MovDelay[x][y] % 4 == 3)
{
if (element == EL_YAMYAM)
else if (element == EL_DARK_YAMYAM)
PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
}
+#endif
}
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;
+#if 0
+ /* all done in "InitMovingField()" */
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 */
+#endif
+
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+
+ 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);
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)
-{
- 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);
- }
-
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-
- return;
- }
- }
-
- Feld[x][y] = EL_TIMEGATE_SWITCH;
- DrawLevelField(x, y);
-
- /* THIS HAS NO EFFECT AT ALL! */
-#if 1
- /* !!! THIS LOOKS WRONG !!! */
- if (ZX == x && ZY == y)
- ZX = ZY = -1;
-#endif
-
-}
-#endif
-
-#if 1
-void NussKnacken(int x, int y)
-{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 7;
-
- 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_NUT_CRACKING,
- 6 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
- }
-
- return;
- }
- }
-
- Feld[x][y] = EL_EMERALD;
- DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-void BreakingPearl(int x, int y)
-{
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 9;
-
- 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 ||
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]) /* 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_TIMEGATE_OPENING,
- 29 - MovDelay[x][y]);
-
- 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;
-
- 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;
}
}
-#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);
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);
DrawLevelField(x, y);
{
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;
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_NEW_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);
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))
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 (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;
Store[jx][jy] = element;
MovDelay[jx][jy] = 96;
- GfxFrame[jx][jy] = 0;
+
+ ResetGfxAnimation(jx, jy);
if (player->dynamite)
{