#include "joystick.h"
#include "network.h"
+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR FALSE
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
checksum += mult++ * StorePlayer[x][y];
checksum += mult++ * Frame[x][y];
checksum += mult++ * AmoebaNr[x][y];
- checksum += mult++ * JustHit[x][y];
+ checksum += mult++ * JustStopped[x][y];
checksum += mult++ * Stop[x][y];
*/
}
player->MovDir = MV_NO_MOVING;
player->MovPos = 0;
player->Pushing = FALSE;
+ player->Switching = FALSE;
player->GfxPos = 0;
player->Frame = 0;
AllPlayersGone = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
+ for (i=0; i<4; i++)
+ game.belt_dir[i] = MV_NO_MOVING;
for (i=0; i<MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
Frame[x][y] = 0;
AmoebaNr[x][y] = 0;
- JustHit[x][y] = 0;
+ JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
}
}
InitMovingField(x, y, MV_DOWN);
Store[x][y] = EL_SALZSAEURE;
}
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+ JustStopped[x][y])
{
Impact(x, y);
}
Feld[x][y] = EL_AMOEBING;
Store[x][y] = EL_AMOEBE_NASS;
}
+#if OLD_GAME_BEHAVIOUR
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
+#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
(IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX/8;
- if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
- step*=2;
- else if (element == EL_TROPFEN)
+ if (element == EL_TROPFEN)
step/=2;
else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
step/=4;
+#if OLD_GAME_BEHAVIOUR
+ else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
+ step*=2;
+#endif
MovPos[x][y] += step;
DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE;
- JustHit[x][newy] = 3;
+ JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
Stop[x][y] = FALSE;
- if (JustHit[x][y]>0)
- JustHit[x][y]--;
+ if (JustStopped[x][y] > 0)
+ JustStopped[x][y]--;
#if DEBUG
if (IS_BLOCKED(x, y))
if (mode == DF_NO_PUSH)
{
+ player->Switching = FALSE;
player->push_delay = 0;
return MF_NO_ACTION;
}
element = Feld[x][y];
- switch(element)
+ switch (element)
{
case EL_LEERRAUM:
PlaySoundLevel(x, y, SND_EMPTY);
}
break;
+ case EL_BELT1_SWITCH_L:
+ case EL_BELT1_SWITCH_M:
+ case EL_BELT1_SWITCH_R:
+ case EL_BELT2_SWITCH_L:
+ case EL_BELT2_SWITCH_M:
+ case EL_BELT2_SWITCH_R:
+ case EL_BELT3_SWITCH_L:
+ case EL_BELT3_SWITCH_M:
+ case EL_BELT3_SWITCH_R:
+ case EL_BELT4_SWITCH_L:
+ case EL_BELT4_SWITCH_M:
+ case EL_BELT4_SWITCH_R:
+ {
+ static int belt_base_element[4] =
+ {
+ EL_BELT1_SWITCH_L,
+ EL_BELT2_SWITCH_L,
+ EL_BELT3_SWITCH_L,
+ EL_BELT4_SWITCH_L
+ };
+ static int belt_move_dir[3] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT
+ };
+
+ int belt_nr = (element < EL_BELT2_SWITCH_L ? 0 :
+ element < EL_BELT3_SWITCH_L ? 1 :
+ element < EL_BELT4_SWITCH_L ? 2 : 3);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
+ int belt_dir_nr_next = (belt_dir_nr + 1) % 3;
+ int belt_dir_next = belt_move_dir[belt_dir_nr_next];
+ int xx, yy;
+
+ if (player->Switching)
+ return MF_ACTION;
+
+ game.belt_dir[belt_nr] = belt_dir_next;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (IS_BELT_SWITCH(Feld[xx][yy]))
+ {
+ int e = Feld[xx][yy];
+ int e_belt_nr = (e < EL_BELT2_SWITCH_L ? 0 :
+ e < EL_BELT3_SWITCH_L ? 1 :
+ e < EL_BELT4_SWITCH_L ? 2 : 3);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr_next;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+ }
+
+ player->Switching = TRUE;
+
+ return MF_ACTION;
+ }
+ break;
+
case EL_SP_EXIT:
if (local_player->gems_still_needed > 0)
return MF_NO_ACTION;