#define NUM_GAME_BUTTONS 6
/* forward declaration for internal use */
+static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessShield(struct PlayerInfo *);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
static int getBeltNrFromSwitchElement(int element)
{
- return (element < EL_BELT2_SWITCH_L ? 0 :
- element < EL_BELT3_SWITCH_L ? 1 :
- element < EL_BELT4_SWITCH_L ? 2 : 3);
+ return (element < EL_BELT2_SWITCH_LEFT ? 0 :
+ element < EL_BELT3_SWITCH_LEFT ? 1 :
+ element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
}
static int getBeltDirNrFromSwitchElement(int element)
{
static int belt_base_element[4] =
{
- EL_BELT1_SWITCH_L,
- EL_BELT2_SWITCH_L,
- EL_BELT3_SWITCH_L,
- EL_BELT4_SWITCH_L
+ EL_BELT1_SWITCH_LEFT,
+ EL_BELT2_SWITCH_LEFT,
+ EL_BELT3_SWITCH_LEFT,
+ EL_BELT4_SWITCH_LEFT
};
int belt_nr = getBeltNrFromSwitchElement(element);
Feld[x][y] = EL_BADEWANNE5;
break;
- case EL_KAEFER_R:
- case EL_KAEFER_O:
- case EL_KAEFER_L:
- case EL_KAEFER_U:
+ case EL_KAEFER_RIGHT:
+ case EL_KAEFER_UP:
+ case EL_KAEFER_LEFT:
+ case EL_KAEFER_DOWN:
case EL_KAEFER:
- case EL_FLIEGER_R:
- case EL_FLIEGER_O:
- case EL_FLIEGER_L:
- case EL_FLIEGER_U:
+ case EL_FLIEGER_RIGHT:
+ case EL_FLIEGER_UP:
+ case EL_FLIEGER_LEFT:
+ case EL_FLIEGER_DOWN:
case EL_FLIEGER:
- case EL_BUTTERFLY_R:
- case EL_BUTTERFLY_O:
- case EL_BUTTERFLY_L:
- case EL_BUTTERFLY_U:
+ case EL_BUTTERFLY_RIGHT:
+ case EL_BUTTERFLY_UP:
+ case EL_BUTTERFLY_LEFT:
+ case EL_BUTTERFLY_DOWN:
case EL_BUTTERFLY:
- case EL_FIREFLY_R:
- case EL_FIREFLY_O:
- case EL_FIREFLY_L:
- case EL_FIREFLY_U:
+ case EL_FIREFLY_RIGHT:
+ case EL_FIREFLY_UP:
+ case EL_FIREFLY_LEFT:
+ case EL_FIREFLY_DOWN:
case EL_FIREFLY:
- case EL_PACMAN_R:
- case EL_PACMAN_O:
- case EL_PACMAN_L:
- case EL_PACMAN_U:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
case EL_MAMPFER:
case EL_MAMPFER2:
case EL_ROBOT:
case EL_PACMAN:
case EL_SP_SNIKSNAK:
case EL_SP_ELECTRON:
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ case EL_MOLE:
InitMovDir(x, y);
break;
local_player->sokobanfields_still_needed++;
break;
- case EL_MAULWURF:
case EL_PINGUIN:
local_player->friends_still_needed++;
break;
Feld[x][y] = EL_EM_KEY_4;
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:
+ case EL_BELT1_SWITCH_LEFT:
+ case EL_BELT1_SWITCH_MIDDLE:
+ case EL_BELT1_SWITCH_RIGHT:
+ case EL_BELT2_SWITCH_LEFT:
+ case EL_BELT2_SWITCH_MIDDLE:
+ case EL_BELT2_SWITCH_RIGHT:
+ case EL_BELT3_SWITCH_LEFT:
+ case EL_BELT3_SWITCH_MIDDLE:
+ case EL_BELT3_SWITCH_RIGHT:
+ case EL_BELT4_SWITCH_LEFT:
+ case EL_BELT4_SWITCH_MIDDLE:
+ case EL_BELT4_SWITCH_RIGHT:
if (init_game)
{
int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
case EL_LIGHT_SWITCH_ON:
if (init_game)
- game.light_time_left = 10 * FRAMES_PER_SECOND;
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
default:
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
+ player->shield_passive_time_left = 0;
+ player->shield_active_time_left = 0;
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
AllPlayersGone = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
- game.switchgate_pos = 0;
game.light_time_left = 0;
+ game.timegate_time_left = 0;
+ game.switchgate_pos = 0;
+
for (i=0; i<4; i++)
{
game.belt_dir[i] = MV_NO_MOVING;
DrawAllPlayers();
FadeToFront();
+ /* after drawing the level, corect some elements */
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+
if (setup.soft_scrolling)
XCopyArea(display, fieldbuffer, backbuffer, gc,
FX, FY, SXSIZE, SYSIZE, SX, SY);
{ 0, -1 },
{ -1, 0 }
};
- static int direction[2][4] =
+ static int direction[3][4] =
{
{ MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
- { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
+ { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
+ { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
};
switch(element)
{
- case EL_KAEFER_R:
- case EL_KAEFER_O:
- case EL_KAEFER_L:
- case EL_KAEFER_U:
+ case EL_KAEFER_RIGHT:
+ case EL_KAEFER_UP:
+ case EL_KAEFER_LEFT:
+ case EL_KAEFER_DOWN:
Feld[x][y] = EL_KAEFER;
- MovDir[x][y] = direction[0][element - EL_KAEFER_R];
+ MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
break;
- case EL_FLIEGER_R:
- case EL_FLIEGER_O:
- case EL_FLIEGER_L:
- case EL_FLIEGER_U:
+ case EL_FLIEGER_RIGHT:
+ case EL_FLIEGER_UP:
+ case EL_FLIEGER_LEFT:
+ case EL_FLIEGER_DOWN:
Feld[x][y] = EL_FLIEGER;
- MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
+ MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
break;
- case EL_BUTTERFLY_R:
- case EL_BUTTERFLY_O:
- case EL_BUTTERFLY_L:
- case EL_BUTTERFLY_U:
+ case EL_BUTTERFLY_RIGHT:
+ case EL_BUTTERFLY_UP:
+ case EL_BUTTERFLY_LEFT:
+ case EL_BUTTERFLY_DOWN:
Feld[x][y] = EL_BUTTERFLY;
- MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
+ MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
break;
- case EL_FIREFLY_R:
- case EL_FIREFLY_O:
- case EL_FIREFLY_L:
- case EL_FIREFLY_U:
+ case EL_FIREFLY_RIGHT:
+ case EL_FIREFLY_UP:
+ case EL_FIREFLY_LEFT:
+ case EL_FIREFLY_DOWN:
Feld[x][y] = EL_FIREFLY;
- MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
+ MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
break;
- case EL_PACMAN_R:
- case EL_PACMAN_O:
- case EL_PACMAN_L:
- case EL_PACMAN_U:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
Feld[x][y] = EL_PACMAN;
- MovDir[x][y] = direction[0][element - EL_PACMAN_R];
+ MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
break;
case EL_SP_SNIKSNAK:
MovDir[x][y] = MV_LEFT;
break;
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ Feld[x][y] = EL_MOLE;
+ MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
+ break;
+
default:
MovDir[x][y] = 1 << RND(4);
if (element != EL_KAEFER &&
if (IS_MASSIVE(element) || element == EL_BURNING)
continue;
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
+ Store[x][y] = 0;
+ }
+
+ continue;
+ }
+
if (element == EL_EXPLODING)
element = Store2[x][y];
- if (IS_PLAYER(ex, ey))
+ if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
{
switch(StorePlayer[ex][ey])
{
if (game.emulation == EMU_SUPAPLEX)
Store[x][y] = EL_LEERRAUM;
}
- else if (center_element == EL_MAULWURF)
+ else if (center_element == EL_MOLE)
Store[x][y] = EL_EDELSTEIN_ROT;
else if (center_element == EL_PINGUIN)
Store[x][y] = EL_EDELSTEIN_LILA;
int element = Store2[x][y];
if (IS_PLAYER(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillHeroUnlessShield(PLAYERINFO(x, y));
else if (IS_EXPLOSIVE(element))
{
Feld[x][y] = Store2[x][y];
else
PlaySoundLevel(x, y, SND_ROAAAR);
+#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
element = EL_LEERRAUM;
+#endif
switch(element)
{
case EL_MAMPFER2:
case EL_ROBOT:
case EL_PACMAN:
+ case EL_MOLE:
RaiseScoreElement(element);
Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
case EL_DYNABOMB_XL:
DynaExplode(x, y);
break;
- case EL_MAULWURF:
case EL_PINGUIN:
case EL_BIRNE_AUS:
case EL_BIRNE_EIN:
- Explode(x, y, EX_PHASE_START, EX_CENTER);
+ if (IS_PLAYER(x, y))
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ else
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
break;
default:
Explode(x, y, EX_PHASE_START, EX_NORMAL);
{
static int belt_base_element[4] =
{
- EL_BELT1_SWITCH_L,
- EL_BELT2_SWITCH_L,
- EL_BELT3_SWITCH_L,
- EL_BELT4_SWITCH_L
+ EL_BELT1_SWITCH_LEFT,
+ EL_BELT2_SWITCH_LEFT,
+ EL_BELT3_SWITCH_LEFT,
+ EL_BELT4_SWITCH_LEFT
};
static int belt_move_dir[4] =
{
}
}
-static void ToggleLightSwitch(int x, int y)
+static void RedrawAllLightSwitchesAndInvisibleElements()
{
- int element = Feld[x][y];
- int xx, yy;
-
- game.light_time_left =
- (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
+ int x, y;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (y=0; y<lev_fieldy; y++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (x=0; x<lev_fieldx; x++)
{
- int element = Feld[xx][yy];
+ int element = Feld[x][y];
if (element == EL_LIGHT_SWITCH_OFF &&
game.light_time_left > 0)
{
- Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_LIGHT_SWITCH_ON;
+ DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ON &&
game.light_time_left == 0)
{
- Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+ DrawLevelField(x, y);
}
if (element == EL_INVISIBLE_STEEL ||
element == EL_UNSICHTBAR ||
element == EL_SAND_INVISIBLE)
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+static void ToggleLightSwitch(int x, int y)
+{
+ int element = Feld[x][y];
+
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH_OFF ?
+ level.time_light * FRAMES_PER_SECOND : 0);
+
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
DrawLevelField(xx, yy);
+ }
+ */
+
}
}
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
}
void Impact(int x, int y)
if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
{
if (object_hit && IS_PLAYER(x, y+1))
- KillHero(PLAYERINFO(x, y+1));
- else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
+ else if (object_hit && smashed == EL_PINGUIN)
Bang(x, y+1);
else
{
if (IS_PLAYER(x, y+1))
{
- KillHero(PLAYERINFO(x, y+1));
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
return;
}
- else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
+ else if (smashed == EL_PINGUIN)
{
Bang(x, y+1);
return;
{
if (IS_ENEMY(smashed) ||
smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
- smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
+ smashed == EL_SONDE || smashed == EL_SCHWEIN ||
+ smashed == EL_DRACHE || smashed == EL_MOLE)
{
Bang(x, y+1);
return;
TestIfBadThingHitsOtherBadThing(x, y);
if (IN_LEV_FIELD(right_x, right_y) &&
- IS_FREE_OR_PLAYER(right_x, right_y))
+ IS_FREE(right_x, right_y))
MovDir[x][y] = right_dir;
else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE_OR_PLAYER(move_x, move_y))
+ !IS_FREE(move_x, move_y))
MovDir[x][y] = left_dir;
if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
TestIfBadThingHitsOtherBadThing(x, y);
if (IN_LEV_FIELD(left_x, left_y) &&
- IS_FREE_OR_PLAYER(left_x, left_y))
+ IS_FREE(left_x, left_y))
MovDir[x][y] = left_dir;
else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE_OR_PLAYER(move_x, move_y))
+ !IS_FREE(move_x, move_y))
MovDir[x][y] = right_dir;
if ((element == EL_FLIEGER ||
MovDelay[x][y] = 0;
}
- else if (element == EL_ROBOT || element == EL_SONDE ||
- element == EL_MAULWURF || element == EL_PINGUIN)
+ else if (element == EL_MOLE)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_DEAMOEBING))
+ can_move_on = TRUE;
+
+ if (!can_move_on)
+ {
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = left_dir;
+ else
+ MovDir[x][y] = right_dir;
+ }
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
{
int attr_x = -1, attr_y = -1;
attr_y = ZY;
}
- if (element == EL_MAULWURF || element == EL_PINGUIN)
+ if (element == EL_PINGUIN)
{
int i;
static int xy[4][2] =
if (IN_LEV_FIELD(newx, newy) &&
(IS_FREE(newx, newy) ||
Feld[newx][newy] == EL_SALZSAEURE ||
- ((element == EL_MAULWURF || element == EL_PINGUIN) &&
+ (element == EL_PINGUIN &&
(Feld[newx][newy] == EL_AUSGANG_AUF ||
IS_MAMPF3(Feld[newx][newy])))))
return;
if (IN_LEV_FIELD(newx, newy) &&
(IS_FREE(newx, newy) ||
Feld[newx][newy] == EL_SALZSAEURE ||
- ((element == EL_MAULWURF || element == EL_PINGUIN) &&
+ (element == EL_PINGUIN &&
(Feld[newx][newy] == EL_AUSGANG_AUF ||
IS_MAMPF3(Feld[newx][newy])))))
return;
if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
{
TurnRound(x, y);
- if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
+ if (MovDelay[x][y] && (element == EL_KAEFER ||
+ element == EL_FLIEGER ||
element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON))
+ element == EL_SP_ELECTRON ||
+ element == EL_MOLE))
DrawLevelField(x, y);
}
}
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
+ if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ !SHIELD_ON(PLAYERINFO(newx, newy)))
{
+
+#if 1
+ TestIfBadThingHitsHero(x, y);
+ return;
+#else
/* enemy got the player */
MovDir[x][y] = 0;
KillHero(PLAYERINFO(newx, newy));
return;
+#endif
+
}
- else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
+ else if ((element == EL_PINGUIN ||
element == EL_ROBOT || element == EL_SONDE) &&
IN_LEV_FIELD(newx, newy) &&
MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
Blurb(x, y);
Store[x][y] = EL_SALZSAEURE;
}
- else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
- IN_LEV_FIELD(newx, newy))
+ else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
{
if (Feld[newx][newy] == EL_AUSGANG_AUF)
{
DrawLevelField(newx, newy);
}
}
- else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
- IS_AMOEBOID(Feld[newx][newy]))
+ else if ((element == EL_PACMAN || element == EL_MOLE)
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
- Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx, newy);
+ if (element == EL_MOLE)
+ {
+ Feld[newx][newy] = EL_DEAMOEBING;
+ MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ return; /* wait for shrinking amoeba */
+ }
+ else /* element == EL_PACMAN */
+ {
+ Feld[newx][newy] = EL_LEERRAUM;
+ DrawLevelField(newx, newy);
+ }
+ }
+ else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+ (Feld[newx][newy] == EL_DEAMOEBING ||
+ (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
+ {
+ /* wait for shrinking amoeba to completely disappear */
+ return;
}
else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
{
TurnRound(x, y);
if (element == EL_KAEFER || element == EL_FLIEGER ||
- element == EL_SP_SNIKSNAK)
+ element == EL_SP_SNIKSNAK || element == EL_MOLE)
DrawLevelField(x, y);
else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
Feld[x][y] = EL_LEERRAUM;
Feld[newx][newy] = element;
+ if (element == EL_MOLE)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ Feld[x][y] = EL_ERDREICH;
+ DrawLevelField(x, y);
+
+ for(i=0; i<4; i++)
+ {
+ int xx, yy;
+
+ xx = x + xy[i][0];
+ yy = y + xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
+ DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
+ }
+ }
+
if (Store[x][y] == EL_MORAST_VOLL)
{
Store[x][y] = 0;
}
}
+void AmoebeSchrumpft(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
+
+ if (!MovDelay[x][y]) /* start new shrinking cycle */
+ {
+ MovDelay[x][y] = 7;
+
+ if (DelayReached(&sound_delay, sound_delay_value))
+ {
+ PlaySoundLevel(x, y, SND_BLURB);
+ sound_delay_value = 30;
+ }
+ }
+
+ if (MovDelay[x][y]) /* wait some time before shrinking */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_LEERRAUM;
+ DrawLevelField(x, y);
+
+ /* don't let mole enter this field in this cycle;
+ (give priority to objects falling to this field from above) */
+ Stop[x][y] = TRUE;
+ }
+ }
+}
+
void AmoebeAbleger(int ax, int ay)
{
int i;
ZX = ZY = -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)))
+ DrawGraphic(SCREENX(x), SCREENY(y),
+ GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
+ if (!(MovDelay[x][y]%4))
+ PlaySoundLevel(x, y, SND_MIEP);
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
+ DrawLevelField(x, y);
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
void Birne(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
}
}
+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 */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_TIMEGATE_OPEN;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+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 */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSED;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+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_OEFFNEN);
+ }
+ }
+ }
+}
+
void EdelsteinFunkeln(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
Explode(x, y, Frame[x][y], EX_NORMAL);
else if (element == EL_AMOEBING)
AmoebeWaechst(x, y);
+ else if (element == EL_DEAMOEBING)
+ AmoebeSchrumpft(x, y);
else if (IS_AMOEBALIVE(element))
AmoebeAbleger(x, y);
else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
Life(x, y);
else if (element == EL_ABLENK_EIN)
Ablenk(x, y);
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ TimegateWheel(x, y);
else if (element == EL_SALZSAEURE)
Blubber(x, y);
else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
OpenSwitchgate(x, y);
else if (element == EL_SWITCHGATE_CLOSING)
CloseSwitchgate(x, y);
+ else if (element == EL_TIMEGATE_OPENING)
+ OpenTimegate(x, y);
+ else if (element == EL_TIMEGATE_CLOSING)
+ CloseTimegate(x, y);
else if (element == EL_EXTRA_TIME)
DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
- else if (element == EL_FORCE_FIELD)
- DrawGraphicAnimation(x, y, GFX_FORCE_FIELD, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_PASSIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_ACTIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
if (game.magic_wall_active)
{
}
}
- if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
+
+ if (TimeFrames >= (1000 / GameFrameDelay))
{
TimeFrames = 0;
TimePlayed++;
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (SHIELD_ON(&stored_player[i]))
+ {
+ stored_player[i].shield_passive_time_left--;
+
+ if (stored_player[i].shield_active_time_left > 0)
+ stored_player[i].shield_active_time_left--;
+ }
+ }
+
if (tape.recording || tape.playing)
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
BuryHero(player);
}
else
- KillHero(player);
+ {
+#if 1
+ TestIfBadThingHitsHero(new_jx, new_jy);
+#else
+ if (player->shield_time_left == 0)
+ KillHero(player);
+#endif
+ }
return MF_MOVING;
}
if (killx != goodx || killy != goody)
{
if (IS_PLAYER(goodx, goody))
- KillHero(PLAYERINFO(goodx, goody));
+ {
+ struct PlayerInfo *player = PLAYERINFO(goodx, goody);
+
+ if (player->shield_active_time_left > 0)
+ Bang(killx, killy);
+ else if (player->shield_passive_time_left == 0)
+ KillHero(player);
+ }
else
Bang(goodx, goody);
}
if (killx != badx || killy != bady)
{
if (IS_PLAYER(killx, killy))
- KillHero(PLAYERINFO(killx, killy));
+ {
+ struct PlayerInfo *player = PLAYERINFO(killx, killy);
+
+ if (player->shield_active_time_left > 0)
+ Bang(badx, bady);
+ else if (player->shield_passive_time_left == 0)
+ KillHero(player);
+ }
else
Bang(killx, killy);
}
if (IS_PFORTE(Feld[jx][jy]))
Feld[jx][jy] = EL_LEERRAUM;
+ /* deactivate shield (else Bang()/Explode() would not work right) */
+ player->shield_passive_time_left = 0;
+ player->shield_active_time_left = 0;
+
Bang(jx, jy);
BuryHero(player);
}
+static void KillHeroUnlessShield(struct PlayerInfo *player)
+{
+ if (!SHIELD_ON(player))
+ KillHero(player);
+}
+
void BuryHero(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
break;
- case EL_FORCE_FIELD:
+ case EL_SHIELD_PASSIVE:
RemoveField(x, y);
+ player->shield_passive_time_left += 10;
+ PlaySoundLevel(x, y, SND_PONG);
+ break;
+
+ case EL_SHIELD_ACTIVE:
+ RemoveField(x, y);
+ player->shield_passive_time_left += 10;
+ player->shield_active_time_left += 10;
PlaySoundLevel(x, y, SND_PONG);
break;
}
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:
+ case EL_BELT1_SWITCH_LEFT:
+ case EL_BELT1_SWITCH_MIDDLE:
+ case EL_BELT1_SWITCH_RIGHT:
+ case EL_BELT2_SWITCH_LEFT:
+ case EL_BELT2_SWITCH_MIDDLE:
+ case EL_BELT2_SWITCH_RIGHT:
+ case EL_BELT3_SWITCH_LEFT:
+ case EL_BELT3_SWITCH_MIDDLE:
+ case EL_BELT3_SWITCH_RIGHT:
+ case EL_BELT4_SWITCH_LEFT:
+ case EL_BELT4_SWITCH_MIDDLE:
+ case EL_BELT4_SWITCH_RIGHT:
if (!player->Switching)
{
player->Switching = TRUE;
return MF_ACTION;
break;
+ case EL_TIMEGATE_SWITCH_OFF:
+ ActivateTimegateSwitch(x, y);
+
+ return MF_ACTION;
+ break;
+
case EL_SP_EXIT:
if (local_player->gems_still_needed > 0)
return MF_NO_ACTION;
break;
case EL_SWITCHGATE_OPEN:
+ case EL_TIMEGATE_OPEN:
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
return MF_NO_ACTION;
break;
- case EL_MAULWURF:
case EL_PINGUIN:
case EL_SCHWEIN:
case EL_DRACHE: