RND(element_info[e].push_delay_random))
#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ (element_info[e].move_delay_random))
#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
static boolean CheckElementSideChange(int, int, int, int, int, int);
static boolean CheckElementChange(int, int, int, int);
-static void PlaySoundLevel(int, int, int);
-static void PlaySoundLevelNearest(int, int, int);
-static void PlaySoundLevelAction(int, int, int);
-static void PlaySoundLevelElementAction(int, int, int, int);
-static void PlaySoundLevelActionIfLoop(int, int, int);
-static void StopSoundLevelActionIfLoop(int, int, int);
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
case EL_PIG:
case EL_DRAGON:
- MovDir[x][y] = 1 << RND(4);
+ GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
break;
#if 0
ExplodeField[x][y] = EX_NO_EXPLOSION;
GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
}
OpenDoor(DOOR_OPEN_ALL);
PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+
if (setup.sound_music)
- PlayMusic(level_nr);
+ PlayLevelMusic();
KeyboardAutoRepeatOffUnlessAutoplay();
printf("Player %d %sactive.\n",
i + 1, (stored_player[i].active ? "" : "not "));
}
+
+#if 0
+ printf("::: starting game [%d]\n", FrameCounter);
+#endif
}
void InitMovDir(int x, int y)
}
break;
}
+
+ GfxDir[x][y] = MovDir[x][y];
}
void InitAmoebaNr(int x, int y)
Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
EL_SP_EXIT_CLOSING);
- PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
/* Hero disappears */
{
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
}
void InitMovingField(int x, int y, int direction)
ResetGfxAnimation(x, y);
MovDir[newx][newy] = MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
GfxAction[x][y] = ACTION_MOVING;
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
void RemoveMovingField(int x, int y)
if (MovDelay[x][y] != 0)
{
DrawDynamite(x, y);
- PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
return;
}
}
#if 1
- StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+ StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
#else
if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
#endif
if (mode == EX_NORMAL || mode == EX_CENTER)
- PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+ PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
RemoveField(x, y);
#else
MovDir[x][y] = MovPos[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y];
AmoebaNr[x][y] = 0;
#endif
#endif
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NO_MOVING;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
#if 0
#if 1
- PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+ PlayLevelSoundAction(x, y, ACTION_EXPLODING);
#else
if (game.emulation == EMU_SUPAPLEX)
- PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+ PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
else
- PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+ PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
#endif
#endif
if (element != EL_ACID_SPLASH_LEFT &&
element != EL_ACID_SPLASH_RIGHT)
{
- PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
#if 1
- PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
#else
- PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+ PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
#endif
}
else if (element == EL_SWITCHGATE_CLOSED ||
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
#if 1
- PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
#else
- PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+ PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
#endif
}
}
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+ PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
}
/*
else if (impact && element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
return;
}
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
- PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+ PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
SND_MAGIC_WALL_ACTIVATING :
SND_BD_MAGIC_WALL_ACTIVATING));
}
else if (smashed == EL_NUT)
{
Feld[x][y + 1] = EL_NUT_BREAKING;
- PlaySoundLevel(x, y, SND_NUT_BREAKING);
+ PlayLevelSound(x, y, SND_NUT_BREAKING);
RaiseScoreElement(EL_NUT);
return;
}
else if (smashed == EL_PEARL)
{
Feld[x][y + 1] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMOND)
{
Feld[x][y + 1] = EL_DIAMOND_BREAKING;
- PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
+ PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
- PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+ PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
- PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
+ PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
return;
}
/* play sound of object that hits the ground */
if (lastline || object_hit)
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
{
static struct
{
int rnd_value = 24;
int rnd = RND(rnd_value);
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
xx = x + move_xy[MovDir[x][y]].x;
yy = y + move_xy[MovDir[x][y]].y;
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+ xx, yy, Feld[xx][yy],
+ FrameCounter);
+#endif
+
+#if 1
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
+#else
if (!IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
MovDelay[x][y] = 0;
}
}
}
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+
+#if 0
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ TurnRoundExt(x, y);
+
+#if 1
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+#if 1
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_WAITING;
+#endif
+}
+
static boolean JustBeingPushed(int x, int y)
{
int i;
if (Stop[x][y])
return;
+#if 1
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+#else
/* !!! this should be handled more generic (not only for mole) !!! */
if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
GfxAction[x][y] = ACTION_DEFAULT;
+#endif
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_ROCK;
#if 1
- PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
#else
- PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+ PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
#endif
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
#if 1
- PlaySoundLevelAction(x, y, ACTION_FILLING);
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
#else
- PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+ PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
#endif
}
}
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
#if 1
- PlaySoundLevelAction(x, y, ACTION_FILLING);
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
#else
- PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+ PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
#endif
}
else if (element == EL_MAGIC_WALL_FULL)
#endif
#endif
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
if (!MovDelay[x][y]) /* start new movement phase */
{
/* all objects that can change their move direction after each step
{
TurnRound(x, y);
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
/* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
ResetGfxAnimation(x, y);
#endif
+
+#if 0
+ if (GfxAction[x][y] != ACTION_WAITING)
+ printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
GfxAction[x][y] = ACTION_WAITING;
+#endif
}
if (element == EL_ROBOT ||
#else
DrawLevelElementAnimationIfNeeded(x, y, element);
#endif
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
DrawLevelElementAnimationIfNeeded(x, y, element);
else
DrawLevelField(x, y);
- PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
for (i=1; i <= 3; i++)
{
if (MovDelay[x][y]) /* element still has to wait some time */
{
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
return;
}
+#if 0
/* special case of "moving" animation of waiting elements (FIX THIS !!!);
for all other elements GfxAction will be set by InitMovingField() */
if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
GfxAction[x][y] = ACTION_MOVING;
+#endif
}
/* now make next step */
Feld[x][y] = EL_EMPTY;
DrawLevelField(x, y);
- PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
+ PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
}
else if (!IS_FREE(newx, newy))
{
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_PIG_DIGGING);
+ PlayLevelSound(x, y, SND_PIG_DIGGING);
}
else if (!IS_FREE(newx, newy))
{
else
DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
+ PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
}
else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
}
else if ((element == EL_PACMAN || element == EL_MOLE)
&& IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
if (element == EL_MOLE)
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
- PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+ PlayLevelSound(x, y, SND_MOLE_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
{
Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
- PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
+ PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
TestIfBadThingTouchesHero(x, y);
#if 0
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
#endif
return;
InitMovingField(x, y, MovDir[x][y]);
- PlaySoundLevelAction(x, y, ACTION_MOVING);
+ PlayLevelSoundAction(x, y, ACTION_MOVING);
}
if (MovDir[x][y])
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
Pushed[x][y] = Pushed[newx][newy] = FALSE;
if (!CAN_MOVE(element) ||
(CAN_FALL(element) && direction == MV_DOWN))
- MovDir[newx][newy] = 0;
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
#endif
#endif
{
TestIfBadThingTouchesHero(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
- TestIfBadThingTouchesOtherBadThing(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
}
}
}
- PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+ PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
Bang(ax, ay);
if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
{
- PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
Bang(x, y);
}
if (done)
- PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
SND_BD_AMOEBA_TURNING_TO_ROCK :
SND_BD_AMOEBA_TURNING_TO_GEM));
}
if (DelayReached(&sound_delay, sound_delay_value))
{
#if 1
- PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
#else
if (Store[x][y] == EL_BD_AMOEBA)
- PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+ PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
else
- PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+ PlayLevelSound(x, y, SND_AMOEBA_GROWING);
#endif
sound_delay_value = 30;
}
{
Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
#if 1
- PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
#else
- PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+ PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
#endif
}
else
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
SND_GAME_OF_LIFE_GROWING);
}
static void RunRobotWheel(int x, int y)
{
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+ PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
}
static void StopRobotWheel(int x, int y)
static void RunTimegateWheel(int x, int y)
{
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
}
void CheckExit(int x, int y)
Feld[x][y] = EL_EXIT_OPENING;
- PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
void CheckExitSP(int x, int y)
Feld[x][y] = EL_SP_EXIT_OPENING;
- PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
static void CloseAllOpenTimegates()
{
Feld[x][y] = EL_TIMEGATE_CLOSING;
#if 1
- PlaySoundLevelAction(x, y, ACTION_CLOSING);
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
#else
- PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+ PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
#endif
}
}
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x, y);
}
}
{
Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
- MovDir[ax][ay-1] = MV_UP;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
IMG_EXPANDABLE_WALL_GROWING_UP, 0);
{
Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
- MovDir[ax][ay+1] = MV_DOWN;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
{
Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
- MovDir[ax-1][ay] = MV_LEFT;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
{
Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
- MovDir[ax+1][ay] = MV_RIGHT;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
if (new_wall)
#if 1
- PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
#else
- PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+ PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
#endif
}
if (IS_PLAYER(xx, yy))
{
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+ PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
break;
}
static void ActivateTrap(int x, int y)
{
- PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+ PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
}
static void ChangeActiveTrap(int x, int y)
}
if (something_has_changed)
- PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
}
else
{
ChangeElementNowExt(x, y, change->target_element);
- PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
return TRUE;
if (ChangeDelay[x][y] != 0) /* continue element change */
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
}
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+#endif
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+#if 0
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+#endif
+
+#if 0
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ if (!player->active || tape.pausing)
+ return 0;
+
+ if (player_action)
+ {
+#if 0
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (dropped && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
+#if 1
+ return player_action;
+#else
+ stored_player_action[player->index_nr] = player_action;
+#endif
+ }
+ else
+ {
+#if 0
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
+
+ if (player->MovPos == 0)
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+
+ return 0;
+ }
+
+#if 0
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+}
+
+#else
+
static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
if (!player->active || tape.pausing)
return;
if (player_action)
{
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
if (button1)
snapped = SnapField(player, dx, dy);
else
}
else
{
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
/* no actions for this player (no input at player's configured device) */
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
if (tape.recording && num_stored_actions >= MAX_PLAYERS)
{
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
}
}
+#endif
void GameActions()
{
int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
+#if 1
+ byte tape_action[MAX_PLAYERS];
+#endif
if (game_status != GAME_MODE_PLAYING)
return;
if (tape.pausing)
return;
+#if 0
+ printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
for (i=0; i<MAX_PLAYERS; i++)
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
- PlayerActions(&stored_player[i], actual_player_action);
+ tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+ if (tape.recording && tape_action[i] && !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
+#if 1
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+#endif
+
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
{
element = Feld[x][y];
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#else
graphic = el2img(element);
#endif
SetRandomAnimationValue(x, y);
#if 1
- PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
#endif
if (IS_INACTIVE(element))
#if 1
/* this may take place after moving, so 'element' may have changed */
+#if 0
if (IS_CHANGING(x, y))
+#else
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
{
#if 0
ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
#endif
element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
#endif
StartMoving(x, y);
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#if 0
if (element == EL_MOLE)
printf("::: %d, %d, %d [%d]\n",
{
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 0
+ if (element == EL_BUG)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
#if 0
if (element == EL_MOLE)
printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
#endif
if (IS_BELT_ACTIVE(element))
- PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+ PlayLevelSoundAction(x, y, ACTION_ACTIVE);
if (game.magic_wall_active)
{
if (element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_EMPTYING)
- PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
else
- PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
if (SHIELD_ON(player))
{
if (player->shield_deadly_time_left)
- PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
else if (player->shield_normal_time_left)
- PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
}
return;
#if 1
- PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+ PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
#else
- PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+ PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
#endif
- PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+ PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
RemoveHero(player);
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
+ PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
break;
case EL_TUBE_ANY:
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
- PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
+ PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
}
break;
/* play sound from background or player, whatever is available */
if (element_info[element].sound[sound_action] != SND_UNDEFINED)
- PlaySoundLevelElementAction(x, y, element, sound_action);
+ PlayLevelSoundElementAction(x, y, element, sound_action);
else
- PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
+ PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
break;
}
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevelAction(x, y, ACTION_PASSING);
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
break;
}
player->is_digging = TRUE;
}
- PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
}
RaiseScoreElement(element);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
!(element == EL_SPRING && use_spring_bug))
return MF_NO_ACTION;
+#if 1
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MF_NO_ACTION;
+#endif
+
#if 1
/* do not push elements already moving away faster than player */
if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
Feld[x][y] = EL_SOKOBAN_OBJECT;
if (Back[x][y] == Back[nextx][nexty])
- PlaySoundLevelAction(x, y, ACTION_PUSHING);
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
else if (Back[x][y] != 0)
- PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
ACTION_EMPTYING);
else
- PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
if (local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
{
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
}
else
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
InitMovingField(x, y, move_direction);
GfxAction[x][y] = ACTION_PUSHING;
player->switch_x = x;
player->switch_y = y;
- PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
if (element == EL_ROBOT_WHEEL)
{
ToggleLightSwitch(x, y);
#if 0
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+ PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
SND_LIGHT_SWITCH_ACTIVATING :
SND_LIGHT_SWITCH_DEACTIVATING);
#endif
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
- PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
- PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
}
return TRUE;
static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;
-void InitPlaySoundLevel()
+void InitPlayLevelSound()
{
int num_sounds = getSoundListSize();
loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
}
-static void PlaySoundLevel(int x, int y, int nr)
+static void PlayLevelSound(int x, int y, int nr)
{
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
PlaySoundExt(nr, volume, stereo_position, type);
}
-static void PlaySoundLevelNearest(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
{
- PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
x > LEVELX(BX2) ? LEVELX(BX2) : x,
y < LEVELY(BY1) ? LEVELY(BY1) :
y > LEVELY(BY2) ? LEVELY(BY2) : y,
sound_action);
}
-static void PlaySoundLevelAction(int x, int y, int action)
+static void PlayLevelSoundAction(int x, int y, int action)
{
- PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+ PlayLevelSoundElementAction(x, y, Feld[x][y], action);
}
-static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
int sound_effect = element_info[element].sound[action];
if (sound_effect != SND_UNDEFINED)
- PlaySoundLevel(x, y, sound_effect);
+ PlayLevelSound(x, y, sound_effect);
}
-static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
int sound_effect = element_info[Feld[x][y]].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- PlaySoundLevel(x, y, sound_effect);
+ PlayLevelSound(x, y, sound_effect);
}
-static void StopSoundLevelActionIfLoop(int x, int y, int action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
int sound_effect = element_info[Feld[x][y]].sound[action];
StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
}
+static void PlayLevelMusic()
+{
+#if 1
+ if (levelset.music[level_nr] != MUS_UNDEFINED)
+ PlayMusic(levelset.music[level_nr]); /* from config file */
+ else
+ PlayMusic(-(level_nr + 1)); /* from music dir */
+#else
+ PlayMusic(level_nr);
+#endif
+}
+
void RaiseScore(int value)
{
local_player->score += value;
setup.sound = setup.sound_music = TRUE;
SetAudioMode(setup.sound);
- PlayMusic(level_nr);
+
+ PlayLevelMusic();
}
break;