#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
/* values for player movement speed (which is in fact a delay value) */
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
void PlaySoundLevel(int, int, int);
void PlaySoundLevelAction(int, int, int);
+void PlaySoundLevelElementAction(int, int, int, int);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
#define SND_ACTION_UNKNOWN 0
#define SND_ACTION_WAITING 1
#define SND_ACTION_MOVING 2
-#define SND_ACTION_COLLECTING 3
-#define SND_ACTION_IMPACT 4
-#define SND_ACTION_PUSHING 5
-#define SND_ACTION_ACTIVATING 6
+#define SND_ACTION_DIGGING 3
+#define SND_ACTION_COLLECTING 4
+#define SND_ACTION_PASSING 5
+#define SND_ACTION_IMPACT 6
+#define SND_ACTION_PUSHING 7
+#define SND_ACTION_ACTIVATING 8
+#define SND_ACTION_BURNING 9
-#define NUM_SND_ACTIONS 7
+#define NUM_SND_ACTIONS 10
static struct
{
{ ".waiting", SND_ACTION_WAITING, TRUE },
{ ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
{ ".running", SND_ACTION_UNKNOWN, TRUE },
- { ".burning", SND_ACTION_UNKNOWN, TRUE },
+ { ".burning", SND_ACTION_BURNING, TRUE },
{ ".growing", SND_ACTION_UNKNOWN, TRUE },
{ ".attacking", SND_ACTION_UNKNOWN, TRUE },
/* other (non-loop) sound actions are optional */
{ ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
+ { ".digging", SND_ACTION_DIGGING, FALSE },
{ ".collecting", SND_ACTION_COLLECTING, FALSE },
+ { ".passing", SND_ACTION_PASSING, FALSE },
{ ".impact", SND_ACTION_IMPACT, FALSE },
{ ".pushing", SND_ACTION_PUSHING, FALSE },
{ ".activating", SND_ACTION_ACTIVATING, FALSE },
int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
}
-void InitGameEngine()
+
+/*
+ =============================================================================
+ InitGameSound()
+ -----------------------------------------------------------------------------
+ initialize sound effect lookup table for element actions
+ =============================================================================
+*/
+
+void InitGameSound()
{
- static int sound_effect_properties[NUM_SOUND_EFFECTS];
+ int sound_effect_properties[NUM_SOUND_EFFECTS];
int i, j;
#if 0
{
int len_class_text = strlen(element_info[j].sound_class_name);
- if (len_class_text < len_effect_text &&
+ if (len_class_text + 1 < len_effect_text &&
strncmp(sound_effects[i].text,
- element_info[j].sound_class_name, len_class_text) == 0)
+ element_info[j].sound_class_name, len_class_text) == 0 &&
+ sound_effects[i].text[len_class_text] == '.')
{
int sound_action_value = sound_effect_properties[i];
#if 0
/* TEST ONLY */
{
- int element = EL_ROBOT;
- int sound_action = SND_ACTION_COLLECTING;
+ int element = EL_ERDREICH;
+ int sound_action = SND_ACTION_DIGGING;
int j = 0;
while (sound_action_properties[j].text)
#endif
}
+
+/*
+ =============================================================================
+ InitGameEngine()
+ -----------------------------------------------------------------------------
+ initialize game engine due to level / tape version number
+ =============================================================================
+*/
+
+static void InitGameEngine()
+{
+ int i;
+
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_version);
+
+#if 0
+ printf("level %d: level version == %06d\n", level_nr, level.game_version);
+ printf(" tape version == %06d [%s] [file: %06d]\n",
+ tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+ tape.file_version);
+ printf(" => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_move_delay =
+ (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ INITIAL_MOVE_DELAY_OFF);
+
+ /* dynamically adjust player properties according to level information */
+ game.initial_move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+ /* dynamically adjust element properties according to game engine version */
+ {
+ static int ep_em_slippery_wall[] =
+ {
+ EL_BETON,
+ EL_MAUERWERK,
+ EL_MAUER_LEBT,
+ EL_MAUER_X,
+ EL_MAUER_Y,
+ EL_MAUER_XY
+ };
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+
+ for (i=0; i<ep_em_slippery_wall_num; i++)
+ {
+ if (level.em_slippery_gems) /* special EM style gems behaviour */
+ Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+
+ /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+ if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
+ Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+}
+
+
+/*
+ =============================================================================
+ InitGame()
+ -----------------------------------------------------------------------------
+ initialize and start new game
+ =============================================================================
+*/
+
void InitGame()
{
- int i, j, x, y;
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
+ int i, j, x, y;
+
+ InitGameEngine();
#if DEBUG
#if USE_NEW_AMOEBA_CODE
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
- player->move_delay = -1; /* no initial move delay */
- player->move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ player->move_delay = game.initial_move_delay;
+ player->move_delay_value = game.initial_move_delay_value;
player->push_delay = 0;
player->push_delay_value = 5;
}
}
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
/* correct non-moving belts to start moving left */
for (i=0; i<4; i++)
if (game.belt_dir[i] == MV_NO_MOVING)
}
}
- game.version = (tape.playing ? tape.game_version : level.game_version);
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-
- /* dynamically adjust element properties according to game engine version */
- {
- static int ep_em_slippery_wall[] =
- {
- EL_BETON,
- EL_MAUERWERK,
- EL_MAUER_LEBT,
- EL_MAUER_X,
- EL_MAUER_Y,
- EL_MAUER_XY
- };
-#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
-
- /*
- 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)
-#endif
- Elementeigenschaften2[ep_em_slippery_wall[i]] |=
- EP_BIT_EM_SLIPPERY_WALL;
- else
- Elementeigenschaften2[ep_em_slippery_wall[i]] &=
- ~EP_BIT_EM_SLIPPERY_WALL;
- }
- }
-
if (BorderElement == EL_LEERRAUM)
{
SBX_Left = 0;
MovDelay[x][y]--;
if (MovDelay[x][y])
{
-#if 0
- if (!(MovDelay[x][y] % 12))
-#else
if (!(MovDelay[x][y] % 6))
-#endif
- {
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
- PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
- else
- PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
- }
+ PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
if (IS_ACTIVE_BOMB(Feld[x][y]))
{
/* play sound of object that hits the ground */
if (lastline || object_hit)
- {
- int sound;
-
- switch (element)
- {
- case EL_EDELSTEIN_BD:
- sound = SND_BD_DIAMOND_IMPACT;
- break;
- case EL_EDELSTEIN:
- case EL_EDELSTEIN_GELB:
- case EL_EDELSTEIN_ROT:
- case EL_EDELSTEIN_LILA:
- sound = SND_EMERALD_IMPACT;
- break;
- case EL_DIAMANT:
- sound = SND_DIAMOND_IMPACT;
- break;
- case EL_PEARL:
- sound = SND_PEARL_IMPACT;
- break;
- case EL_CRYSTAL:
- sound = SND_CRYSTAL_IMPACT;
- break;
- case EL_SP_INFOTRON:
- sound = SND_SP_INFOTRON_IMPACT;
- break;
- case EL_KOKOSNUSS:
- sound = SND_NUT_IMPACT;
- break;
- case EL_BD_ROCK:
- sound = SND_BD_ROCK_IMPACT;
- break;
- case EL_FELSBROCKEN:
- sound = SND_ROCK_IMPACT;
- break;
- case EL_SP_ZONK:
- sound = SND_SP_ZONK_IMPACT;
- break;
- case EL_ZEIT_VOLL:
- sound = SND_TIME_ORB_FULL_IMPACT;
- break;
- case EL_ZEIT_LEER:
- sound = SND_TIME_ORB_EMPTY_IMPACT;
- break;
- case EL_SPRING:
- sound = SND_SPRING_IMPACT;
- break;
- default:
- sound = -1;
- break;
- }
-
-#if 1
- PlaySoundLevelAction(x, y, SND_ACTION_IMPACT);
-#else
- if (sound >= 0)
- PlaySoundLevel(x, y, sound);
-#endif
- }
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
}
void TurnRound(int x, int y)
if (DelayReached(&sound_delay, sound_delay_value))
{
if (Store[x][y] == EL_AMOEBE_BD)
- PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
else
- PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+ PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
sound_delay_value = 30;
}
}
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
- SND_BIOMAZE_GROWING);
+ PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
+ SND_BIOMAZE_CREATING);
}
void RobotWheel(int x, int y)
DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
new_wall = TRUE;
}
+
if (rechts_frei)
{
Feld[ax+1][ay] = EL_MAUERND;
return FALSE;
#else
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0))
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
return FALSE;
#endif
case EL_SP_BASE:
case EL_SP_BUG:
RemoveField(x, y);
-
- if (element == EL_LEERRAUM)
- PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
- else if (element == EL_ERDREICH)
- PlaySoundLevel(x, y, SND_SAND_DIGGING);
- else if (element == EL_SAND_INVISIBLE)
- PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
- else if (element == EL_TRAP_INACTIVE)
- PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
- else if (element == EL_SP_BASE)
- PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
- else if (element == EL_SP_BUG)
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
break;
case EL_EDELSTEIN:
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
-
- if (element == EL_EDELSTEIN_BD)
- PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
- else if (element == EL_DIAMANT)
- PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
- else if (element == EL_SP_INFOTRON)
- PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
- else if (element == EL_PEARL)
- PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
- else if (element == EL_CRYSTAL)
- PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
- else /* EL_EDELSTEIN style element */
- PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_SPEED_PILL:
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- if (element == EL_SP_DISK_RED)
- PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
- else
- PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_DYNABOMB_NR:
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING)
return MF_NO_ACTION;
#endif
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
DrawLevelField(x+dx, y+dy);
- if (element == EL_FELSBROCKEN)
- PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
- else if (element == EL_BD_ROCK)
- PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
- else if (element == EL_BOMBE)
- PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
- else if (element == EL_DX_SUPABOMB)
- PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
- else if (element == EL_KOKOSNUSS)
- PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
- else if (element == EL_ZEIT_LEER)
- PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
- else if (element == EL_SP_ZONK)
- PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
- else if (element == EL_SP_DISK_ORANGE)
- PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
- else if (element == EL_SPRING)
- PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
break;
case EL_PFORTE1:
DOUBLE_PLAYER_SPEED(player);
PlaySoundLevel(x, y, SND_GATE_PASSING);
-
break;
case EL_EM_GATE_1X:
DOUBLE_PLAYER_SPEED(player);
PlaySoundLevel(x, y, SND_GATE_PASSING);
-
break;
case EL_SWITCHGATE_OPEN:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- if (element == EL_SWITCHGATE_OPEN)
- PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
- else
- PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
-
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
break;
case EL_SP_PORT1_LEFT:
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_BALLOON)
return MF_NO_ACTION;
#endif
{
RemoveField(x, y);
Feld[x+dx][y+dy] = element;
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
}
player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
DrawLevelField(x, y);
DrawLevelField(x+dx, y+dy);
- if (element == EL_SONDE)
- PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
- else if (element == EL_SP_DISK_YELLOW)
- PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
- else if (element == EL_BALLOON)
- PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
if (IS_SB_ELEMENT(element) &&
local_player->sokobanfields_still_needed == 0 &&
void PlaySoundLevelAction(int x, int y, int sound_action)
{
- int element = Feld[x][y];
+ PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+}
+
+void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+{
int sound_effect = element_action_sound[element][sound_action];
-#if 1
if (sound_effect != -1)
PlaySoundLevel(x, y, sound_effect);
-#else
- if (sound_action == SND_ACTION_MOVING)
- {
- if (element == EL_KAEFER)
- PlaySoundLevel(x, y, SND_BUG_MOVING);
- else if (element == EL_FLIEGER)
- PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
- else if (element == EL_BUTTERFLY)
- PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
- else if (element == EL_FIREFLY)
- PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
- else if (element == EL_SP_SNIKSNAK)
- PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
- else if (element == EL_SP_ELECTRON)
- PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
- else if (element == EL_MAMPFER)
- PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
- else if (element == EL_MAMPFER2)
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
- else if (element == EL_BALLOON)
- PlaySoundLevel(x, y, SND_BALLOON_MOVING);
- else if (element == EL_SPRING_MOVING)
- PlaySoundLevel(x, y, SND_SPRING_MOVING);
- else if (element == EL_MOLE)
- PlaySoundLevel(x, y, SND_MOLE_MOVING);
- else if (element == EL_SONDE)
- PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
- else if (element == EL_PACMAN)
- PlaySoundLevel(x, y, SND_PACMAN_MOVING);
- else if (element == EL_PINGUIN)
- PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
- else if (element == EL_SCHWEIN)
- PlaySoundLevel(x, y, SND_PIG_MOVING);
- else if (element == EL_DRACHE)
- PlaySoundLevel(x, y, SND_DRAGON_MOVING);
- else if (element == EL_ROBOT)
- PlaySoundLevel(x, y, SND_ROBOT_STEPPING);
- }
- else if (sound_action == SND_ACTION_WAITING)
- {
- if (element == EL_KAEFER)
- PlaySoundLevel(x, y, SND_BUG_WAITING);
- else if (element == EL_FLIEGER)
- PlaySoundLevel(x, y, SND_SPACESHIP_WAITING);
- else if (element == EL_BUTTERFLY)
- PlaySoundLevel(x, y, SND_BD_BUTTERFLY_WAITING);
- else if (element == EL_FIREFLY)
- PlaySoundLevel(x, y, SND_BD_FIREFLY_WAITING);
- else if (element == EL_SP_SNIKSNAK)
- PlaySoundLevel(x, y, SND_SP_SNIKSNAK_WAITING);
- else if (element == EL_SP_ELECTRON)
- PlaySoundLevel(x, y, SND_SP_ELECTRON_WAITING);
- else if (element == EL_MAMPFER)
- PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
- else if (element == EL_MAMPFER2)
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
- else if (element == EL_BALLOON)
- PlaySoundLevel(x, y, SND_BALLOON_WAITING);
- else if (element == EL_MOLE)
- PlaySoundLevel(x, y, SND_MOLE_WAITING);
- else if (element == EL_SONDE)
- PlaySoundLevel(x, y, SND_SATELLITE_WAITING);
- else if (element == EL_PACMAN)
- PlaySoundLevel(x, y, SND_PACMAN_WAITING);
- else if (element == EL_PINGUIN)
- PlaySoundLevel(x, y, SND_PENGUIN_WAITING);
- else if (element == EL_SCHWEIN)
- PlaySoundLevel(x, y, SND_PIG_WAITING);
- else if (element == EL_DRACHE)
- PlaySoundLevel(x, y, SND_DRAGON_WAITING);
- else if (element == EL_ROBOT)
- PlaySoundLevel(x, y, SND_ROBOT_WAITING);
- }
-#endif
}
void RaiseScore(int value)