X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame.c;h=629b323f1721143fe3cb0269347f08992dfaa471;hb=fd273393196972c3214f805b0a580c91734c98d8;hp=3d13c184f2be2ae415c3821c977024e9175e0667;hpb=18c6de22b68eae843865c82b2def4f2a25cf738f;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 3d13c184..629b323f 100644 --- a/src/game.c +++ b/src/game.c @@ -89,6 +89,8 @@ #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 @@ -100,6 +102,10 @@ #define NUM_GAME_BUTTONS 6 /* forward declaration for internal use */ +#if 0 +static void ResetGfxAnimation(int, int); +#endif + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); @@ -115,61 +121,12 @@ static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; -#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1) - /* ------------------------------------------------------------------------- */ -/* sound definitions */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ /* ------------------------------------------------------------------------- */ -#define SND_ACTION_UNKNOWN 0 -#define SND_ACTION_WAITING 1 -#define SND_ACTION_MOVING 2 -#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_ACTIVE 9 - -#define NUM_SND_ACTIONS 10 - -static struct -{ - char *text; - int value; - boolean is_loop; -} sound_action_properties[] = -{ - /* insert _all_ loop sound actions here */ - { ".waiting", SND_ACTION_WAITING, TRUE }, - { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ - { ".active", SND_ACTION_ACTIVE, 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 }, - { NULL, 0, 0 }, -}; -static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS]; -static boolean is_loop_sound[NUM_SOUND_FILES]; - -#define IS_LOOP_SOUND(x) (is_loop_sound[x]) - - -/* ------------------------------------------------------------------------- - definition of elements that automatically change to other elements after - a specified time, eventually calling a function when changing - ------------------------------------------------------------------------- */ - /* forward declaration for changer functions */ static void InitBuggyBase(int x, int y); static void WarnBuggyBase(int x, int y); @@ -207,6 +164,9 @@ static struct ChangingElementInfo changing_element_list[] = { 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, @@ -216,7 +176,7 @@ static struct ChangingElementInfo changing_element_list[] = { EL_TRAP, EL_TRAP_ACTIVE, 0, InitTrap, NULL, ActivateTrap }, - { EL_TRAP_ACTIVE, EL_TRAP, 32, + { EL_TRAP_ACTIVE, EL_TRAP, 31, NULL, ChangeActiveTrap, NULL }, { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0, @@ -233,60 +193,6 @@ static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; #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; ygems_still_needed, 3), FS_SMALL, FC_YELLOW); + int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL); DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + int2str(local_player->score, 5), FONT_DEFAULT_SMALL); DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); -} - - -/* - ============================================================================= - InitGameSound() - ----------------------------------------------------------------------------- - initialize sound effect lookup table for element actions - ============================================================================= -*/ - -void InitGameSound() -{ - int sound_effect_properties[NUM_SOUND_FILES]; - int i, j; - -#if 0 - debug_print_timestamp(0, NULL); -#endif - - /* initialize sound effect for all elements to "no sound" */ - for (i=0; iGfxPos = 0; player->Frame = 0; + player->GfxAction = ACTION_DEFAULT; + + player->use_murphy_graphic = FALSE; + player->actual_frame_counter = 0; player->frame_reset_delay = 0; @@ -833,6 +656,9 @@ void InitGame() player->last_move_dir = MV_NO_MOVING; player->is_moving = FALSE; + player->is_moving = FALSE; + player->is_waiting = FALSE; + player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; @@ -909,7 +735,8 @@ void InitGame() ExplodeField[x][y] = EX_NO_EXPLOSION; GfxFrame[x][y] = 0; - GfxAction[x][y] = GFX_ACTION_DEFAULT; + GfxAction[x][y] = ACTION_DEFAULT; + GfxRandom[x][y] = INIT_GFX_RANDOM(); } } @@ -1081,19 +908,20 @@ void InitGame() FadeToFront(); /* copy default game door content to main double buffer */ - BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); if (level_nr < 100) DrawText(DX + XX_LEVEL, DY + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); + int2str(level_nr, 2), FONT_DEFAULT_SMALL); else { DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE); + int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE); BlitBitmap(drawto, drawto, DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - FONT5_XSIZE * 3, FONT5_YSIZE - 1, + getFontWidth(FONT_SPECIAL_NARROW) * 3, + getFontHeight(FONT_SPECIAL_NARROW) - 1, DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); } @@ -1287,7 +1115,7 @@ void GameWon() TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL); BackToFront(); if (!tape.playing) @@ -1313,7 +1141,7 @@ void GameWon() TimePlayed += 10; else TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL); BackToFront(); if (!tape.playing) @@ -1438,6 +1266,35 @@ int NewHiScore() return position; } +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} + +static void ResetGfxAnimation(int x, int y) +{ +#if 0 +#if 1 + int element = Feld[x][y]; + int graphic = el2img(element); + + /* reset random value not until one full delay cycle was reached */ + if (ANIM_MODE(graphic) == ANIM_RANDOM && + GfxFrame[x][y] > ANIM_DELAY(graphic)) +#endif + ResetRandomAnimationValue(x, y); +#endif + + 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]; @@ -1445,18 +1302,21 @@ void InitMovingField(int x, int y, int direction) 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; if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = GFX_ACTION_FALLING; + GfxAction[x][y] = ACTION_FALLING; else - GfxAction[x][y] = GFX_ACTION_MOVING; + 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) @@ -1567,7 +1427,7 @@ void RemoveMovingField(int x, int y) Feld[newx][newy] = EL_EMPTY; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT; + GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1597,18 +1457,16 @@ void DrawDynamite(int x, int 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); - PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */ + PlaySoundLevelAction(x, y, ACTION_ACTIVE); return; } @@ -1666,7 +1524,7 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } - if (IS_MASSIVE(element) || element == EL_FLAMES) + if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES) continue; if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) @@ -1868,7 +1726,7 @@ void DynaExplode(int ex, int ey) int y = ey + j * xy[i % 4][1]; int element; - if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) break; element = Feld[x][y]; @@ -1939,27 +1797,27 @@ void Bang(int x, int y) } } -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 ? @@ -1986,6 +1844,7 @@ void Blurb(int x, int y) } } } +#endif } static void InitBeltMovement() @@ -2018,9 +1877,9 @@ static void InitBeltMovement() int graphic = el2img(element); if (game.belt_dir[i] == MV_LEFT) - new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; else - new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + graphic_info[graphic].anim_mode |= ANIM_REVERSE; } } @@ -2102,9 +1961,9 @@ static void ToggleBeltSwitch(int x, int y) int graphic = el2img(element); if (belt_dir == MV_LEFT) - new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; else - new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + graphic_info[graphic].anim_mode |= ANIM_REVERSE; } for (yy=0; yy %d,%d [%d]\n", element, ACTION_IMPACT, + element_info[element].sound[ACTION_IMPACT]); + + PlaySound(177); +#endif + /* play sound of object that hits the ground */ if (lastline || object_hit) - PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT); + PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); } void TurnRound(int x, int y) @@ -2917,7 +2803,7 @@ void StartMoving(int x, int y) if (Stop[x][y]) return; - GfxAction[x][y] = GFX_ACTION_DEFAULT; + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -3033,14 +2919,22 @@ void StartMoving(int x, int y) EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } +#if 0 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) +#else + else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID) +#endif { - Blurb(x, y); + SplashAcid(x, y); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Store[x][y] = EL_ACID; +#if 0 + /* !!! TEST !!! better use "_FALLING" etc. !!! */ + GfxAction[x][y+1] = ACTION_ACTIVE; +#endif } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustStopped[x][y]) @@ -3057,6 +2951,9 @@ void StartMoving(int x, int y) } 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; } @@ -3112,7 +3009,7 @@ void StartMoving(int x, int y) InitMovingField(x, y, belt_dir); started_moving = TRUE; - GfxAction[x][y] = GFX_ACTION_DEFAULT; + GfxAction[x][y] = ACTION_DEFAULT; } } } @@ -3174,8 +3071,12 @@ void StartMoving(int x, int y) 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); @@ -3183,7 +3084,11 @@ void StartMoving(int x, int y) 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) @@ -3191,19 +3096,20 @@ void StartMoving(int x, int y) 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++) @@ -3240,7 +3146,7 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + PlaySoundLevelAction(x, y, ACTION_WAITING); return; } @@ -3270,7 +3176,7 @@ void StartMoving(int x, int y) 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)) @@ -3451,23 +3357,23 @@ void StartMoving(int x, int y) 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); - PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + PlaySoundLevelAction(x, y, ACTION_WAITING); return; } InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, SND_ACTION_MOVING); + PlaySoundLevelAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -3590,9 +3496,20 @@ void ContinueMoving(int x, int 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] = GFX_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; @@ -3605,6 +3522,7 @@ void ContinueMoving(int x, int y) if (!CAN_MOVE(element) || (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) MovDir[newx][newy] = 0; +#endif #endif DrawLevelField(x, y); @@ -3629,11 +3547,11 @@ void ContinueMoving(int x, int y) else /* still moving on */ { #if 0 - if (GfxAction[x][y] == GFX_ACTION_DEFAULT) + if (GfxAction[x][y] == ACTION_DEFAULT) { printf("reset GfxAction...\n"); - GfxAction[x][y] = GFX_ACTION_MOVING; + GfxAction[x][y] = ACTION_MOVING; } #endif @@ -4129,38 +4047,6 @@ static void StopRobotWheel(int x, int y) ZX = ZY = -1; } -#if 0 -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; @@ -4171,329 +4057,66 @@ static void RunTimegateWheel(int x, int y) PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } -#if 0 -void TimegateWheel(int x, int y) +void CheckExit(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); - } + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + return; - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + Feld[x][y] = EL_EXIT_OPENING; - return; - } - } + PlaySoundLevelNearest(x, y, SND_EXIT_OPENING); +} - Feld[x][y] = EL_TIMEGATE_SWITCH; - DrawLevelField(x, y); +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + return; - /* THIS HAS NO EFFECT AT ALL! */ -#if 0 - /* !!! THIS LOOKS WRONG !!! */ - if (ZX == x && ZY == y) - ZX = ZY = -1; -#endif + Feld[x][y] = EL_SP_EXIT_OPEN; + PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING); } -#endif -#if 0 -void NussKnacken(int x, int y) +static void CloseAllOpenTimegates() { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 7; + int x, y; - if (MovDelay[x][y]) /* wait some time before next frame */ + for (y=0; ygems_still_needed > 0 || - local_player->sokobanfields_still_needed > 0 || - local_player->lights_still_needed > 0) - return; - - Feld[x][y] = EL_EXIT_OPENING; - - PlaySoundLevelNearest(x, y, SND_EXIT_OPENING); -} - -void CheckExitSP(int x, int y) -{ - if (local_player->gems_still_needed > 0) - return; - - Feld[x][y] = EL_SP_EXIT_OPEN; - - PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING); -} - -#if 0 -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 0 -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 0 -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 0 -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 0 -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; - - for (y=0; yjx, 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; } } } @@ -5460,14 +4945,14 @@ void GameActions() { 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) @@ -5555,14 +5040,14 @@ void GameActions() if (TimeLeft <= 10 && setup.time_limit) PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL); if (!TimeLeft && setup.time_limit) for (i=0; iis_digging = FALSE; + if (player->MovPos == 0) player->Pushing = FALSE; @@ -6367,7 +5854,7 @@ int DigField(struct PlayerInfo *player, case EL_SP_BUGGY_BASE: case EL_SP_BUGGY_BASE_ACTIVATING: RemoveField(x, y); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); break; case EL_EMERALD: @@ -6388,8 +5875,8 @@ int DigField(struct PlayerInfo *player, RaiseScoreElement(element); DrawText(DX_EMERALDS, DY_EMERALDS, int2str(local_player->gems_still_needed, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); + FONT_DEFAULT_SMALL); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; case EL_SPEED_PILL: @@ -6408,7 +5895,7 @@ int DigField(struct PlayerInfo *player, if (level.time > 0) { TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL); } PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; @@ -6432,9 +5919,8 @@ int DigField(struct PlayerInfo *player, player->dynamite++; RaiseScoreElement(EL_DYNAMITE); DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); + int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; case EL_DYNABOMB_NR: @@ -6465,14 +5951,15 @@ int DigField(struct PlayerInfo *player, case EL_KEY4: { int key_nr = element - EL_KEY1; + int graphic = el2edimg(element); RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(element); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); + graphic); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); + graphic); PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -6483,14 +5970,15 @@ int DigField(struct PlayerInfo *player, case EL_EM_KEY4: { int key_nr = element - EL_EM_KEY1; + int graphic = el2edimg(EL_KEY1 + key_nr); RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(element); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); + graphic); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); + graphic); PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -6606,7 +6094,9 @@ int DigField(struct PlayerInfo *player, case EL_SPRING: if (mode == DF_SNAP) return MF_NO_ACTION; + /* no "break" -- fall through to next case */ + /* the following elements can be pushed by "snapping" */ case EL_BD_ROCK: if (dy) @@ -6627,7 +6117,8 @@ int DigField(struct PlayerInfo *player, player->push_delay = FrameCounter; #if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_SPRING) + !tape.playing && + element != EL_SPRING) return MF_NO_ACTION; #else if (!FrameReached(&player->push_delay, player->push_delay_value) && @@ -6656,7 +6147,7 @@ int DigField(struct PlayerInfo *player, player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); break; case EL_GATE1: @@ -6716,7 +6207,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING); + PlaySoundLevelElementAction(x, y, element, ACTION_PASSING); break; case EL_SP_PORT1_LEFT: @@ -6833,7 +6324,7 @@ int DigField(struct PlayerInfo *player, case EL_TIME_ORB_FULL: Feld[x][y] = EL_TIME_ORB_EMPTY; TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL); DrawLevelField(x, y); PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); return MF_ACTION; @@ -6914,7 +6405,7 @@ int DigField(struct PlayerInfo *player, { RemoveField(x, y); Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); } player->push_delay_value = (element == EL_BALLOON ? 0 : 2); @@ -6938,11 +6429,56 @@ int DigField(struct PlayerInfo *player, break; default: + if (IS_PUSHABLE(element)) + { + if (mode == DF_SNAP) + return MF_NO_ACTION; + + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; + + player->Pushing = TRUE; + + if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + return MF_NO_ACTION; + + if (dx && real_dy) + { + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; + } + else if (dy && real_dx) + { + if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + return MF_NO_ACTION; + } + + if (player->push_delay == 0) + player->push_delay = FrameCounter; + + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return MF_NO_ACTION; + + RemoveField(x, y); + Feld[x + dx][y + dy] = element; + + player->push_delay_value = 2 + RND(8); + + DrawLevelField(x + dx, y + dy); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + break; + } + return MF_NO_ACTION; } player->push_delay = 0; + if (Feld[x][y] != element) /* really digged something */ + player->is_digging = TRUE; + return MF_MOVING; } @@ -6963,6 +6499,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->Pushing = FALSE; player->snapped = FALSE; + player->is_digging = FALSE; return FALSE; } @@ -6978,6 +6515,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; player->snapped = TRUE; + player->is_digging = FALSE; DrawLevelField(x, y); BackToFront(); @@ -7002,7 +6540,9 @@ boolean PlaceBomb(struct PlayerInfo *player) Store[jx][jy] = element; MovDelay[jx][jy] = 96; - GfxFrame[jx][jy] = 0; + + ResetGfxAnimation(jx, jy); + ResetRandomAnimationValue(jx, jy); if (player->dynamite) { @@ -7010,7 +6550,7 @@ boolean PlaceBomb(struct PlayerInfo *player) player->dynamite--; DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); + FONT_DEFAULT_SMALL); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) { if (game.emulation == EMU_SUPAPLEX) @@ -7036,10 +6576,29 @@ boolean PlaceBomb(struct PlayerInfo *player) return TRUE; } +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ + +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; + +void InitPlaySoundLevel() +{ + int num_sounds = getSoundListSize(); + + if (loop_sound_frame != NULL) + free(loop_sound_frame); + + if (loop_sound_volume != NULL) + free(loop_sound_volume); + + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} + static void PlaySoundLevel(int x, int y, int nr) { - static int loop_sound_frame[NUM_SOUND_FILES]; - static int loop_sound_volume[NUM_SOUND_FILES]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; @@ -7100,9 +6659,9 @@ static void PlaySoundLevelAction(int x, int y, int sound_action) static void PlaySoundLevelElementAction(int x, int y, int element, int sound_action) { - int sound_effect = element_action_sound[element][sound_action]; + int sound_effect = element_info[element].sound[sound_action]; - if (sound_effect != -1) + if (sound_effect != SND_UNDEFINED) PlaySoundLevel(x, y, sound_effect); } @@ -7110,7 +6669,7 @@ void RaiseScore(int value) { local_player->score += value; DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), - FS_SMALL, FC_YELLOW); + FONT_DEFAULT_SMALL); } void RaiseScoreElement(int element) @@ -7249,7 +6808,7 @@ void CreateGameButtons() for (i=0; i