X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame.c;h=b799fab19bbc4bc5ce50e67ca98a26fcac85c8a0;hb=6c2ebd029ab05c3f48e84247b81da3fff8519694;hp=5ac7b6c26671c308aef53253258d229792d52e5b;hpb=fffaec4e69e54c74cf5eea689191e81b8c19b85a;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 5ac7b6c2..b799fab1 100644 --- a/src/game.c +++ b/src/game.c @@ -122,7 +122,7 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; #define SND_ACTION_IMPACT 6 #define SND_ACTION_PUSHING 7 #define SND_ACTION_ACTIVATING 8 -#define SND_ACTION_BURNING 9 +#define SND_ACTION_ACTIVE 9 #define NUM_SND_ACTIONS 10 @@ -136,11 +136,9 @@ static struct /* insert _all_ loop sound actions here */ { ".waiting", SND_ACTION_WAITING, TRUE }, { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ - { ".running", SND_ACTION_UNKNOWN, TRUE }, - { ".burning", SND_ACTION_BURNING, TRUE }, + { ".active", SND_ACTION_ACTIVE, TRUE }, { ".growing", SND_ACTION_UNKNOWN, TRUE }, { ".attacking", SND_ACTION_UNKNOWN, TRUE }, - { ".activated", SND_ACTION_UNKNOWN, TRUE }, /* other (non-loop) sound actions are optional */ { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */ @@ -152,7 +150,7 @@ static struct { ".activating", SND_ACTION_ACTIVATING, FALSE }, { NULL, 0, 0 }, }; -static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS]; +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]) @@ -233,26 +231,26 @@ void GetPlayerConfig() static int getBeltNrFromElement(int element) { - return (element < EL_BELT2_LEFT ? 0 : - element < EL_BELT3_LEFT ? 1 : - element < EL_BELT4_LEFT ? 2 : 3); + return (element < EL_CONVEYOR_BELT2_LEFT ? 0 : + element < EL_CONVEYOR_BELT3_LEFT ? 1 : + element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3); } static int getBeltNrFromSwitchElement(int element) { - return (element < EL_BELT2_SWITCH_LEFT ? 0 : - element < EL_BELT3_SWITCH_LEFT ? 1 : - element < EL_BELT4_SWITCH_LEFT ? 2 : 3); + return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 : + element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 : + element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3); } static int getBeltDirNrFromSwitchElement(int element) { static int belt_base_element[4] = { - EL_BELT1_SWITCH_LEFT, - EL_BELT2_SWITCH_LEFT, - EL_BELT3_SWITCH_LEFT, - EL_BELT4_SWITCH_LEFT + EL_CONVEYOR_BELT1_SWITCH_LEFT, + EL_CONVEYOR_BELT2_SWITCH_LEFT, + EL_CONVEYOR_BELT3_SWITCH_LEFT, + EL_CONVEYOR_BELT4_SWITCH_LEFT }; int belt_nr = getBeltNrFromSwitchElement(element); @@ -289,17 +287,17 @@ static void InitField(int x, int y, boolean init_game) } } /* no break! */ - case EL_SPIELFIGUR: + case EL_PLAYER: if (init_game) - Feld[x][y] = EL_SPIELER1; + Feld[x][y] = EL_PLAYER1; /* no break! */ - case EL_SPIELER1: - case EL_SPIELER2: - case EL_SPIELER3: - case EL_SPIELER4: + case EL_PLAYER1: + case EL_PLAYER2: + case EL_PLAYER3: + case EL_PLAYER4: if (init_game) { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1]; + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1]; int jx = player->jx, jy = player->jy; player->present = TRUE; @@ -323,35 +321,35 @@ static void InitField(int x, int y, boolean init_game) } } - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; player->jx = player->last_jx = x; player->jy = player->last_jy = y; } break; - case EL_BADEWANNE: - if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE1; - else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; + case EL_STONEBLOCK: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) + Feld[x][y] = EL_ACIDPOOL_TOPLEFT; + else if (x > 0 && Feld[x-1][y] == EL_ACID) + Feld[x][y] = EL_ACIDPOOL_TOPRIGHT; + else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT) + Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT; + else if (y > 0 && Feld[x][y-1] == EL_ACID) + Feld[x][y] = EL_ACIDPOOL_BOTTOM; + else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT) + Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT; break; - case EL_KAEFER_RIGHT: - case EL_KAEFER_UP: - case EL_KAEFER_LEFT: - case EL_KAEFER_DOWN: - case EL_KAEFER: - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - case EL_FLIEGER: + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + case EL_BUG: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + case EL_SPACESHIP: case EL_BUTTERFLY_RIGHT: case EL_BUTTERFLY_UP: case EL_BUTTERFLY_LEFT: @@ -366,8 +364,8 @@ static void InitField(int x, int y, boolean init_game) case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: @@ -380,16 +378,16 @@ static void InitField(int x, int y, boolean init_game) InitMovDir(x, y); break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: InitAmoebaNr(x, y); break; - case EL_TROPFEN: + case EL_AMOEBA_DROP: if (y == lev_fieldy - 1) { Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Store[x][y] = EL_AMOEBA_WET; } break; @@ -397,7 +395,7 @@ static void InitField(int x, int y, boolean init_game) MovDelay[x][y] = 96; break; - case EL_BIRNE_AUS: + case EL_LAMP: local_player->lights_still_needed++; break; @@ -405,44 +403,44 @@ static void InitField(int x, int y, boolean init_game) local_player->sokobanfields_still_needed++; break; - case EL_PINGUIN: + case EL_PENGUIN: local_player->friends_still_needed++; break; - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PIG: + case EL_DRAGON: MovDir[x][y] = 1 << RND(4); break; case EL_SP_EMPTY: - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; break; - case EL_EM_KEY_1_FILE: - Feld[x][y] = EL_EM_KEY_1; + case EL_EM_KEY1_FILE: + Feld[x][y] = EL_EM_KEY1; break; - case EL_EM_KEY_2_FILE: - Feld[x][y] = EL_EM_KEY_2; + case EL_EM_KEY2_FILE: + Feld[x][y] = EL_EM_KEY2; break; - case EL_EM_KEY_3_FILE: - Feld[x][y] = EL_EM_KEY_3; + case EL_EM_KEY3_FILE: + Feld[x][y] = EL_EM_KEY3; break; - case EL_EM_KEY_4_FILE: - Feld[x][y] = EL_EM_KEY_4; + case EL_EM_KEY4_FILE: + Feld[x][y] = EL_EM_KEY4; break; - 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: + case EL_CONVEYOR_BELT1_SWITCH_LEFT: + case EL_CONVEYOR_BELT1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT2_SWITCH_LEFT: + case EL_CONVEYOR_BELT2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT3_SWITCH_LEFT: + case EL_CONVEYOR_BELT3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT4_SWITCH_LEFT: + case EL_CONVEYOR_BELT4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT4_SWITCH_RIGHT: if (init_game) { int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); @@ -461,12 +459,12 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; @@ -514,9 +512,9 @@ void InitGameSound() debug_print_timestamp(0, NULL); #endif - for (i=0; iindex_nr = i; - player->element_nr = EL_SPIELER1 + i; + player->element_nr = EL_PLAYER1 + i; player->present = FALSE; player->active = FALSE; @@ -865,7 +863,7 @@ void InitGame() player->active = FALSE; StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; } } } @@ -886,7 +884,7 @@ void InitGame() player->active = FALSE; StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; } } } @@ -917,7 +915,7 @@ void InitGame() } } - if (BorderElement == EL_LEERRAUM) + if (BorderElement == EL_EMPTY) { SBX_Left = 0; SBX_Right = lev_fieldx - SCR_FIELDX; @@ -1030,20 +1028,20 @@ void InitMovDir(int x, int y) switch(element) { - 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_RIGHT]; + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; break; - 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_RIGHT]; + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; break; case EL_BUTTERFLY_RIGHT: @@ -1088,8 +1086,8 @@ void InitMovDir(int x, int y) default: MovDir[x][y] = 1 << RND(4); - if (element != EL_KAEFER && - element != EL_FLIEGER && + if (element != EL_BUG && + element != EL_SPACESHIP && element != EL_BUTTERFLY && element != EL_FIREFLY) break; @@ -1101,12 +1099,12 @@ void InitMovDir(int x, int y) if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - if (element == EL_KAEFER || element == EL_BUTTERFLY) + if (element == EL_BUG || element == EL_BUTTERFLY) { MovDir[x][y] = direction[0][i]; break; } - else if (element == EL_FLIEGER || element == EL_FIREFLY || + else if (element == EL_SPACESHIP || element == EL_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { MovDir[x][y] = direction[1][i]; @@ -1326,7 +1324,7 @@ void InitMovingField(int x, int y, int direction) MovDir[x][y] = direction; MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_LEERRAUM) + if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; } @@ -1398,7 +1396,7 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; @@ -1431,11 +1429,11 @@ void RemoveMovingField(int x, int y) Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else - Feld[oldx][oldy] = EL_LEERRAUM; + Feld[oldx][oldy] = EL_EMPTY; Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_LEERRAUM; + 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; @@ -1482,7 +1480,7 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y]) { if (!(MovDelay[x][y] % 6)) - PlaySoundLevelAction(x, y, SND_ACTION_BURNING); + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); if (IS_ACTIVE_BOMB(Feld[x][y])) { @@ -1497,9 +1495,9 @@ void CheckDynamite(int x, int y) } if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - StopSound(SND_DYNAMITE_BURNING); + StopSound(SND_DYNAMITE_ACTIVE); else - StopSound(SND_DYNABOMB_BURNING); + StopSound(SND_DYNABOMB_ACTIVE); Bang(x, y); } @@ -1535,7 +1533,7 @@ void Explode(int ex, int ey, int phase, int mode) int element; if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) && + ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; @@ -1555,7 +1553,7 @@ void Explode(int ex, int ey, int phase, int mode) 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); + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); Store[x][y] = 0; } @@ -1569,64 +1567,64 @@ void Explode(int ex, int ey, int phase, int mode) { switch(StorePlayer[ex][ey]) { - case EL_SPIELER2: - Store[x][y] = EL_EDELSTEIN_ROT; + case EL_PLAYER2: + Store[x][y] = EL_EMERALD_RED; break; - case EL_SPIELER3: - Store[x][y] = EL_EDELSTEIN; + case EL_PLAYER3: + Store[x][y] = EL_EMERALD; break; - case EL_SPIELER4: - Store[x][y] = EL_EDELSTEIN_LILA; + case EL_PLAYER4: + Store[x][y] = EL_EMERALD_PURPLE; break; - case EL_SPIELER1: + case EL_PLAYER1: default: - Store[x][y] = EL_EDELSTEIN_GELB; + Store[x][y] = EL_EMERALD_YELLOW; break; } if (game.emulation == EMU_SUPAPLEX) - Store[x][y] = EL_LEERRAUM; + Store[x][y] = EL_EMPTY; } else if (center_element == EL_MOLE) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (center_element == EL_PINGUIN) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (center_element == EL_KAEFER) - Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN); + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); else if (center_element == EL_BUTTERFLY) - Store[x][y] = EL_EDELSTEIN_BD; + Store[x][y] = EL_BD_DIAMOND; else if (center_element == EL_SP_ELECTRON) Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_MAMPFER) + else if (center_element == EL_YAMYAM) Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; - else if (center_element == EL_AMOEBA2DIAM) + else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; - else if (element == EL_ERZ_EDEL) - Store[x][y] = EL_EDELSTEIN; - else if (element == EL_ERZ_DIAM) - Store[x][y] = EL_DIAMANT; - else if (element == EL_ERZ_EDEL_BD) - Store[x][y] = EL_EDELSTEIN_BD; - else if (element == EL_ERZ_EDEL_GELB) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (element == EL_ERZ_EDEL_ROT) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (element == EL_ERZ_EDEL_LILA) - Store[x][y] = EL_EDELSTEIN_LILA; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; else if (element == EL_WALL_PEARL) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; else if (!IS_PFORTE(Store[x][y])) - Store[x][y] = EL_LEERRAUM; + Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA2DIAM || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) Store2[x][y] = element; if (AmoebaNr[x][y] && - (element == EL_AMOEBE_VOLL || - element == EL_AMOEBE_BD || + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || element == EL_AMOEBING)) { AmoebaCnt[AmoebaNr[x][y]]--; @@ -1640,7 +1638,7 @@ void Explode(int ex, int ey, int phase, int mode) Stop[x][y] = TRUE; } - if (center_element == EL_MAMPFER) + if (center_element == EL_YAMYAM) game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; return; @@ -1677,7 +1675,7 @@ void Explode(int ex, int ey, int phase, int mode) Store2[x][y] = 0; Bang(x, y); } - else if (element == EL_AMOEBA2DIAM) + else if (element == EL_AMOEBA_TO_DIAMOND) AmoebeUmwandeln(x, y); } @@ -1763,8 +1761,8 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); - if (element != EL_LEERRAUM && - element != EL_ERDREICH && + if (element != EL_EMPTY && + element != EL_SAND && element != EL_EXPLODING && !dynabomb_xl) break; @@ -1783,17 +1781,17 @@ void Bang(int x, int y) #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_LEERRAUM; + element = EL_EMPTY; #endif switch(element) { - case EL_KAEFER: - case EL_FLIEGER: + case EL_BUG: + case EL_SPACESHIP: case EL_BUTTERFLY: case EL_FIREFLY: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_MOLE: @@ -1809,9 +1807,9 @@ void Bang(int x, int y) case EL_DYNABOMB_XL: DynaExplode(x, y); break; - case EL_PINGUIN: - case EL_BIRNE_AUS: - case EL_BIRNE_EIN: + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: if (IS_PLAYER(x, y)) Explode(x, y, EX_PHASE_START, EX_NORMAL); else @@ -1858,7 +1856,7 @@ void Blurb(int x, int y) if (!MovDelay[x][y]) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); } } @@ -1869,10 +1867,10 @@ static void ToggleBeltSwitch(int x, int y) { static int belt_base_element[4] = { - EL_BELT1_SWITCH_LEFT, - EL_BELT2_SWITCH_LEFT, - EL_BELT3_SWITCH_LEFT, - EL_BELT4_SWITCH_LEFT + EL_CONVEYOR_BELT1_SWITCH_LEFT, + EL_CONVEYOR_BELT2_SWITCH_LEFT, + EL_CONVEYOR_BELT3_SWITCH_LEFT, + EL_CONVEYOR_BELT4_SWITCH_LEFT }; static int belt_move_dir[4] = { @@ -1936,10 +1934,10 @@ static void ToggleSwitchgateSwitch(int x, int y) { int element = Feld[xx][yy]; - if (element == EL_SWITCHGATE_SWITCH_1 || - element == EL_SWITCHGATE_SWITCH_2) + if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) { - Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos; + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; DrawLevelField(xx, yy); } else if (element == EL_SWITCHGATE_OPEN || @@ -1968,21 +1966,21 @@ static void RedrawAllLightSwitchesAndInvisibleElements() { int element = Feld[x][y]; - if (element == EL_LIGHT_SWITCH_OFF && + if (element == EL_LIGHT_SWITCH && game.light_time_left > 0) { - Feld[x][y] = EL_LIGHT_SWITCH_ON; + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; DrawLevelField(x, y); } - else if (element == EL_LIGHT_SWITCH_ON && + else if (element == EL_LIGHT_SWITCH_ACTIVE && game.light_time_left == 0) { - Feld[x][y] = EL_LIGHT_SWITCH_OFF; + Feld[x][y] = EL_LIGHT_SWITCH; DrawLevelField(x, y); } - if (element == EL_INVISIBLE_STEEL || - element == EL_UNSICHTBAR || + if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || element == EL_SAND_INVISIBLE) DrawLevelField(x, y); } @@ -1994,7 +1992,7 @@ static void ToggleLightSwitch(int x, int y) int element = Feld[x][y]; game.light_time_left = - (element == EL_LIGHT_SWITCH_OFF ? + (element == EL_LIGHT_SWITCH ? level.time_light * FRAMES_PER_SECOND : 0); RedrawAllLightSwitchesAndInvisibleElements(); @@ -2052,13 +2050,13 @@ void Impact(int x, int y) smashed = MovingOrBlocked2Element(x, y+1); } - if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */ + if (!lastline && smashed == EL_ACID) /* element falls into acid */ { Blurb(x, y); return; } - if ((element == EL_BOMBE || + if ((element == EL_BOMB || element == EL_SP_DISK_ORANGE || element == EL_DX_SUPABOMB) && (lastline || object_hit)) /* element is bomb */ @@ -2073,16 +2071,16 @@ void Impact(int x, int y) return; } - if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ + if (element == EL_AMOEBA_DROP && (lastline || object_hit)) { if (object_hit && IS_PLAYER(x, y+1)) KillHeroUnlessProtected(x, y+1); - else if (object_hit && smashed == EL_PINGUIN) + else if (object_hit && smashed == EL_PENGUIN) Bang(x, y+1); else { Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Store[x][y] = EL_AMOEBA_WET; } return; } @@ -2090,11 +2088,11 @@ void Impact(int x, int y) if (!lastline && object_hit) /* check which object was hit */ { if (CAN_CHANGE(element) && - (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF)) + (smashed == EL_MAGIC_WALL || smashed == EL_MAGIC_WALL_BD_OFF)) { int xx, yy; int activated_magic_wall = - (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY : + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY : EL_MAGIC_WALL_BD_EMPTY); /* activate magic wall / mill */ @@ -2106,7 +2104,7 @@ void Impact(int x, int y) game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; game.magic_wall_active = TRUE; - PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ? + PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ? SND_MAGIC_WALL_ACTIVATING : SND_BD_MAGIC_WALL_ACTIVATING)); } @@ -2116,12 +2114,12 @@ void Impact(int x, int y) KillHeroUnlessProtected(x, y+1); return; } - else if (smashed == EL_PINGUIN) + else if (smashed == EL_PENGUIN) { Bang(x, y+1); return; } - else if (element == EL_EDELSTEIN_BD) + else if (element == EL_BD_DIAMOND) { if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) { @@ -2136,31 +2134,31 @@ void Impact(int x, int y) Bang(x, y+1); return; } - else if (element == EL_FELSBROCKEN || + else if (element == EL_ROCK || element == EL_SP_ZONK || element == EL_BD_ROCK) { if (IS_ENEMY(smashed) || - smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE || + smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE || smashed == EL_DX_SUPABOMB || - smashed == EL_SONDE || smashed == EL_SCHWEIN || - smashed == EL_DRACHE || smashed == EL_MOLE) + smashed == EL_SATELLITE || smashed == EL_PIG || + smashed == EL_DRAGON || smashed == EL_MOLE) { Bang(x, y+1); return; } else if (!IS_MOVING(x, y+1)) { - if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN) + if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE) { Bang(x, y+1); return; } - else if (smashed == EL_KOKOSNUSS) + else if (smashed == EL_NUT) { Feld[x][y+1] = EL_CRACKINGNUT; PlaySoundLevel(x, y, SND_NUT_CRACKING); - RaiseScoreElement(EL_KOKOSNUSS); + RaiseScoreElement(EL_NUT); return; } else if (smashed == EL_PEARL) @@ -2169,9 +2167,9 @@ void Impact(int x, int y) PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } - else if (smashed == EL_DIAMANT) + else if (smashed == EL_DIAMOND) { - Feld[x][y+1] = EL_LEERRAUM; + Feld[x][y+1] = EL_EMPTY; PlaySoundLevel(x, y, SND_DIAMOND_BREAKING); return; } @@ -2179,13 +2177,13 @@ void Impact(int x, int y) { ToggleBeltSwitch(x, y+1); } - else if (smashed == EL_SWITCHGATE_SWITCH_1 || - smashed == EL_SWITCHGATE_SWITCH_2) + else if (smashed == EL_SWITCHGATE_SWITCH_UP || + smashed == EL_SWITCHGATE_SWITCH_DOWN) { ToggleSwitchgateSwitch(x, y+1); } - else if (smashed == EL_LIGHT_SWITCH_OFF || - smashed == EL_LIGHT_SWITCH_ON) + else if (smashed == EL_LIGHT_SWITCH || + smashed == EL_LIGHT_SWITCH_ACTIVE) { ToggleLightSwitch(x, y+1); } @@ -2255,7 +2253,7 @@ void TurnRound(int x, int y) int right_x = x+right_dx, right_y = y+right_dy; int move_x = x+move_dx, move_y = y+move_dy; - if (element == EL_KAEFER || element == EL_BUTTERFLY) + if (element == EL_BUG || element == EL_BUTTERFLY) { TestIfBadThingTouchesOtherBadThing(x, y); @@ -2266,12 +2264,12 @@ void TurnRound(int x, int y) !IS_FREE(move_x, move_y)) MovDir[x][y] = left_dir; - if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) + if (element == EL_BUG && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_FLIEGER || element == EL_FIREFLY || + else if (element == EL_SPACESHIP || element == EL_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { TestIfBadThingTouchesOtherBadThing(x, y); @@ -2283,24 +2281,24 @@ void TurnRound(int x, int y) !IS_FREE(move_x, move_y)) MovDir[x][y] = right_dir; - if ((element == EL_FLIEGER || + if ((element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_MAMPFER) + else if (element == EL_YAMYAM) { boolean can_turn_left = FALSE, can_turn_right = FALSE; if (IN_LEV_FIELD(left_x, left_y) && (IS_FREE_OR_PLAYER(left_x, left_y) || - Feld[left_x][left_y] == EL_DIAMANT)) + Feld[left_x][left_y] == EL_DIAMOND)) can_turn_left = TRUE; if (IN_LEV_FIELD(right_x, right_y) && (IS_FREE_OR_PLAYER(right_x, right_y) || - Feld[right_x][right_y] == EL_DIAMANT)) + Feld[right_x][right_y] == EL_DIAMOND)) can_turn_right = TRUE; if (can_turn_left && can_turn_right) @@ -2314,7 +2312,7 @@ void TurnRound(int x, int y) MovDelay[x][y] = 16+16*RND(3); } - else if (element == EL_MAMPFER2) + else if (element == EL_DARK_YAMYAM) { boolean can_turn_left = FALSE, can_turn_right = FALSE; @@ -2362,7 +2360,7 @@ void TurnRound(int x, int y) MovDelay[x][y] = 6+RND(40); } - else if (element == EL_SCHWEIN) + else if (element == EL_PIG) { boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; boolean should_turn_left = FALSE, should_turn_right = FALSE; @@ -2434,7 +2432,7 @@ void TurnRound(int x, int y) MovDelay[x][y] = 0; } - else if (element == EL_DRACHE) + else if (element == EL_DRAGON) { boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; int rnd_value = 24; @@ -2507,7 +2505,7 @@ void TurnRound(int x, int y) } MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) + else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN) { int attr_x = -1, attr_y = -1; @@ -2542,7 +2540,7 @@ void TurnRound(int x, int y) attr_y = ZY; } - if (element == EL_PINGUIN) + if (element == EL_PENGUIN) { int i; static int xy[4][2] = @@ -2558,7 +2556,7 @@ void TurnRound(int x, int y) int ex = x + xy[i%4][0]; int ey = y + xy[i%4][1]; - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { attr_x = ex; attr_y = ey; @@ -2607,9 +2605,9 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || + Feld[newx][newy] == EL_ACID || + (element == EL_PENGUIN && + (Feld[newx][newy] == EL_EXIT_OPEN || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2619,9 +2617,9 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || + Feld[newx][newy] == EL_ACID || + (element == EL_PENGUIN && + (Feld[newx][newy] == EL_EXIT_OPEN || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2666,16 +2664,16 @@ void StartMoving(int x, int y) if (JustBeingPushed(x, y)) return; - if (element == EL_MORAST_VOLL) + if (element == EL_QUICKSAND_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); Feld[x][y] = EL_QUICKSAND_EMPTYING; - Store[x][y] = EL_FELSBROCKEN; + Store[x][y] = EL_ROCK; PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); } - else if (Feld[x][y+1] == EL_MORAST_LEER) + else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -2687,15 +2685,15 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_MORAST_LEER; - Feld[x][y+1] = EL_MORAST_VOLL; + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y+1] = EL_QUICKSAND_FULL; Store[x][y+1] = Store[x][y]; Store[x][y] = 0; - PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH); + PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING); } } - else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_MORAST_LEER) + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y+1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); Feld[x][y] = EL_QUICKSAND_FILLING; @@ -2764,11 +2762,11 @@ void StartMoving(int x, int y) EL_MAGIC_WALL_BD_FILLING); Store[x][y] = element; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) + else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) { Blurb(x, y); InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_SALZSAEURE; + Store[x][y] = EL_ACID; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustStopped[x][y]) @@ -2779,13 +2777,13 @@ void StartMoving(int x, int y) { InitMovingField(x, y, MV_DOWN); } - else if (element == EL_TROPFEN) + else if (element == EL_AMOEBA_DROP) { Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Store[x][y] = EL_AMOEBA_WET; } /* Store[x][y+1] must be zero, because: - (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY */ #if 0 #if OLD_GAME_BEHAVIOUR @@ -2803,15 +2801,15 @@ void StartMoving(int x, int y) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); + (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); boolean right = (x= TILEX) /* object reached its destination */ { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; if (element == EL_MOLE) @@ -3206,7 +3232,7 @@ void ContinueMoving(int x, int y) { 0, +1 } }; - Feld[x][y] = EL_ERDREICH; + Feld[x][y] = EL_SAND; DrawLevelField(x, y); for(i=0; i<4; i++) @@ -3216,7 +3242,7 @@ void ContinueMoving(int x, int y) xx = x + xy[i][0]; yy = y + xy[i][1]; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ } } @@ -3264,9 +3290,9 @@ void ContinueMoving(int x, int y) Feld[x][y] = get_next_element(element); element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (Store[x][y] == EL_ACID) { - element = Feld[newx][newy] = EL_SALZSAEURE; + element = Feld[newx][newy] = EL_ACID; } Store[x][y] = 0; @@ -3276,8 +3302,18 @@ void ContinueMoving(int x, int y) if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; - DrawLevelField(x, y); - DrawLevelField(newx, newy); + if (element == EL_BUG || element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || element == EL_PACMAN || + element == EL_SP_ELECTRON) + { + DrawNewLevelField(x, y); + DrawNewLevelField(newx, newy); + } + else + { + DrawLevelField(x, y); + DrawLevelField(newx, newy); + } Stop[newx][newy] = TRUE; JustStopped[newx][newy] = 3; @@ -3288,7 +3324,7 @@ void ContinueMoving(int x, int y) TestIfBadThingTouchesFriend(newx, newy); TestIfBadThingTouchesOtherBadThing(newx, newy); } - else if (element == EL_PINGUIN) + else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && @@ -3296,7 +3332,14 @@ void ContinueMoving(int x, int y) Impact(x, newy); } else /* still moving on */ - DrawLevelField(x, y); + { + if (element == EL_BUG || element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || element == EL_PACMAN || + element == EL_SP_ELECTRON) + DrawNewLevelField(x, y); + else + DrawLevelField(x, y); + } } int AmoebeNachbarNr(int ax, int ay) @@ -3350,9 +3393,9 @@ void AmoebenVereinigen(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; - if ((Feld[x][y] == EL_AMOEBE_VOLL || - Feld[x][y] == EL_AMOEBE_BD || - Feld[x][y] == EL_AMOEBE_TOT) && + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && AmoebaNr[x][y] != new_group_nr) { int old_group_nr = AmoebaNr[x][y]; @@ -3381,7 +3424,7 @@ void AmoebeUmwandeln(int ax, int ay) { int i, x, y; - if (Feld[ax][ay] == EL_AMOEBE_TOT) + if (Feld[ax][ay] == EL_AMOEBA_DEAD) { int group_nr = AmoebaNr[ax][ay]; @@ -3398,10 +3441,10 @@ void AmoebeUmwandeln(int ax, int ay) { for (x=0; x= 200) + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) { AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; @@ -3665,7 +3708,7 @@ void AmoebeAbleger(int ax, int ay) } } - if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || + if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ @@ -3673,14 +3716,14 @@ void AmoebeAbleger(int ax, int ay) } else if (neway == ay) { - Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ - PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING); + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left or right from amoeba */ + PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING); } else { InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ Feld[ax][ay] = EL_AMOEBA_DRIPPING; - Store[ax][ay] = EL_TROPFEN; + Store[ax][ay] = EL_AMOEBA_DROP; ContinueMoving(ax, ay); return; } @@ -3725,7 +3768,7 @@ void Life(int ax, int ay) continue; if (((Feld[x][y] == element || - (element == EL_LIFE && IS_PLAYER(x, y))) && + (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) && !Stop[x][y]) || (IS_FREE(x, y) && Stop[x][y])) nachbarn++; @@ -3735,19 +3778,19 @@ void Life(int ax, int ay) { if (nachbarn < life[0] || nachbarn > life[1]) { - Feld[xx][yy] = EL_LEERRAUM; + Feld[xx][yy] = EL_EMPTY; if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; changed = TRUE; } } - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ if (nachbarn >= life[2] && nachbarn <= life[3]) { Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); + MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1); if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; @@ -3757,7 +3800,7 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING : + PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING : SND_BIOMAZE_CREATING); } @@ -3774,12 +3817,12 @@ void RobotWheel(int x, int y) if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); return; } } - Feld[x][y] = EL_ABLENK_AUS; + Feld[x][y] = EL_ROBOT_WHEEL; DrawLevelField(x, y); if (ZX == x && ZY == y) ZX = ZY = -1; @@ -3799,7 +3842,7 @@ void TimegateWheel(int x, int y) DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING); + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVE); return; } } @@ -3810,35 +3853,6 @@ void TimegateWheel(int x, int y) ZX = ZY = -1; } -void Birne(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y]%5)) - { - if (!(MovDelay[x][y]%10)) - Feld[x][y]=EL_ABLENK_EIN; - else - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - Feld[x][y]=EL_ABLENK_EIN; - } - return; - } - } - - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX=ZY=-1; -} - void Blubber(int x, int y) { if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN) @@ -3861,7 +3875,7 @@ void NussKnacken(int x, int y) if (!MovDelay[x][y]) { - Feld[x][y] = EL_EDELSTEIN; + Feld[x][y] = EL_EMERALD; DrawLevelField(x, y); } } @@ -3881,7 +3895,7 @@ void BreakingPearl(int x, int y) if (!MovDelay[x][y]) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); } } @@ -3896,18 +3910,32 @@ void SiebAktivieren(int x, int y, int typ) void AusgangstuerPruefen(int x, int y) { - if (!local_player->gems_still_needed && - !local_player->sokobanfields_still_needed && - !local_player->lights_still_needed) - { - Feld[x][y] = EL_AUSGANG_ACT; + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + return; - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : - (x > LEVELX(BX2) ? LEVELX(BX2) : x), - y < LEVELY(BY1) ? LEVELY(BY1) : - (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_EXIT_OPENING); - } + Feld[x][y] = EL_AUSGANG_ACT; + + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_EXIT_OPENING); +} + +void AusgangstuerPruefen_SP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + return; + + Feld[x][y] = EL_SP_EXIT_OPEN; + + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_SP_EXIT_OPENING); } void AusgangstuerOeffnen(int x, int y) @@ -3928,7 +3956,7 @@ void AusgangstuerOeffnen(int x, int y) if (!MovDelay[x][y]) { - Feld[x][y] = EL_AUSGANG_AUF; + Feld[x][y] = EL_EXIT_OPEN; DrawLevelField(x, y); } } @@ -3936,7 +3964,7 @@ void AusgangstuerOeffnen(int x, int y) void AusgangstuerBlinken(int x, int y) { - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); + DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG); } void OpenSwitchgate(int x, int y) @@ -4059,7 +4087,7 @@ void EdelsteinFunkeln(int x, int y) if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) return; - if (Feld[x][y] == EL_EDELSTEIN_BD) + if (Feld[x][y] == EL_BD_DIAMOND) DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); else { @@ -4179,7 +4207,7 @@ void MauerAbleger(int ax, int ay) if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) rechts_frei = TRUE; - if (element == EL_MAUER_Y || element == EL_MAUER_XY) + if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY) { if (oben_frei) { @@ -4201,8 +4229,8 @@ void MauerAbleger(int ax, int ay) } } - if (element == EL_MAUER_X || element == EL_MAUER_XY || - element == EL_MAUER_LEBT) + if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY || + element == EL_WALL_GROWING) { if (links_frei) { @@ -4225,7 +4253,7 @@ void MauerAbleger(int ax, int ay) } } - if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) + if (element == EL_WALL_GROWING && (links_frei || rechts_frei)) DrawLevelField(ax, ay); if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) @@ -4238,10 +4266,10 @@ void MauerAbleger(int ax, int ay) rechts_massiv = TRUE; if (((oben_massiv && unten_massiv) || - element == EL_MAUER_X || element == EL_MAUER_LEBT) && + element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) && ((links_massiv && rechts_massiv) || - element == EL_MAUER_Y)) - Feld[ax][ay] = EL_MAUERWERK; + element == EL_WALL_GROWING_Y)) + Feld[ax][ay] = EL_WALL; if (new_wall) PlaySoundLevel(ax, ay, SND_WALL_GROWING); @@ -4266,9 +4294,9 @@ void CheckForDragon(int x, int y) int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) + (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRAGON)) { - if (Feld[xx][yy] == EL_DRACHE) + if (Feld[xx][yy] == EL_DRAGON) dragon_found = TRUE; } else @@ -4286,7 +4314,7 @@ void CheckForDragon(int x, int y) if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING) { - Feld[xx][yy] = EL_LEERRAUM; + Feld[xx][yy] = EL_EMPTY; DrawLevelField(xx, yy); } else @@ -4428,7 +4456,7 @@ static void DrawBeltAnimation(int x, int y, int element) DrawGraphicAnimation(x, y, graphic, 8, delay, mode); if (!(FrameCounter % 2)) - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING); + PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE); } } @@ -4557,7 +4585,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) { int el = Feld[jx+dx][jy]; - int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 : (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) @@ -4741,13 +4769,13 @@ void GameActions() AmoebeAbleger(x, y); #endif - else if (element == EL_LIFE || element == EL_LIFE_ASYNC) + else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE) Life(x, y); - else if (element == EL_ABLENK_EIN) + else if (element == EL_ROBOT_WHEEL_ACTIVE) RobotWheel(x, y); else if (element == EL_TIMEGATE_SWITCH_ON) TimegateWheel(x, y); - else if (element == EL_SALZSAEURE) + else if (element == EL_ACID) Blubber(x, y); else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT) Blurb(x, y); @@ -4755,18 +4783,22 @@ void GameActions() NussKnacken(x, y); else if (element == EL_PEARL_BREAKING) BreakingPearl(x, y); - else if (element == EL_AUSGANG_ZU) + else if (element == EL_EXIT_CLOSED) AusgangstuerPruefen(x, y); + else if (element == EL_SP_EXIT_CLOSED) + AusgangstuerPruefen_SP(x, y); else if (element == EL_AUSGANG_ACT) AusgangstuerOeffnen(x, y); - else if (element == EL_AUSGANG_AUF) + else if (element == EL_EXIT_OPEN) AusgangstuerBlinken(x, y); + else if (element == EL_SP_EXIT_OPEN) + ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */ else if (element == EL_MAUERND) MauerWaechst(x, y); - else if (element == EL_MAUER_LEBT || - element == EL_MAUER_X || - element == EL_MAUER_Y || - element == EL_MAUER_XY) + else if (element == EL_WALL_GROWING || + element == EL_WALL_GROWING_X || + element == EL_WALL_GROWING_Y || + element == EL_WALL_GROWING_XY) MauerAbleger(x, y); else if (element == EL_BURNING) CheckForDragon(x, y); @@ -4777,7 +4809,13 @@ void GameActions() else if (element == EL_SP_TERMINAL) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); else if (element == EL_SP_TERMINAL_ACTIVE) + { DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); +#if 0 + if (!(FrameCounter % 4)) + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE); +#endif + } else if (IS_BELT(element)) DrawBeltAnimation(x, y, element); else if (element == EL_SWITCHGATE_OPENING) @@ -4790,7 +4828,7 @@ void GameActions() CloseTimegate(x, y); else if (element == EL_EXTRA_TIME) DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); - else if (element == EL_SHIELD_PASSIVE) + else if (element == EL_SHIELD_NORMAL) { DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL); #if 0 @@ -4803,7 +4841,7 @@ void GameActions() DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); #if 0 if (!(FrameCounter % 4)) - PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED); + PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE); #endif } @@ -4856,17 +4894,17 @@ void GameActions() element = Feld[x][y]; if (!IS_PLAYER(x,y) && - (element == EL_LEERRAUM || - element == EL_ERDREICH || - element == EL_MORAST_LEER || + (element == EL_EMPTY || + element == EL_SAND || + element == EL_QUICKSAND_EMPTY || element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)) { - if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) - Feld[x][y] = EL_TROPFEN; + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; } random = random * 129 + 1; @@ -4904,9 +4942,9 @@ void GameActions() if (element == EL_MAGIC_WALL_BD_FULL || element == EL_MAGIC_WALL_BD_EMPTY || element == EL_MAGIC_WALL_BD_EMPTYING) - PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING); + PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE); else - PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING); + PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE); } if (game.magic_wall_time_left > 0) @@ -4947,13 +4985,13 @@ void GameActions() { element = Feld[x][y]; - if (element == EL_LIGHT_SWITCH_ON) + if (element == EL_LIGHT_SWITCH_ACTIVE) { - Feld[x][y] = EL_LIGHT_SWITCH_OFF; + Feld[x][y] = EL_LIGHT_SWITCH; DrawLevelField(x, y); } - else if (element == EL_INVISIBLE_STEEL || - element == EL_UNSICHTBAR || + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || element == EL_SAND_INVISIBLE) DrawLevelField(x, y); } @@ -4975,9 +5013,9 @@ void GameActions() if (SHIELD_ON(player)) { if (player->shield_active_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED); + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); else if (player->shield_passive_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED); + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } } @@ -5128,7 +5166,7 @@ static void CheckGravityMovement(struct PlayerInfo *player) boolean player_is_moving_to_valid_field = (IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_ERDREICH)); + Feld[new_jx][new_jy] == EL_SAND)); if (field_under_player_is_free && !player_is_moving_to_valid_field && @@ -5167,12 +5205,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (DONT_GO_TO(element)) { - if (element == EL_SALZSAEURE && dx == 0 && dy == 1) + if (element == EL_ACID && dx == 0 && dy == 1) { Blurb(jx, jy); - Feld[jx][jy] = EL_SPIELFIGUR; + Feld[jx][jy] = EL_PLAYER; InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_SALZSAEURE; + Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); BuryHero(player); } @@ -5381,7 +5419,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_LEERRAUM) + if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; DrawPlayer(player); @@ -5394,7 +5432,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_LEERRAUM; + Feld[last_jx][last_jy] = EL_EMPTY; /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) @@ -5416,11 +5454,13 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jx = jx; player->last_jy = jy; - if (Feld[jx][jy] == EL_AUSGANG_AUF) + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN) { RemoveHero(player); - if (!local_player->friends_still_needed) + if (local_player->friends_still_needed == 0 || + Feld[jx][jy] == EL_SP_EXIT_OPEN) player->LevelSolved = player->GameOver = TRUE; } @@ -5576,7 +5616,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) kill_y = test_y; break; } - else if (test_element == EL_PINGUIN) + else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; @@ -5670,8 +5710,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) continue; element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_LIFE || - element == EL_AMOEBING || element == EL_TROPFEN) + if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE || + element == EL_AMOEBING || element == EL_AMOEBA_DROP) { kill_x = x; kill_y = y; @@ -5691,7 +5731,7 @@ void KillHero(struct PlayerInfo *player) return; if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; /* deactivate shield (else Bang()/Explode() would not work right) */ player->shield_passive_time_left = 0; @@ -5801,8 +5841,8 @@ int DigField(struct PlayerInfo *player, switch (element) { - case EL_LEERRAUM: - case EL_ERDREICH: + case EL_EMPTY: + case EL_SAND: case EL_SAND_INVISIBLE: case EL_TRAP_INACTIVE: case EL_SP_BASE: @@ -5811,17 +5851,17 @@ int DigField(struct PlayerInfo *player, PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); break; - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_DIAMOND: case EL_SP_INFOTRON: case EL_PEARL: case EL_CRYSTAL: RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : + local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 : element == EL_PEARL ? 5 : element == EL_CRYSTAL ? 8 : 1); if (local_player->gems_still_needed < 0) @@ -5840,7 +5880,7 @@ int DigField(struct PlayerInfo *player, break; case EL_ENVELOPE: - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); break; @@ -5854,24 +5894,24 @@ int DigField(struct PlayerInfo *player, PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; - case EL_SHIELD_PASSIVE: + case EL_SHIELD_NORMAL: RemoveField(x, y); player->shield_passive_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING); + PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); break; case EL_SHIELD_ACTIVE: RemoveField(x, y); player->shield_passive_time_left += 10; player->shield_active_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING); + PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); break; - case EL_DYNAMITE_INACTIVE: + case EL_DYNAMITE: case EL_SP_DISK_RED: RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); + RaiseScoreElement(EL_DYNAMITE); DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); @@ -5882,34 +5922,34 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); + RaiseScoreElement(EL_DYNAMITE); PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); break; case EL_DYNABOMB_SZ: RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); + RaiseScoreElement(EL_DYNAMITE); PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); break; case EL_DYNABOMB_XL: RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); + RaiseScoreElement(EL_DYNAMITE); PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); break; - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: + case EL_KEY1: + case EL_KEY2: + case EL_KEY3: + case EL_KEY4: { - int key_nr = element - EL_SCHLUESSEL1; + int key_nr = element - EL_KEY1; RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); + RaiseScoreElement(EL_KEY); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, GFX_SCHLUESSEL1 + key_nr); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, @@ -5918,16 +5958,16 @@ int DigField(struct PlayerInfo *player, break; } - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: + case EL_EM_KEY1: + case EL_EM_KEY2: + case EL_EM_KEY3: + case EL_EM_KEY4: { - int key_nr = element - EL_EM_KEY_1; + int key_nr = element - EL_EM_KEY1; RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); + RaiseScoreElement(EL_KEY); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, GFX_SCHLUESSEL1 + key_nr); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, @@ -5936,8 +5976,8 @@ int DigField(struct PlayerInfo *player, break; } - case EL_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; + case EL_ROBOT_WHEEL: + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; ZX = x; ZY = y; DrawLevelField(x, y); @@ -5966,18 +6006,18 @@ int DigField(struct PlayerInfo *player, } break; - 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: + case EL_CONVEYOR_BELT1_SWITCH_LEFT: + case EL_CONVEYOR_BELT1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT2_SWITCH_LEFT: + case EL_CONVEYOR_BELT2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT3_SWITCH_LEFT: + case EL_CONVEYOR_BELT3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT4_SWITCH_LEFT: + case EL_CONVEYOR_BELT4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT4_SWITCH_RIGHT: if (!player->Switching) { player->Switching = TRUE; @@ -5987,8 +6027,8 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_SWITCHGATE_SWITCH_1: - case EL_SWITCHGATE_SWITCH_2: + case EL_SWITCHGATE_SWITCH_UP: + case EL_SWITCHGATE_SWITCH_DOWN: if (!player->Switching) { player->Switching = TRUE; @@ -5998,13 +6038,13 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_LIGHT_SWITCH_OFF: - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH: + case EL_LIGHT_SWITCH_ACTIVE: if (!player->Switching) { player->Switching = TRUE; ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? SND_LIGHT_SWITCH_ACTIVATING : SND_LIGHT_SWITCH_DEACTIVATING); } @@ -6036,20 +6076,12 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_SP_EXIT: - if (local_player->gems_still_needed > 0) - return MF_NO_ACTION; - - player->LevelSolved = player->GameOver = TRUE; - PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT); - break; - /* the following elements cannot be pushed by "snapping" */ - case EL_FELSBROCKEN: - case EL_BOMBE: + case EL_ROCK: + case EL_BOMB: case EL_DX_SUPABOMB: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: + case EL_NUT: + case EL_TIME_ORB_EMPTY: case EL_SP_ZONK: case EL_SP_DISK_ORANGE: case EL_SPRING: @@ -6108,27 +6140,27 @@ int DigField(struct PlayerInfo *player, PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); break; - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element - EL_PFORTE1]) + case EL_GATE1: + case EL_GATE2: + case EL_GATE3: + case EL_GATE4: + if (!player->key[element - EL_GATE1]) return MF_NO_ACTION; break; - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!player->key[element - EL_PFORTE1X]) + case EL_GATE1_GRAY: + case EL_GATE2_GRAY: + case EL_GATE3_GRAY: + case EL_GATE4_GRAY: + if (!player->key[element - EL_GATE1_GRAY]) return MF_NO_ACTION; break; - case EL_EM_GATE_1: - case EL_EM_GATE_2: - case EL_EM_GATE_3: - case EL_EM_GATE_4: - if (!player->key[element - EL_EM_GATE_1]) + case EL_EM_GATE1: + case EL_EM_GATE2: + case EL_EM_GATE3: + case EL_EM_GATE4: + if (!player->key[element - EL_EM_GATE1]) return MF_NO_ACTION; if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; @@ -6140,11 +6172,11 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_GATE_PASSING); break; - case EL_EM_GATE_1X: - case EL_EM_GATE_2X: - case EL_EM_GATE_3X: - case EL_EM_GATE_4X: - if (!player->key[element - EL_EM_GATE_1X]) + case EL_EM_GATE1_GRAY: + case EL_EM_GATE2_GRAY: + case EL_EM_GATE3_GRAY: + case EL_EM_GATE4_GRAY: + if (!player->key[element - EL_EM_GATE1_GRAY]) return MF_NO_ACTION; if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; @@ -6253,30 +6285,34 @@ int DigField(struct PlayerInfo *player, } break; - case EL_AUSGANG_ZU: + case EL_EXIT_CLOSED: + case EL_SP_EXIT_CLOSED: case EL_AUSGANG_ACT: - /* door is not (yet) open */ return MF_NO_ACTION; break; - case EL_AUSGANG_AUF: + case EL_EXIT_OPEN: + case EL_SP_EXIT_OPEN: if (mode == DF_SNAP) return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_EXIT_ENTERING); + if (element == EL_EXIT_OPEN) + PlaySoundLevel(x, y, SND_EXIT_PASSING); + else + PlaySoundLevel(x, y, SND_SP_EXIT_PASSING); break; - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; + case EL_LAMP: + Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; DrawLevelField(x, y); PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; - case EL_ZEIT_VOLL: - Feld[x][y] = EL_ZEIT_LEER; + 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); DrawLevelField(x, y); @@ -6289,7 +6325,7 @@ int DigField(struct PlayerInfo *player, case EL_SOKOBAN_OBJEKT: case EL_SOKOBAN_FELD_VOLL: - case EL_SONDE: + case EL_SATELLITE: case EL_SP_DISK_YELLOW: case EL_BALLOON: if (mode == DF_SNAP) @@ -6350,7 +6386,7 @@ int DigField(struct PlayerInfo *player, { Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; if (element == EL_SOKOBAN_FELD_VOLL) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING); + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); else PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); } @@ -6377,9 +6413,9 @@ int DigField(struct PlayerInfo *player, break; - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PENGUIN: + case EL_PIG: + case EL_DRAGON: break; default: @@ -6443,7 +6479,7 @@ boolean PlaceBomb(struct PlayerInfo *player) IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) return FALSE; - if (element != EL_LEERRAUM) + if (element != EL_EMPTY) Store[jx][jy] = element; if (player->dynamite) @@ -6461,17 +6497,17 @@ boolean PlaceBomb(struct PlayerInfo *player) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); } - PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); + PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING); } else { - Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); + Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1); MovDelay[jx][jy] = 96; player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); - PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING); + PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING); } return TRUE; @@ -6548,26 +6584,26 @@ void RaiseScoreElement(int element) { switch(element) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: RaiseScore(level.score[SC_EDELSTEIN]); break; - case EL_DIAMANT: + case EL_DIAMOND: RaiseScore(level.score[SC_DIAMANT]); break; - case EL_KAEFER: + case EL_BUG: case EL_BUTTERFLY: RaiseScore(level.score[SC_KAEFER]); break; - case EL_FLIEGER: + case EL_SPACESHIP: case EL_FIREFLY: RaiseScore(level.score[SC_FLIEGER]); break; - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: RaiseScore(level.score[SC_MAMPFER]); break; case EL_ROBOT: @@ -6576,13 +6612,13 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: + case EL_NUT: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMITE_INACTIVE: + case EL_DYNAMITE: RaiseScore(level.score[SC_DYNAMIT]); break; - case EL_SCHLUESSEL: + case EL_KEY: RaiseScore(level.score[SC_SCHLUESSEL]); break; default: