X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0312c695cccb3ba28d2a893c667d9ecadd79b058;hb=62e8f84edbffc67d743bb2d6afff258079f041d5;hp=3471f671a8e145e01f08d994ff138154a085540c;hpb=209871b6f17880f98d41cf7d7953f6bf2227a16c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 3471f671..0312c695 100644 --- a/src/game.c +++ b/src/game.c @@ -1,28 +1,32 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2001 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" #include "tools.h" #include "screens.h" -#include "sound.h" #include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -39,9 +43,10 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NORMAL 0 -#define EX_CENTER 1 -#define EX_BORDER 2 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -71,35 +76,89 @@ #define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) -#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \ - (s)==SND_NJAM || (s)==SND_MIEP) -#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \ - (s)==SND_NETWORK || (s)==SND_CZARDASZ || \ - (s)==SND_TYGER || (s)==SND_VOYAGER || \ - (s)==SND_TWILIGHT) +#if 0 +#define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \ + (s) == SND_BD_BUTTERFLY_MOVING || \ + (s) == SND_BD_FIREFLY_MOVING || \ + (s) == SND_SP_SNIKSNAK_MOVING || \ + (s) == SND_SP_ELECTRON_MOVING || \ + (s) == SND_DYNAMITE_BURNING || \ + (s) == SND_BUG_MOVING || \ + (s) == SND_SPACESHIP_MOVING || \ + (s) == SND_YAMYAM_MOVING || \ + (s) == SND_YAMYAM_WAITING || \ + (s) == SND_ROBOT_WHEEL_RUNNING || \ + (s) == SND_MAGIC_WALL_RUNNING || \ + (s) == SND_BALLOON_MOVING || \ + (s) == SND_MOLE_MOVING || \ + (s) == SND_TIMEGATE_WHEEL_RUNNING || \ + (s) == SND_CONVEYOR_BELT_RUNNING || \ + (s) == SND_DYNABOMB_BURNING || \ + (s) == SND_PACMAN_MOVING || \ + (s) == SND_PENGUIN_MOVING || \ + (s) == SND_PIG_MOVING || \ + (s) == SND_DRAGON_MOVING || \ + (s) == SND_DRAGON_BREATHING_FIRE) +#endif + +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 + +#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define SOUND_CTRL_ID_MUSIC 3 +#define SOUND_CTRL_ID_LOOPS 4 +#define SOUND_CTRL_ID_SIMPLE 5 -/* score for elements */ -#define SC_EDELSTEIN 0 -#define SC_DIAMANT 1 -#define SC_KAEFER 2 -#define SC_FLIEGER 3 -#define SC_MAMPFER 4 -#define SC_ROBOT 5 -#define SC_PACMAN 6 -#define SC_KOKOSNUSS 7 -#define SC_DYNAMIT 8 -#define SC_SCHLUESSEL 9 -#define SC_ZEITBONUS 10 +#define NUM_GAME_BUTTONS 6 -/* values for game_emulation */ -#define EMU_NONE 0 -#define EMU_BOULDERDASH 1 -#define EMU_SOKOBAN 2 -#define EMU_SUPAPLEX 3 +/* forward declaration for internal use */ +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); -/* to control special behaviour of certain game elements */ -int game_emulation = EMU_NONE; +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + +static boolean is_loop_sound[NUM_SOUND_EFFECTS]; +static boolean is_loop_sound_initialized = FALSE; +static int loop_sounds[] = +{ + SND_BD_MAGIC_WALL_RUNNING, + SND_BD_BUTTERFLY_MOVING, + SND_BD_FIREFLY_MOVING, + SND_SP_SNIKSNAK_MOVING, + SND_SP_ELECTRON_MOVING, + SND_DYNAMITE_BURNING, + SND_BUG_MOVING, + SND_SPACESHIP_MOVING, + SND_YAMYAM_MOVING, + SND_YAMYAM_WAITING, + SND_ROBOT_WHEEL_RUNNING, + SND_MAGIC_WALL_RUNNING, + SND_BALLOON_MOVING, + SND_MOLE_MOVING, + SND_TIMEGATE_WHEEL_RUNNING, + SND_CONVEYOR_BELT_RUNNING, + SND_DYNABOMB_BURNING, + SND_PACMAN_MOVING, + SND_PENGUIN_MOVING, + SND_PIG_MOVING, + SND_DRAGON_MOVING, + SND_DRAGON_BREATHING_FIRE +}; + +#define IS_LOOP_SOUND(x) (is_loop_sound[x]) @@ -140,7 +199,7 @@ static unsigned int getStateCheckSum(int counter) checksum += mult++ * StorePlayer[x][y]; checksum += mult++ * Frame[x][y]; checksum += mult++ * AmoebaNr[x][y]; - checksum += mult++ * JustHit[x][y]; + checksum += mult++ * JustStopped[x][y]; checksum += mult++ * Stop[x][y]; */ } @@ -158,26 +217,83 @@ static unsigned int getStateCheckSum(int counter) void GetPlayerConfig() { - if (sound_status == SOUND_OFF) + if (!audio.sound_available) setup.sound = FALSE; - if (!sound_loops_allowed) - { + if (!audio.loops_available) setup.sound_loops = FALSE; + + if (!audio.music_available) setup.sound_music = FALSE; - } + + if (!video.fullscreen_available) + setup.fullscreen = FALSE; setup.sound_simple = setup.sound; + SetAudioMode(setup.sound); InitJoysticks(); } +static int getBeltNrFromElement(int element) +{ + return (element < EL_BELT2_LEFT ? 0 : + element < EL_BELT3_LEFT ? 1 : + element < EL_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); +} + +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 + }; + + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = element - belt_base_element[belt_nr]; + + return (belt_dir_nr % 3); +} + +static int getBeltDirFromSwitchElement(int element) +{ + static int belt_move_dir[3] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT + }; + + int belt_dir_nr = getBeltDirNrFromSwitchElement(element); + + return belt_move_dir[belt_dir_nr]; +} + static void InitField(int x, int y, boolean init_game) { switch (Feld[x][y]) { - case EL_SPIELFIGUR: case EL_SP_MURPHY: + if (init_game) + { + if (stored_player[0].present) + { + Feld[x][y] = EL_SP_MURPHY_CLONE; + break; + } + } + /* no break! */ + case EL_SPIELFIGUR: if (init_game) Feld[x][y] = EL_SPIELER1; /* no break! */ @@ -192,10 +308,6 @@ static void InitField(int x, int y, boolean init_game) player->present = TRUE; - /* - if (!network_playing || player->connected) - */ - if (!options.network || player->connected) { player->active = TRUE; @@ -206,7 +318,7 @@ static void InitField(int x, int y, boolean init_game) StorePlayer[x][y] = Feld[x][y]; - if (options.verbose) + if (options.debug) { printf("Player %d activated.\n", player->element_nr); printf("[Local player is %d and currently %s.]\n", @@ -234,36 +346,41 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_BADEWANNE5; break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: case EL_MAMPFER: case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: InitMovDir(x, y); break; @@ -280,7 +397,7 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_DYNAMIT: + case EL_DYNAMITE_ACTIVE: MovDelay[x][y] = 96; break; @@ -292,7 +409,6 @@ static void InitField(int x, int y, boolean init_game) local_player->sokobanfields_still_needed++; break; - case EL_MAULWURF: case EL_PINGUIN: local_player->friends_still_needed++; break; @@ -306,11 +422,84 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_LEERRAUM; break; + case EL_EM_KEY_1_FILE: + Feld[x][y] = EL_EM_KEY_1; + break; + case EL_EM_KEY_2_FILE: + Feld[x][y] = EL_EM_KEY_2; + break; + case EL_EM_KEY_3_FILE: + Feld[x][y] = EL_EM_KEY_3; + break; + case EL_EM_KEY_4_FILE: + Feld[x][y] = EL_EM_KEY_4; + 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: + if (init_game) + { + int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; + + case EL_LIGHT_SWITCH_ON: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + default: break; } } +void DrawGameDoorValues() +{ + int i, j; + + for (i=0; igems_still_needed, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); +} + void InitGame() { int i, j, x, y; @@ -318,6 +507,14 @@ void InitGame() boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ +#if DEBUG +#if USE_NEW_AMOEBA_CODE + printf("Using new amoeba code.\n"); +#else + printf("Using old amoeba code.\n"); +#endif +#endif + /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -333,9 +530,10 @@ void InitGame() player->action = 0; player->effective_action = 0; + player->programmed_action = 0; player->score = 0; - player->gems_still_needed = level.edelsteine; + player->gems_still_needed = level.gems_needed; player->sokobanfields_still_needed = 0; player->lights_still_needed = 0; player->friends_still_needed = 0; @@ -345,13 +543,14 @@ void InitGame() player->dynamite = 0; player->dynabomb_count = 0; - player->dynabomb_size = 0; + player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; player->MovDir = MV_NO_MOVING; player->MovPos = 0; player->Pushing = FALSE; + player->Switching = FALSE; player->GfxPos = 0; player->Frame = 0; @@ -359,19 +558,24 @@ void InitGame() player->frame_reset_delay = 0; + 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->push_delay = 0; player->push_delay_value = 5; - player->move_delay = 0; - player->last_move_dir = MV_NO_MOVING; - player->snapped = FALSE; - player->gone = FALSE; - player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -381,7 +585,7 @@ void InitGame() network_player_action_received = FALSE; -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NO_MOVING); @@ -389,29 +593,33 @@ void InitGame() ZX = ZY = -1; - MampferNr = 0; FrameCounter = 0; TimeFrames = 0; + TimePlayed = 0; TimeLeft = level.time; ScreenMovDir = MV_NO_MOVING; ScreenMovPos = 0; ScreenGfxPos = 0; - if (level.high_speed) - { - MoveSpeed = 4; - ScrollStepSize = TILEX/4; - } - else - { - MoveSpeed = 8; - ScrollStepSize = TILEX/8; - } + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ AllPlayersGone = FALSE; - SiebAktiv = FALSE; - SiebCount = 0; + + game.yam_content_nr = 0; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.balloon_dir = MV_NO_MOVING; + game.explosions_delayed = TRUE; + + for (i=0; i<4; i++) + { + game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } for (i=0; ijx >= MIDPOSX-1) - scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ? + /* 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= 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; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } + + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? local_player->jx - MIDPOSX : - lev_fieldx - SCR_FIELDX + 1); - if (local_player->jy >= MIDPOSY-1) - scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ? + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? local_player->jy - MIDPOSY : - lev_fieldy - SCR_FIELDY + 1); + SBY_Lower); CloseDoor(DOOR_CLOSE_1); @@ -559,49 +848,59 @@ void InitGame() DrawAllPlayers(); FadeToFront(); - XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, - DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS, - int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - - DrawGameButton(BUTTON_GAME_STOP); - DrawGameButton(BUTTON_GAME_PAUSE); - DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0)); - XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc, - DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS); - - OpenDoor(DOOR_OPEN_1); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + + /* copy default game door content to main double buffer */ + BlitBitmap(pix[PIX_DOOR], 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); + else + { + DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); + BlitBitmap(drawto, drawto, + DX + XX_EMERALDS, DY + YY_EMERALDS + 1, + FONT5_XSIZE * 3, FONT5_YSIZE - 1, + DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); + } + + DrawGameDoorValues(); + + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, pix[PIX_DB_DOOR], + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + + OpenDoor(DOOR_OPEN_ALL); + PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT); if (setup.sound_music) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + PlayMusic(level_nr); - XAutoRepeatOff(display); + KeyboardAutoRepeatOff(); - if (options.verbose) + if (options.debug) { for (i=0; i<4; i++) - printf("Spieler %d %saktiv.\n", - i+1, (stored_player[i].active ? "" : "nicht ")); + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); } } @@ -615,52 +914,53 @@ void InitMovDir(int x, int y) { 0, -1 }, { -1, 0 } }; - static int direction[2][4] = + static int direction[3][4] = { { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP } + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; switch(element) { - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element - EL_KAEFER_R]; + MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT]; break; - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element - EL_FLIEGER_R]; + MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT]; break; - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R]; + MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT]; break; - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element - EL_FIREFLY_R]; + MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT]; break; - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element - EL_PACMAN_R]; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; case EL_SP_SNIKSNAK: @@ -671,6 +971,14 @@ void InitMovDir(int x, int y) MovDir[x][y] = MV_LEFT; break; + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + default: MovDir[x][y] = 1 << RND(4); if (element != EL_KAEFER && @@ -728,23 +1036,26 @@ void InitAmoebaNr(int x, int y) void GameWon() { int hi_pos; - int bumplevel = FALSE; + boolean raise_level = FALSE; if (local_player->MovPos) return; local_player->LevelSolved = FALSE; + PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT); + if (TimeLeft) { - if (setup.sound_loops) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); - while(TimeLeft > 0) + while (TimeLeft > 0) { - if (!setup.sound_loops) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); + if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; @@ -752,14 +1063,44 @@ void GameWon() TimeLeft--; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); + } + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } + else if (level.time == 0) /* level without time limit */ + { + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); + + while (TimePlayed < 999) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_ZEITBONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + BackToFront(); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) - StopSound(SND_SIRR); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } +#if 0 FadeSounds(); +#endif /* Hero disappears */ DrawLevelField(ExitX, ExitY); @@ -776,25 +1117,42 @@ void GameWon() SaveTape(tape.level_nr); /* Ask to save tape */ } + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); + } + + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + if ((hi_pos = NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } } else { game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } DrawMainMenu(); } BackToFront(); } -boolean NewHiScore() +int NewHiScore() { int k, l; int position = -1; @@ -833,15 +1191,16 @@ boolean NewHiScore() #ifdef ONE_PER_NAME put_into_list: #endif - strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1); - highscore[k].Name[MAX_NAMELEN - 1] = '\0'; + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ #endif @@ -907,6 +1266,29 @@ int MovingOrBlocked2Element(int x, int y) return element; } +static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) +{ + /* like MovingOrBlocked2Element(), but if element is moving + and (x,y) is the field the moving element is just leaving, + return EL_BLOCKED instead of the element value */ + int element = Feld[x][y]; + + if (IS_MOVING(x, y)) + { + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; + } + else + return element; +} + static void RemoveField(int x, int y) { Feld[x][y] = EL_LEERRAUM; @@ -936,17 +1318,16 @@ void RemoveMovingField(int x, int y) } if (Feld[x][y] == EL_BLOCKED && - (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_SIEB_LEER || - Store[oldx][oldy] == EL_SIEB2_LEER || - Store[oldx][oldy] == EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) + Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else Feld[oldx][oldy] = EL_LEERRAUM; + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + Feld[newx][newy] = EL_LEERRAUM; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; @@ -967,7 +1348,7 @@ void DrawDynamite(int x, int y) if (Store[x][y]) DrawGraphic(sx, sy, el2gfx(Store[x][y])); - if (Feld[x][y] == EL_DYNAMIT) + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) { if ((phase = (96 - MovDelay[x][y]) / 12) > 6) phase = 6; @@ -978,7 +1359,9 @@ void DrawDynamite(int x, int y) phase = 7 - phase; } - if (Store[x][y]) + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, GFX_SP_DISK_RED); + else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic + phase); else DrawGraphic(sx, sy, graphic + phase); @@ -992,27 +1375,46 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y]) { if (!(MovDelay[x][y] % 12)) - PlaySoundLevel(x, y, SND_ZISCH); + { + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) + PlaySoundLevel(x, y, SND_DYNAMITE_BURNING); + else + PlaySoundLevel(x, y, SND_DYNABOMB_BURNING); + } + + if (IS_ACTIVE_BOMB(Feld[x][y])) + { + int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); - if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x, y); - else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x, y); + if (!(MovDelay[x][y] % delay)) + DrawDynamite(x, y); + } return; } } - StopSound(SND_ZISCH); + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) + StopSound(SND_DYNAMITE_BURNING); + else + StopSound(SND_DYNABOMB_BURNING); + Bang(x, y); } void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = 2; + int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { @@ -1020,13 +1422,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { + /* put moving element to center field (and let it explode there) */ center_element = MovingOrBlocked2Element(ex, ey); RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for (y=ey-1; ypresent) + StorePlayer[x][y] = 0; } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { int graphic = GFX_EXPLOSION; - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) graphic = (Store[x][y] == EL_SP_INFOTRON ? GFX_SP_EXPLODE_INFOTRON : GFX_SP_EXPLODE_EMPTY); @@ -1169,14 +1606,24 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == delay) ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1)); + graphic += (phase / delay - 1); + + if (IS_PFORTE(Store[x][y])) + { + DrawLevelElement(x, y, Store[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + } + else + DrawGraphic(SCREENX(x), SCREENY(y), graphic); } } void DynaExplode(int ex, int ey) { int i, j; - struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1]; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; static int xy[4][2] = { { 0, -1 }, @@ -1185,43 +1632,57 @@ void DynaExplode(int ex, int ey) { 0, +1 } }; - Store2[ex][ey] = 0; /* delete player information */ + if (IS_ACTIVE_BOMB(Feld[ex][ey])) + { + player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } Explode(ex, ey, EX_PHASE_START, EX_CENTER); for (i=0; i<4; i++) { - for (j=1; j<=player->dynabomb_size; j++) + for (j=1; j<=dynabomb_size; j++) { - int x = ex+j*xy[i%4][0]; - int y = ey+j*xy[i%4][1]; + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; int element; - if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y])) + if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) break; element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + Explode(x, y, EX_PHASE_START, EX_BORDER); if (element != EL_LEERRAUM && element != EL_ERDREICH && element != EL_EXPLODING && - !player->dynabomb_xl) + !dynabomb_xl) break; } } - - player->dynabombs_left++; } void Bang(int x, int y) { int element = Feld[x][y]; - PlaySoundLevel(x, y, SND_ROAAAR); + if (game.emulation == EMU_SUPAPLEX) + PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + else + PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); +#if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ element = EL_LEERRAUM; +#endif switch(element) { @@ -1233,20 +1694,26 @@ void Bang(int x, int y) case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: + case EL_MOLE: RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB: + case EL_DYNABOMB_ACTIVE_1: + case EL_DYNABOMB_ACTIVE_2: + case EL_DYNABOMB_ACTIVE_3: + case EL_DYNABOMB_ACTIVE_4: case EL_DYNABOMB_NR: case EL_DYNABOMB_SZ: case EL_DYNABOMB_XL: DynaExplode(x, y); break; - case EL_MAULWURF: case EL_PINGUIN: case EL_BIRNE_AUS: case EL_BIRNE_EIN: - Explode(x, y, EX_PHASE_START, EX_CENTER); + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: Explode(x, y, EX_PHASE_START, EX_NORMAL); @@ -1260,7 +1727,7 @@ void Blurb(int x, int y) if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ { - PlaySoundLevel(x, y, SND_BLURB); + 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)))) @@ -1296,43 +1763,219 @@ void Blurb(int x, int y) } } -void Impact(int x, int y) +static void ToggleBeltSwitch(int x, int y) { - boolean lastline = (y == lev_fieldy-1); - boolean object_hit = FALSE; - int element = Feld[x][y]; - int smashed = 0; - - if (!lastline) /* check if element below was hit */ + static int belt_base_element[4] = { - if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING) - return; + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; - object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) || - MovDir[x][y+1]!=MV_DOWN || - MovPos[x][y+1]<=TILEY/2)); - if (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); - } + int element = Feld[x][y]; + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy; - if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */ - { - Blurb(x, y); + if (!IS_BELT_SWITCH(element)) return; - } - if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) && + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + for (yy=0; yy 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ON; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(x, y); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(x, y); + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH_OFF ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy=0) + if (sound >= 0) PlaySoundLevel(x, y, sound); } } @@ -1509,13 +2209,13 @@ void TurnRound(int x, int y) if (element == EL_KAEFER || element == EL_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE_OR_PLAYER(right_x, right_y)) + IS_FREE(right_x, right_y)) MovDir[x][y] = right_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = left_dir; if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) @@ -1526,13 +2226,13 @@ void TurnRound(int x, int y) else if (element == EL_FLIEGER || element == EL_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE_OR_PLAYER(left_x, left_y)) + IS_FREE(left_x, left_y)) MovDir[x][y] = left_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = right_dir; if ((element == EL_FLIEGER || @@ -1715,8 +2415,51 @@ void TurnRound(int x, int y) MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || - element == EL_MAULWURF || element == EL_PINGUIN) + else if (element == EL_MOLE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_DEAMOEBING)) + can_move_on = TRUE; + + if (!can_move_on) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING_MOVING) + { + if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || + (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1))) + { + Feld[x][y] = EL_SPRING; + MovDir[x][y] = MV_NO_MOVING; + } + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) { int attr_x = -1, attr_y = -1; @@ -1734,7 +2477,7 @@ void TurnRound(int x, int y) struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; - if (!player->active || player->gone) + if (!player->active) continue; if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) @@ -1751,7 +2494,7 @@ void TurnRound(int x, int y) attr_y = ZY; } - if (element == EL_MAULWURF || element == EL_PINGUIN) + if (element == EL_PINGUIN) { int i; static int xy[4][2] = @@ -1817,7 +2560,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -1829,7 +2572,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -1849,8 +2592,7 @@ static boolean JustBeingPushed(int x, int y) { struct PlayerInfo *player = &stored_player[i]; - if (player->active && !player->gone && - player->Pushing && player->MovPos) + if (player->active && player->Pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -1881,8 +2623,9 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_FELSBROCKEN; - Store[x][y] = EL_MORAST_LEER; + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_FELSBROCKEN; + PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); } else if (Feld[x][y+1] == EL_MORAST_LEER) { @@ -1898,22 +2641,28 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MORAST_LEER; Feld[x][y+1] = EL_MORAST_VOLL; + Store[x][y+1] = Store[x][y]; + Store[x][y] = 0; + PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH); } } - else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER) + else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && + Feld[x][y+1] == EL_MORAST_LEER) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_MORAST_VOLL; + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; + PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); } - else if (element == EL_SIEB_VOLL) + else if (element == EL_MAGIC_WALL_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED(Store2[x][y]); - Store[x][y] = EL_SIEB_LEER; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); } - else if (Feld[x][y+1] == EL_SIEB_LEER) + else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -1925,21 +2674,21 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB_LEER; - Feld[x][y+1] = EL_SIEB_VOLL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Feld[x][y] = EL_MAGIC_WALL_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_FULL; + Store[x][y+1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; } } - else if (element == EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_BD_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_SIEB2_LEER; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); } - else if (Feld[x][y+1] == EL_SIEB2_LEER) + else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -1951,19 +2700,21 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB2_LEER; - Feld[x][y+1] = EL_SIEB2_VOLL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; + Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; } } else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER)) + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || + Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = - (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL); - Store2[x][y+1] = element; + Feld[x][y] = + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : + EL_MAGIC_WALL_BD_FILLING); + Store[x][y] = element; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) { @@ -1971,7 +2722,8 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_SALZSAEURE; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y]) + else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && + JustStopped[x][y]) { Impact(x, y); } @@ -1984,7 +2736,23 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBING; Store[x][y] = EL_AMOEBE_NASS; } + /* Store[x][y+1] must be zero, because: + (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER + */ +#if 0 +#if OLD_GAME_BEHAVIOUR else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) +#else + else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y+1]) || + (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) +#endif { boolean left = (x>0 && IS_FREE(x-1, y) && (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); @@ -1993,18 +2761,33 @@ void StartMoving(int x, int y) if (left || right) { - if (left && right && game_emulation != EMU_BOULDERDASH) + if (left && right && + (game.emulation != EMU_BOULDERDASH && + element != EL_BD_ROCK && element != EL_EDELSTEIN_BD)) left = !(right = RND(2)); InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); } } + else if (IS_BELT(Feld[x][y+1])) + { + boolean left_is_free = (x>0 && IS_FREE(x-1, y)); + boolean right_is_free = (x3) - phase = 7-phase; + if (phase > 3) + phase = 7 - phase; if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase); + DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); - if ((element == EL_MAMPFER || element == EL_MAMPFER2) - && MovDelay[x][y]%4 == 3) - PlaySoundLevel(x, y, SND_NJAM); + if (MovDelay[x][y] % 4 == 3) + { + 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_SP_ELECTRON) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); @@ -2090,43 +2879,74 @@ void StartMoving(int x, int y) return; } - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - PlaySoundLevel(x, y, SND_KLAPPER); - } - else if (element == EL_FLIEGER || element == EL_FIREFLY) - { - PlaySoundLevel(x, y, SND_ROEHR); - } + 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); /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy)) + if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + !PLAYER_PROTECTED(newx, newy)) { + +#if 1 + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + return; +#else /* enemy got the player */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; +#endif + } - else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element == EL_ROBOT || element == EL_SONDE) && + else if ((element == EL_PINGUIN || element == EL_ROBOT || + element == EL_SONDE || element == EL_BALLOON) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) { Blurb(x, y); Store[x][y] = EL_SALZSAEURE; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx, newy)) + else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) { if (Feld[newx][newy] == EL_AUSGANG_AUF) { Feld[x][y] = EL_LEERRAUM; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_BUING); + PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); @@ -2164,6 +2984,8 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_PIG_EATING_GEM); } else if (!IS_FREE(newx, newy)) { @@ -2204,6 +3026,8 @@ void StartMoving(int x, int y) else DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE); + MovDelay[x][y] = 50; Feld[newx][newy] = EL_BURNING; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) @@ -2224,6 +3048,8 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND); } else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && IS_MAMPF2(Feld[newx][newy])) @@ -2243,9 +3069,11 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY); } - else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && - IS_AMOEBOID(Feld[newx][newy])) + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { @@ -2255,8 +3083,26 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_DEAMOEBING; + PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); + PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_DEAMOEBING || + (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; } else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) { @@ -2265,7 +3111,7 @@ void StartMoving(int x, int y) TurnRound(x, y); if (element == EL_KAEFER || element == EL_FLIEGER || - element == EL_SP_SNIKSNAK) + element == EL_SP_SNIKSNAK || element == EL_MOLE) DrawLevelField(x, y); else if (element == EL_BUTTERFLY || element == EL_FIREFLY) DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); @@ -2274,11 +3120,14 @@ void StartMoving(int x, int y) else if (element == EL_SP_ELECTRON) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); + return; } if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) - PlaySoundLevel(x, y, SND_SCHLURF); + PlaySoundLevel(x, y, SND_ROBOT_MOVING); InitMovingField(x, y, MovDir[x][y]); } @@ -2295,14 +3144,28 @@ void ContinueMoving(int x, int y) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int horiz_move = (dx!=0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX/8; + int step = (horiz_move ? dx : dy) * TILEX / 8; + + if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) + step /= 2; + else if (element == EL_QUICKSAND_FILLING || + element == EL_QUICKSAND_EMPTYING) + step /= 4; + else if (element == EL_MAGIC_WALL_FILLING || + element == EL_MAGIC_WALL_BD_FILLING || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_MAGIC_WALL_BD_EMPTYING) + step /= 2; + else if (CAN_FALL(element) && horiz_move && + y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) + step /= 2; + else if (element == EL_SPRING_MOVING) + step*=2; - if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) +#if OLD_GAME_BEHAVIOUR + else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) step*=2; - else if (element == EL_TROPFEN) - step/=2; - else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) - step/=4; +#endif MovPos[x][y] += step; @@ -2311,49 +3174,81 @@ void ContinueMoving(int x, int y) Feld[x][y] = EL_LEERRAUM; Feld[newx][newy] = element; - if (Store[x][y] == EL_MORAST_VOLL) + if (element == EL_MOLE) { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + Feld[x][y] = EL_ERDREICH; + DrawLevelField(x, y); + + for(i=0; i<4; i++) + { + int xx, yy; + + xx = x + xy[i][0]; + yy = y + xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) + DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ + } } - else if (Store[x][y] == EL_MORAST_LEER) + + if (element == EL_QUICKSAND_FILLING) { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SIEB_VOLL) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SIEB_LEER) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_EMPTYING) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SIEB2_LEER) + else if (element == EL_MAGIC_WALL_BD_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (element == EL_MAGIC_WALL_BD_EMPTYING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_AMOEBE_NASS) + else if (element == EL_AMOEBA_DRIPPING) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (Store[x][y] == EL_SALZSAEURE) + { + element = Feld[newx][newy] = EL_SALZSAEURE; } + Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; @@ -2364,16 +3259,16 @@ void ContinueMoving(int x, int y) DrawLevelField(newx, newy); Stop[newx][newy] = TRUE; - JustHit[x][newy] = 3; + JustStopped[newx][newy] = 3; if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingHitsHero(newx, newy); - TestIfBadThingHitsFriend(newx, newy); - TestIfBadThingHitsOtherBadThing(newx, newy); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); } else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx, newy); + TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) @@ -2489,6 +3384,9 @@ void AmoebeUmwandeln(int ax, int ay) } } } + PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); Bang(ax, ay); } else @@ -2510,7 +3408,12 @@ void AmoebeUmwandeln(int ax, int ay) continue; if (Feld[x][y] == EL_AMOEBA2DIAM) + { + PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); Bang(x, y); + } } } } @@ -2549,8 +3452,9 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) } if (done) - PlaySoundLevel(ax, ay, - (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING)); + PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); } void AmoebeWaechst(int x, int y) @@ -2564,7 +3468,10 @@ void AmoebeWaechst(int x, int y) if (DelayReached(&sound_delay, sound_delay_value)) { - PlaySoundLevel(x, y, SND_AMOEBE); + if (Store[x][y] == EL_AMOEBE_BD) + PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING); + else + PlaySoundLevel(x, y, SND_AMOEBA_GROWING); sound_delay_value = 30; } } @@ -2584,6 +3491,37 @@ void AmoebeWaechst(int x, int y) } } +void AmoebaDisappearing(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; + } + + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } + } +} + void AmoebeAbleger(int ax, int ay) { int i; @@ -2597,7 +3535,7 @@ void AmoebeAbleger(int ax, int ay) { 0, +1 } }; - if (!level.tempo_amoebe) + if (!level.amoeba_speed) { Feld[ax][ay] = EL_AMOEBE_TOT; DrawLevelField(ax, ay); @@ -2605,7 +3543,7 @@ void AmoebeAbleger(int ax, int ay) } if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe)); + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ { @@ -2660,7 +3598,7 @@ void AmoebeAbleger(int ax, int ay) if (newax == ax && neway == ay) /* amoeba cannot grow */ { - if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH)) + if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) { Feld[ax][ay] = EL_AMOEBE_TOT; DrawLevelField(ax, ay); @@ -2671,7 +3609,7 @@ void AmoebeAbleger(int ax, int ay) if (element == EL_AMOEBE_VOLL) AmoebeUmwandeln(ax, ay); else if (element == EL_AMOEBE_BD) - AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt); + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); } } return; @@ -2700,7 +3638,7 @@ void AmoebeAbleger(int ax, int ay) if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200) { - AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN); + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; } } @@ -2709,16 +3647,19 @@ void AmoebeAbleger(int ax, int ay) if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { - Feld[newax][neway] = EL_AMOEBING; + Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ Store[newax][neway] = element; } else if (neway == ay) - Feld[newax][neway] = EL_TROPFEN; + { + Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ + PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING); + } else { - InitMovingField(ax, ay, MV_DOWN); - Feld[ax][ay] = EL_TROPFEN; - Store[ax][ay] = EL_AMOEBE_NASS; + InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ + Feld[ax][ay] = EL_AMOEBA_DRIPPING; + Store[ax][ay] = EL_TROPFEN; ContinueMoving(ax, ay); return; } @@ -2732,6 +3673,7 @@ void Life(int ax, int ay) static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ int life_time = 40; int element = Feld[ax][ay]; + boolean changed = FALSE; if (Stop[ax][ay]) return; @@ -2770,32 +3712,38 @@ void Life(int ax, int ay) if (xx == ax && yy == ay) /* field in the middle */ { - if (nachbarnlife[1]) + if (nachbarn < life[0] || nachbarn > life[1]) { Feld[xx][yy] = EL_LEERRAUM; if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; + changed = TRUE; } } else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) { /* free border field */ - if (nachbarn>=life[2] && nachbarn<=life[3]) + if (nachbarn >= life[2] && nachbarn <= life[3]) { Feld[xx][yy] = element; MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; + changed = TRUE; } } } + + if (changed) + PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING : + SND_BIOMAZE_GROWING); } -void Ablenk(int x, int y) +void RobotWheel(int x, int y) { if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; if (MovDelay[x][y]) /* wait some time before next frame */ { @@ -2805,7 +3753,7 @@ void Ablenk(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_MIEP); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING); return; } } @@ -2816,18 +3764,43 @@ void Ablenk(int x, int y) ZX = ZY = -1; } -void Birne(int x, int y) +void TimegateWheel(int x, int y) { if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; + 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 (!(MovDelay[x][y]%5)) - { + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); + if (!(MovDelay[x][y]%4)) + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING); + return; + } + } + + Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; + DrawLevelField(x, y); + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +void Birne(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + 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 @@ -2862,7 +3835,8 @@ void NussKnacken(int x, int y) { MovDelay[x][y]--; if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2); + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2); if (!MovDelay[x][y]) { @@ -2872,9 +3846,29 @@ void NussKnacken(int x, int y) } } +void BreakingPearl(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 9; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + } + } +} + void SiebAktivieren(int x, int y, int typ) { - int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3; + int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); } @@ -2891,7 +3885,7 @@ void AusgangstuerPruefen(int x, int y) (x > LEVELX(BX2) ? LEVELX(BX2) : x), y < LEVELY(BY1) ? LEVELY(BY1) : (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_OEFFNEN); + SND_EXIT_OPENING); } } @@ -2924,6 +3918,121 @@ void AusgangstuerBlinken(int x, int y) DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); } +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 */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_SWITCHGATE_OPEN; + DrawLevelField(x, y); + } + } +} + +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 */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_SWITCHGATE_CLOSED; + DrawLevelField(x, y); + } + } +} + +void OpenTimegate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_TIMEGATE_OPEN; + DrawLevelField(x, y); + } + } +} + +void CloseTimegate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_TIMEGATE_CLOSED; + DrawLevelField(x, y); + } + } +} + +static void CloseAllOpenTimegates() +{ + int x, y; + + for (y=0; y= num_frames/2) + phase = num_frames - phase; + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); + ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + } + } + + return; + } + + Feld[x][y] = EL_TRAP_INACTIVE; + DrawLevelField(x, y); + } + } +} + +static void DrawBeltAnimation(int x, int y, int element) +{ + int belt_nr = getBeltNrFromElement(element); + int belt_dir = game.belt_dir[belt_nr]; + + if (belt_dir != MV_NO_MOVING) + { + int delay = 2; + int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE); + int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7); + + DrawGraphicAnimation(x, y, graphic, 8, delay, mode); + } +} + static void PlayerActions(struct PlayerInfo *player, byte player_action) { static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; +#if 0 static boolean save_tape_entry = FALSE; +#endif boolean moved = FALSE, snapped = FALSE, bombed = FALSE; - int jx = player->jx, jy = player->jy; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; @@ -3176,12 +4427,14 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) stored_player_action[player->index_nr] = 0; num_stored_actions++; - if (!player->active || player->gone || tape.pausing) + if (!player->active || tape.pausing) return; if (player_action) { +#if 0 save_tape_entry = TRUE; +#endif player->frame_reset_delay = 0; if (button1) @@ -3193,44 +4446,81 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) moved = MoveFigure(player, dx, dy); } + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (bombed && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + +#if 0 if (tape.recording && (moved || snapped || bombed)) { if (bombed && !moved) player_action &= JOY_BUTTON; stored_player_action[player->index_nr] = player_action; - -#if 0 - /* this allows cycled sequences of PlayerActions() */ - if (num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } -#endif - + save_tape_entry = TRUE; } else if (tape.playing && snapped) SnapField(player, 0, 0); /* stop snapping */ +#else + stored_player_action[player->index_nr] = player_action; +#endif } else { + /* no actions for this player (no input at player's configured device) */ + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - if (++player->frame_reset_delay > MoveSpeed) + CheckGravityMovement(player); + +#if 1 + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; +#endif +#if 0 + if (player->MovPos == 0) /* needed for tape.playing */ + player->last_move_dir = MV_NO_MOVING; + + /* !!! CHECK THIS AGAIN !!! + (Seems to be needed for some EL_ROBOT stuff, but breaks + tapes when walking through pipes!) + */ + + /* it seems that "player->last_move_dir" is misused as some sort of + "player->is_just_moving_in_this_moment", which is needed for the + robot stuff (robots don't kill players when they are moving) + */ +#endif + + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } +#if 0 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) { TapeRecordAction(stored_player_action); num_stored_actions = 0; save_tape_entry = FALSE; } +#else + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif +#if 0 if (tape.playing && !tape.pausing && !player_action && tape.counter < tape.length) { + int jx = player->jx, jy = player->jy; int next_joy = tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); @@ -3242,7 +4532,8 @@ 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 : 10); + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : + (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) { @@ -3253,6 +4544,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } } +#endif } void GameActions() @@ -3270,40 +4562,12 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - /* - if (tape.playing && tape.fast_forward) - { - char buf[100]; - - sprintf(buf, "FFWD: %ld ms", action_delay_value); - print_debug(buf); - } - */ - - - /* main game synchronization point */ + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; + /* ---------- main game synchronization point ---------- */ - - -#if 1 WaitUntilDelayReached(&action_delay, action_delay_value); -#else - - while (!DelayReached(&action_delay, action_delay_value)) - { - char buf[100]; - - sprintf(buf, "%ld %ld %ld", - Counter(), action_delay, action_delay_value); - print_debug(buf); - } - print_debug("done"); - -#endif - - - if (network_playing && !network_player_action_received) { @@ -3313,7 +4577,7 @@ void GameActions() #endif */ -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif @@ -3332,22 +4596,9 @@ void GameActions() } } - - /* - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - */ - if (tape.pausing) return; - if (tape.playing) - TapePlayDelay(); - else if (tape.recording) - TapeRecordDelay(); - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); for (i=0; igone) +#if 0 + if (TimeFrames == 0 && local_player->active) { extern unsigned int last_RND(); printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", - level.time - TimeLeft, - last_RND(), - getStateCheckSum(level.time - TimeLeft)); + TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); } - */ #endif - - +#endif #ifdef DEBUG - /* +#if 0 if (GameFrameDelay >= 500) printf("FrameCounter == %d\n", FrameCounter); - */ #endif - - +#endif @@ -3426,8 +4664,8 @@ void GameActions() for (y=0; y0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; #if DEBUG if (IS_BLOCKED(x, y)) @@ -3437,7 +4675,7 @@ void GameActions() Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) { - printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); printf("GameActions(): This should never happen!\n"); @@ -3457,29 +4695,41 @@ void GameActions() { StartMoving(x, y); - if (IS_GEM(element)) + if (IS_GEM(element) || element == EL_SP_INFOTRON) EdelsteinFunkeln(x, y); } else if (IS_MOVING(x, y)) ContinueMoving(x, y); - else if (element == EL_DYNAMIT || element == EL_DYNABOMB) + else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); - else if (element == EL_EXPLODING) +#if 0 + else if (element == EL_EXPLODING && !game.explosions_delayed) Explode(x, y, Frame[x][y], EX_NORMAL); +#endif else if (element == EL_AMOEBING) AmoebeWaechst(x, y); + else if (element == EL_DEAMOEBING) + AmoebaDisappearing(x, y); + +#if !USE_NEW_AMOEBA_CODE else if (IS_AMOEBALIVE(element)) AmoebeAbleger(x, y); +#endif + else if (element == EL_LIFE || element == EL_LIFE_ASYNC) Life(x, y); else if (element == EL_ABLENK_EIN) - Ablenk(x, y); + RobotWheel(x, y); + else if (element == EL_TIMEGATE_SWITCH_ON) + TimegateWheel(x, y); else if (element == EL_SALZSAEURE) Blubber(x, y); else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT) Blurb(x, y); else if (element == EL_CRACKINGNUT) NussKnacken(x, y); + else if (element == EL_PEARL_BREAKING) + BreakingPearl(x, y); else if (element == EL_AUSGANG_ZU) AusgangstuerPruefen(x, y); else if (element == EL_AUSGANG_ACT) @@ -3495,24 +4745,58 @@ void GameActions() MauerAbleger(x, y); else if (element == EL_BURNING) CheckForDragon(x, y); + else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE) + CheckBuggyBase(x, y); + else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE) + CheckTrap(x, y); 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); + else if (IS_BELT(element)) + { + DrawBeltAnimation(x, y, element); + if (!(FrameCounter % 2)) + PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING); + } + else if (element == EL_SWITCHGATE_OPENING) + OpenSwitchgate(x, y); + else if (element == EL_SWITCHGATE_CLOSING) + CloseSwitchgate(x, y); + else if (element == EL_TIMEGATE_OPENING) + OpenTimegate(x, y); + else if (element == EL_TIMEGATE_CLOSING) + CloseTimegate(x, y); + else if (element == EL_EXTRA_TIME) + DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); + else if (element == EL_SHIELD_PASSIVE) + { + DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL); + if (!(FrameCounter % 4)) + PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED); + } + else if (element == EL_SHIELD_ACTIVE) + { + DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); + if (!(FrameCounter % 4)) + PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED); + } - if (SiebAktiv) + if (game.magic_wall_active) { boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL || - Store[x][y] == EL_SIEB_LEER) + if (element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_EMPTYING) { SiebAktivieren(x, y, 1); sieb = TRUE; } - else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL || - Store[x][y] == EL_SIEB2_LEER) + else if (element == EL_MAGIC_WALL_BD_FULL || + element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_EMPTYING) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -3527,55 +4811,194 @@ void GameActions() } } - if (SiebAktiv) +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; + + if (!IS_PLAYER(x,y) && + (element == EL_LEERRAUM || + element == EL_ERDREICH || + element == EL_MORAST_LEER || + 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; + } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif { - if (!(SiebCount % 4)) - PlaySoundLevel(sieb_x, sieb_y, SND_MIEP); + game.explosions_delayed = FALSE; - if (SiebCount > 0) + for (y=0; y 0) + { + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { for (y=0; y 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing) + if (game.light_time_left > 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + { + for (y=0; y 0) + { + game.timegate_time_left--; + + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } + + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; - TimeLeft--; + TimePlayed++; + + for (i=0; i 0) + stored_player[i].shield_active_time_left--; + } + } if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - if (TimeLeft<=10) - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + if (TimeLeft > 0) + { + TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT); - if (!TimeLeft) - for (i=0; i= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; + } } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -3587,8 +5010,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) { int jx = stored_player[i].jx, jy = stored_player[i].jy; - if (!stored_player[i].active || stored_player[i].gone || - &stored_player[i] == player) + if (!stored_player[i].active || &stored_player[i] == player) continue; min_x = MIN(min_x, jx); @@ -3608,7 +5030,7 @@ static boolean AllPlayersInVisibleScreen() { int jx = stored_player[i].jx, jy = stored_player[i].jy; - if (!stored_player[i].active || stored_player[i].gone) + if (!stored_player[i].active) continue; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) @@ -3623,13 +5045,13 @@ void ScrollLevel(int dx, int dy) int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); int x, y; - XCopyArea(display, drawto_field, drawto_field, gc, - FX + TILEX*(dx == -1) - softscroll_offset, - FY + TILEY*(dy == -1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx == 1) - softscroll_offset, - FY + TILEY*(dy == 1) - softscroll_offset); + BlitBitmap(drawto_field, drawto_field, + FX + TILEX*(dx == -1) - softscroll_offset, + FY + TILEY*(dy == -1) - softscroll_offset, + SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, + SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, + FX + TILEX*(dx == 1) - softscroll_offset, + FY + TILEY*(dy == 1) - softscroll_offset); if (dx) { @@ -3647,6 +5069,32 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } +static void CheckGravityMovement(struct PlayerInfo *player) +{ + if (level.gravity && !player->programmed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + int move_dir = + (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); + int jx = player->jx, jy = player->jy; + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + 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)); + + if (field_under_player_is_free && !player_is_moving_to_valid_field) + player->programmed_action = MV_DOWN; + } +} + boolean MoveFigureOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { @@ -3655,7 +5103,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, int element; int can_move; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return MF_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : @@ -3669,7 +5117,11 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) return MF_NO_ACTION; +#if 0 element = MovingOrBlocked2Element(new_jx, new_jy); +#else + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); +#endif if (DONT_GO_TO(element)) { @@ -3683,7 +5135,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, BuryHero(player); } else - KillHero(player); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); return MF_MOVING; } @@ -3699,7 +5151,8 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, jy = player->jy = new_jy; StorePlayer[jx][jy] = player->element_nr; - player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed); + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); ScrollFigure(player, SCROLL_INIT); @@ -3712,25 +5165,35 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return FALSE; - if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing) +#if 0 + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + return FALSE; +#endif + + /* remove the last programmed player action */ + player->programmed_action = 0; if (player->MovPos) { /* should only happen if pre-1.2 tape recordings are played */ /* this is only for backward compatibility */ - int old_move_speed = MoveSpeed; + int original_move_delay_value = player->move_delay_value; #if DEBUG printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); #endif /* scroll remaining steps with finest movement resolution */ - MoveSpeed = 8; + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; while (player->MovPos) { @@ -3741,7 +5204,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) BackToFront(); } - MoveSpeed = old_move_speed; + player->move_delay_value = original_move_delay_value; } if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) @@ -3776,13 +5239,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) || - (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset)) + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); /* don't scroll over playfield boundaries */ - if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1) - scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1); + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); /* don't scroll more than one field at a time */ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); @@ -3794,13 +5257,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) || - (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset)) + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); /* don't scroll over playfield boundaries */ - if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1) - scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1); + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); /* don't scroll more than one field at a time */ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); @@ -3842,13 +5305,21 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } else + { + CheckGravityMovement(player); + + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; + } - TestIfHeroHitsBadThing(jx, jy); + TestIfHeroTouchesBadThing(jx, jy); - if (player->gone) + if (!player->active) RemoveHero(player); return moved; @@ -3858,14 +5329,15 @@ void ScrollFigure(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || player->gone || !player->MovPos) + if (!player->active || !player->MovPos) return; if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); if (Feld[last_jx][last_jy] == EL_LEERRAUM) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; @@ -3876,16 +5348,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode) else if (!FrameReached(&player->actual_frame_counter, 1)) return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + 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; + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + DrawPlayer(player); - if (!player->MovPos) + if (player->MovPos == 0) { + if (IS_QUICK_GATE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + player->last_jx = jx; player->last_jy = jy; @@ -3896,6 +5381,10 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (!local_player->friends_still_needed) player->LevelSolved = player->GameOver = TRUE; } + + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } } @@ -3905,6 +5394,9 @@ void ScrollScreen(struct PlayerInfo *player, int mode) if (mode == SCROLL_INIT) { + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; + screen_frame_counter = FrameCounter; ScreenMovDir = player->MovDir; ScreenMovPos = player->MovPos; @@ -3916,7 +5408,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) if (ScreenMovPos) { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed; + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); redraw_mask |= REDRAW_FIELD; } @@ -3924,17 +5416,17 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3944,46 +5436,62 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (DONT_TOUCH(element)) - { - if (MovDir[x][y] == harmless[i]) - continue; +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif - killx = x; - killy = y; + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + { + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx, goody)) - KillHero(PLAYERINFO(goodx, goody)); + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + + if (player->shield_active_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); + } else - Bang(goodx, goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3991,66 +5499,117 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; + if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ + return; + for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (IS_PLAYER(x, y)) - { - killx = x; - killy = y; - break; - } - else if (element == EL_PINGUIN) + test_element = Feld[test_x][test_y]; + + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PINGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx, killy)) - KillHero(PLAYERINFO(killx, killy)); + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + ; +#endif + + if (player->shield_active_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) + KillHero(player); + } else - Bang(killx, killy); + Bang(kill_x, kill_y); } } -void TestIfHeroHitsBadThing(int x, int y) +void TestIfHeroTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +{ + TestIfGoodThingHitsBadThing(x, y, move_dir); +} + +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx = badx, killy = bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -4063,8 +5622,8 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) { int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; @@ -4072,39 +5631,49 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) if (IS_AMOEBOID(element) || element == EL_LIFE || element == EL_AMOEBING || element == EL_TROPFEN) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx, bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; if (IS_PFORTE(Feld[jx][jy])) Feld[jx][jy] = EL_LEERRAUM; + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + Bang(jx, jy); BuryHero(player); } +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; - PlaySoundLevel(jx, jy, SND_AUTSCH); - PlaySoundLevel(jx, jy, SND_LACHEN); + PlaySoundLevel(jx, jy, SND_PLAYER_DYING); + PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -4115,11 +5684,14 @@ void RemoveHero(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int i, found = FALSE; - player->gone = TRUE; - StorePlayer[jx][jy] = 0; + player->present = FALSE; + player->active = FALSE; + + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; for (i=0; ijx, jy = player->jy; int dx = x - jx, dy = y - jy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; if (!player->MovPos) @@ -4141,6 +5717,7 @@ int DigField(struct PlayerInfo *player, if (mode == DF_NO_PUSH) { + player->Switching = FALSE; player->push_delay = 0; return MF_NO_ACTION; } @@ -4148,15 +5725,60 @@ int DigField(struct PlayerInfo *player, if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; + if (IS_TUBE(Feld[jx][jy])) + { + int i = 0; + int tube_leave_directions[][2] = + { + { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + }; + + while (tube_leave_directions[i][0] != Feld[jx][jy]) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } + element = Feld[x][y]; - switch(element) + switch (element) { case EL_LEERRAUM: - break; - case EL_ERDREICH: - Feld[x][y] = EL_LEERRAUM; + case EL_SAND_INVISIBLE: + case EL_TRAP_INACTIVE: + 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); break; case EL_EDELSTEIN: @@ -4166,55 +5788,101 @@ int DigField(struct PlayerInfo *player, case EL_EDELSTEIN_LILA: case EL_DIAMANT: case EL_SP_INFOTRON: + case EL_PEARL: + case EL_CRYSTAL: RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1); + local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : + element == EL_PEARL ? 5 : + element == EL_CRYSTAL ? 8 : 1); if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; RaiseScoreElement(element); DrawText(DX_EMERALDS, DY_EMERALDS, int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevel(x, y, SND_PONG); + + 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); break; case EL_SPEED_PILL: RemoveField(x, y); - MoveSpeed = 4; - ScrollStepSize = TILEX/4; - PlaySoundLevel(x, y, SND_PONG); + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); + break; + + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); + break; + + case EL_EXTRA_TIME: + RemoveField(x, y); + if (level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + } + PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT); + break; + + case EL_SHIELD_PASSIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_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); break; - case EL_DYNAMIT_AUS: + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevel(x, y, SND_PONG); + if (element == EL_SP_DISK_RED) + PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING); + else + PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING); break; case EL_DYNABOMB_NR: RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x, y, SND_PONG); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); break; case EL_DYNABOMB_SZ: RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x, y, SND_PONG); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); break; case EL_DYNABOMB_XL: RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x, y, SND_PONG); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); break; case EL_SCHLUESSEL1: @@ -4222,18 +5890,34 @@ int DigField(struct PlayerInfo *player, case EL_SCHLUESSEL3: case EL_SCHLUESSEL4: { - int key_nr = element-EL_SCHLUESSEL1; + int key_nr = element - EL_SCHLUESSEL1; + + RemoveField(x, y); + player->key[key_nr] = TRUE; + RaiseScoreElement(EL_SCHLUESSEL); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + PlaySoundLevel(x, y, SND_KEY_COLLECTING); + break; + } + + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + { + int key_nr = element - EL_EM_KEY_1; RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - PlaySoundLevel(x, y, SND_PONG); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -4242,6 +5926,7 @@ int DigField(struct PlayerInfo *player, ZX = x; ZY = y; DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); return MF_ACTION; break; @@ -4249,6 +5934,8 @@ int DigField(struct PlayerInfo *player, { int xx, yy; + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); + for (yy=0; yySwitching) + { + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING); + } + return MF_ACTION; + break; + + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING); + } + return MF_ACTION; + break; + + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); + } + return MF_ACTION; + break; + + case EL_TIMEGATE_SWITCH_OFF: + ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING); + + return MF_ACTION; + break; + + case EL_BALLOON_SEND_LEFT: + case EL_BALLOON_SEND_RIGHT: + case EL_BALLOON_SEND_UP: + case EL_BALLOON_SEND_DOWN: + case EL_BALLOON_SEND_ANY: + if (element == EL_BALLOON_SEND_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT : + element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SEND_UP ? MV_UP : + element == EL_BALLOON_SEND_DOWN ? MV_DOWN : + MV_NO_MOVING); + + return MF_ACTION; + break; + case EL_SP_EXIT: if (local_player->gems_still_needed > 0) return MF_NO_ACTION; player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_BUING); + PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT); break; case EL_FELSBROCKEN: + case EL_BD_ROCK: case EL_BOMBE: + case EL_DX_SUPABOMB: case EL_KOKOSNUSS: case EL_ZEIT_LEER: case EL_SP_ZONK: case EL_SP_DISK_ORANGE: + case EL_SPRING: if (dy || mode == DF_SNAP) return MF_NO_ACTION; @@ -4294,29 +6053,54 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing && element != EL_SPRING) + return MF_NO_ACTION; +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_SPRING) return MF_NO_ACTION; +#endif RemoveField(x, y); Feld[x+dx][y+dy] = element; - player->push_delay_value = 2+RND(8); + if (element == EL_SPRING) + { + Feld[x+dx][y+dy] = EL_SPRING_MOVING; + MovDir[x+dx][y+dy] = move_direction; + } + + 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_PUSCH); + 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_KNURK); - else - PlaySoundLevel(x+dx, y+dy, SND_KLOPF); + 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); break; case EL_PFORTE1: case EL_PFORTE2: case EL_PFORTE3: case EL_PFORTE4: - if (!player->key[element-EL_PFORTE1]) + if (!player->key[element - EL_PFORTE1]) return MF_NO_ACTION; break; @@ -4324,8 +6108,58 @@ int DigField(struct PlayerInfo *player, case EL_PFORTE2X: case EL_PFORTE3X: case EL_PFORTE4X: - if (!player->key[element-EL_PFORTE1X]) + if (!player->key[element - EL_PFORTE1X]) + 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]) + return MF_NO_ACTION; + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(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]) + return MF_NO_ACTION; + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE_PASSING); + + break; + + case EL_SWITCHGATE_OPEN: + case EL_TIMEGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + 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); + break; case EL_SP_PORT1_LEFT: @@ -4362,6 +6196,53 @@ int DigField(struct PlayerInfo *player, !IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_SP_PORT_PASSING); + break; + + case EL_TUBE_CROSS: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERT_LEFT: + case EL_TUBE_VERT_RIGHT: + case EL_TUBE_HORIZ_UP: + case EL_TUBE_HORIZ_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } break; case EL_AUSGANG_ZU: @@ -4374,15 +6255,7 @@ int DigField(struct PlayerInfo *player, if (mode == DF_SNAP) return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_BUING); - - /* - player->gone = TRUE; - PlaySoundLevel(x, y, SND_BUING); - - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; - */ + PlaySoundLevel(x, y, SND_EXIT_ENTERING); break; @@ -4390,7 +6263,7 @@ int DigField(struct PlayerInfo *player, Feld[x][y] = EL_BIRNE_EIN; local_player->lights_still_needed--; DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DENG); + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; @@ -4399,17 +6272,18 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); DrawLevelField(x, y); - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT); return MF_ACTION; break; case EL_SOKOBAN_FELD_LEER: break; - case EL_SOKOBAN_FELD_VOLL: case EL_SOKOBAN_OBJEKT: + case EL_SOKOBAN_FELD_VOLL: case EL_SONDE: case EL_SP_DISK_YELLOW: + case EL_BALLOON: if (mode == DF_SNAP) return MF_NO_ACTION; @@ -4434,9 +6308,16 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing && element != EL_BALLOON) + return MF_NO_ACTION; +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_BALLOON) return MF_NO_ACTION; +#endif if (IS_SB_ELEMENT(element)) { @@ -4453,10 +6334,18 @@ int DigField(struct PlayerInfo *player, Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; local_player->sokobanfields_still_needed--; if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_DENG); + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); } else + { Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; + if (element == EL_SOKOBAN_FELD_VOLL) + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + } } else { @@ -4464,35 +6353,34 @@ int DigField(struct PlayerInfo *player, Feld[x+dx][y+dy] = element; } - player->push_delay_value = 2; + player->push_delay_value = (element == EL_BALLOON ? 0 : 2); DrawLevelField(x, y); DrawLevelField(x+dx, y+dy); - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); + 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 && - game_emulation == EMU_SOKOBAN) + game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_BUING); + PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); } break; - case EL_MAULWURF: case EL_PINGUIN: case EL_SCHWEIN: case EL_DRACHE: break; default: - if (IS_EATABLE(element)) /* other kinds of 'dirt' */ - Feld[x][y] = EL_LEERRAUM; - else - return MF_NO_ACTION; - - break; + return MF_NO_ACTION; } player->push_delay = 0; @@ -4505,7 +6393,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; - if (player->gone || !IN_LEV_FIELD(x, y)) + if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; if (dx && dy) @@ -4540,14 +6428,13 @@ boolean PlaceBomb(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int element; - if (player->gone || player->MovPos) + if (!player->active || player->MovPos) return FALSE; element = Feld[jx][jy]; if ((player->dynamite == 0 && player->dynabombs_left == 0) || - element == EL_DYNAMIT || element == EL_DYNABOMB || - element == EL_EXPLODING) + IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) return FALSE; if (element != EL_LEERRAUM) @@ -4555,61 +6442,72 @@ boolean PlaceBomb(struct PlayerInfo *player) if (player->dynamite) { - Feld[jx][jy] = EL_DYNAMIT; + Feld[jx][jy] = EL_DYNAMITE_ACTIVE; MovDelay[jx][jy] = 96; player->dynamite--; DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + { + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); + else + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + } + + PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); } else { - Feld[jx][jy] = EL_DYNABOMB; - Store2[jx][jy] = player->element_nr; /* for DynaExplode() */ + Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); 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); } return TRUE; } -void PlaySoundLevel(int x, int y, int sound_nr) +void PlaySoundLevel(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); - int volume, stereo; + int volume, stereo_position; int silence_distance = 8; + int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); - if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) return; if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) + sx < -silence_distance || sx >= SCR_FIELDX + silence_distance || + sy < -silence_distance || sy >= SCR_FIELDY + silence_distance) return; volume = PSND_MAX_VOLUME; -#ifndef MSDOS - stereo = (sx-SCR_FIELDX/2)*12; +#if !defined(PLATFORM_MSDOS) + stereo_position = (sx - SCR_FIELDX / 2) * 12; #else - stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5; - if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT; - if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT; + stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; + if (stereo_position > PSND_MAX_RIGHT) + stereo_position = PSND_MAX_RIGHT; + if (stereo_position < PSND_MAX_LEFT) + stereo_position = PSND_MAX_LEFT; #endif if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; - int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; + int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; - volume -= volume*(dx > dy ? dx : dy)/silence_distance; + volume -= volume * (dx > dy ? dx : dy) / silence_distance; } - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + PlaySoundExt(nr, volume, stereo_position, type); } void RaiseScore(int value) @@ -4654,7 +6552,7 @@ void RaiseScoreElement(int element) case EL_KOKOSNUSS: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMIT: + case EL_DYNAMITE_INACTIVE: RaiseScore(level.score[SC_DYNAMIT]); break; case EL_SCHLUESSEL: @@ -4664,3 +6562,240 @@ void RaiseScoreElement(int element) break; } } + +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + RequestQuitGame(TRUE); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#if defined(PLATFORM_UNIX) + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(TAPE_TOGGLE_MANUAL); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeMusic(); + } + else if (audio.music_available) + { + setup.sound = setup.sound_music = TRUE; + PlayMusic(level_nr); + } + break; + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (audio.loops_available) + setup.sound = setup.sound_loops = TRUE; + break; + + case SOUND_CTRL_ID_SIMPLE: + if (setup.sound_simple) + setup.sound_simple = FALSE; + else if (audio.sound_available) + setup.sound = setup.sound_simple = TRUE; + break; + + default: + break; + } +}