X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=5f3f9689f3cdbd505d7c56a5e3533afdb358337e;hb=29fc833ae1b5e46a429a9fa82098e8ad94f6f400;hp=7754a4c0ca185578b5d20567e2cd68a63a1fdd9f;hpb=994cb017022c658f115e3c9fc927d8a0cc83832c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 7754a4c0..5f3f9689 100644 --- a/src/game.c +++ b/src/game.c @@ -89,6 +89,8 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +#define INIT_GFX_RANDOM() (SimpleRND(1000000)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -100,114 +102,95 @@ #define NUM_GAME_BUTTONS 6 /* forward declaration for internal use */ +#if 0 +static void ResetGfxAnimation(int, int); +#endif + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); -void PlaySoundLevel(int, int, int); -void PlaySoundLevelAction(int, int, int); -void PlaySoundLevelElementAction(int, int, int, int); +static void PlaySoundLevel(int, int, int); +static void PlaySoundLevelNearest(int, int, int); +static void PlaySoundLevelAction(int, int, int); +static void PlaySoundLevelElementAction(int, int, int, int); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; -#define SND_ACTION_UNKNOWN 0 -#define SND_ACTION_WAITING 1 -#define SND_ACTION_MOVING 2 -#define SND_ACTION_DIGGING 3 -#define SND_ACTION_COLLECTING 4 -#define SND_ACTION_PASSING 5 -#define SND_ACTION_IMPACT 6 -#define SND_ACTION_PUSHING 7 -#define SND_ACTION_ACTIVATING 8 -#define SND_ACTION_ACTIVE 9 -#define NUM_SND_ACTIONS 10 +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ -static struct -{ - char *text; - int value; - boolean is_loop; -} sound_action_properties[] = +/* forward declaration for changer functions */ +static void InitBuggyBase(int x, int y); +static void WarnBuggyBase(int x, int y); + +static void InitTrap(int x, int y); +static void ActivateTrap(int x, int y); +static void ChangeActiveTrap(int x, int y); + +static void InitRobotWheel(int x, int y); +static void RunRobotWheel(int x, int y); +static void StopRobotWheel(int x, int y); + +static void InitTimegateWheel(int x, int y); +static void RunTimegateWheel(int x, int y); + +struct ChangingElementInfo { - /* insert _all_ loop sound actions here */ - { ".waiting", SND_ACTION_WAITING, TRUE }, - { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ - { ".active", SND_ACTION_ACTIVE, TRUE }, - { ".growing", SND_ACTION_UNKNOWN, TRUE }, - { ".attacking", SND_ACTION_UNKNOWN, TRUE }, - - /* other (non-loop) sound actions are optional */ - { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */ - { ".digging", SND_ACTION_DIGGING, FALSE }, - { ".collecting", SND_ACTION_COLLECTING, FALSE }, - { ".passing", SND_ACTION_PASSING, FALSE }, - { ".impact", SND_ACTION_IMPACT, FALSE }, - { ".pushing", SND_ACTION_PUSHING, FALSE }, - { ".activating", SND_ACTION_ACTIVATING, FALSE }, - { NULL, 0, 0 }, + int base_element; + int next_element; + int change_delay; + void (*pre_change_function)(int x, int y); + void (*change_function)(int x, int y); + void (*post_change_function)(int x, int y); }; -static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS]; -static boolean is_loop_sound[NUM_SOUND_FILES]; -#define IS_LOOP_SOUND(x) (is_loop_sound[x]) +static struct ChangingElementInfo changing_element_list[] = +{ + { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL }, + { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL }, + { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL }, + { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL }, + { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL }, -#ifdef DEBUG -#if 0 -static unsigned int getStateCheckSum(int counter) -{ - int x, y; - unsigned int mult = 1; - unsigned int checksum = 0; - /* - static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; - */ - static boolean first_game = TRUE; + { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL }, + { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL }, - for (y=0; y VERSION_IDENT(2,0,1)) - Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL; + Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL; else - Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL; + Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL; + } + + /* initialize changing elements information */ + for (i=0; ibase_element; + + changing_element[element].base_element = ce->base_element; + changing_element[element].next_element = ce->next_element; + changing_element[element].change_delay = ce->change_delay; + changing_element[element].pre_change_function = ce->pre_change_function; + changing_element[element].change_function = ce->change_function; + changing_element[element].post_change_function = ce->post_change_function; + + i++; } } @@ -797,12 +717,15 @@ void InitGame() Feld[x][y] = Ur[x][y]; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0; - Frame[x][y] = 0; - GfxAction[x][y] = GFX_ACTION_DEFAULT; AmoebaNr[x][y] = 0; JustStopped[x][y] = 0; Stop[x][y] = FALSE; + ExplodePhase[x][y] = 0; ExplodeField[x][y] = EX_NO_EXPLOSION; + + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; + GfxRandom[x][y] = INIT_GFX_RANDOM(); } } @@ -974,7 +897,7 @@ void InitGame() FadeToFront(); /* copy default game door content to main double buffer */ - BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); if (level_nr < 100) @@ -1331,22 +1254,57 @@ int NewHiScore() return position; } +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} + +static void ResetGfxAnimation(int x, int y) +{ +#if 0 +#if 1 + int element = Feld[x][y]; + int graphic = el2img(element); + + /* reset random value not until one full delay cycle was reached */ + if (ANIM_MODE(graphic) == ANIM_RANDOM && + GfxFrame[x][y] > ANIM_DELAY(graphic)) +#endif + ResetRandomAnimationValue(x, y); +#endif + + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; + +#if 0 + if (Feld[x][y] == EL_ROCK) + printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n", + JustStopped[x][y], MovDir[x][y]); +#endif +} + void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; + if (!JustStopped[x][y] || direction != MovDir[x][y]) + ResetGfxAnimation(x, y); + + MovDir[newx][newy] = MovDir[x][y] = direction; if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = GFX_ACTION_FALLING; + GfxAction[x][y] = ACTION_FALLING; else - GfxAction[x][y] = GFX_ACTION_MOVING; + GfxAction[x][y] = ACTION_MOVING; + + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1457,7 +1415,7 @@ void RemoveMovingField(int x, int y) Feld[newx][newy] = EL_EMPTY; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT; + GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1475,14 +1433,10 @@ void DrawDynamite(int x, int y) if (Store[x][y]) DrawGraphic(sx, sy, el2img(Store[x][y]), 0); - frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]); - - /* - printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]); - */ + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0); + DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else @@ -1491,21 +1445,16 @@ void DrawDynamite(int x, int y) void CheckDynamite(int x, int y) { - if (MovDelay[x][y]) /* dynamite is still waiting to explode */ + if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ { MovDelay[x][y]--; - if (MovDelay[x][y]) + + if (MovDelay[x][y] != 0) { - if (!(MovDelay[x][y] % 6)) - PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + DrawDynamite(x, y); - if (IS_ACTIVE_BOMB(Feld[x][y])) - { - int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); - - if (!(MovDelay[x][y] % delay)) - DrawDynamite(x, y); - } + /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */ + PlaySoundLevelAction(x, y, ACTION_ACTIVE); return; } @@ -1652,7 +1601,7 @@ void Explode(int ex, int ey, int phase, int mode) Feld[x][y] = EL_EXPLOSION; MovDir[x][y] = MovPos[x][y] = 0; AmoebaNr[x][y] = 0; - Frame[x][y] = 1; + ExplodePhase[x][y] = 1; Stop[x][y] = TRUE; } @@ -1668,7 +1617,7 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; - Frame[x][y] = (phase < last_phase ? phase + 1 : 0); + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); if (phase == first_phase_after_start) { @@ -1836,27 +1785,27 @@ void Bang(int x, int y) } } -void Blurb(int x, int y) +void SplashAcid(int x, int y) { int element = Feld[x][y]; if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) /* start */ + element != EL_ACID_SPLASH_RIGHT) { PlaySoundLevel(x, y, SND_ACID_SPLASHING); + if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && (!IN_LEV_FIELD(x-1, y-1) || !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - { Feld[x-1][y] = EL_ACID_SPLASH_LEFT; - } + if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && (!IN_LEV_FIELD(x+1, y-1) || !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - { Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; - } } + +#if 0 else /* go on */ { int graphic = (element == EL_ACID_SPLASH_LEFT ? @@ -1883,6 +1832,7 @@ void Blurb(int x, int y) } } } +#endif } static void InitBeltMovement() @@ -1915,9 +1865,9 @@ static void InitBeltMovement() int graphic = el2img(element); if (game.belt_dir[i] == MV_LEFT) - new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; else - new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + graphic_info[graphic].anim_mode |= ANIM_REVERSE; } } @@ -1999,9 +1949,9 @@ static void ToggleBeltSwitch(int x, int y) int graphic = el2img(element); if (belt_dir == MV_LEFT) - new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; else - new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + graphic_info[graphic].anim_mode |= ANIM_REVERSE; } for (yy=0; yy=0 && ZY>=0) + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) { attr_x = ZX; attr_y = ZY; @@ -2814,7 +2784,7 @@ void StartMoving(int x, int y) if (Stop[x][y]) return; - GfxAction[x][y] = GFX_ACTION_DEFAULT; + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -2930,9 +2900,13 @@ void StartMoving(int x, int y) EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } +#if 0 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) +#else + else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID) +#endif { - Blurb(x, y); + SplashAcid(x, y); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2954,6 +2928,9 @@ void StartMoving(int x, int y) } else if (IS_FREE(x, y+1)) { + if (JustStopped[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; + InitMovingField(x, y, MV_DOWN); started_moving = TRUE; } @@ -3009,7 +2986,7 @@ void StartMoving(int x, int y) InitMovingField(x, y, belt_dir); started_moving = TRUE; - GfxAction[x][y] = GFX_ACTION_DEFAULT; + GfxAction[x][y] = ACTION_DEFAULT; } } } @@ -3071,8 +3048,12 @@ void StartMoving(int x, int y) MovDelay[x][y]--; if (element == EL_ROBOT || - element == EL_YAMYAM || element == EL_DARK_YAMYAM) + element == EL_YAMYAM || + element == EL_DARK_YAMYAM) { +#if 1 + DrawLevelElementAnimationIfNeeded(x, y, element); +#else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { int graphic = el2img(element); @@ -3080,7 +3061,11 @@ void StartMoving(int x, int y) DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } +#endif +#if 1 + PlaySoundLevelAction(x, y, ACTION_WAITING); +#else if (MovDelay[x][y] % 4 == 3) { if (element == EL_YAMYAM) @@ -3088,19 +3073,20 @@ void StartMoving(int x, int y) else if (element == EL_DARK_YAMYAM) PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING); } +#endif } else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON); + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_DRAGON) { int i; int dir = MovDir[x][y]; int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 : - dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 : - dir == MV_UP ? IMG_FLAMES_UP1 : - dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY); + int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT : + dir == MV_RIGHT ? IMG_FLAMES1_RIGHT : + dir == MV_UP ? IMG_FLAMES1_UP : + dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY); int frame = getGraphicAnimationFrame(graphic, -1); for (i=1; i<=3; i++) @@ -3137,7 +3123,7 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + PlaySoundLevelAction(x, y, ACTION_WAITING); return; } @@ -3167,7 +3153,7 @@ void StartMoving(int x, int y) IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { - Blurb(x, y); + SplashAcid(x, y); Store[x][y] = EL_ACID; } else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) @@ -3348,23 +3334,23 @@ void StartMoving(int x, int y) element == EL_SP_SNIKSNAK || element == EL_MOLE) DrawLevelField(x, y); else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element)); + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SATELLITE) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE); + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON); + DrawLevelElementAnimationIfNeeded(x, y, element); if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); - PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + PlaySoundLevelAction(x, y, ACTION_WAITING); return; } InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, SND_ACTION_MOVING); + PlaySoundLevelAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -3487,9 +3473,20 @@ void ContinueMoving(int x, int y) MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; +#if 0 + /* all done in "InitMovingField()" */ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxAction[x][y] = GFX_ACTION_DEFAULT; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ +#endif + + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + ResetGfxAnimation(x, y); /* reset animation values for old field */ + +#if 1 #if 0 if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; @@ -3502,6 +3499,7 @@ void ContinueMoving(int x, int y) if (!CAN_MOVE(element) || (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) MovDir[newx][newy] = 0; +#endif #endif DrawLevelField(x, y); @@ -3526,11 +3524,11 @@ void ContinueMoving(int x, int y) else /* still moving on */ { #if 0 - if (GfxAction[x][y] == GFX_ACTION_DEFAULT) + if (GfxAction[x][y] == ACTION_DEFAULT) { printf("reset GfxAction...\n"); - GfxAction[x][y] = GFX_ACTION_MOVING; + GfxAction[x][y] = ACTION_MOVING; } #endif @@ -4010,127 +4008,33 @@ void Life(int ax, int ay) SND_BIOMAZE_CREATING); } -void RobotWheel(int x, int y) +static void InitRobotWheel(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame); - } - - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); - - return; - } - } - - Feld[x][y] = EL_ROBOT_WHEEL; - DrawLevelField(x, y); - - if (ZX == x && ZY == y) - ZX = ZY = -1; + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } -void TimegateWheel(int x, int y) +static void RunRobotWheel(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame); - } - - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); - - return; - } - } - - Feld[x][y] = EL_TIMEGATE_SWITCH; - DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); +} - /* !!! THIS LOOKS WRONG !!! */ +static void StopRobotWheel(int x, int y) +{ if (ZX == x && ZY == y) ZX = ZY = -1; } -void NussKnacken(int x, int y) +static void InitTimegateWheel(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 7; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING, - 6 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame); - } - - return; - } - } - - Feld[x][y] = EL_EMERALD; - DrawLevelField(x, y); + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } -void BreakingPearl(int x, int y) +static void RunTimegateWheel(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]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING, - 8 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame); - } - - return; - } - } - - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } -void SiebAktivieren(int x, int y, int type) -{ - int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL); - - DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic); -} - -void AusgangstuerPruefen(int x, int y) +void CheckExit(int x, int y) { if (local_player->gems_still_needed > 0 || local_player->sokobanfields_still_needed > 0 || @@ -4139,178 +4043,17 @@ void AusgangstuerPruefen(int x, int y) Feld[x][y] = EL_EXIT_OPENING; - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : - (x > LEVELX(BX2) ? LEVELX(BX2) : x), - y < LEVELY(BY1) ? LEVELY(BY1) : - (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_EXIT_OPENING); + PlaySoundLevelNearest(x, y, SND_EXIT_OPENING); } -void AusgangstuerPruefen_SP(int x, int y) +void CheckExitSP(int x, int y) { if (local_player->gems_still_needed > 0) return; Feld[x][y] = EL_SP_EXIT_OPEN; - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : - (x > LEVELX(BX2) ? LEVELX(BX2) : x), - y < LEVELY(BY1) ? LEVELY(BY1) : - (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_SP_EXIT_OPENING); -} - -void AusgangstuerOeffnen(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int tuer; - - MovDelay[x][y]--; - tuer = MovDelay[x][y] / delay; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame); - } - } - - if (MovDelay[x][y]) - return; - } - - Feld[x][y] = EL_EXIT_OPEN; - DrawLevelField(x, y); -} - -void OpenSwitchgate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame); - } - } - - if (MovDelay[x][y]) - return; - } - - Feld[x][y] = EL_SWITCHGATE_OPEN; - DrawLevelField(x, y); -} - -void CloseSwitchgate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame); - } - } - - if (MovDelay[x][y]) - return; - } - - Feld[x][y] = EL_SWITCHGATE_CLOSED; - DrawLevelField(x, y); -} - -void OpenTimegate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame); - } - } - - if (MovDelay[x][y]) - return; - } - - Feld[x][y] = EL_TIMEGATE_OPEN; - DrawLevelField(x, y); -} - -void CloseTimegate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame); - } - } - - if (MovDelay[x][y]) - return; - } - - Feld[x][y] = EL_TIMEGATE_CLOSED; - DrawLevelField(x, y); + PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() @@ -4338,13 +4081,17 @@ void EdelsteinFunkeln(int x, int y) return; if (Feld[x][y] == EL_BD_DIAMOND) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND); +#if 0 + DrawLevelElementAnimation(x, y, el2img(Feld[x][y])); +#else + return; +#endif else { - if (!MovDelay[x][y]) /* next animation frame */ + if (MovDelay[x][y] == 0) /* next animation frame */ MovDelay[x][y] = 11 * !SimpleRND(500); - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDelay[x][y] != 0) /* wait some time before next frame */ { MovDelay[x][y]--; @@ -4354,10 +4101,10 @@ void EdelsteinFunkeln(int x, int y) #if 0 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0); #else - DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y])); + DrawLevelElementAnimation(x, y, Feld[x][y]); #endif - if (MovDelay[x][y]) + if (MovDelay[x][y] != 0) { int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, 10 - MovDelay[x][y]); @@ -4579,140 +4326,99 @@ void CheckForDragon(int x, int y) } } -static void CheckBuggyBase(int x, int y) +static void InitBuggyBase(int x, int y) { int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; + + MovDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); +} - if (element == EL_SP_BUGGY_BASE) +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = { - if (!MovDelay[x][y]) /* wait some time before activating base */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); - - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0); - if (MovDelay[x][y]) - return; + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE; - } - } - else if (element == EL_SP_BUGGY_BASE_ACTIVE) + for (i=0; i<4; i++) { - if (!MovDelay[x][y]) /* start activating buggy base */ - MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); + int xx = x + xy[i][0], yy = y + xy[i][1]; - if (MovDelay[x][y]) + if (IS_PLAYER(xx, yy)) { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int graphic = IMG_SP_BUGGY_BASE_ACTIVE; - int frame = getGraphicAnimationFrame(graphic, SimpleRND(100)); - - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - } + break; + } + } +} - for (i=0; i<4; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; +static void InitTrap(int x, int y) +{ + MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); +} - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); - break; - } - } +static void ActivateTrap(int x, int y) +{ + PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); +} - return; - } +static void ChangeActiveTrap(int x, int y) +{ + int graphic = IMG_TRAP_ACTIVE; - Feld[x][y] = EL_SP_BUGGY_BASE; - DrawLevelField(x, y); - } - } + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawCrumbledSand(SCREENX(x), SCREENY(y)); } -static void CheckTrap(int x, int y) +static void ChangeElement(int x, int y) { int element = Feld[x][y]; - if (element == EL_TRAP) + if (MovDelay[x][y] == 0) /* initialize element change */ { - if (!MovDelay[x][y]) /* wait some time before activating trap */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + MovDelay[x][y] = changing_element[element].change_delay + 1; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - Feld[x][y] = EL_TRAP_ACTIVE; - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); - } + if (changing_element[element].pre_change_function) + changing_element[element].pre_change_function(x, y); } - else if (element == EL_TRAP_ACTIVE) - { - int delay = 4; - int num_frames = 8; - if (!MovDelay[x][y]) /* start activating trap */ - MovDelay[x][y] = num_frames * delay; + MovDelay[x][y]--; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int graphic = IMG_TRAP_ACTIVE; - int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame); - DrawCrumbledSand(SCREENX(x), SCREENY(y)); - } - } - - return; - } + if (MovDelay[x][y] != 0) /* continue element change */ + { + if (IS_ANIMATED(el2img(element))) + DrawLevelElementAnimationIfNeeded(x, y, element); - Feld[x][y] = EL_TRAP; - DrawLevelField(x, y); - } + if (changing_element[element].change_function) + changing_element[element].change_function(x, y); } -} - -static void DrawBeltAnimation(int x, int y, int element) -{ - int belt_nr = getBeltNrFromBeltActiveElement(element); - int belt_dir = game.belt_dir[belt_nr]; - - if (belt_dir != MV_NO_MOVING) + else /* finish element change */ { - int graphic = el2img(element); + Feld[x][y] = changing_element[element].next_element; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic); + DrawLevelField(x, y); - if (!(FrameCounter % 2)) - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE); + if (changing_element[element].post_change_function) + changing_element[element].post_change_function(x, y); } } @@ -4861,7 +4567,7 @@ void GameActions() { static unsigned long action_delay = 0; unsigned long action_delay_value; - int sieb_x = 0, sieb_y = 0; + int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; @@ -4975,6 +4681,8 @@ void GameActions() if (JustStopped[x][y] > 0) JustStopped[x][y]--; + GfxFrame[x][y]++; + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -4997,12 +4705,23 @@ void GameActions() element = Feld[x][y]; graphic = el2img(element); +#if 1 + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; +#endif + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(GfxFrame[x][y], graphic)) + ResetRandomAnimationValue(x, y); + + SetRandomAnimationValue(x, y); + if (IS_INACTIVE(element)) { #if 1 - if (new_graphic_info[graphic].anim_frames > 1) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #endif continue; @@ -5012,12 +4731,10 @@ void GameActions() { StartMoving(x, y); -#if 1 - if (Feld[x][y] == EL_EMERALD && - new_graphic_info[graphic].anim_frames > 1 && - !IS_MOVING(x, y)) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic); -#endif + if (IS_ANIMATED(graphic) && + !IS_MOVING(x, y) && + !Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); if (IS_GEM(element) || element == EL_SP_INFOTRON) EdelsteinFunkeln(x, y); @@ -5032,8 +4749,8 @@ void GameActions() element == EL_EXTRA_TIME || element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) && - new_graphic_info[graphic].anim_frames > 1) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic); + IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #endif else if (IS_MOVING(x, y)) @@ -5042,7 +4759,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, Frame[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); #endif else if (element == EL_AMOEBA_CREATING) AmoebeWaechst(x, y); @@ -5056,23 +4773,31 @@ void GameActions() else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE) Life(x, y); +#if 0 else if (element == EL_ROBOT_WHEEL_ACTIVE) RobotWheel(x, y); else if (element == EL_TIMEGATE_SWITCH_ACTIVE) TimegateWheel(x, y); +#endif +#if 0 else if (element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT) - Blurb(x, y); + SplashAcid(x, y); +#endif +#if 0 else if (element == EL_NUT_CRACKING) NussKnacken(x, y); else if (element == EL_PEARL_BREAKING) BreakingPearl(x, y); +#endif else if (element == EL_EXIT_CLOSED) - AusgangstuerPruefen(x, y); + CheckExit(x, y); else if (element == EL_SP_EXIT_CLOSED) - AusgangstuerPruefen_SP(x, y); + CheckExitSP(x, y); +#if 0 else if (element == EL_EXIT_OPENING) AusgangstuerOeffnen(x, y); +#endif else if (element == EL_WALL_GROWING_ACTIVE) MauerWaechst(x, y); else if (element == EL_WALL_GROWING || @@ -5082,9 +4807,13 @@ void GameActions() MauerAbleger(x, y); else if (element == EL_FLAMES) CheckForDragon(x, y); - else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE) +#if 0 + else if (element == EL_SP_BUGGY_BASE || + element == EL_SP_BUGGY_BASE_ACTIVATING || + element == EL_SP_BUGGY_BASE_ACTIVE) CheckBuggyBase(x, y); - else if (element == EL_TRAP || element == EL_TRAP_ACTIVE) + else if (element == EL_TRAP || + element == EL_TRAP_ACTIVE) CheckTrap(x, y); else if (IS_BELT_ACTIVE(element)) DrawBeltAnimation(x, y, element); @@ -5096,37 +4825,36 @@ void GameActions() OpenTimegate(x, y); else if (element == EL_TIMEGATE_CLOSING) CloseTimegate(x, y); +#endif + + else if (IS_AUTO_CHANGING(element)) + ChangeElement(x, y); #if 1 - else if (new_graphic_info[graphic].anim_frames > 1) - DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic); + else if (element == EL_EXPLOSION) + ; /* drawing of correct explosion animation is handled separately */ + else if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #endif + if (IS_BELT_ACTIVE(element)) + PlaySoundLevelAction(x, y, ACTION_ACTIVE); + if (game.magic_wall_active) { - boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element == EL_MAGIC_WALL_FULL || - element == EL_MAGIC_WALL_ACTIVE || - element == EL_MAGIC_WALL_EMPTYING) - { - SiebAktivieren(x, y, 1); - sieb = TRUE; - } - else if (element == EL_BD_MAGIC_WALL_FULL || - element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) - { - SiebAktivieren(x, y, 2); - sieb = TRUE; - } - /* play the element sound at the position nearest to the player */ - if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) + if ((element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_ACTIVE || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) && + ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { - sieb_x = x; - sieb_y = y; + magic_wall_x = x; + magic_wall_y = y; } } } @@ -5182,7 +4910,7 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, Frame[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); ExplodeField[x][y] = EX_NO_EXPLOSION; } @@ -5194,14 +4922,14 @@ void GameActions() { if (!(game.magic_wall_time_left % 4)) { - int element = Feld[sieb_x][sieb_y]; + int element = Feld[magic_wall_x][magic_wall_y]; if (element == EL_BD_MAGIC_WALL_FULL || element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_EMPTYING) - PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE); + PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); else - PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE); + PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } if (game.magic_wall_time_left > 0) @@ -5450,7 +5178,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, { if (element == EL_ACID && dx == 0 && dy == 1) { - Blurb(jx, jy); + SplashAcid(jx, jy); Feld[jx][jy] = EL_PLAYER1; InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; @@ -6099,8 +5827,9 @@ int DigField(struct PlayerInfo *player, case EL_TRAP: case EL_SP_BASE: case EL_SP_BUGGY_BASE: + case EL_SP_BUGGY_BASE_ACTIVATING: RemoveField(x, y); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); break; case EL_EMERALD: @@ -6122,7 +5851,7 @@ int DigField(struct PlayerInfo *player, DrawText(DX_EMERALDS, DY_EMERALDS, int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; case EL_SPEED_PILL: @@ -6167,7 +5896,7 @@ int DigField(struct PlayerInfo *player, DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; case EL_DYNABOMB_NR: @@ -6339,7 +6068,9 @@ int DigField(struct PlayerInfo *player, case EL_SPRING: if (mode == DF_SNAP) return MF_NO_ACTION; + /* no "break" -- fall through to next case */ + /* the following elements can be pushed by "snapping" */ case EL_BD_ROCK: if (dy) @@ -6360,7 +6091,8 @@ int DigField(struct PlayerInfo *player, player->push_delay = FrameCounter; #if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_SPRING) + !tape.playing && + element != EL_SPRING) return MF_NO_ACTION; #else if (!FrameReached(&player->push_delay, player->push_delay_value) && @@ -6389,7 +6121,7 @@ int DigField(struct PlayerInfo *player, player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); break; case EL_GATE1: @@ -6449,7 +6181,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING); + PlaySoundLevelElementAction(x, y, element, ACTION_PASSING); break; case EL_SP_PORT1_LEFT: @@ -6647,7 +6379,7 @@ int DigField(struct PlayerInfo *player, { RemoveField(x, y); Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); } player->push_delay_value = (element == EL_BALLOON ? 0 : 2); @@ -6671,6 +6403,48 @@ int DigField(struct PlayerInfo *player, break; default: + if (IS_PUSHABLE(element)) + { + if (mode == DF_SNAP) + return MF_NO_ACTION; + + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; + + player->Pushing = TRUE; + + if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + return MF_NO_ACTION; + + if (dx && real_dy) + { + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; + } + else if (dy && real_dx) + { + if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + return MF_NO_ACTION; + } + + if (player->push_delay == 0) + player->push_delay = FrameCounter; + + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return MF_NO_ACTION; + + RemoveField(x, y); + Feld[x + dx][y + dy] = element; + + player->push_delay_value = 2 + RND(8); + + DrawLevelField(x + dx, y + dy); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + break; + } + return MF_NO_ACTION; } @@ -6734,11 +6508,16 @@ boolean PlaceBomb(struct PlayerInfo *player) if (element != EL_EMPTY) Store[jx][jy] = element; + MovDelay[jx][jy] = 96; + + ResetGfxAnimation(jx, jy); + ResetRandomAnimationValue(jx, jy); + if (player->dynamite) { 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))) @@ -6755,8 +6534,8 @@ boolean PlaceBomb(struct PlayerInfo *player) { Feld[jx][jy] = EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1); - MovDelay[jx][jy] = 96; player->dynabombs_left--; + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); @@ -6766,10 +6545,29 @@ boolean PlaceBomb(struct PlayerInfo *player) return TRUE; } -void PlaySoundLevel(int x, int y, int nr) +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ + +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; + +void InitPlaySoundLevel() +{ + int num_sounds = getSoundListSize(); + + if (loop_sound_frame != NULL) + free(loop_sound_frame); + + if (loop_sound_volume != NULL) + free(loop_sound_volume); + + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} + +static void PlaySoundLevel(int x, int y, int nr) { - static int loop_sound_frame[NUM_SOUND_FILES]; - static int loop_sound_volume[NUM_SOUND_FILES]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; @@ -6813,16 +6611,26 @@ void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -void PlaySoundLevelAction(int x, int y, int sound_action) +static void PlaySoundLevelNearest(int x, int y, int sound_action) +{ + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + x > LEVELX(BX2) ? LEVELX(BX2) : x, + y < LEVELY(BY1) ? LEVELY(BY1) : + y > LEVELY(BY2) ? LEVELY(BY2) : y, + sound_action); +} + +static void PlaySoundLevelAction(int x, int y, int sound_action) { PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); } -void PlaySoundLevelElementAction(int x, int y, int element, int sound_action) +static void PlaySoundLevelElementAction(int x, int y, int element, + int sound_action) { - int sound_effect = element_action_sound[element][sound_action]; + int sound_effect = element_info[element].sound[sound_action]; - if (sound_effect != -1) + if (sound_effect != SND_UNDEFINED) PlaySoundLevel(x, y, sound_effect); } @@ -6969,7 +6777,7 @@ void CreateGameButtons() for (i=0; i