X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=78b950c28033f86c51620e6341ab11c62863561b;hb=20e58eb6573a45a41c25958e17e8d9c20f738edc;hp=73cab1164f2c8c48b934128ce355bf0f85784376;hpb=cc17a49a1a63c1df0e55a5afd510698e21b71dfe;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 73cab116..78b950c2 100644 --- a/src/game.c +++ b/src/game.c @@ -78,18 +78,14 @@ (s)==SND_TYGER || (s)==SND_VOYAGER || \ (s)==SND_TWILIGHT) -/* 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 +/* 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 @@ -102,6 +98,8 @@ #define NUM_GAME_BUTTONS 6 /* forward declaration for internal use */ +static void CheckGravityMovement(struct PlayerInfo *); + static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -198,10 +196,6 @@ 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; @@ -312,6 +306,19 @@ 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; + default: break; } @@ -339,9 +346,10 @@ 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; @@ -371,9 +379,10 @@ void InitGame() player->move_delay = 0; player->last_move_dir = MV_NO_MOVING; - player->snapped = FALSE; + player->move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); - player->gone = FALSE; + player->snapped = FALSE; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -395,7 +404,7 @@ void InitGame() ZX = ZY = -1; - MampferNr = 0; + game.yam_content_nr = 0; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; @@ -405,20 +414,11 @@ void InitGame() 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.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; for (i=0; igems_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); +#if 1 + if (setup.soft_scrolling) + XCopyArea(display, fieldbuffer, backbuffer, gc, + FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + +#endif + + + /* copy default game door content to main double buffer */ + XCopyArea(display, pix[PIX_DOOR], drawto, gc, + 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 + DrawText(DX + XX_LEVEL - 1, DY + YY_LEVEL + 1, + int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); + + DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(local_player->gems_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); -#if 0 - 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)); -#else UnmapGameButtons(); 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(); -#endif + MapTapeButtons(); + /* copy actual game door content to door double buffer for OpenDoor() */ 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); - - + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); OpenDoor(DOOR_OPEN_ALL); @@ -645,8 +641,8 @@ void InitGame() if (options.verbose) { 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 ")); } } @@ -975,6 +971,29 @@ 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; @@ -1046,7 +1065,7 @@ void DrawDynamite(int x, int y) phase = 7 - phase; } - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) DrawGraphic(sx, sy, GFX_SP_DISK_RED); else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic + phase); @@ -1083,6 +1102,7 @@ void Explode(int ex, int ey, int phase, int mode) int num_phase = 9, delay = 2; int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { @@ -1133,7 +1153,7 @@ void Explode(int ex, int ey, int phase, int mode) break; } - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) Store[x][y] = EL_LEERRAUM; } else if (center_element == EL_MAULWURF) @@ -1147,9 +1167,9 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_SP_ELECTRON) Store[x][y] = EL_SP_INFOTRON; else if (center_element == EL_MAMPFER) - Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1]; + Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; else if (center_element == EL_AMOEBA2DIAM) - Store[x][y] = level.amoebe_inhalt; + Store[x][y] = level.amoeba_content; else if (element == EL_ERZ_EDEL) Store[x][y] = EL_EDELSTEIN; else if (element == EL_ERZ_DIAM) @@ -1186,7 +1206,7 @@ void Explode(int ex, int ey, int phase, int mode) } if (center_element == EL_MAMPFER) - MampferNr = (MampferNr + 1) % MampferMax; + game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; return; } @@ -1197,9 +1217,20 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; - Frame[x][y] = (phasejx, 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)) @@ -1926,8 +1961,7 @@ 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); @@ -2070,7 +2104,7 @@ void StartMoving(int x, int y) if (left || right) { - if (left && right && game_emulation != EMU_BOULDERDASH) + if (left && right && game.emulation != EMU_BOULDERDASH) left = !(right = RND(2)); InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); @@ -2402,22 +2436,24 @@ void ContinueMoving(int x, int y) else if (Store[x][y] == EL_SIEB_VOLL) { Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); + element = Feld[newx][newy] = + (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT); } else if (Store[x][y] == EL_SIEB_LEER) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT); } else if (Store[x][y] == EL_SIEB2_VOLL) { Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + element = Feld[newx][newy] = + (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT); } else if (Store[x][y] == EL_SIEB2_LEER) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT); } else if (Store[x][y] == EL_SALZSAEURE) { @@ -2674,7 +2710,7 @@ 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); @@ -2682,7 +2718,7 @@ 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 */ { @@ -2737,7 +2773,7 @@ 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); @@ -2748,7 +2784,7 @@ 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; @@ -2872,7 +2908,7 @@ void Life(int ax, int ay) void Ablenk(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 */ { @@ -3315,7 +3351,7 @@ 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) @@ -3338,25 +3374,19 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) 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 - } else if (tape.playing && snapped) SnapField(player, 0, 0); /* stop snapping */ } 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 (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } @@ -3409,40 +3439,9 @@ 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 */ - - - + /* ---------- 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) { @@ -3471,14 +3470,6 @@ void GameActions() } } - - /* - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - */ - if (tape.pausing) return; @@ -3509,6 +3500,9 @@ void GameActions() { int actual_player_action = stored_player[i].effective_action; + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; + if (recorded_player_action) actual_player_action = recorded_player_action[i]; @@ -3521,41 +3515,25 @@ void GameActions() ScrollScreen(NULL, SCROLL_GO_ON); - /* - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - */ - - - - #ifdef DEBUG - /* - if (TimeFrames == 0 && !local_player->gone) +#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", - TimePlayed, - last_RND(), - getStateCheckSum(TimePlayed)); + TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); } - */ #endif - - +#endif #ifdef DEBUG - /* +#if 0 if (GameFrameDelay >= 500) printf("FrameCounter == %d\n", FrameCounter); - */ #endif - - +#endif @@ -3576,7 +3554,7 @@ 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"); @@ -3641,7 +3619,7 @@ void GameActions() else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); - if (SiebAktiv) + if (game.magic_wall_active) { boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; @@ -3668,15 +3646,15 @@ void GameActions() } } - if (SiebAktiv) + if (game.magic_wall_active) { - if (!(SiebCount % 4)) + if (!(game.magic_wall_time_left % 4)) PlaySoundLevel(sieb_x, sieb_y, SND_MIEP); - if (SiebCount > 0) + if (game.magic_wall_time_left > 0) { - SiebCount--; - if (!SiebCount) + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { for (y=0; yprogrammed_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) { @@ -3803,7 +3806,7 @@ 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 : @@ -3817,7 +3820,11 @@ 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)) { @@ -3847,7 +3854,8 @@ 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); @@ -3860,25 +3868,29 @@ 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 (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) return FALSE; + /* 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) { @@ -3889,7 +3901,7 @@ 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)) @@ -3992,11 +4004,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; } else + { + CheckGravityMovement(player); + player->last_move_dir = MV_NO_MOVING; + } TestIfHeroHitsBadThing(jx, jy); - if (player->gone) + if (!player->active) RemoveHero(player); return moved; @@ -4006,14 +4022,15 @@ 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; @@ -4024,16 +4041,29 @@ 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; @@ -4053,6 +4083,9 @@ 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; @@ -4064,7 +4097,7 @@ 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; } @@ -4099,7 +4132,11 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) if (!IN_LEV_FIELD(x, y)) continue; +#if 0 element = Feld[x][y]; +#else + element = MovingOrBlocked2ElementIfNotLeaving(x, y); +#endif if (DONT_TOUCH(element)) { @@ -4234,7 +4271,7 @@ 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])) @@ -4248,7 +4285,7 @@ void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; PlaySoundLevel(jx, jy, SND_AUTSCH); @@ -4263,11 +4300,13 @@ void RemoveHero(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int i, found = FALSE; - player->gone = TRUE; + player->present = FALSE; + player->active = FALSE; + 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) @@ -4338,8 +4381,7 @@ int DigField(struct PlayerInfo *player, case EL_SPEED_PILL: RemoveField(x, y); - MoveSpeed = 4; - ScrollStepSize = TILEX/4; + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; PlaySoundLevel(x, y, SND_PONG); break; @@ -4384,7 +4426,27 @@ 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, 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); + 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; @@ -4480,7 +4542,7 @@ int DigField(struct PlayerInfo *player, 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; @@ -4488,8 +4550,38 @@ 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); + + 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); + break; case EL_SP_PORT1_LEFT: @@ -4526,6 +4618,11 @@ 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); + break; case EL_AUSGANG_ZU: @@ -4540,14 +4637,6 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_BUING); - /* - player->gone = TRUE; - PlaySoundLevel(x, y, SND_BUING); - - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; - */ - break; case EL_BIRNE_AUS: @@ -4636,7 +4725,7 @@ int DigField(struct PlayerInfo *player, 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); @@ -4664,7 +4753,7 @@ 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) @@ -4699,7 +4788,7 @@ 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]; @@ -4721,7 +4810,7 @@ boolean PlaceBomb(struct PlayerInfo *player) FS_SMALL, FC_YELLOW); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) { - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); else DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); @@ -4758,19 +4847,21 @@ void PlaySoundLevel(int x, int y, int sound_nr) volume = PSND_MAX_VOLUME; #ifndef MSDOS - stereo = (sx-SCR_FIELDX/2)*12; + stereo = (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 = 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; #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); @@ -4887,18 +4978,18 @@ static struct void CreateGameButtons() { - Pixmap gd_pixmap = pix[PIX_DOOR]; - struct GadgetInfo *gi; - unsigned long event_mask; int i; for (i=0; i