X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=7fa685050df85dd100f8e5e026387703ee7487f0;hb=091030459bbdc406295bcb6d9ecc431081ff03db;hp=ab7dbb5576784c19827a55245935f8097e0f98fa;hpb=2ae6ae8ed951e87fcba7c363705cd6ddea8de91c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index ab7dbb55..7fa68505 100644 --- a/src/game.c +++ b/src/game.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2000 Artsoft Entertainment * +* (c) 1995-2001 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -671,10 +671,33 @@ void InitGame() } } + game.version = (tape.playing ? tape.game_version : level.game_version); game.emulation = (emulate_bd ? EMU_BOULDERDASH : emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + /* dynamically adjust element properties according to game engine version */ + { + static int ep_slippery[] = + { + EL_BETON, + EL_MAUERWERK, + EL_MAUER_LEBT, + EL_MAUER_X, + EL_MAUER_Y, + EL_MAUER_XY + }; + static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int); + + for (i=0; i= GAME_VERSION_2_0) + Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY; + else + Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY; + } + } + if (BorderElement == EL_LEERRAUM) { SBX_Left = 0; @@ -761,8 +784,8 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); - if (setup.sound_music) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + if (setup.sound_music && num_bg_loops) + PlayMusic(level_nr % num_bg_loops); KeyboardAutoRepeatOff(); @@ -960,7 +983,9 @@ void GameWon() StopSound(SND_SIRR); } +#if 0 FadeSounds(); +#endif /* Hero disappears */ DrawLevelField(ExitX, ExitY); @@ -981,11 +1006,13 @@ void GameWon() { leveldir_current->handicap_level++; SaveLevelSetup_SeriesInfo(); - - if (level_nr < leveldir_current->last_level) - raise_level = TRUE; } + 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; @@ -1170,12 +1197,19 @@ void RemoveMovingField(int x, int y) } if (Feld[x][y] == EL_BLOCKED && - (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY || - Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY || - Store[oldx][oldy] == EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; + (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] = (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ? + EL_MORAST_LEER : + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ? + EL_MAGIC_WALL_EMPTY : + Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ? + EL_MAGIC_WALL_BD_EMPTY : + Feld[oldx][oldy] == EL_AMOEBA_DRIPPING ? + EL_AMOEBE_NASS : 0); Store[oldx][oldy] = Store2[oldx][oldy] = 0; } else @@ -2428,8 +2462,8 @@ 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; } else if (Feld[x][y+1] == EL_MORAST_LEER) { @@ -2445,21 +2479,24 @@ 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; } } 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; } 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_MAGIC_WALL_EMPTY; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); } else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) { @@ -2475,8 +2512,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_EMPTY; Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Store[x][y+1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; } } else if (element == EL_MAGIC_WALL_BD_FULL) @@ -2484,8 +2521,8 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); } else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) { @@ -2501,8 +2538,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; + Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; } } else if (CAN_CHANGE(element) && @@ -2510,10 +2547,10 @@ void StartMoving(int x, int y) Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL : - EL_MAGIC_WALL_BD_FULL); - 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) { @@ -2535,12 +2572,21 @@ 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_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && @@ -2897,10 +2943,16 @@ void ContinueMoving(int x, int y) int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / 8; - if (element == EL_TROPFEN) + if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) step /= 2; - else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) + 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; @@ -2945,52 +2997,58 @@ void ContinueMoving(int x, int y) } } - if (Store[x][y] == EL_MORAST_VOLL) + if (element == EL_QUICKSAND_FILLING) { + element = Feld[newx][newy] = EL_MORAST_VOLL; + Store[newx][newy] = Store[x][y]; Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; } - else if (Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; Feld[x][y] = EL_MORAST_LEER; + element = Feld[newx][newy] = Store[x][y]; + Store[x][y] = 0; } - else if (Store[x][y] == EL_MAGIC_WALL_FULL) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = 0; element = Feld[newx][newy] = (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD); + Store[newx][newy] = Store[x][y]; + Store[x][y] = 0; } - else if (Store[x][y] == EL_MAGIC_WALL_EMPTY) + else if (element == EL_MAGIC_WALL_EMPTYING) { - Store[x][y] = Store2[x][y] = 0; Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY : EL_MAGIC_WALL_DEAD); + element = Feld[newx][newy] = Store[x][y]; + Store[x][y] = 0; } - else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL) + else if (element == EL_MAGIC_WALL_BD_FILLING) { - Store[x][y] = 0; element = Feld[newx][newy] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL : EL_MAGIC_WALL_BD_DEAD); + Store[newx][newy] = Store[x][y]; + Store[x][y] = 0; } - else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) + else if (element == EL_MAGIC_WALL_BD_EMPTYING) { - Store[x][y] = Store2[x][y] = 0; Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY : EL_MAGIC_WALL_BD_DEAD); + element = Feld[newx][newy] = Store[x][y]; + Store[x][y] = 0; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (element == EL_AMOEBA_DRIPPING) { + Feld[x][y] = EL_AMOEBE_NASS; + element = Feld[newx][newy] = Store[x][y]; Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; } - else if (Store[x][y] == EL_AMOEBE_NASS) + else if (Store[x][y] == EL_SALZSAEURE) { Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + Feld[newx][newy] = EL_SALZSAEURE; + element = EL_SALZSAEURE; } MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; @@ -3390,8 +3448,8 @@ void AmoebeAbleger(int ax, int ay) else { InitMovingField(ax, ay, MV_DOWN); - Feld[ax][ay] = EL_TROPFEN; - Store[ax][ay] = EL_AMOEBE_NASS; + Feld[ax][ay] = EL_AMOEBA_DRIPPING; + Store[ax][ay] = EL_TROPFEN; ContinueMoving(ax, ay); return; } @@ -4440,15 +4498,16 @@ void GameActions() boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL || - Store[x][y] == EL_MAGIC_WALL_EMPTY) + 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_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_FULL || - Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) + 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; @@ -4477,7 +4536,8 @@ void GameActions() { element = Feld[x][y]; - if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL) + if (element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_FULL) { Feld[x][y] = EL_MAGIC_WALL_DEAD; DrawLevelField(x, y); @@ -6227,12 +6287,13 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_music) { setup.sound_music = FALSE; - FadeSound(background_loop[level_nr % num_bg_loops]); + FadeMusic(); } else if (audio.loops_available) { setup.sound = setup.sound_music = TRUE; - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + if (num_bg_loops) + PlayMusic(level_nr % num_bg_loops); } break;