X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=8c18d89ca64b71c9f1d92af961265137d20e4e37;hb=eae2f3467caaaf64a9370c1acd8cecf11fd58328;hp=ce6ca3ab084668cdfcd63662c5408697270e0fce;hpb=d4665f01d15ba3679f378819710a84d6c2348a9c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index ce6ca3ab..8c18d89c 100644 --- a/src/game.c +++ b/src/game.c @@ -101,7 +101,9 @@ #define NUM_GAME_BUTTONS 6 /* forward declaration for internal use */ +static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessShield(struct PlayerInfo *); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -179,6 +181,50 @@ void GetPlayerConfig() 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]) @@ -237,36 +283,41 @@ 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; @@ -295,7 +346,6 @@ 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; @@ -322,6 +372,46 @@ static void InitField(int x, int y, boolean init_game) 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; } @@ -391,6 +481,9 @@ void InitGame() 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); @@ -423,8 +516,16 @@ void InitGame() AllPlayersGone = FALSE; 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; + 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; iMovPos) return; @@ -846,17 +966,26 @@ void GameWon() SaveTape(tape.level_nr); /* Ask to save tape */ } + if (level_nr == leveldir[leveldir_nr].handicap_level) + { + leveldir[leveldir_nr].handicap_level++; + SaveLevelSetup_SeriesInfo(leveldir_nr); + + if (level_nr < leveldir[leveldir_nr].last_level) + raise_level = TRUE; + } + if ((hi_pos = NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) level_nr++; } else { game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) level_nr++; DrawMainMenu(); } @@ -1146,10 +1275,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MASSIVE(element) || element == EL_BURNING) continue; + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM); + Store[x][y] = 0; + } + + continue; + } + if (element == EL_EXPLODING) element = Store2[x][y]; - if (IS_PLAYER(ex, ey)) + if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey))) { switch(StorePlayer[ex][ey]) { @@ -1171,7 +1312,7 @@ void Explode(int ex, int ey, int phase, int mode) if (game.emulation == EMU_SUPAPLEX) Store[x][y] = EL_LEERRAUM; } - else if (center_element == EL_MAULWURF) + else if (center_element == EL_MOLE) Store[x][y] = EL_EDELSTEIN_ROT; else if (center_element == EL_PINGUIN) Store[x][y] = EL_EDELSTEIN_LILA; @@ -1250,7 +1391,7 @@ void Explode(int ex, int ey, int phase, int mode) int element = Store2[x][y]; if (IS_PLAYER(x, y)) - KillHero(PLAYERINFO(x, y)); + KillHeroUnlessShield(PLAYERINFO(x, y)); else if (IS_EXPLOSIVE(element)) { Feld[x][y] = Store2[x][y]; @@ -1350,8 +1491,10 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ROAAAR); +#if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ element = EL_LEERRAUM; +#endif switch(element) { @@ -1363,6 +1506,7 @@ 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; @@ -1375,11 +1519,13 @@ void Bang(int x, int y) 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); @@ -1429,6 +1575,174 @@ void Blurb(int x, int y) } } +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; + + 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 (!IS_BELT_SWITCH(element)) + return; + + 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); } } @@ -1653,10 +1982,10 @@ void TurnRound(int x, int y) TestIfBadThingHitsOtherBadThing(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) @@ -1670,10 +1999,10 @@ void TurnRound(int x, int y) TestIfBadThingHitsOtherBadThing(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 || @@ -1856,8 +2185,41 @@ 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_ROBOT || element == EL_SONDE || element == EL_PINGUIN) { int attr_x = -1, attr_y = -1; @@ -1892,7 +2254,7 @@ 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] = @@ -1958,7 +2320,7 @@ 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; @@ -1970,7 +2332,7 @@ 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; @@ -2145,12 +2507,24 @@ void StartMoving(int x, int y) 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 = (x= tape.pos[tape.counter].delay) { @@ -3622,12 +4244,16 @@ void GameActions() Explode(x, y, Frame[x][y], EX_NORMAL); else if (element == EL_AMOEBING) AmoebeWaechst(x, y); + else if (element == EL_DEAMOEBING) + AmoebeSchrumpft(x, y); else if (IS_AMOEBALIVE(element)) AmoebeAbleger(x, y); else if (element == EL_LIFE || element == EL_LIFE_ASYNC) Life(x, y); else if (element == EL_ABLENK_EIN) Ablenk(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) @@ -3655,6 +4281,22 @@ void GameActions() 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); + 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); + else if (element == EL_SHIELD_ACTIVE) + DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); if (game.magic_wall_active) { @@ -3696,6 +4338,7 @@ void GameActions() for (y=0; y= (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; TimePlayed++; + for (i=0; i 0) + stored_player[i].shield_active_time_left--; + } + } + if (tape.recording || tape.playing) DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); @@ -3725,12 +4410,12 @@ void GameActions() { TimeLeft--; - if (TimeLeft <= 10) + if (TimeLeft <= 10 && setup.time_limit) PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - if (!TimeLeft) + if (!TimeLeft && setup.time_limit) for (i=0; ishield_time_left == 0) + KillHero(player); +#endif + } return MF_MOVING; } @@ -4189,7 +4881,14 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) if (killx != goodx || killy != goody) { if (IS_PLAYER(goodx, goody)) - KillHero(PLAYERINFO(goodx, goody)); + { + struct PlayerInfo *player = PLAYERINFO(goodx, goody); + + if (player->shield_active_time_left > 0) + Bang(killx, killy); + else if (player->shield_passive_time_left == 0) + KillHero(player); + } else Bang(goodx, goody); } @@ -4213,6 +4912,9 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; + if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */ + return; + for (i=0; i<4; i++) { int x, y, element; @@ -4244,7 +4946,14 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) if (killx != badx || killy != bady) { if (IS_PLAYER(killx, killy)) - KillHero(PLAYERINFO(killx, killy)); + { + struct PlayerInfo *player = PLAYERINFO(killx, killy); + + if (player->shield_active_time_left > 0) + Bang(badx, bady); + else if (player->shield_passive_time_left == 0) + KillHero(player); + } else Bang(killx, killy); } @@ -4314,10 +5023,20 @@ void KillHero(struct PlayerInfo *player) 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 KillHeroUnlessShield(struct PlayerInfo *player) +{ + if (!SHIELD_ON(player)) + KillHero(player); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -4386,6 +5105,7 @@ int DigField(struct PlayerInfo *player, break; case EL_ERDREICH: + case EL_SAND_INVISIBLE: Feld[x][y] = EL_LEERRAUM; PlaySoundLevel(x, y, SND_SCHLURF); break; @@ -4423,6 +5143,34 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_PONG); + 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_GONG, PSND_MAX_RIGHT); + break; + + case EL_SHIELD_PASSIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_SHIELD_ACTIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + player->shield_active_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); @@ -4526,70 +5274,67 @@ int DigField(struct PlayerInfo *player, } break; - case EL_BELT1_SWITCH_L: - case EL_BELT1_SWITCH_M: - case EL_BELT1_SWITCH_R: - case EL_BELT2_SWITCH_L: - case EL_BELT2_SWITCH_M: - case EL_BELT2_SWITCH_R: - case EL_BELT3_SWITCH_L: - case EL_BELT3_SWITCH_M: - case EL_BELT3_SWITCH_R: - case EL_BELT4_SWITCH_L: - case EL_BELT4_SWITCH_M: - case EL_BELT4_SWITCH_R: + 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 (!player->Switching) { - static int belt_base_element[4] = - { - EL_BELT1_SWITCH_L, - EL_BELT2_SWITCH_L, - EL_BELT3_SWITCH_L, - EL_BELT4_SWITCH_L - }; - static int belt_move_dir[3] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT - }; + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + } + return MF_ACTION; + break; - int belt_nr = (element < EL_BELT2_SWITCH_L ? 0 : - element < EL_BELT3_SWITCH_L ? 1 : - element < EL_BELT4_SWITCH_L ? 2 : 3); - int belt_dir_nr = element - belt_base_element[belt_nr]; - int belt_dir_nr_next = (belt_dir_nr + 1) % 3; - int belt_dir_next = belt_move_dir[belt_dir_nr_next]; - int xx, yy; + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + } + return MF_ACTION; + break; - if (player->Switching) - return MF_ACTION; + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + } + return MF_ACTION; + break; - game.belt_dir[belt_nr] = belt_dir_next; + case EL_TIMEGATE_SWITCH_OFF: + ActivateTimegateSwitch(x, y); - for (yy=0; yySwitching = TRUE; + 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; - } + return MF_ACTION; break; case EL_SP_EXIT: @@ -4639,7 +5384,7 @@ int DigField(struct PlayerInfo *player, else if (IS_SP_ELEMENT(element)) PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); else - PlaySoundLevel(x+dx, y+dy, SND_KLOPF); + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */ break; case EL_PFORTE1: @@ -4692,6 +5437,19 @@ int DigField(struct PlayerInfo *player, 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); + + PlaySoundLevel(x, y, SND_GATE); + + break; + case EL_SP_PORT1_LEFT: case EL_SP_PORT2_LEFT: case EL_SP_PORT1_RIGHT: @@ -4773,6 +5531,7 @@ int DigField(struct PlayerInfo *player, case EL_SOKOBAN_OBJEKT: case EL_SONDE: case EL_SP_DISK_YELLOW: + case EL_BALLOON: if (mode == DF_SNAP) return MF_NO_ACTION; @@ -4798,7 +5557,7 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !tape.playing && element != EL_BALLOON) return MF_NO_ACTION; if (IS_SB_ELEMENT(element)) @@ -4827,11 +5586,14 @@ 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_BALLOON) + PlaySoundLevel(x+dx, y+dy, SND_SCHLURF); + else + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && @@ -4843,7 +5605,6 @@ int DigField(struct PlayerInfo *player, break; - case EL_MAULWURF: case EL_PINGUIN: case EL_SCHWEIN: case EL_DRACHE: