X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=9dca25854cf41ca1b13b79267f3d8323b54acaf4;hb=0d0e1a63d6b14109b64805bcb1a45ddf469ba35d;hp=bc31c194de0672b1a07164c40710502c6d7562ca;hpb=463778af29aada177d4a00c566653b92be3b507a;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index bc31c194..9dca2585 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 @@ -99,116 +101,96 @@ #define NUM_GAME_BUTTONS 6 + /* forward declaration for internal use */ + +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 PlaySoundLevelActionIfLoop(int, int, int); +static void StopSoundLevelActionIfLoop(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_BURNING 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 */ - { ".running", SND_ACTION_UNKNOWN, TRUE }, - { ".burning", SND_ACTION_BURNING, TRUE }, - { ".growing", SND_ACTION_UNKNOWN, TRUE }, - { ".attacking", SND_ACTION_UNKNOWN, TRUE }, - { ".activated", 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[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS]; -static boolean is_loop_sound[NUM_SOUND_EFFECTS]; -#define IS_LOOP_SOUND(x) (is_loop_sound[x]) +static struct ChangingElementInfo changing_element_list[] = +{ + { EL_NUT_BREAKING, 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; yjx, jy = player->jy; player->present = TRUE; @@ -323,51 +314,51 @@ static void InitField(int x, int y, boolean init_game) } } - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; player->jx = player->last_jx = x; player->jy = player->last_jy = y; } break; - case EL_BADEWANNE: - if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE1; - else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; + case EL_STONEBLOCK: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPLEFT; + else if (x > 0 && Feld[x-1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPRIGHT; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT) + Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT; + else if (y > 0 && Feld[x][y-1] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_BOTTOM; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT) + Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; break; - case EL_KAEFER_RIGHT: - case EL_KAEFER_UP: - case EL_KAEFER_LEFT: - case EL_KAEFER_DOWN: - case EL_KAEFER: - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - case EL_FLIEGER: - case EL_BUTTERFLY_RIGHT: - case EL_BUTTERFLY_UP: - case EL_BUTTERFLY_LEFT: - case EL_BUTTERFLY_DOWN: - case EL_BUTTERFLY: - case EL_FIREFLY_RIGHT: - case EL_FIREFLY_UP: - case EL_FIREFLY_LEFT: - case EL_FIREFLY_DOWN: - case EL_FIREFLY: + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + case EL_BUG: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + case EL_BD_FIREFLY: case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: @@ -380,16 +371,16 @@ static void InitField(int x, int y, boolean init_game) InitMovDir(x, y); break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: InitAmoebaNr(x, y); break; - case EL_TROPFEN: + case EL_AMOEBA_DROP: if (y == lev_fieldy - 1) { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; } break; @@ -397,25 +388,25 @@ static void InitField(int x, int y, boolean init_game) MovDelay[x][y] = 96; break; - case EL_BIRNE_AUS: + case EL_LAMP: local_player->lights_still_needed++; break; - case EL_SOKOBAN_FELD_LEER: + case EL_SOKOBAN_FIELD_EMPTY: local_player->sokobanfields_still_needed++; break; - case EL_PINGUIN: + case EL_PENGUIN: local_player->friends_still_needed++; break; - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PIG: + case EL_DRAGON: MovDir[x][y] = 1 << RND(4); break; case EL_SP_EMPTY: - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; break; case EL_EM_KEY_1_FILE: @@ -431,23 +422,23 @@ 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: + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_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]); + int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ { @@ -461,12 +452,12 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; @@ -484,109 +475,16 @@ void DrawGameDoorValues() for (j=0; j<4; j++) if (stored_player[i].key[j]) DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + j); + el2edimg(EL_KEY_1 + j)); DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + int2str(local_player->dynamite, 3), FONT_TEXT_2); DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + int2str(local_player->score, 5), FONT_TEXT_2); DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); -} - - -/* - ============================================================================= - InitGameSound() - ----------------------------------------------------------------------------- - initialize sound effect lookup table for element actions - ============================================================================= -*/ - -void InitGameSound() -{ - int sound_effect_properties[NUM_SOUND_EFFECTS]; - int i, j; - -#if 0 - debug_print_timestamp(0, NULL); -#endif - - for (i=0; i VERSION_IDENT(2,0,1)) - Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL; + Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL; else - Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL; + Properties2[EL_EXPANDABLE_WALL_GROWING] &=~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++; } } @@ -671,12 +596,14 @@ void InitGame() InitGameEngine(); +#if 0 #if DEBUG #if USE_NEW_AMOEBA_CODE printf("Using new amoeba code.\n"); #else printf("Using old amoeba code.\n"); #endif +#endif #endif /* don't play tapes over network */ @@ -687,7 +614,7 @@ void InitGame() struct PlayerInfo *player = &stored_player[i]; player->index_nr = i; - player->element_nr = EL_SPIELER1 + i; + player->element_nr = EL_PLAYER_1 + i; player->present = FALSE; player->active = FALSE; @@ -716,15 +643,22 @@ void InitGame() player->Pushing = FALSE; player->Switching = FALSE; player->GfxPos = 0; + player->GfxDir = MV_NO_MOVING; + player->GfxAction = ACTION_DEFAULT; player->Frame = 0; + player->StepFrame = 0; - player->actual_frame_counter = 0; + player->use_murphy_graphic = FALSE; + player->use_disk_red_graphic = FALSE; - player->frame_reset_delay = 0; + player->actual_frame_counter = 0; player->last_move_dir = MV_NO_MOVING; player->is_moving = FALSE; + player->is_moving = FALSE; + player->is_waiting = FALSE; + player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; @@ -736,8 +670,8 @@ 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; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -794,11 +728,16 @@ 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; 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(); + GfxElement[x][y] = EL_UNDEFINED; } } @@ -817,6 +756,8 @@ void InitGame() } } + InitBeltMovement(); + game.emulation = (emulate_bd ? EMU_BOULDERDASH : emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); @@ -868,7 +809,7 @@ void InitGame() player->active = FALSE; StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; } } } @@ -889,7 +830,7 @@ void InitGame() player->active = FALSE; StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; } } } @@ -920,7 +861,7 @@ void InitGame() } } - if (BorderElement == EL_LEERRAUM) + if (BorderElement == EL_EMPTY) { SBX_Left = 0; SBX_Right = lev_fieldx - SCR_FIELDX; @@ -956,7 +897,6 @@ void InitGame() DrawLevel(); DrawAllPlayers(); - FadeToFront(); /* after drawing the level, correct some elements */ if (game.timegate_time_left == 0) @@ -966,21 +906,22 @@ void InitGame() BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); /* copy default game door content to main double buffer */ - BlitBitmap(pix[PIX_DOOR], drawto, + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); else { DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); + int2str(level_nr, 3), FONT_LEVEL_NUMBER, FONT_OPAQUE); BlitBitmap(drawto, drawto, DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - FONT5_XSIZE * 3, FONT5_YSIZE - 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); } @@ -995,7 +936,7 @@ void InitGame() MapTapeButtons(); /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, pix[PIX_DB_DOOR], + BlitBitmap(drawto, bitmap_db_door, DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); OpenDoor(DOOR_OPEN_ALL); @@ -1033,36 +974,36 @@ void InitMovDir(int x, int y) switch(element) { - case EL_KAEFER_RIGHT: - case EL_KAEFER_UP: - case EL_KAEFER_LEFT: - case EL_KAEFER_DOWN: - Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT]; + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; break; - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT]; + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; break; - case EL_BUTTERFLY_RIGHT: - case EL_BUTTERFLY_UP: - case EL_BUTTERFLY_LEFT: - case EL_BUTTERFLY_DOWN: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT]; + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + Feld[x][y] = EL_BD_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; break; - case EL_FIREFLY_RIGHT: - case EL_FIREFLY_UP: - case EL_FIREFLY_LEFT: - case EL_FIREFLY_DOWN: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT]; + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; break; case EL_PACMAN_RIGHT: @@ -1091,10 +1032,10 @@ void InitMovDir(int x, int y) default: MovDir[x][y] = 1 << RND(4); - if (element != EL_KAEFER && - element != EL_FLIEGER && - element != EL_BUTTERFLY && - element != EL_FIREFLY) + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) break; for (i=0; i<4; i++) @@ -1104,12 +1045,12 @@ void InitMovDir(int x, int y) if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - if (element == EL_KAEFER || element == EL_BUTTERFLY) + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { MovDir[x][y] = direction[0][i]; break; } - else if (element == EL_FLIEGER || element == EL_FIREFLY || + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { MovDir[x][y] = direction[1][i]; @@ -1151,6 +1092,9 @@ void GameWon() if (local_player->MovPos) return; + if (tape.playing && tape.auto_play) + tape.auto_play_level_solved = TRUE; + local_player->LevelSolved = FALSE; PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); @@ -1171,7 +1115,7 @@ void GameWon() TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); BackToFront(); if (!tape.playing) @@ -1197,7 +1141,7 @@ void GameWon() TimePlayed += 10; else TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); BackToFront(); if (!tape.playing) @@ -1208,10 +1152,6 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } -#if 0 - FadeSounds(); -#endif - /* Hero disappears */ DrawLevelField(ExitX, ExitY); BackToFront(); @@ -1322,15 +1262,55 @@ int NewHiScore() return position; } +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) + { +#if 0 + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif + + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; + } +} + +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} + +static void ResetGfxAnimation(int x, int y) +{ + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; +} + 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 (Feld[newx][newy] == EL_LEERRAUM) + 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] = ACTION_FALLING; + else + 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) @@ -1401,7 +1381,7 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; @@ -1430,17 +1410,18 @@ void RemoveMovingField(int x, int y) if (Feld[x][y] == EL_BLOCKED && (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] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else - Feld[oldx][oldy] = EL_LEERRAUM; + Feld[oldx][oldy] = EL_EMPTY; Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_LEERRAUM; + 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] = ACTION_DEFAULT; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1449,60 +1430,56 @@ void RemoveMovingField(int x, int y) void DrawDynamite(int x, int y) { int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + int graphic = el2img(Feld[x][y]); + int frame; if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; if (Store[x][y]) - DrawGraphic(sx, sy, el2gfx(Store[x][y])); + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - { - if ((phase = (96 - MovDelay[x][y]) / 12) > 6) - phase = 6; - } - else - { - if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3) - phase = 7 - phase; - } + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); +#if 1 + if (Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +#else if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, GFX_SP_DISK_RED); + DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); else if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic + phase); + DrawGraphicThruMask(sx, sy, graphic, frame); else - DrawGraphic(sx, sy, graphic + phase); + DrawGraphic(sx, sy, graphic, frame); +#endif } 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] % 6)) - PlaySoundLevelAction(x, y, SND_ACTION_BURNING); - - 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); - } + if (MovDelay[x][y] != 0) + { + DrawDynamite(x, y); + PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); return; } } - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - StopSound(SND_DYNAMITE_BURNING); +#if 1 + StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); +#else + if (Feld[x][y] == EL_DYNAMITE_ACTIVE || + Feld[x][y] == EL_SP_DISK_RED_ACTIVE) + StopSound(SND_DYNAMITE_ACTIVE); else - StopSound(SND_DYNABOMB_BURNING); + StopSound(SND_DYNABOMB_ACTIVE); +#endif Bang(x, y); } @@ -1510,7 +1487,8 @@ void CheckDynamite(int x, int y) void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + int num_phase = 9; + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; int first_phase_after_start = EX_PHASE_START + 1; @@ -1538,7 +1516,7 @@ void Explode(int ex, int ey, int phase, int mode) int element; if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) && + ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; @@ -1550,7 +1528,7 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } - if (IS_MASSIVE(element) || element == EL_BURNING) + if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES) continue; if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) @@ -1558,92 +1536,92 @@ void Explode(int ex, int ey, int phase, int mode) 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); + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); Store[x][y] = 0; } continue; } - if (element == EL_EXPLODING) + if (element == EL_EXPLOSION) element = Store2[x][y]; if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) { - case EL_SPIELER2: - Store[x][y] = EL_EDELSTEIN_ROT; + case EL_PLAYER_2: + Store[x][y] = EL_EMERALD_RED; break; - case EL_SPIELER3: - Store[x][y] = EL_EDELSTEIN; + case EL_PLAYER_3: + Store[x][y] = EL_EMERALD; break; - case EL_SPIELER4: - Store[x][y] = EL_EDELSTEIN_LILA; + case EL_PLAYER_4: + Store[x][y] = EL_EMERALD_PURPLE; break; - case EL_SPIELER1: + case EL_PLAYER_1: default: - Store[x][y] = EL_EDELSTEIN_GELB; + Store[x][y] = EL_EMERALD_YELLOW; break; } if (game.emulation == EMU_SUPAPLEX) - Store[x][y] = EL_LEERRAUM; + Store[x][y] = EL_EMPTY; } else if (center_element == EL_MOLE) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (center_element == EL_PINGUIN) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (center_element == EL_KAEFER) - Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN); - else if (center_element == EL_BUTTERFLY) - Store[x][y] = EL_EDELSTEIN_BD; + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); + else if (center_element == EL_BD_BUTTERFLY) + Store[x][y] = EL_BD_DIAMOND; else if (center_element == EL_SP_ELECTRON) Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_MAMPFER) + else if (center_element == EL_YAMYAM) Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; - else if (center_element == EL_AMOEBA2DIAM) + else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; - else if (element == EL_ERZ_EDEL) - Store[x][y] = EL_EDELSTEIN; - else if (element == EL_ERZ_DIAM) - Store[x][y] = EL_DIAMANT; - else if (element == EL_ERZ_EDEL_BD) - Store[x][y] = EL_EDELSTEIN_BD; - else if (element == EL_ERZ_EDEL_GELB) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (element == EL_ERZ_EDEL_ROT) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (element == EL_ERZ_EDEL_LILA) - Store[x][y] = EL_EDELSTEIN_LILA; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; else if (element == EL_WALL_PEARL) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; else if (!IS_PFORTE(Store[x][y])) - Store[x][y] = EL_LEERRAUM; + Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA2DIAM || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) Store2[x][y] = element; if (AmoebaNr[x][y] && - (element == EL_AMOEBE_VOLL || - element == EL_AMOEBE_BD || - element == EL_AMOEBING)) + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) { AmoebaCnt[AmoebaNr[x][y]]--; AmoebaCnt2[AmoebaNr[x][y]]--; } - Feld[x][y] = EL_EXPLODING; + 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; } - if (center_element == EL_MAMPFER) + if (center_element == EL_YAMYAM) game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; return; @@ -1655,7 +1633,7 @@ 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) { @@ -1680,7 +1658,7 @@ void Explode(int ex, int ey, int phase, int mode) Store2[x][y] = 0; Bang(x, y); } - else if (element == EL_AMOEBA2DIAM) + else if (element == EL_AMOEBA_TO_DIAMOND) AmoebeUmwandeln(x, y); } @@ -1699,27 +1677,24 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; } - else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int graphic = GFX_EXPLOSION; - - if (game.emulation == EMU_SUPAPLEX) - graphic = (Store[x][y] == EL_SP_INFOTRON ? - GFX_SP_EXPLODE_INFOTRON : - GFX_SP_EXPLODE_EMPTY); + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); + int frame = getGraphicAnimationFrame(graphic, phase - delay); if (phase == delay) - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - - graphic += (phase / delay - 1); + DrawCrumbledSand(SCREENX(x), SCREENY(y)); if (IS_PFORTE(Store[x][y])) { DrawLevelElement(x, y, Store[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } else - DrawGraphic(SCREENX(x), SCREENY(y), graphic); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } } @@ -1739,7 +1714,7 @@ void DynaExplode(int ex, int ey) if (IS_ACTIVE_BOMB(Feld[ex][ey])) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1]; + player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; dynabomb_size = player->dynabomb_size; dynabomb_xl = player->dynabomb_xl; player->dynabombs_left++; @@ -1755,20 +1730,20 @@ void DynaExplode(int ex, int ey) int y = ey + j * xy[i % 4][1]; int element; - if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) break; element = Feld[x][y]; /* do not restart explosions of fields with active bombs */ - if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; Explode(x, y, EX_PHASE_START, EX_BORDER); - if (element != EL_LEERRAUM && - element != EL_ERDREICH && - element != EL_EXPLODING && + if (element != EL_EMPTY && + element != EL_SAND && + element != EL_EXPLOSION && !dynabomb_xl) break; } @@ -1786,35 +1761,35 @@ void Bang(int x, int y) #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_LEERRAUM; + element = EL_EMPTY; #endif switch(element) { - case EL_KAEFER: - case EL_FLIEGER: - case EL_BUTTERFLY: - case EL_FIREFLY: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB_ACTIVE_1: - case EL_DYNABOMB_ACTIVE_2: - case EL_DYNABOMB_ACTIVE_3: - case EL_DYNABOMB_ACTIVE_4: - case EL_DYNABOMB_NR: - case EL_DYNABOMB_SZ: - case EL_DYNABOMB_XL: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: DynaExplode(x, y); break; - case EL_PINGUIN: - case EL_BIRNE_AUS: - case EL_BIRNE_EIN: + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: if (IS_PLAYER(x, y)) Explode(x, y, EX_PHASE_START, EX_NORMAL); else @@ -1826,43 +1801,83 @@ 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_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ + if (element != EL_ACID_SPLASH_LEFT && + 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_BLURB_LEFT; - } + 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_BLURB_RIGHT; - } + Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; } - else /* go on */ +} + +static void InitBeltMovement() +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = { - int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; - if (!MovDelay[x][y]) /* initialize animation counter */ - MovDelay[x][y] = 9; + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i=0; i<4; i++) + { + int belt_nr = i; - if (MovDelay[x][y]) /* continue animation */ + for (j=0; j<3; j++) { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2); + int element = belt_base_active_element[belt_nr] + j; + int graphic = el2img(element); + + if (game.belt_dir[i] == MV_LEFT) + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + } + + for(y=0; y 0) { - Feld[x][y] = EL_LIGHT_SWITCH_ON; + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; DrawLevelField(x, y); } - else if (element == EL_LIGHT_SWITCH_ON && + else if (element == EL_LIGHT_SWITCH_ACTIVE && game.light_time_left == 0) { - Feld[x][y] = EL_LIGHT_SWITCH_OFF; + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + DrawLevelField(x, y); } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); - if (element == EL_INVISIBLE_STEEL || - element == EL_UNSICHTBAR || - element == EL_SAND_INVISIBLE) DrawLevelField(x, y); + } } } } @@ -1997,7 +2090,7 @@ static void ToggleLightSwitch(int x, int y) int element = Feld[x][y]; game.light_time_left = - (element == EL_LIGHT_SWITCH_OFF ? + (element == EL_LIGHT_SWITCH ? level.time_light * FRAMES_PER_SECOND : 0); RedrawAllLightSwitchesAndInvisibleElements(); @@ -2023,9 +2116,9 @@ static void ActivateTimegateSwitch(int x, int y) } /* - else if (element == EL_TIMEGATE_SWITCH_ON) + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) { - Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF; + Feld[xx][yy] = EL_TIMEGATE_SWITCH; DrawLevelField(xx, yy); } */ @@ -2033,7 +2126,7 @@ static void ActivateTimegateSwitch(int x, int y) } } - Feld[x][y] = EL_TIMEGATE_SWITCH_ON; + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } void Impact(int x, int y) @@ -2049,22 +2142,28 @@ void Impact(int x, int y) return; object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) || - MovDir[x][y+1]!=MV_DOWN || - MovPos[x][y+1]<=TILEY/2)); + MovDir[x][y+1] != MV_DOWN || + MovPos[x][y+1] <= TILEY / 2)); if (object_hit) smashed = MovingOrBlocked2Element(x, y+1); } - if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */ + if (!lastline && smashed == EL_ACID) /* element falls into acid */ { - Blurb(x, y); + SplashAcid(x, y); return; } - if ((element == EL_BOMBE || + if (lastline || object_hit) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + + if ((element == EL_BOMB || element == EL_SP_DISK_ORANGE || element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ + (lastline || object_hit)) /* element is bomb */ { Bang(x, y); return; @@ -2076,16 +2175,18 @@ void Impact(int x, int y) return; } - if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ + if (element == EL_AMOEBA_DROP && (lastline || object_hit)) { if (object_hit && IS_PLAYER(x, y+1)) KillHeroUnlessProtected(x, y+1); - else if (object_hit && smashed == EL_PINGUIN) + else if (object_hit && smashed == EL_PENGUIN) Bang(x, y+1); else { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + + ResetRandomAnimationValue(x, y); } return; } @@ -2093,12 +2194,13 @@ void Impact(int x, int y) if (!lastline && object_hit) /* check which object was hit */ { if (CAN_CHANGE(element) && - (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF)) + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) { int xx, yy; int activated_magic_wall = - (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY : - EL_MAGIC_WALL_BD_EMPTY); + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : + EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ for (yy=0; yy=0 && ZY>=0) + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) { attr_x = ZX; attr_y = ZY; } - if (element == EL_PINGUIN) + if (element == EL_PENGUIN) { int i; static int xy[4][2] = @@ -2561,7 +2670,7 @@ void TurnRound(int x, int y) int ex = x + xy[i%4][0]; int ey = y + xy[i%4][1]; - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { attr_x = ex; attr_y = ey; @@ -2610,9 +2719,9 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || + Feld[newx][newy] == EL_ACID || + (element == EL_PENGUIN && + (Feld[newx][newy] == EL_EXIT_OPEN || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2622,9 +2731,9 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || + Feld[newx][newy] == EL_ACID || + (element == EL_PENGUIN && + (Feld[newx][newy] == EL_EXIT_OPEN || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2658,27 +2767,37 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { + static boolean use_spring_bug = TRUE; + boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; - if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (x EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY */ #if 0 #if OLD_GAME_BEHAVIOUR @@ -2806,52 +2964,77 @@ void StartMoving(int x, int y) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); + (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); boolean right = (x0 && IS_FREE(x-1, y)); boolean right_is_free = (x 3) - phase = 7 - phase; - - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); - - if (MovDelay[x][y] % 4 == 3) - { - if (element == EL_MAMPFER) - PlaySoundLevel(x, y, SND_YAMYAM_WAITING); - else if (element == EL_MAMPFER2) - PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING); - } + DrawLevelElementAnimationIfNeeded(x, y, element); + PlaySoundLevelAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); - else if (element == EL_DRACHE) + 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 ? GFX_FLAMMEN_LEFT : - dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : - dir == MV_UP ? GFX_FLAMMEN_UP : - dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); - int phase = FrameCounter % 2; + int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT : + dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : + dir == MV_UP ? IMG_FLAMES_1_UP : + dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); + int frame = getGraphicAnimationFrame(graphic, -1); for (i=1; i<=3; i++) { int xx = x + i*dx, yy = y + i*dy; int sx = SCREENX(xx), sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) + IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) break; if (MovDelay[x][y]) @@ -2914,14 +3086,14 @@ void StartMoving(int x, int y) else RemoveMovingField(xx, yy); - Feld[xx][yy] = EL_BURNING; + Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) - DrawGraphic(sx, sy, graphic + phase*3 + i-1); + DrawGraphic(sx, sy, flame_graphic, frame); } else { - if (Feld[xx][yy] == EL_BURNING) - Feld[xx][yy] = EL_LEERRAUM; + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; DrawLevelField(xx, yy); } } @@ -2929,7 +3101,7 @@ 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; } @@ -2954,24 +3126,24 @@ void StartMoving(int x, int y) #endif } - else if ((element == EL_PINGUIN || element == EL_ROBOT || - element == EL_SONDE || element == EL_BALLOON) && + else if ((element == EL_PENGUIN || element == EL_ROBOT || + element == EL_SATELLITE || element == EL_BALLOON) && IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) + MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { - Blurb(x, y); - Store[x][y] = EL_SALZSAEURE; + SplashAcid(x, y); + Store[x][y] = EL_ACID; } - else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) { - if (Feld[newx][newy] == EL_AUSGANG_AUF) + if (Feld[newx][newy] == EL_EXIT_OPEN) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT); + PlaySoundLevel(newx, newy, SND_CLASS_EXIT_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); local_player->friends_still_needed--; if (!local_player->friends_still_needed && @@ -2996,7 +3168,7 @@ void StartMoving(int x, int y) return; } } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { if (IS_GEM(Feld[newx][newy])) { @@ -3004,11 +3176,11 @@ void StartMoving(int x, int y) RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_PIG_EATING_GEM); + PlaySoundLevel(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -3019,7 +3191,7 @@ void StartMoving(int x, int y) return; } } - else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy)) + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { if (!IS_FREE(newx, newy)) { @@ -3036,13 +3208,13 @@ void StartMoving(int x, int y) int newx1 = newx+1*dx, newy1 = newy+1*dy; int newx2 = newx+2*dx, newy2 = newy+2*dy; int element1 = (IN_LEV_FIELD(newx1, newy1) ? - MovingOrBlocked2Element(newx1, newy1) : EL_BETON); + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_BETON); + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) { if (IS_PLAYER(x, y)) DrawPlayerField(x, y); @@ -3052,36 +3224,36 @@ void StartMoving(int x, int y) PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; - Feld[newx][newy] = EL_BURNING; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) - Feld[newx1][newy1] = EL_BURNING; - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM) - Feld[newx2][newy2] = EL_BURNING; + Feld[newx][newy] = EL_FLAMES; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + Feld[newx1][newy1] = EL_FLAMES; + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + Feld[newx2][newy2] = EL_FLAMES; return; } } } - else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMANT) + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) { if (IS_MOVING(newx, newy)) RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND); + PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); } - else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && IS_MAMPF2(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) AmoebaCnt[AmoebaNr[newx][newy]]--; } @@ -3089,11 +3261,11 @@ void StartMoving(int x, int y) RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY); + PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); } else if ((element == EL_PACMAN || element == EL_MOLE) && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) @@ -3101,28 +3273,28 @@ void StartMoving(int x, int y) if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) AmoebaCnt[AmoebaNr[newx][newy]]--; } if (element == EL_MOLE) { - Feld[newx][newy] = EL_DEAMOEBING; - PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA); + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlaySoundLevel(x, y, SND_MOLE_DIGGING); MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } else /* element == EL_PACMAN */ { - Feld[newx][newy] = EL_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA); + PlaySoundLevel(x, y, SND_PACMAN_DIGGING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_DEAMOEBING || - (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy]))) + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) { /* wait for shrinking amoeba to completely disappear */ return; @@ -3133,27 +3305,30 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_KAEFER || element == EL_FLIEGER || - element == EL_SP_SNIKSNAK || element == EL_MOLE) + if (element == EL_BUG || element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK) + DrawLevelField(x, y); + else if (element == EL_BUG || element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || element == EL_MOLE) DrawLevelField(x, y); - else if (element == EL_BUTTERFLY || element == EL_FIREFLY) - DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); - else if (element == EL_SONDE) - DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); + else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SATELLITE) + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + 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]) @@ -3166,25 +3341,25 @@ void ContinueMoving(int x, int y) int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); + int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / 8; - if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) + if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) step /= 2; else if (element == EL_QUICKSAND_FILLING || element == EL_QUICKSAND_EMPTYING) step /= 4; else if (element == EL_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_BD_FILLING || + element == EL_BD_MAGIC_WALL_FILLING || element == EL_MAGIC_WALL_EMPTYING || - element == EL_MAGIC_WALL_BD_EMPTYING) + element == EL_BD_MAGIC_WALL_EMPTYING) step /= 2; else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) + y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) step /= 2; - else if (element == EL_SPRING_MOVING) - step*=2; + else if (element == EL_SPRING && horiz_move) + step *= 2; #if OLD_GAME_BEHAVIOUR else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) @@ -3195,7 +3370,7 @@ void ContinueMoving(int x, int y) if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; if (element == EL_MOLE) @@ -3209,7 +3384,7 @@ void ContinueMoving(int x, int y) { 0, +1 } }; - Feld[x][y] = EL_ERDREICH; + Feld[x][y] = EL_SAND; DrawLevelField(x, y); for(i=0; i<4; i++) @@ -3219,8 +3394,8 @@ void ContinueMoving(int x, int y) xx = x + xy[i][0]; yy = y + xy[i][1]; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) - DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) + DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */ } } @@ -3248,36 +3423,56 @@ void ContinueMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_DEAD; element = Feld[newx][newy] = Store[x][y]; } - else if (element == EL_MAGIC_WALL_BD_FILLING) + else if (element == EL_BD_MAGIC_WALL_FILLING) { element = Feld[newx][newy] = get_next_element(element); if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; Store[newx][newy] = Store[x][y]; } - else if (element == EL_MAGIC_WALL_BD_EMPTYING) + else if (element == EL_BD_MAGIC_WALL_EMPTYING) { Feld[x][y] = get_next_element(element); if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; element = Feld[newx][newy] = Store[x][y]; } - else if (element == EL_AMOEBA_DRIPPING) + else if (element == EL_AMOEBA_DROPPING) { Feld[x][y] = get_next_element(element); element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (Store[x][y] == EL_ACID) { - element = Feld[newx][newy] = EL_SALZSAEURE; + element = Feld[newx][newy] = EL_ACID; } Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + + ResetGfxAnimation(x, y); /* reset animation values for old field */ + +#if 1 +#if 0 if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; +#else + /* + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; +#endif +#endif DrawLevelField(x, y); DrawLevelField(newx, newy); @@ -3291,7 +3486,7 @@ void ContinueMoving(int x, int y) TestIfBadThingTouchesFriend(newx, newy); TestIfBadThingTouchesOtherBadThing(newx, newy); } - else if (element == EL_PINGUIN) + else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && @@ -3299,7 +3494,9 @@ void ContinueMoving(int x, int y) Impact(x, newy); } else /* still moving on */ + { DrawLevelField(x, y); + } } int AmoebeNachbarNr(int ax, int ay) @@ -3353,9 +3550,9 @@ void AmoebenVereinigen(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; - if ((Feld[x][y] == EL_AMOEBE_VOLL || - Feld[x][y] == EL_AMOEBE_BD || - Feld[x][y] == EL_AMOEBE_TOT) && + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && AmoebaNr[x][y] != new_group_nr) { int old_group_nr = AmoebaNr[x][y]; @@ -3384,7 +3581,7 @@ void AmoebeUmwandeln(int ax, int ay) { int i, x, y; - if (Feld[ax][ay] == EL_AMOEBE_TOT) + if (Feld[ax][ay] == EL_AMOEBA_DEAD) { int group_nr = AmoebaNr[ax][ay]; @@ -3401,10 +3598,10 @@ void AmoebeUmwandeln(int ax, int ay) { for (x=0; x= 200) + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) { AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; @@ -3668,22 +3883,26 @@ void AmoebeAbleger(int ax, int ay) } } - if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || + if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { - Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ Store[newax][neway] = element; } else if (neway == ay) { - Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ - PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING); + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ +#if 1 + PlaySoundLevelAction(newax, neway, ACTION_GROWING); +#else + PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING); +#endif } else { - InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ - Feld[ax][ay] = EL_AMOEBA_DRIPPING; - Store[ax][ay] = EL_TROPFEN; + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; ContinueMoving(ax, ay); return; } @@ -3697,8 +3916,12 @@ void Life(int ax, int ay) static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ int life_time = 40; int element = Feld[ax][ay]; + int graphic = el2img(element); boolean changed = FALSE; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (Stop[ax][ay]) return; @@ -3728,7 +3951,7 @@ void Life(int ax, int ay) continue; if (((Feld[x][y] == element || - (element == EL_LIFE && IS_PLAYER(x, y))) && + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && !Stop[x][y]) || (IS_FREE(x, y) && Stop[x][y])) nachbarn++; @@ -3738,19 +3961,19 @@ void Life(int ax, int ay) { if (nachbarn < life[0] || nachbarn > life[1]) { - Feld[xx][yy] = EL_LEERRAUM; + Feld[xx][yy] = EL_EMPTY; if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; changed = TRUE; } } - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ if (nachbarn >= life[2] && nachbarn <= life[3]) { Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; @@ -3760,282 +3983,72 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING : - SND_BIOMAZE_CREATING); + PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); } -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))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING); - return; - } - } - - Feld[x][y] = EL_ABLENK_AUS; - 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))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING); - return; - } - } - - Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); } -void Birne(int x, int y) +static void StopRobotWheel(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y]%5)) - { - if (!(MovDelay[x][y]%10)) - Feld[x][y]=EL_ABLENK_EIN; - else - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - Feld[x][y]=EL_ABLENK_EIN; - } - return; - } - } - - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); if (ZX == x && ZY == y) - ZX=ZY=-1; -} - -void Blubber(int x, int y) -{ - if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN) - DrawLevelField(x, y-1); - else - DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); -} - -void NussKnacken(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]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2); - - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x, y); - } - } -} - -void BreakingPearl(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 9; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2); - - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); - } - } -} - -void SiebAktivieren(int x, int y, int typ) -{ - int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; - - DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); -} - -void AusgangstuerPruefen(int x, int y) -{ - if (!local_player->gems_still_needed && - !local_player->sokobanfields_still_needed && - !local_player->lights_still_needed) - { - Feld[x][y] = EL_AUSGANG_ACT; - - 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); - } + ZX = ZY = -1; } -void AusgangstuerOeffnen(int x, int y) +static void InitTimegateWheel(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) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer); - - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x, y); - } - } + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } -void AusgangstuerBlinken(int x, int y) +static void RunTimegateWheel(int x, int y) { - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } -void OpenSwitchgate(int x, int y) +void CheckExit(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 */ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - int phase; + int element = Feld[x][y]; + int graphic = el2img(element); - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_SWITCHGATE_OPEN; - DrawLevelField(x, y); - } + return; } -} -void CloseSwitchgate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + Feld[x][y] = EL_EXIT_OPENING; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; - - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase); - - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_SWITCHGATE_CLOSED; - DrawLevelField(x, y); - } - } + PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); } -void OpenTimegate(int x, int y) +void CheckExitSP(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 */ + if (local_player->gems_still_needed > 0) { - int phase; + int element = Feld[x][y]; + int graphic = el2img(element); - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_TIMEGATE_OPEN; - DrawLevelField(x, y); - } + return; } -} - -void CloseTimegate(int x, int y) -{ - int delay = 6; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + Feld[x][y] = EL_SP_EXIT_OPEN; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; - - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase); - - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_TIMEGATE_CLOSED; - DrawLevelField(x, y); - } - } + PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() @@ -4051,7 +4064,11 @@ static void CloseAllOpenTimegates() if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) { Feld[x][y] = EL_TIMEGATE_CLOSING; +#if 1 + PlaySoundLevelAction(x, y, ACTION_CLOSING); +#else PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING); +#endif } } } @@ -4062,42 +4079,38 @@ void EdelsteinFunkeln(int x, int y) if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) return; - if (Feld[x][y] == EL_EDELSTEIN_BD) - DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); - else - { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + if (Feld[x][y] == EL_BD_DIAMOND) + return; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !SimpleRND(500); - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + if (MovDelay[x][y] != 0) /* wait some time before next frame */ + { + MovDelay[x][y]--; - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y])); + if (setup.direct_draw && MovDelay[x][y]) + SetDrawtoField(DRAW_BUFFERED); - if (MovDelay[x][y]) - { - int phase = (MovDelay[x][y]-1)/2; + DrawLevelElementAnimation(x, y, Feld[x][y]); - if (phase > 2) - phase = 4-phase; + if (MovDelay[x][y] != 0) + { + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); - if (setup.direct_draw) - { - int dest_x, dest_y; + if (setup.direct_draw) + { + int dest_x, dest_y; - dest_x = FX + SCREENX(x)*TILEX; - dest_y = FY + SCREENY(y)*TILEY; + dest_x = FX + SCREENX(x) * TILEX; + dest_y = FY + SCREENY(y) * TILEY; - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); - } + BlitBitmap(drawto_field, window, + dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); + SetDrawtoField(DRAW_DIRECT); } } } @@ -4108,42 +4121,41 @@ void MauerWaechst(int x, int y) int delay = 6; if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3*delay; + MovDelay[x][y] = 3 * delay; if (MovDelay[x][y]) /* wait some time before next frame */ { - int phase; - MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT : - MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT : - MovDir[x][y] == MV_UP ? GFX_MAUER_UP : - GFX_MAUER_DOWN ) + phase); + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_dir2img(Feld[x][y], MovDir[x][y]); + int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } if (!MovDelay[x][y]) { if (MovDir[x][y] == MV_LEFT) { - if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1, y); + if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y])) + DrawLevelField(x - 1, y); } else if (MovDir[x][y] == MV_RIGHT) { - if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1, y); + if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y])) + DrawLevelField(x + 1, y); } else if (MovDir[x][y] == MV_UP) { - if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1])) - DrawLevelField(x, y-1); + if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1])) + DrawLevelField(x, y - 1); } else { - if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1])) - DrawLevelField(x, y+1); + if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1])) + DrawLevelField(x, y + 1); } Feld[x][y] = Store[x][y]; @@ -4157,12 +4169,16 @@ void MauerWaechst(int x, int y) void MauerAbleger(int ax, int ay) { int element = Feld[ax][ay]; + int graphic = el2img(element); boolean oben_frei = FALSE, unten_frei = FALSE; boolean links_frei = FALSE, rechts_frei = FALSE; boolean oben_massiv = FALSE, unten_massiv = FALSE; boolean links_massiv = FALSE, rechts_massiv = FALSE; boolean new_wall = FALSE; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (!MovDelay[ax][ay]) /* start building new wall */ MovDelay[ax][ay] = 6; @@ -4182,53 +4198,59 @@ void MauerAbleger(int ax, int ay) if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) rechts_frei = TRUE; - if (element == EL_MAUER_Y || element == EL_MAUER_XY) + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) { if (oben_frei) { - Feld[ax][ay-1] = EL_MAUERND; + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; Store[ax][ay-1] = element; MovDir[ax][ay-1] = MV_UP; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP); + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); new_wall = TRUE; } if (unten_frei) { - Feld[ax][ay+1] = EL_MAUERND; + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; Store[ax][ay+1] = element; MovDir[ax][ay+1] = MV_DOWN; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN); + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); new_wall = TRUE; } } - if (element == EL_MAUER_X || element == EL_MAUER_XY || - element == EL_MAUER_LEBT) + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL) { if (links_frei) { - Feld[ax-1][ay] = EL_MAUERND; + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; Store[ax-1][ay] = element; MovDir[ax-1][ay] = MV_LEFT; if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) - DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT); + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); new_wall = TRUE; } if (rechts_frei) { - Feld[ax+1][ay] = EL_MAUERND; + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; Store[ax+1][ay] = element; MovDir[ax+1][ay] = MV_RIGHT; if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT); + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); new_wall = TRUE; } } - if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) DrawLevelField(ax, ay); if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) @@ -4241,13 +4263,18 @@ void MauerAbleger(int ax, int ay) rechts_massiv = TRUE; if (((oben_massiv && unten_massiv) || - element == EL_MAUER_X || element == EL_MAUER_LEBT) && + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && ((links_massiv && rechts_massiv) || - element == EL_MAUER_Y)) - Feld[ax][ay] = EL_MAUERWERK; + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; if (new_wall) - PlaySoundLevel(ax, ay, SND_WALL_GROWING); +#if 1 + PlaySoundLevelAction(ax, ay, ACTION_GROWING); +#else + PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING); +#endif } void CheckForDragon(int x, int y) @@ -4269,9 +4296,9 @@ void CheckForDragon(int x, int y) int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) { - if (Feld[xx][yy] == EL_DRACHE) + if (Feld[xx][yy] == EL_DRAGON) dragon_found = TRUE; } else @@ -4287,9 +4314,9 @@ void CheckForDragon(int x, int y) { int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING) + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) { - Feld[xx][yy] = EL_LEERRAUM; + Feld[xx][yy] = EL_EMPTY; DrawLevelField(xx, yy); } else @@ -4299,139 +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]; - - if (element == EL_SP_BUG) - { - 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), GFX_SP_BUG_WARNING); - if (MovDelay[x][y]) - return; - - Feld[x][y] = EL_SP_BUG_ACTIVE; - } - } - else if (element == EL_SP_BUG_ACTIVE) - { - if (!MovDelay[x][y]) /* start activating buggy base */ - MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); - - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4)); - - for (i=0; i<4; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; - - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING); - break; - } - } - - return; - } - - Feld[x][y] = EL_SP_BUG; - DrawLevelField(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); } -static void CheckTrap(int x, int y) +static void WarnBuggyBase(int x, int y) { - int element = Feld[x][y]; + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (element == EL_TRAP_INACTIVE) + for (i=0; i<4; i++) { - if (!MovDelay[x][y]) /* wait some time before activating trap */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * 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]) - return; + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); - Feld[x][y] = EL_TRAP_ACTIVE; - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + break; } } - 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; +static void InitTrap(int x, int y) +{ + MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); +} - if (MovDelay[x][y]) - { - MovDelay[x][y]--; +static void ActivateTrap(int x, int y) +{ + PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); +} - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % delay)) - { - int phase = MovDelay[x][y]/delay; +static void ChangeActiveTrap(int x, int y) +{ + int graphic = IMG_TRAP_ACTIVE; - if (phase >= num_frames/2) - phase = num_frames - phase; + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawCrumbledSand(SCREENX(x), SCREENY(y)); +} - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - } - } +static void ChangeElement(int x, int y) +{ + int element = Feld[x][y]; - return; - } + if (MovDelay[x][y] == 0) /* initialize element change */ + { + MovDelay[x][y] = changing_element[element].change_delay + 1; - Feld[x][y] = EL_TRAP_INACTIVE; - DrawLevelField(x, y); - } + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (changing_element[element].pre_change_function) + changing_element[element].pre_change_function(x, y); } -} -static void DrawBeltAnimation(int x, int y, int element) -{ - int belt_nr = getBeltNrFromElement(element); - int belt_dir = game.belt_dir[belt_nr]; + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) /* continue element change */ + { + if (IS_ANIMATED(el2img(element))) + DrawLevelElementAnimationIfNeeded(x, y, element); - if (belt_dir != MV_NO_MOVING) + if (changing_element[element].change_function) + changing_element[element].change_function(x, y); + } + else /* finish element change */ { - int delay = 2; - int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE); - int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7); + Feld[x][y] = changing_element[element].next_element; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - DrawGraphicAnimation(x, y, graphic, 8, delay, mode); + DrawLevelField(x, y); - if (!(FrameCounter % 2)) - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING); + if (changing_element[element].post_change_function) + changing_element[element].post_change_function(x, y); } } @@ -4439,9 +4426,6 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) { static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; -#if 0 - static boolean save_tape_entry = FALSE; -#endif boolean moved = FALSE, snapped = FALSE, bombed = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; @@ -4460,11 +4444,6 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (player_action) { -#if 0 - save_tape_entry = TRUE; -#endif - player->frame_reset_delay = 0; - if (button1) snapped = SnapField(player, dx, dy); else @@ -4483,20 +4462,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } -#if 0 - if (tape.recording && (moved || snapped || bombed)) - { - if (bombed && !moved) - player_action &= JOY_BUTTON; - - stored_player_action[player->index_nr] = player_action; - save_tape_entry = TRUE; - } - else if (tape.playing && snapped) - SnapField(player, 0, 0); /* stop snapping */ -#else stored_player_action[player->index_nr] = player_action; -#endif } else { @@ -4506,81 +4472,32 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); -#if 1 - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; -#endif + if (player->MovPos == 0) + { #if 0 - if (player->MovPos == 0) /* needed for tape.playing */ - player->last_move_dir = MV_NO_MOVING; - - /* !!! CHECK THIS AGAIN !!! - (Seems to be needed for some EL_ROBOT stuff, but breaks - tapes when walking through pipes!) - */ + printf("Trying... Player frame reset\n"); +#endif - /* it seems that "player->last_move_dir" is misused as some sort of - "player->is_just_moving_in_this_moment", which is needed for the - robot stuff (robots don't kill players when they are moving) - */ -#endif + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + } - if (++player->frame_reset_delay > player->move_delay_value) - player->Frame = 0; + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; } -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - save_tape_entry = FALSE; - } -#else if (tape.recording && num_stored_actions >= MAX_PLAYERS) { TapeRecordAction(stored_player_action); num_stored_actions = 0; } -#endif - -#if 0 - if (tape.playing && !tape.pausing && !player_action && - tape.counter < tape.length) - { - int jx = player->jx, jy = player->jy; - int next_joy = - tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); - - if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && - (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) - { - int dx = (next_joy == JOY_LEFT ? -1 : +1); - - if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) - { - int el = Feld[jx+dx][jy]; - int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : - (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); - - if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) - { - player->MovDir = next_joy; - player->Frame = FrameCounter % 4; - player->Pushing = TRUE; - } - } - } - } -#endif } void GameActions() { static unsigned long action_delay = 0; unsigned long action_delay_value; - int sieb_x = 0, sieb_y = 0; - int i, x, y, element; + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; @@ -4663,38 +4580,22 @@ void GameActions() ScrollScreen(NULL, SCROLL_GO_ON); - - -#ifdef DEBUG -#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)); - } -#endif -#endif - -#ifdef DEBUG #if 0 - if (GameFrameDelay >= 500) - printf("FrameCounter == %d\n", FrameCounter); -#endif -#endif - - - FrameCounter++; TimeFrames++; + for (i=0; i 0) JustStopped[x][y]--; + GfxFrame[x][y]++; + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -4715,28 +4616,62 @@ void GameActions() for (y=0; yjx, jy = local_player->jy; - 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_FULL || - element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_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; } } } @@ -4859,17 +4743,17 @@ void GameActions() element = Feld[x][y]; if (!IS_PLAYER(x,y) && - (element == EL_LEERRAUM || - element == EL_ERDREICH || - element == EL_MORAST_LEER || - element == EL_BLURB_LEFT || - element == EL_BLURB_RIGHT)) + (element == EL_EMPTY || + element == EL_SAND || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) { - if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) - Feld[x][y] = EL_TROPFEN; + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; } random = random * 129 + 1; @@ -4889,8 +4773,8 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); - else if (element == EL_EXPLODING) - Explode(x, y, Frame[x][y], EX_NORMAL); + else if (element == EL_EXPLOSION) + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); ExplodeField[x][y] = EX_NO_EXPLOSION; } @@ -4902,14 +4786,14 @@ 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_MAGIC_WALL_BD_FULL || - element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_EMPTYING) - PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING); + if (element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) + PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); else - PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING); + PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } if (game.magic_wall_time_left > 0) @@ -4921,16 +4805,16 @@ void GameActions() { element = Feld[x][y]; - if (element == EL_MAGIC_WALL_EMPTY || + if (element == EL_MAGIC_WALL_ACTIVE || element == EL_MAGIC_WALL_FULL) { Feld[x][y] = EL_MAGIC_WALL_DEAD; DrawLevelField(x, y); } - else if (element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_FULL) + else if (element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_FULL) { - Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; DrawLevelField(x, y); } } @@ -4945,22 +4829,7 @@ void GameActions() game.light_time_left--; if (game.light_time_left == 0) - { - for (y=0; y 0) @@ -4977,10 +4846,10 @@ void GameActions() if (SHIELD_ON(player)) { - if (player->shield_active_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED); - else if (player->shield_passive_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED); + if (player->shield_deadly_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } } @@ -4995,10 +4864,10 @@ void GameActions() if (SHIELD_ON(player)) { - player->shield_passive_time_left--; + player->shield_normal_time_left--; - if (player->shield_active_time_left > 0) - player->shield_active_time_left--; + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; } } @@ -5012,14 +4881,14 @@ void GameActions() if (TimeLeft <= 10 && setup.time_limit) PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); if (!TimeLeft && setup.time_limit) for (i=0; imove_delay_value; #if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); #endif /* scroll remaining steps with finest movement resolution */ @@ -5335,10 +5233,16 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } } +#if 0 +#if 1 + InitPlayerGfxAnimation(player, ACTION_DEFAULT); +#else if (!(moved & MF_MOVING) && !player->Pushing) player->Frame = 0; - else - player->Frame = (player->Frame + 1) % 4; +#endif +#endif + + player->StepFrame = 0; if (moved & MF_MOVING) { @@ -5347,7 +5251,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ + DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; @@ -5384,7 +5288,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_LEERRAUM) + if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; DrawPlayer(player); @@ -5397,7 +5301,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) 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; + Feld[last_jx][last_jy] = EL_EMPTY; /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) @@ -5419,11 +5323,13 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jx = jx; player->last_jy = jy; - if (Feld[jx][jy] == EL_AUSGANG_AUF) + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN) { RemoveHero(player); - if (!local_player->friends_still_needed) + if (local_player->friends_still_needed == 0 || + Feld[jx][jy] == EL_SP_EXIT_OPEN) player->LevelSolved = player->GameOver = TRUE; } @@ -5515,7 +5421,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); - if (player->shield_active_time_left > 0) + if (player->shield_deadly_time_left > 0) Bang(kill_x, kill_y); else if (!PLAYER_PROTECTED(good_x, good_y)) KillHero(player); @@ -5544,7 +5450,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) MV_DOWN }; - if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; for (i=0; i<4; i++) @@ -5579,7 +5485,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) kill_y = test_y; break; } - else if (test_element == EL_PINGUIN) + else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; @@ -5612,7 +5518,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) ; #endif - if (player->shield_active_time_left > 0) + if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_PROTECTED(kill_x, kill_y)) KillHero(player); @@ -5673,8 +5579,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) continue; element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_LIFE || - element == EL_AMOEBING || element == EL_TROPFEN) + if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE || + element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) { kill_x = x; kill_y = y; @@ -5694,11 +5600,11 @@ void KillHero(struct PlayerInfo *player) return; if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; /* deactivate shield (else Bang()/Explode() would not work right) */ - player->shield_passive_time_left = 0; - player->shield_active_time_left = 0; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; Bang(jx, jy); BuryHero(player); @@ -5717,7 +5623,7 @@ void BuryHero(struct PlayerInfo *player) if (!player->active) return; - PlaySoundLevel(jx, jy, SND_PLAYER_DYING); + PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; @@ -5757,6 +5663,9 @@ int DigField(struct PlayerInfo *player, dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; + if (player->MovPos == 0) + player->is_digging = FALSE; + if (player->MovPos == 0) player->Pushing = FALSE; @@ -5775,18 +5684,18 @@ int DigField(struct PlayerInfo *player, int i = 0; int tube_leave_directions[][2] = { - { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } }; while (tube_leave_directions[i][0] != Feld[jx][jy]) @@ -5804,36 +5713,41 @@ int DigField(struct PlayerInfo *player, switch (element) { - case EL_LEERRAUM: - case EL_ERDREICH: - case EL_SAND_INVISIBLE: - case EL_TRAP_INACTIVE: + case EL_EMPTY: + case EL_SAND: + case EL_INVISIBLE_SAND: + case EL_INVISIBLE_SAND_ACTIVE: + case EL_TRAP: case EL_SP_BASE: - case EL_SP_BUG: + case EL_SP_BUGGY_BASE: + case EL_SP_BUGGY_BASE_ACTIVATING: +#if 1 + if (mode != DF_SNAP && element == EL_SAND) + GfxElement[x][y] = Feld[x][y]; +#endif RemoveField(x, y); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); break; - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_DIAMOND: case EL_SP_INFOTRON: case EL_PEARL: case EL_CRYSTAL: RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : + local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 : element == EL_PEARL ? 5 : element == EL_CRYSTAL ? 8 : 1); if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; RaiseScoreElement(element); DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; case EL_SPEED_PILL: @@ -5843,7 +5757,7 @@ int DigField(struct PlayerInfo *player, break; case EL_ENVELOPE: - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); break; @@ -5852,72 +5766,73 @@ int DigField(struct PlayerInfo *player, if (level.time > 0) { TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); } PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; - case EL_SHIELD_PASSIVE: + case EL_SHIELD_NORMAL: RemoveField(x, y); - player->shield_passive_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING); + player->shield_normal_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); break; - case EL_SHIELD_ACTIVE: + case EL_SHIELD_DEADLY: RemoveField(x, y); - player->shield_passive_time_left += 10; - player->shield_active_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING); + player->shield_normal_time_left += 10; + player->shield_deadly_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); break; - case EL_DYNAMITE_INACTIVE: + case EL_DYNAMITE: case EL_SP_DISK_RED: RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); + player->use_disk_red_graphic = (element == EL_SP_DISK_RED); + RaiseScoreElement(EL_DYNAMITE); + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), + FONT_TEXT_2); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; - case EL_DYNABOMB_NR: + case EL_DYNABOMB_INCREASE_NUMBER: RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING); break; - case EL_DYNABOMB_SZ: + case EL_DYNABOMB_INCREASE_SIZE: RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING); break; - case EL_DYNABOMB_XL: + case EL_DYNABOMB_INCREASE_POWER: RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING); break; - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: { - int key_nr = element - EL_SCHLUESSEL1; + int key_nr = element - EL_KEY_1; + int graphic = el2edimg(element); RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); + RaiseScoreElement(element); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); + graphic); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); - PlaySoundLevel(x, y, SND_KEY_COLLECTING); + graphic); + PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); break; } @@ -5927,20 +5842,21 @@ int DigField(struct PlayerInfo *player, case EL_EM_KEY_4: { int key_nr = element - EL_EM_KEY_1; + int graphic = el2edimg(EL_KEY_1 + key_nr); RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); + RaiseScoreElement(element); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); + graphic); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); - PlaySoundLevel(x, y, SND_KEY_COLLECTING); + graphic); + PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); break; } - case EL_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; + case EL_ROBOT_WHEEL: + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; ZX = x; ZY = y; DrawLevelField(x, y); @@ -5969,96 +5885,90 @@ int DigField(struct PlayerInfo *player, } 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: + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: if (!player->Switching) { player->Switching = TRUE; ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING); + PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); } return MF_ACTION; break; - case EL_SWITCHGATE_SWITCH_1: - case EL_SWITCHGATE_SWITCH_2: + case EL_SWITCHGATE_SWITCH_UP: + case EL_SWITCHGATE_SWITCH_DOWN: if (!player->Switching) { player->Switching = TRUE; ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING); + PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); } return MF_ACTION; break; - case EL_LIGHT_SWITCH_OFF: - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH: + case EL_LIGHT_SWITCH_ACTIVE: if (!player->Switching) { player->Switching = TRUE; ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? SND_LIGHT_SWITCH_ACTIVATING : SND_LIGHT_SWITCH_DEACTIVATING); } return MF_ACTION; break; - case EL_TIMEGATE_SWITCH_OFF: + case EL_TIMEGATE_SWITCH: ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); return MF_ACTION; break; - case EL_BALLOON_SEND_LEFT: - case EL_BALLOON_SEND_RIGHT: - case EL_BALLOON_SEND_UP: - case EL_BALLOON_SEND_DOWN: - case EL_BALLOON_SEND_ANY: - if (element == EL_BALLOON_SEND_ANY) + case EL_BALLOON_SWITCH_LEFT: + case EL_BALLOON_SWITCH_RIGHT: + case EL_BALLOON_SWITCH_UP: + case EL_BALLOON_SWITCH_DOWN: + case EL_BALLOON_SWITCH_ANY: + if (element == EL_BALLOON_SWITCH_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 : + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : MV_NO_MOVING); - PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING); + PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); return MF_ACTION; break; - case EL_SP_EXIT: - if (local_player->gems_still_needed > 0) - return MF_NO_ACTION; - - player->LevelSolved = player->GameOver = TRUE; - PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT); - break; - /* the following elements cannot be pushed by "snapping" */ - case EL_FELSBROCKEN: - case EL_BOMBE: + case EL_ROCK: + case EL_BOMB: case EL_DX_SUPABOMB: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: + case EL_NUT: + case EL_TIME_ORB_EMPTY: case EL_SP_ZONK: case EL_SP_DISK_ORANGE: 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) @@ -6079,7 +5989,8 @@ 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) && @@ -6096,34 +6007,34 @@ int DigField(struct PlayerInfo *player, else { RemoveField(x, y); - Feld[x+dx][y+dy] = element; + Feld[x + dx][y + dy] = element; } if (element == EL_SPRING) { - Feld[x+dx][y+dy] = EL_SPRING_MOVING; - MovDir[x+dx][y+dy] = move_direction; + Feld[x + dx][y + dy] = EL_SPRING; + MovDir[x + dx][y + dy] = move_direction; } player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - DrawLevelField(x+dx, y+dy); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); + DrawLevelField(x + dx, y + dy); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); break; - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element - EL_PFORTE1]) + case EL_GATE_1: + case EL_GATE_2: + case EL_GATE_3: + case EL_GATE_4: + if (!player->key[element - EL_GATE_1]) return MF_NO_ACTION; break; - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!player->key[element - EL_PFORTE1X]) + case EL_GATE_1_GRAY: + case EL_GATE_2_GRAY: + case EL_GATE_3_GRAY: + case EL_GATE_4_GRAY: + if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; break; @@ -6140,14 +6051,14 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_GATE_PASSING); + PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING); break; - case EL_EM_GATE_1X: - case EL_EM_GATE_2X: - case EL_EM_GATE_3X: - case EL_EM_GATE_4X: - if (!player->key[element - EL_EM_GATE_1X]) + case EL_EM_GATE_1_GRAY: + case EL_EM_GATE_2_GRAY: + case EL_EM_GATE_3_GRAY: + case EL_EM_GATE_4_GRAY: + if (!player->key[element - EL_EM_GATE_1_GRAY]) return MF_NO_ACTION; if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; @@ -6156,7 +6067,11 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); +#if 1 + PlaySoundLevelAction(x, y, ACTION_PASSING); +#else PlaySoundLevel(x, y, SND_GATE_PASSING); +#endif break; case EL_SWITCHGATE_OPEN: @@ -6168,40 +6083,40 @@ 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: - case EL_SP_PORT2_LEFT: - case EL_SP_PORT1_RIGHT: - case EL_SP_PORT2_RIGHT: - case EL_SP_PORT1_UP: - case EL_SP_PORT2_UP: - case EL_SP_PORT1_DOWN: - case EL_SP_PORT2_DOWN: - case EL_SP_PORT_X: - case EL_SP_PORT_Y: - case EL_SP_PORT_XY: + case EL_SP_PORT_LEFT: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_PORT_UP: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_PORT_DOWN: + case EL_SP_GRAVITY_PORT_DOWN: + case EL_SP_PORT_HORIZONTAL: + case EL_SP_PORT_VERTICAL: + case EL_SP_PORT_ANY: if ((dx == -1 && - element != EL_SP_PORT1_LEFT && - element != EL_SP_PORT2_LEFT && - element != EL_SP_PORT_X && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || (dx == +1 && - element != EL_SP_PORT1_RIGHT && - element != EL_SP_PORT2_RIGHT && - element != EL_SP_PORT_X && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || (dy == -1 && - element != EL_SP_PORT1_UP && - element != EL_SP_PORT2_UP && - element != EL_SP_PORT_Y && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || (dy == +1 && - element != EL_SP_PORT1_DOWN && - element != EL_SP_PORT2_DOWN && - element != EL_SP_PORT_Y && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || !IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; @@ -6210,16 +6125,16 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_SP_PORT_PASSING); + PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); break; - case EL_TUBE_CROSS: + case EL_TUBE_ANY: case EL_TUBE_VERTICAL: case EL_TUBE_HORIZONTAL: - case EL_TUBE_VERT_LEFT: - case EL_TUBE_VERT_RIGHT: - case EL_TUBE_HORIZ_UP: - case EL_TUBE_HORIZ_DOWN: + case EL_TUBE_VERTICAL_LEFT: + case EL_TUBE_VERTICAL_RIGHT: + case EL_TUBE_HORIZONTAL_UP: + case EL_TUBE_HORIZONTAL_DOWN: case EL_TUBE_LEFT_UP: case EL_TUBE_LEFT_DOWN: case EL_TUBE_RIGHT_UP: @@ -6228,18 +6143,18 @@ int DigField(struct PlayerInfo *player, int i = 0; int tube_enter_directions[][2] = { - { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, - { -1, MV_NO_MOVING } + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } }; while (tube_enter_directions[i][0] != element) @@ -6252,47 +6167,51 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - PlaySoundLevel(x, y, SND_TUBE_PASSING); + PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING); } break; - case EL_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* door is not (yet) open */ + case EL_EXIT_CLOSED: + case EL_SP_EXIT_CLOSED: + case EL_EXIT_OPENING: return MF_NO_ACTION; break; - case EL_AUSGANG_AUF: + case EL_EXIT_OPEN: + case EL_SP_EXIT_OPEN: if (mode == DF_SNAP) return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_EXIT_ENTERING); + if (element == EL_EXIT_OPEN) + PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING); + else + PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING); break; - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; + case EL_LAMP: + Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; DrawLevelField(x, y); PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; - case EL_ZEIT_VOLL: - Feld[x][y] = EL_ZEIT_LEER; + case EL_TIME_ORB_FULL: + Feld[x][y] = EL_TIME_ORB_EMPTY; TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); DrawLevelField(x, y); PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); return MF_ACTION; break; - case EL_SOKOBAN_FELD_LEER: + case EL_SOKOBAN_FIELD_EMPTY: break; - case EL_SOKOBAN_OBJEKT: - case EL_SOKOBAN_FELD_VOLL: - case EL_SONDE: + case EL_SOKOBAN_OBJECT: + case EL_SOKOBAN_FIELD_FULL: + case EL_SATELLITE: case EL_SP_DISK_YELLOW: case EL_BALLOON: if (mode == DF_SNAP) @@ -6302,7 +6221,7 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(x+dx, y+dy) || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER + && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY || !IS_SB_ELEMENT(element)))) return MF_NO_ACTION; @@ -6332,65 +6251,126 @@ int DigField(struct PlayerInfo *player, if (IS_SB_ELEMENT(element)) { - if (element == EL_SOKOBAN_FELD_VOLL) + if (element == EL_SOKOBAN_FIELD_FULL) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; + Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; local_player->sokobanfields_still_needed++; } else RemoveField(x, y); - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; + Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); + if (element == EL_SOKOBAN_OBJECT) +#if 1 + PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING); +#else + PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING); +#endif else +#if 1 + PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); +#else PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); +#endif } else { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; - if (element == EL_SOKOBAN_FELD_VOLL) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING); + Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT; + if (element == EL_SOKOBAN_FIELD_FULL) +#if 1 + PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING); +#else + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); +#endif else +#if 1 + PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); +#else PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); +#endif } } else { 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); DrawLevelField(x, y); - DrawLevelField(x+dx, y+dy); + DrawLevelField(x + dx, y + dy); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); } break; - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PENGUIN: + case EL_PIG: + case EL_DRAGON: 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; } player->push_delay = 0; + if (Feld[x][y] != element) /* really digged something */ + player->is_digging = TRUE; + return MF_MOVING; } @@ -6411,6 +6391,10 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->Pushing = FALSE; player->snapped = FALSE; + + if (player->MovPos == 0) + player->is_digging = FALSE; + return FALSE; } @@ -6426,6 +6410,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; player->snapped = TRUE; + player->is_digging = FALSE; DrawLevelField(x, y); BackToFront(); @@ -6443,47 +6428,77 @@ boolean PlaceBomb(struct PlayerInfo *player) element = Feld[jx][jy]; if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) + IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) return FALSE; - if (element != EL_LEERRAUM) + 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; + Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : + EL_DYNAMITE_ACTIVE); player->dynamite--; + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); + FONT_TEXT_2); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) { +#if 1 + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); +#else if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); + DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); +#endif } - PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); + PlaySoundLevelAction(jx, jy, ACTION_DROPPING); } else { - Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); - MovDelay[jx][jy] = 96; + Feld[jx][jy] = + EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); player->dynabombs_left--; + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); - PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING); + PlaySoundLevelAction(jx, jy, ACTION_DROPPING); } 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_EFFECTS]; - static int loop_sound_volume[NUM_SOUND_EFFECTS]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; @@ -6527,50 +6542,74 @@ 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 action) +{ + PlaySoundLevelElementAction(x, y, Feld[x][y], action); +} + +static void PlaySoundLevelElementAction(int x, int y, int element, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED) + PlaySoundLevel(x, y, sound_effect); } -void PlaySoundLevelElementAction(int x, int y, int element, int sound_action) +static void PlaySoundLevelActionIfLoop(int x, int y, int action) { - int sound_effect = element_action_sound[element][sound_action]; + int sound_effect = element_info[Feld[x][y]].sound[action]; - if (sound_effect != -1) + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlaySoundLevel(x, y, sound_effect); } +static void StopSoundLevelActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[Feld[x][y]].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); +} + void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), - FS_SMALL, FC_YELLOW); + DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); } void RaiseScoreElement(int element) { switch(element) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: RaiseScore(level.score[SC_EDELSTEIN]); break; - case EL_DIAMANT: + case EL_DIAMOND: RaiseScore(level.score[SC_DIAMANT]); break; - case EL_KAEFER: - case EL_BUTTERFLY: + case EL_BUG: + case EL_BD_BUTTERFLY: RaiseScore(level.score[SC_KAEFER]); break; - case EL_FLIEGER: - case EL_FIREFLY: + case EL_SPACESHIP: + case EL_BD_FIREFLY: RaiseScore(level.score[SC_FLIEGER]); break; - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: RaiseScore(level.score[SC_MAMPFER]); break; case EL_ROBOT: @@ -6579,13 +6618,16 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: + case EL_NUT: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMITE_INACTIVE: + case EL_DYNAMITE: RaiseScore(level.score[SC_DYNAMIT]); break; - case EL_SCHLUESSEL: + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: RaiseScore(level.score[SC_SCHLUESSEL]); break; default: @@ -6680,7 +6722,7 @@ void CreateGameButtons() for (i=0; i