X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=ab7dbb5576784c19827a55245935f8097e0f98fa;hb=2ae6ae8ed951e87fcba7c363705cd6ddea8de91c;hp=2fd57d065386332b48ac485ef92cf707fec8edd2;hpb=12d604d7378a05f91df4b061195a9943f2214da8;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2fd57d06..ab7dbb55 100644 --- a/src/game.c +++ b/src/game.c @@ -1,23 +1,22 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2000 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" #include "tools.h" #include "screens.h" -#include "sound.h" #include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" #include "joystick.h" @@ -101,7 +100,9 @@ #define NUM_GAME_BUTTONS 6 /* forward declaration for internal use */ +static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -165,17 +166,21 @@ static unsigned int getStateCheckSum(int counter) void GetPlayerConfig() { - if (sound_status == SOUND_OFF) + if (!audio.sound_available) setup.sound = FALSE; - if (!sound_loops_allowed) + if (!audio.loops_available) { setup.sound_loops = FALSE; setup.sound_music = FALSE; } + if (!video.fullscreen_available) + setup.fullscreen = FALSE; + setup.sound_simple = setup.sound; + SetAudioMode(setup.sound); InitJoysticks(); } @@ -188,19 +193,19 @@ static int getBeltNrFromElement(int element) static int getBeltNrFromSwitchElement(int element) { - return (element < EL_BELT2_SWITCH_L ? 0 : - element < EL_BELT3_SWITCH_L ? 1 : - element < EL_BELT4_SWITCH_L ? 2 : 3); + return (element < EL_BELT2_SWITCH_LEFT ? 0 : + element < EL_BELT3_SWITCH_LEFT ? 1 : + element < EL_BELT4_SWITCH_LEFT ? 2 : 3); } static int getBeltDirNrFromSwitchElement(int element) { static int belt_base_element[4] = { - EL_BELT1_SWITCH_L, - EL_BELT2_SWITCH_L, - EL_BELT3_SWITCH_L, - EL_BELT4_SWITCH_L + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT }; int belt_nr = getBeltNrFromSwitchElement(element); @@ -227,8 +232,17 @@ static void InitField(int x, int y, boolean init_game) { switch (Feld[x][y]) { - case EL_SPIELFIGUR: case EL_SP_MURPHY: + if (init_game) + { + if (stored_player[0].present) + { + Feld[x][y] = EL_SP_MURPHY_CLONE; + break; + } + } + /* no break! */ + case EL_SPIELFIGUR: if (init_game) Feld[x][y] = EL_SPIELER1; /* no break! */ @@ -281,36 +295,41 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_BADEWANNE5; break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: case EL_MAMPFER: case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: InitMovDir(x, y); break; @@ -339,7 +358,6 @@ static void InitField(int x, int y, boolean init_game) local_player->sokobanfields_still_needed++; break; - case EL_MAULWURF: case EL_PINGUIN: local_player->friends_still_needed++; break; @@ -366,18 +384,18 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_EM_KEY_4; break; - case EL_BELT1_SWITCH_L: - case EL_BELT1_SWITCH_M: - case EL_BELT1_SWITCH_R: - case EL_BELT2_SWITCH_L: - case EL_BELT2_SWITCH_M: - case EL_BELT2_SWITCH_R: - case EL_BELT3_SWITCH_L: - case EL_BELT3_SWITCH_M: - case EL_BELT3_SWITCH_R: - case EL_BELT4_SWITCH_L: - case EL_BELT4_SWITCH_M: - case EL_BELT4_SWITCH_R: + case EL_BELT1_SWITCH_LEFT: + case EL_BELT1_SWITCH_MIDDLE: + case EL_BELT1_SWITCH_RIGHT: + case EL_BELT2_SWITCH_LEFT: + case EL_BELT2_SWITCH_MIDDLE: + case EL_BELT2_SWITCH_RIGHT: + case EL_BELT3_SWITCH_LEFT: + case EL_BELT3_SWITCH_MIDDLE: + case EL_BELT3_SWITCH_RIGHT: + case EL_BELT4_SWITCH_LEFT: + case EL_BELT4_SWITCH_MIDDLE: + case EL_BELT4_SWITCH_RIGHT: if (init_game) { int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); @@ -394,6 +412,18 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; } } + break; + + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; + + case EL_LIGHT_SWITCH_ON: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + default: break; } @@ -463,6 +493,9 @@ void InitGame() player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -472,7 +505,7 @@ void InitGame() network_player_action_received = FALSE; -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NO_MOVING); @@ -480,7 +513,6 @@ void InitGame() ZX = ZY = -1; - game.yam_content_nr = 0; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; @@ -493,12 +525,19 @@ void InitGame() ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ AllPlayersGone = FALSE; + + game.yam_content_nr = 0; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.balloon_dir = MV_NO_MOVING; + for (i=0; i<4; i++) { game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* no moving, next switch left */ + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } for (i=0; iMovPos) return; @@ -921,17 +977,26 @@ void GameWon() SaveTape(tape.level_nr); /* Ask to save tape */ } + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); + + if (level_nr < leveldir_current->last_level) + raise_level = TRUE; + } + if ((hi_pos = NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) level_nr++; } else { game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) level_nr++; DrawMainMenu(); } @@ -1106,8 +1171,8 @@ void RemoveMovingField(int x, int y) if (Feld[x][y] == EL_BLOCKED && (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_SIEB_LEER || - Store[oldx][oldy] == EL_SIEB2_LEER || + Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY || + Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY || Store[oldx][oldy] == EL_AMOEBE_NASS)) { Feld[oldx][oldy] = Store[oldx][oldy]; @@ -1221,10 +1286,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MASSIVE(element) || element == EL_BURNING) continue; + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM); + Store[x][y] = 0; + } + + continue; + } + if (element == EL_EXPLODING) element = Store2[x][y]; - if (IS_PLAYER(ex, ey)) + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) { @@ -1246,7 +1323,7 @@ void Explode(int ex, int ey, int phase, int mode) if (game.emulation == EMU_SUPAPLEX) Store[x][y] = EL_LEERRAUM; } - else if (center_element == EL_MAULWURF) + else if (center_element == EL_MOLE) Store[x][y] = EL_EDELSTEIN_ROT; else if (center_element == EL_PINGUIN) Store[x][y] = EL_EDELSTEIN_LILA; @@ -1272,6 +1349,10 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EDELSTEIN_ROT; else if (element == EL_ERZ_EDEL_LILA) Store[x][y] = EL_EDELSTEIN_LILA; + 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; @@ -1325,7 +1406,7 @@ void Explode(int ex, int ey, int phase, int mode) int element = Store2[x][y]; if (IS_PLAYER(x, y)) - KillHero(PLAYERINFO(x, y)); + KillHeroUnlessProtected(x, y); else if (IS_EXPLOSIVE(element)) { Feld[x][y] = Store2[x][y]; @@ -1425,8 +1506,10 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ROAAAR); +#if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ element = EL_LEERRAUM; +#endif switch(element) { @@ -1438,6 +1521,7 @@ void Bang(int x, int y) case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: + case EL_MOLE: RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; @@ -1450,11 +1534,13 @@ void Bang(int x, int y) case EL_DYNABOMB_XL: DynaExplode(x, y); break; - case EL_MAULWURF: case EL_PINGUIN: case EL_BIRNE_AUS: case EL_BIRNE_EIN: - Explode(x, y, EX_PHASE_START, EX_CENTER); + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: Explode(x, y, EX_PHASE_START, EX_NORMAL); @@ -1504,6 +1590,174 @@ void Blurb(int x, int y) } } +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; + + int element = Feld[x][y]; + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy; + + if (!IS_BELT_SWITCH(element)) + return; + + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + for (yy=0; yy 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ON; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(x, y); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(x, y); + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH_OFF ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy=0) + if (sound >= 0) PlaySoundLevel(x, y, sound); } } @@ -1728,10 +2017,10 @@ void TurnRound(int x, int y) TestIfBadThingHitsOtherBadThing(x, y); if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE_OR_PLAYER(right_x, right_y)) + IS_FREE(right_x, right_y)) MovDir[x][y] = right_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = left_dir; if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) @@ -1745,10 +2034,10 @@ void TurnRound(int x, int y) TestIfBadThingHitsOtherBadThing(x, y); if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE_OR_PLAYER(left_x, left_y)) + IS_FREE(left_x, left_y)) MovDir[x][y] = left_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = right_dir; if ((element == EL_FLIEGER || @@ -1931,8 +2220,51 @@ void TurnRound(int x, int y) MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || - element == EL_MAULWURF || element == EL_PINGUIN) + else if (element == EL_MOLE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_DEAMOEBING)) + can_move_on = TRUE; + + if (!can_move_on) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING_MOVING) + { + if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || + (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1))) + { + Feld[x][y] = EL_SPRING; + MovDir[x][y] = MV_NO_MOVING; + } + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) { int attr_x = -1, attr_y = -1; @@ -1967,7 +2299,7 @@ void TurnRound(int x, int y) attr_y = ZY; } - if (element == EL_MAULWURF || element == EL_PINGUIN) + if (element == EL_PINGUIN) { int i; static int xy[4][2] = @@ -2033,7 +2365,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2045,7 +2377,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2115,20 +2447,21 @@ void StartMoving(int x, int y) Feld[x][y+1] = EL_MORAST_VOLL; } } - else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER) + else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && + Feld[x][y+1] == EL_MORAST_LEER) { InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_MORAST_VOLL; } - else if (element == EL_SIEB_VOLL) + else if (element == EL_MAGIC_WALL_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); Feld[x][y] = EL_CHANGED(Store2[x][y]); - Store[x][y] = EL_SIEB_LEER; + Store[x][y] = EL_MAGIC_WALL_EMPTY; } - else if (Feld[x][y+1] == EL_SIEB_LEER) + else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2140,21 +2473,21 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB_LEER; - Feld[x][y+1] = EL_SIEB_VOLL; + Feld[x][y] = EL_MAGIC_WALL_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_FULL; Store2[x][y+1] = EL_CHANGED(Store2[x][y]); Store2[x][y] = 0; } } - else if (element == EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_BD_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_SIEB2_LEER; + Store[x][y] = EL_MAGIC_WALL_BD_EMPTY; } - else if (Feld[x][y+1] == EL_SIEB2_LEER) + else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2166,18 +2499,20 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB2_LEER; - Feld[x][y+1] = EL_SIEB2_VOLL; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); Store2[x][y] = 0; } } else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER)) + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || + Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) { InitMovingField(x, y, MV_DOWN); Store[x][y] = - (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL); + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL : + EL_MAGIC_WALL_BD_FULL); Store2[x][y+1] = element; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) @@ -2204,7 +2539,8 @@ void StartMoving(int x, int y) else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) #else else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1]) + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && @@ -2214,7 +2550,9 @@ void StartMoving(int x, int y) if (left || right) { - if (left && right && game.emulation != EMU_BOULDERDASH) + if (left && right && + (game.emulation != EMU_BOULDERDASH && + element != EL_BD_ROCK && element != EL_EDELSTEIN_BD)) left = !(right = RND(2)); InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); @@ -2236,7 +2574,9 @@ void StartMoving(int x, int y) { int newx, newy; - if (element == EL_SONDE && JustBeingPushed(x, y)) + if ((element == EL_SONDE || element == EL_BALLOON || + element == EL_SPRING_MOVING) + && JustBeingPushed(x, y)) return; if (!MovDelay[x][y]) /* start new movement phase */ @@ -2247,9 +2587,11 @@ void StartMoving(int x, int y) if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN) { TurnRound(x, y); - if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER || + if (MovDelay[x][y] && (element == EL_KAEFER || + element == EL_FLIEGER || element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON)) + element == EL_SP_ELECTRON || + element == EL_MOLE)) DrawLevelField(x, y); } } @@ -2335,23 +2677,30 @@ void StartMoving(int x, int y) Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy)) + if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + !PLAYER_PROTECTED(newx, newy)) { + +#if 1 + TestIfBadThingHitsHero(x, y); + return; +#else /* enemy got the player */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; +#endif + } - else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element == EL_ROBOT || element == EL_SONDE) && + else if ((element == EL_PINGUIN || element == EL_ROBOT || + element == EL_SONDE || element == EL_BALLOON) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) { Blurb(x, y); Store[x][y] = EL_SALZSAEURE; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx, newy)) + else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) { if (Feld[newx][newy] == EL_AUSGANG_AUF) { @@ -2476,8 +2825,8 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } } - else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && - IS_AMOEBOID(Feld[newx][newy])) + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { @@ -2487,8 +2836,24 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_DEAMOEBING; + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_DEAMOEBING || + (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; } else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) { @@ -2497,7 +2862,7 @@ void StartMoving(int x, int y) TurnRound(x, y); if (element == EL_KAEFER || element == EL_FLIEGER || - element == EL_SP_SNIKSNAK) + 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); @@ -2506,6 +2871,9 @@ void StartMoving(int x, int y) else if (element == EL_SP_ELECTRON) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + if (DONT_TOUCH(element)) + TestIfBadThingHitsHero(x, y); + return; } @@ -2536,6 +2904,8 @@ void ContinueMoving(int x, int y) else if (CAN_FALL(element) && horiz_move && y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) step /= 2; + else if (element == EL_SPRING_MOVING) + step*=2; #if OLD_GAME_BEHAVIOUR else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) @@ -2549,6 +2919,32 @@ void ContinueMoving(int x, int y) Feld[x][y] = EL_LEERRAUM; Feld[newx][newy] = element; + if (element == EL_MOLE) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + Feld[x][y] = EL_ERDREICH; + DrawLevelField(x, y); + + for(i=0; i<4; i++) + { + int xx, yy; + + 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 (Store[x][y] == EL_MORAST_VOLL) { Store[x][y] = 0; @@ -2560,27 +2956,30 @@ void ContinueMoving(int x, int y) Store[x][y] = 0; Feld[x][y] = EL_MORAST_LEER; } - else if (Store[x][y] == EL_SIEB_VOLL) + else if (Store[x][y] == EL_MAGIC_WALL_FULL) { Store[x][y] = 0; element = Feld[newx][newy] = - (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT); + (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD); } - else if (Store[x][y] == EL_SIEB_LEER) + else if (Store[x][y] == EL_MAGIC_WALL_EMPTY) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY : + EL_MAGIC_WALL_DEAD); } - else if (Store[x][y] == EL_SIEB2_VOLL) + else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL) { Store[x][y] = 0; element = Feld[newx][newy] = - (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL : + EL_MAGIC_WALL_BD_DEAD); } - else if (Store[x][y] == EL_SIEB2_LEER) + else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY : + EL_MAGIC_WALL_BD_DEAD); } else if (Store[x][y] == EL_SALZSAEURE) { @@ -2790,7 +3189,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) if (done) PlaySoundLevel(ax, ay, - (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING)); + (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING)); } void AmoebeWaechst(int x, int y) @@ -2824,6 +3223,40 @@ void AmoebeWaechst(int x, int y) } } +void AmoebeSchrumpft(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + { + PlaySoundLevel(x, y, SND_BLURB); + sound_delay_value = 30; + } + } + + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } + } +} + void AmoebeAbleger(int ax, int ay) { int i; @@ -2940,7 +3373,7 @@ void AmoebeAbleger(int ax, int ay) if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200) { - AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN); + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; } } @@ -3056,36 +3489,61 @@ void Ablenk(int x, int y) ZX = ZY = -1; } -void Birne(int x, int y) +void TimegateWheel(int x, int y) { if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; + 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 (!(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; - } + 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_MIEP); return; } } - Feld[x][y]=EL_ABLENK_AUS; + Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; DrawLevelField(x, y); if (ZX == x && ZY == y) - ZX=ZY=-1; + ZX = ZY = -1; } -void Blubber(int x, int y) +void Birne(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); @@ -3102,7 +3560,8 @@ void NussKnacken(int x, int y) { 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); + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2); if (!MovDelay[x][y]) { @@ -3112,9 +3571,29 @@ void NussKnacken(int x, int 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_SIEB_VOLL : GFX_SIEB2_VOLL) + 3; + int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); } @@ -3164,6 +3643,121 @@ void AusgangstuerBlinken(int x, int y) DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); } +void OpenSwitchgate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + 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_OPEN - phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_SWITCHGATE_OPEN; + DrawLevelField(x, y); + } + } +} + +void CloseSwitchgate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + 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); + } + } +} + +void OpenTimegate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + 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_OPEN - phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_TIMEGATE_OPEN; + DrawLevelField(x, y); + } + } +} + +void CloseTimegate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + 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); + } + } +} + +static void CloseAllOpenTimegates() +{ + int x, y; + + for (y=0; y= num_frames/2) + phase = num_frames - phase; + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); + ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + } + } + + return; + } + + Feld[x][y] = EL_TRAP_INACTIVE; + DrawLevelField(x, y); + } + } +} + static void DrawBeltAnimation(int x, int y, int element) { int belt_nr = getBeltNrFromElement(element); @@ -3553,7 +4202,8 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) 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 : 10); + 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) { @@ -3593,7 +4243,7 @@ void GameActions() #endif */ -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif @@ -3630,7 +4280,7 @@ void GameActions() stored_player[i].effective_action = stored_player[i].action; } -#ifndef MSDOS +#if defined(PLATFORM_UNIX) if (network_playing) SendToServer_MovePlayer(summarized_player_action); #endif @@ -3727,18 +4377,24 @@ void GameActions() Explode(x, y, Frame[x][y], EX_NORMAL); else if (element == EL_AMOEBING) AmoebeWaechst(x, y); + else if (element == EL_DEAMOEBING) + AmoebeSchrumpft(x, y); else if (IS_AMOEBALIVE(element)) AmoebeAbleger(x, y); else if (element == EL_LIFE || element == EL_LIFE_ASYNC) Life(x, y); else if (element == EL_ABLENK_EIN) Ablenk(x, y); + else if (element == EL_TIMEGATE_SWITCH_ON) + TimegateWheel(x, y); else if (element == EL_SALZSAEURE) Blubber(x, y); else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT) Blurb(x, y); else if (element == EL_CRACKINGNUT) NussKnacken(x, y); + else if (element == EL_PEARL_BREAKING) + BreakingPearl(x, y); else if (element == EL_AUSGANG_ZU) AusgangstuerPruefen(x, y); else if (element == EL_AUSGANG_ACT) @@ -3756,26 +4412,43 @@ void GameActions() CheckForDragon(x, y); else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE) CheckBuggyBase(x, y); + else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE) + CheckTrap(x, y); else if (element == EL_SP_TERMINAL) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); else if (IS_BELT(element)) DrawBeltAnimation(x, y, element); + else if (element == EL_SWITCHGATE_OPENING) + OpenSwitchgate(x, y); + else if (element == EL_SWITCHGATE_CLOSING) + CloseSwitchgate(x, y); + else if (element == EL_TIMEGATE_OPENING) + OpenTimegate(x, y); + else if (element == EL_TIMEGATE_CLOSING) + CloseTimegate(x, y); + else if (element == EL_EXTRA_TIME) + DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); + else if (element == EL_SHIELD_PASSIVE) + DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL); + else if (element == EL_SHIELD_ACTIVE) + DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); if (game.magic_wall_active) { boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL || - Store[x][y] == EL_SIEB_LEER) + if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL || + Store[x][y] == EL_MAGIC_WALL_EMPTY) { SiebAktivieren(x, y, 1); sieb = TRUE; } - else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL || - Store[x][y] == EL_SIEB2_LEER) + else if (element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_FULL || + Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -3803,14 +4476,16 @@ void GameActions() for (y=0; y= (1000 / GameFrameDelay) && !tape.pausing) + if (game.light_time_left > 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + { + for (y=0; y 0) + { + game.timegate_time_left--; + + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } + + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; TimePlayed++; + for (i=0; i 0) + stored_player[i].shield_active_time_left--; + } + } + if (tape.recording || tape.playing) DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); @@ -3832,12 +4549,12 @@ void GameActions() { TimeLeft--; - if (TimeLeft <= 10) + if (TimeLeft <= 10 && setup.time_limit) PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - if (!TimeLeft) + if (!TimeLeft && setup.time_limit) for (i=0; i= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; + } } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -3892,13 +4628,13 @@ void ScrollLevel(int dx, int dy) int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); int x, y; - XCopyArea(display, drawto_field, drawto_field, gc, - FX + TILEX*(dx == -1) - softscroll_offset, - FY + TILEY*(dy == -1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx == 1) - softscroll_offset, - FY + TILEY*(dy == 1) - softscroll_offset); + BlitBitmap(drawto_field, drawto_field, + FX + TILEX*(dx == -1) - softscroll_offset, + FY + TILEY*(dy == -1) - softscroll_offset, + SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, + SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, + FX + TILEX*(dx == 1) - softscroll_offset, + FY + TILEY*(dy == 1) - softscroll_offset); if (dx) { @@ -3982,7 +4718,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, BuryHero(player); } else - KillHero(player); + TestIfBadThingHitsHero(new_jx, new_jy); return MF_MOVING; } @@ -4296,7 +5032,14 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) if (killx != goodx || killy != goody) { if (IS_PLAYER(goodx, goody)) - KillHero(PLAYERINFO(goodx, goody)); + { + struct PlayerInfo *player = PLAYERINFO(goodx, goody); + + if (player->shield_active_time_left > 0) + Bang(killx, killy); + else if (!PLAYER_PROTECTED(goodx, goody)) + KillHero(player); + } else Bang(goodx, goody); } @@ -4320,6 +5063,9 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; + if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */ + return; + for (i=0; i<4; i++) { int x, y, element; @@ -4351,7 +5097,14 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) if (killx != badx || killy != bady) { if (IS_PLAYER(killx, killy)) - KillHero(PLAYERINFO(killx, killy)); + { + struct PlayerInfo *player = PLAYERINFO(killx, killy); + + if (player->shield_active_time_left > 0) + Bang(badx, bady); + else if (!PLAYER_PROTECTED(killx, killy)) + KillHero(player); + } else Bang(killx, killy); } @@ -4421,10 +5174,20 @@ void KillHero(struct PlayerInfo *player) if (IS_PFORTE(Feld[jx][jy])) Feld[jx][jy] = EL_LEERRAUM; + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + Bang(jx, jy); BuryHero(player); } +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -4484,6 +5247,36 @@ int DigField(struct PlayerInfo *player, if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; + if (IS_TUBE(Feld[jx][jy])) + { + 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 } + }; + + while (tube_leave_directions[i][0] != Feld[jx][jy]) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } + element = Feld[x][y]; switch (element) @@ -4493,6 +5286,8 @@ int DigField(struct PlayerInfo *player, break; case EL_ERDREICH: + case EL_SAND_INVISIBLE: + case EL_TRAP_INACTIVE: Feld[x][y] = EL_LEERRAUM; PlaySoundLevel(x, y, SND_SCHLURF); break; @@ -4510,8 +5305,12 @@ int DigField(struct PlayerInfo *player, case EL_EDELSTEIN_LILA: case EL_DIAMANT: case EL_SP_INFOTRON: + case EL_PEARL: + case EL_CRYSTAL: RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1); + local_player->gems_still_needed -= (element == EL_DIAMANT ? 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); @@ -4530,6 +5329,34 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_EXTRA_TIME: + RemoveField(x, y); + if (level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + } + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + break; + + case EL_SHIELD_PASSIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_SHIELD_ACTIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + player->shield_active_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); @@ -4576,12 +5403,10 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); PlaySoundLevel(x, y, SND_PONG); break; } @@ -4596,12 +5421,10 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); PlaySoundLevel(x, y, SND_PONG); break; } @@ -4633,76 +5456,67 @@ int DigField(struct PlayerInfo *player, } break; - case EL_BELT1_SWITCH_L: - case EL_BELT1_SWITCH_M: - case EL_BELT1_SWITCH_R: - case EL_BELT2_SWITCH_L: - case EL_BELT2_SWITCH_M: - case EL_BELT2_SWITCH_R: - case EL_BELT3_SWITCH_L: - case EL_BELT3_SWITCH_M: - case EL_BELT3_SWITCH_R: - case EL_BELT4_SWITCH_L: - case EL_BELT4_SWITCH_M: - case EL_BELT4_SWITCH_R: + case EL_BELT1_SWITCH_LEFT: + case EL_BELT1_SWITCH_MIDDLE: + case EL_BELT1_SWITCH_RIGHT: + case EL_BELT2_SWITCH_LEFT: + case EL_BELT2_SWITCH_MIDDLE: + case EL_BELT2_SWITCH_RIGHT: + case EL_BELT3_SWITCH_LEFT: + case EL_BELT3_SWITCH_MIDDLE: + case EL_BELT3_SWITCH_RIGHT: + case EL_BELT4_SWITCH_LEFT: + case EL_BELT4_SWITCH_MIDDLE: + case EL_BELT4_SWITCH_RIGHT: + if (!player->Switching) { - static int belt_base_element[4] = - { - EL_BELT1_SWITCH_L, - EL_BELT2_SWITCH_L, - EL_BELT3_SWITCH_L, - EL_BELT4_SWITCH_L - }; - static int belt_move_dir[4] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT, - MV_NO_MOVING, - }; - - int belt_nr = getBeltNrFromSwitchElement(element); - int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; - int belt_dir = belt_move_dir[belt_dir_nr]; - int xx, yy; + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + } + return MF_ACTION; + break; - if (player->Switching) - return MF_ACTION; + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + } + return MF_ACTION; + break; - game.belt_dir_nr[belt_nr] = belt_dir_nr; - game.belt_dir[belt_nr] = belt_dir; + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + } + return MF_ACTION; + break; - if (belt_dir_nr == 3) - belt_dir_nr = 1; + case EL_TIMEGATE_SWITCH_OFF: + ActivateTimegateSwitch(x, y); - player->Switching = TRUE; + return MF_ACTION; + break; - for (yy=0; yypush_delay == 0) player->push_delay = FrameCounter; if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !tape.playing && element != EL_SPRING) return MF_NO_ACTION; RemoveField(x, y); Feld[x+dx][y+dy] = element; - player->push_delay_value = 2+RND(8); + if (element == EL_SPRING) + { + Feld[x+dx][y+dy] = EL_SPRING_MOVING; + MovDir[x+dx][y+dy] = move_direction; + } + + player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); DrawLevelField(x+dx, y+dy); - if (element == EL_FELSBROCKEN) + if (element == EL_FELSBROCKEN || element == EL_BD_ROCK) PlaySoundLevel(x+dx, y+dy, SND_PUSCH); else if (element == EL_KOKOSNUSS) PlaySoundLevel(x+dx, y+dy, SND_KNURK); else if (IS_SP_ELEMENT(element)) PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); else - PlaySoundLevel(x+dx, y+dy, SND_KLOPF); + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */ break; case EL_PFORTE1: @@ -4805,6 +5628,19 @@ int DigField(struct PlayerInfo *player, break; + case EL_SWITCHGATE_OPEN: + case EL_TIMEGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE); + + break; + case EL_SP_PORT1_LEFT: case EL_SP_PORT2_LEFT: case EL_SP_PORT1_RIGHT: @@ -4845,7 +5681,47 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE); + break; + case EL_TUBE_CROSS: + 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_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + 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 } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } break; case EL_AUSGANG_ZU: @@ -4886,6 +5762,7 @@ int DigField(struct PlayerInfo *player, case EL_SOKOBAN_OBJEKT: case EL_SONDE: case EL_SP_DISK_YELLOW: + case EL_BALLOON: if (mode == DF_SNAP) return MF_NO_ACTION; @@ -4911,7 +5788,7 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !tape.playing && element != EL_BALLOON) return MF_NO_ACTION; if (IS_SB_ELEMENT(element)) @@ -4940,11 +5817,14 @@ int DigField(struct PlayerInfo *player, Feld[x+dx][y+dy] = element; } - player->push_delay_value = 2; + player->push_delay_value = (element == EL_BALLOON ? 0 : 2); DrawLevelField(x, y); DrawLevelField(x+dx, y+dy); - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); + if (element == EL_BALLOON) + PlaySoundLevel(x+dx, y+dy, SND_SCHLURF); + else + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && @@ -4956,7 +5836,6 @@ int DigField(struct PlayerInfo *player, break; - case EL_MAULWURF: case EL_PINGUIN: case EL_SCHWEIN: case EL_DRACHE: @@ -5067,7 +5946,7 @@ void PlaySoundLevel(int x, int y, int sound_nr) volume = PSND_MAX_VOLUME; -#ifndef MSDOS +#if !defined(PLATFORM_MSDOS) stereo = (sx - SCR_FIELDX/2) * 12; #else stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; @@ -5203,7 +6082,7 @@ void CreateGameButtons() for (i=0; i