X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=b36eda0dc9c922e1a03be0f1b53a6a45be979cd3;hb=86b0ea5594dc5a9db7ac5d71fa2b7487a4fc1f9d;hp=3c81e2990242bff9d88c77e8b4980087209640e5;hpb=90c0f8dc400f46e2edeef681f1b170c77a8f68f0;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 3c81e299..91c8841a 100644 --- a/src/game.c +++ b/src/game.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2001 Artsoft Entertainment * +* (c) 1995-2002 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -14,9 +14,9 @@ #include "libgame/libgame.h" #include "game.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "init.h" #include "files.h" #include "tape.h" #include "network.h" @@ -76,6 +76,10 @@ #define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + /* values for player movement speed (which is in fact a delay value) */ #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 @@ -85,6 +89,65 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + +#define INIT_GFX_RANDOM() (SimpleRND(1000000)) + +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) + +#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_FREE_OR_PLAYER(x, y)))) + +#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) + +#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) + +#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID)) + +#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) + +#define YAMYAM_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + Feld[x][y] == EL_DIAMOND)) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + +#define PACMAN_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + IS_AMOEBOID(Feld[x][y]))) + +#define PIG_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_PIG(Feld[x][y]))) + +#define PENGUIN_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ + Feld[x][y] == EL_EXIT_OPEN || \ + Feld[x][y] == EL_ACID)) + +#define MOLE_CAN_ENTER_FIELD(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -95,105 +158,277 @@ #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); +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); + +static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementChange(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]; -static boolean is_loop_sound[NUM_SOUND_EFFECTS]; -static boolean is_loop_sound_initialized = FALSE; -static int loop_sounds[] = -{ - SND_BD_MAGIC_WALL_RUNNING, - SND_BD_BUTTERFLY_MOVING, - SND_BD_FIREFLY_MOVING, - SND_SP_SNIKSNAK_MOVING, - SND_SP_ELECTRON_MOVING, - SND_DYNAMITE_BURNING, - SND_BUG_MOVING, - SND_SPACESHIP_MOVING, - SND_YAMYAM_MOVING, - SND_YAMYAM_WAITING, - SND_ROBOT_WHEEL_RUNNING, - SND_MAGIC_WALL_RUNNING, - SND_BALLOON_MOVING, - SND_MOLE_MOVING, - SND_TIMEGATE_WHEEL_RUNNING, - SND_CONVEYOR_BELT_RUNNING, - SND_DYNABOMB_BURNING, - SND_PACMAN_MOVING, - SND_PENGUIN_MOVING, - SND_PIG_MOVING, - SND_DRAGON_MOVING, - SND_DRAGON_BREATHING_FIRE -}; -#define IS_LOOP_SOUND(x) (is_loop_sound[x]) +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ +/* 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); -#ifdef DEBUG -#if 0 -static unsigned int getStateCheckSum(int counter) +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 { - 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; + int element; + int target_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); +}; - for (y=0; yjx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + if (!options.network || player->connected) + { + player->active = TRUE; - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; - Feld[x][y] = EL_LEERRAUM; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); 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: @@ -359,16 +614,16 @@ 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; @@ -376,25 +631,25 @@ 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: @@ -410,23 +665,23 @@ 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 */ { @@ -440,17 +695,19 @@ 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; default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); break; } } @@ -463,31 +720,245 @@ 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->inventory_size, 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); + int2str(TimeLeft, 3), FONT_TEXT_2); +} + + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i, j, k; + + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#endif + + /* ---------- initialize player's initial move delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = + (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + INITIAL_MOVE_DELAY_OFF); + + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* ---------- initialize changing elements ------------------------------- */ + + /* initialize changing elements information */ + for (i=0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + ei->change_events = CE_BITMASK_DEFAULT; + for (j=0; j < NUM_CHANGE_EVENTS; j++) + { + ei->event_page_num[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } + } + + /* add changing elements from pre-defined list */ + for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change_events |= CH_EVENT_BIT(CE_DELAY); + } + +#if 1 + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j=0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + for (k=0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_num[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } + } + +#else + + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + /* only add custom elements that change after fixed/random frame delay */ + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); + } +#endif + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i=0; inum_change_pages; j++) + { + if (!ei->change_page->can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER)) + { + int trigger_element = ei->change_page[j].trigger_element; + + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else + /* add trigger events from element change event properties */ + for (i=0; itrigger_element] |= + element_info[i].change->events; +#endif + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ + for (i=0; iindex_nr = i; - player->element_nr = EL_SPIELER1 + i; + player->element_nr = EL_PLAYER_1 + i; player->present = FALSE; player->active = FALSE; @@ -516,7 +987,6 @@ void InitGame() for (j=0; j<4; j++) player->key[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -527,18 +997,25 @@ 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_waiting = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; - player->move_delay = -1; /* no initial move delay */ - player->move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; player->push_delay = 0; player->push_delay_value = 5; @@ -548,8 +1025,10 @@ 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; + + player->inventory_size = 0; DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -581,7 +1060,7 @@ void InitGame() AllPlayersGone = FALSE; - game.yam_content_nr = 0; + game.yamyam_content_nr = 0; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; game.light_time_left = 0; @@ -603,14 +1082,22 @@ void InitGame() { for (y=0; yactive = FALSE; StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; } } } @@ -697,7 +1190,7 @@ void InitGame() player->active = FALSE; StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; } } } @@ -728,100 +1221,133 @@ void InitGame() } } - /* initialize sound effect properties */ - if (!is_loop_sound_initialized) + if (BorderElement == EL_EMPTY) + { + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else { - int i; + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } - for (i=0; ipresent) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; - game.version = (tape.playing ? tape.game_version : level.game_version); - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - - /* dynamically adjust element properties according to game engine version */ - { - static int ep_em_slippery_wall[] = + for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++) { - EL_BETON, - EL_MAUERWERK, - EL_MAUER_LEBT, - EL_MAUER_X, - EL_MAUER_Y, - EL_MAUER_XY - }; -#if 1 - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); -#else - static int ep_em_slippery_wall_num = - sizeof(ep_em_slippery_wall) / sizeof(int); -#endif + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; - /* - printf("level %d: game.version == %06d\n", level_nr, level.game_version); - printf(" file_version == %06d\n", level.file_version); - */ + if (!IS_CUSTOM_ELEMENT(element)) + continue; - for (i=0; i= GAME_VERSION_2_0) -#endif - Elementeigenschaften2[ep_em_slippery_wall[i]] |= - EP_BIT_EM_SLIPPERY_WALL; - else - Elementeigenschaften2[ep_em_slippery_wall[i]] &= - ~EP_BIT_EM_SLIPPERY_WALL; + if (CAN_CHANGE(element)) + { + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } } - } - if (BorderElement == EL_LEERRAUM) - { - SBX_Left = 0; - SBX_Right = lev_fieldx - SCR_FIELDX; - SBY_Upper = 0; - SBY_Lower = lev_fieldy - SCR_FIELDY; + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); } else { - SBX_Left = -1; - SBX_Right = lev_fieldx - SCR_FIELDX + 1; - SBY_Upper = -1; - SBY_Lower = lev_fieldy - SCR_FIELDY + 1; - } - - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) - SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; - - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) - SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; +#if 1 + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - scroll_x = SBX_Left; - scroll_y = SBY_Upper; - if (local_player->jx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } CloseDoor(DOOR_CLOSE_1); DrawLevel(); DrawAllPlayers(); - FadeToFront(); /* after drawing the level, correct some elements */ if (game.timegate_time_left == 0) @@ -831,21 +1357,22 @@ 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, BLIT_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); } @@ -860,16 +1387,16 @@ 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); - PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); if (setup.sound_music) PlayMusic(level_nr); - KeyboardAutoRepeatOff(); + KeyboardAutoRepeatOffUnlessAutoplay(); if (options.debug) { @@ -898,36 +1425,36 @@ 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: @@ -955,30 +1482,68 @@ void InitMovDir(int x, int y) break; default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_KAEFER && - element != EL_FLIEGER && - element != EL_BUTTERFLY && - element != EL_FIREFLY) - break; - - for (i=0; i<4; i++) + if (IS_CUSTOM_ELEMENT(element)) { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; - - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + if (element_info[element].move_direction_initial != MV_NO_MOVING) + MovDir[x][y] = element_info[element].move_direction_initial; + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = 1 << RND(4); + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE || + element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) { - if (element == EL_KAEFER || element == EL_BUTTERFLY) + for (i=0; i<4; i++) { - MovDir[x][y] = direction[0][i]; - break; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } } - else if (element == EL_FLIEGER || element == EL_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + } + } + else + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i=0; i<4; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - MovDir[x][y] = direction[1][i]; - break; + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } } } } @@ -1016,27 +1581,30 @@ 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); + PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); if (TimeLeft) { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, SND_CTRL_PLAY_LOOP); while (TimeLeft > 0) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + RaiseScore(level.score[SC_TIME_BONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) 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) @@ -1049,20 +1617,20 @@ void GameWon() else if (level.time == 0) /* level without time limit */ { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, SND_CTRL_PLAY_LOOP); while (TimePlayed < 999) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + RaiseScore(level.score[SC_TIME_BONUS]); if (TimePlayed < 900 && !(TimePlayed % 10)) 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) @@ -1073,10 +1641,6 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } -#if 0 - FadeSounds(); -#endif - /* Hero disappears */ DrawLevelField(ExitX, ExitY); BackToFront(); @@ -1105,7 +1669,7 @@ void GameWon() if ((hi_pos = NewHiScore()) >= 0) { - game_status = HALLOFFAME; + game_status = GAME_MODE_SCORES; DrawHallOfFame(hi_pos); if (raise_level) { @@ -1115,7 +1679,7 @@ void GameWon() } else { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; if (raise_level) { level_nr++; @@ -1187,15 +1751,57 @@ 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 newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int element = Feld[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 newx = x + dx; + int newy = y + dy; - 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) @@ -1266,17 +1872,27 @@ 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; + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + Pushed[x][y] = FALSE; + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; } void RemoveMovingField(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) @@ -1285,27 +1901,27 @@ void RemoveMovingField(int x, int y) if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && + if (element == 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] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_LEERRAUM; + Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_LEERRAUM; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1314,73 +1930,201 @@ 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])); + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (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 (Back[x][y] || 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] % 12)) - { - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - PlaySoundLevel(x, y, SND_DYNAMITE_BURNING); - else - PlaySoundLevel(x, y, SND_DYNABOMB_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); } +void ShowEnvelope() +{ + int i, x, y; + + /* open envelope window horizontally */ + for (i=2; i <= level.envelope_xsize + 2; i += 2) + { + int startx = (SXSIZE / MINI_TILEX - i) / 2; + int starty = (SYSIZE / MINI_TILEY) / 2 - 1; + + SetDrawtoField(DRAW_BUFFERED); + + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + SetDrawtoField(DRAW_BACKBUFFER); + + for (y=0; y < 2; y++) for (x=0; x < i; x++) + { + int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0); + int ey = (y == 0 ? -1 : y == 1 ? +1 : 0); + + DrawEnvelopeBorder(startx + x, starty + y, ex, ey); + } + + redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER; + BackToFront(); + + Delay(GAME_FRAME_DELAY); + } + + /* open envelope window vertically */ + for (i=2; i <= level.envelope_ysize + 2; i += 2) + { + int xsize = level.envelope_xsize + 2; + int startx = (SXSIZE / MINI_TILEX - (xsize - 1)) / 2; + int starty = (SYSIZE / MINI_TILEY - i) / 2; + + SetDrawtoField(DRAW_BUFFERED); + + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + SetDrawtoField(DRAW_BACKBUFFER); + + for (y=0; y < i; y++) for (x=0; x < xsize; x++) + { + int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0); + int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0); + + DrawEnvelopeBorder(startx + x, starty + y, ex, ey); + } + + DrawTextToTextArea(SX + (startx + 1) * MINI_TILEX, + SY + (starty + 1) * MINI_TILEY, level.envelope, + FONT_TEXT_1, level.envelope_xsize, i - 2); + + redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER; + BackToFront(); + + Delay(GAME_FRAME_DELAY); + } + + Delay(3000); + + SetDrawtoField(DRAW_BUFFERED); + + redraw_mask |= REDRAW_FIELD; + BackToFront(); +} + +void RelocatePlayer(int x, int y, int element) +{ + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + + if (player->present) + { + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + RemoveField(player->jx, player->jy); + DrawLevelField(player->jx, player->jy); + } + + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in to steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(GAME_FRAME_DELAY); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + } +} + 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; @@ -1395,6 +2139,21 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { /* put moving element to center field (and let it explode there) */ @@ -1403,12 +2162,14 @@ void Explode(int ex, int ey, int phase, int mode) Feld[ex][ey] = center_element; } - for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++) + for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) { + int xx = x - ex + 1; + int yy = y - ey + 1; 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; @@ -1417,104 +2178,165 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } - if (IS_MASSIVE(element) || element == EL_BURNING) +#if 1 + +#if 0 + if (IS_EXPLOSION_PROOF(element)) + continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + +#else + if ((IS_INDESTRUCTIBLE(element) && + (game.engine_version < VERSION_IDENT(2,2,0) || + (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + element == EL_FLAMES) continue; +#endif 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); + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); Store[x][y] = 0; } continue; } - if (element == EL_EXPLODING) + /* save walkable background elements while explosion on same tile */ +#if 0 + if (IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif + + /* ignite explodable elements reached by other explosion */ + if (element == EL_EXPLOSION) element = Store2[x][y]; +#if 1 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); +#endif + 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) - 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 (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; + 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; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; + else + 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 0 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; +#if 1 + RemoveField(x, y); +#else MovDir[x][y] = MovPos[x][y] = 0; AmoebaNr[x][y] = 0; - Frame[x][y] = 1; +#endif +#endif + + Feld[x][y] = EL_EXPLOSION; +#if 1 + GfxElement[x][y] = center_element; +#else + GfxElement[x][y] = EL_UNDEFINED; +#endif + + ExplodePhase[x][y] = 1; Stop[x][y] = TRUE; } - if (center_element == EL_MAMPFER) - game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; + if (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; return; } @@ -1525,7 +2347,7 @@ 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) { @@ -1544,13 +2366,13 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(x, y)) KillHeroUnlessProtected(x, y); - else if (IS_EXPLOSIVE(element)) + else if (CAN_EXPLODE_BY_FIRE(element)) { Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; Bang(x, y); } - else if (element == EL_AMOEBA2DIAM) + else if (element == EL_AMOEBA_TO_DIAMOND) AmoebeUmwandeln(x, y); } @@ -1560,36 +2382,54 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; InitField(x, y, FALSE); - if (CAN_MOVE(element) || COULD_MOVE(element)) + if (CAN_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + if (CAN_BE_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } - 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); +#if 1 + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); +#else + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); +#endif + int frame = getGraphicAnimationFrame(graphic, phase - delay); if (phase == delay) - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - - graphic += (phase / delay - 1); + DrawLevelFieldCrumbledSand(x, y); - if (IS_PFORTE(Store[x][y])) + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { - DrawLevelElement(x, y, Store[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - else - DrawGraphic(SCREENX(x), SCREENY(y), graphic); + else if (IS_WALKABLE_UNDER(Back[x][y])) + { + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } } @@ -1609,7 +2449,7 @@ 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++; @@ -1625,20 +2465,21 @@ 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 && + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (element != EL_EMPTY && + element != EL_SAND && + element != EL_EXPLOSION && !dynabomb_xl) break; } @@ -1647,92 +2488,155 @@ void DynaExplode(int ex, int ey) void Bang(int x, int y) { +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else int element = Feld[x][y]; +#endif + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + player->element_nr); + } +#if 0 +#if 1 + PlaySoundLevelAction(x, y, ACTION_EXPLODING); +#else if (game.emulation == EMU_SUPAPLEX) PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); else PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); +#endif +#endif #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 Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } + + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } -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] = { - int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); + 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] = + { + 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; - if (MovDelay[x][y]) /* continue animation */ + /* set frame order for belt animation graphic according to belt direction */ + for (i=0; i<4; i++) + { + int belt_nr = i; + + 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; + } + } - if (!MovDelay[x][y]) + 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); + } } } } @@ -1867,7 +2851,7 @@ 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(); @@ -1893,9 +2877,9 @@ 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); } */ @@ -1903,72 +2887,118 @@ static void ActivateTimegateSwitch(int x, int y) } } - Feld[x][y] = EL_TIMEGATE_SWITCH_ON; + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; +} + +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][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 sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } + + return step; } void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); boolean object_hit = FALSE; + boolean impact = (lastline || object_hit); int element = Feld[x][y]; - int smashed = 0; + int smashed = EL_UNDEFINED; if (!lastline) /* check if element below was hit */ { - if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING) + if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) 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)); + object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || + MovDir[x][y + 1] != MV_DOWN || + MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (lastline || object_hit); } - 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 || - element == EL_SP_DISK_ORANGE || - element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + + if (impact && CAN_EXPLODE_IMPACT(element)) { Bang(x, y); return; } - else if (element == EL_PEARL) + else if (impact && element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + { + PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); + + return; + } - if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ + if (impact && element == EL_AMOEBA_DROP) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHeroUnlessProtected(x, y+1); - else if (object_hit && smashed == EL_PINGUIN) - Bang(x, y+1); + if (object_hit && IS_PLAYER(x, y + 1)) + KillHeroUnlessProtected(x, y + 1); + 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; } - if (!lastline && object_hit) /* check which object was hit */ + if (object_hit) /* check which object was hit */ { - if (CAN_CHANGE(element) && - (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF)) + if (CAN_PASS_MAGIC_WALL(element) && + (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) - PlaySoundLevel(x, y, sound); - } + PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); } void TurnRound(int x, int y) @@ -2145,90 +3140,83 @@ void TurnRound(int x, int y) int x, y; } move_xy[] = { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { int left, right, back; } turn[] = { - { 0, 0, 0 }, + { 0, 0, 0 }, { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } }; int element = Feld[x][y]; int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; + int left_dir = turn[old_move_dir].left; int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + int back_dir = turn[old_move_dir].back; + + int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; + int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; + int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; + int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; - int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; - int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; - int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; + int left_x = x + left_dx, left_y = y + left_dy; + int right_x = x + right_dx, right_y = y + right_dy; + int move_x = x + move_dx, move_y = y + move_dy; - int left_x = x+left_dx, left_y = y+left_dy; - int right_x = x+right_dx, right_y = y+right_dy; - int move_x = x+move_dx, move_y = y+move_dy; + int xx, yy; - if (element == EL_KAEFER || element == EL_BUTTERFLY) + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE(right_x, right_y)) + if (ENEMY_CAN_ENTER_FIELD(right_x, right_y)) MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) MovDir[x][y] = left_dir; - if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) + if (element == EL_BUG && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; - else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } - 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) { TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE(left_x, left_y)) + if (ENEMY_CAN_ENTER_FIELD(left_x, left_y)) MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) MovDir[x][y] = right_dir; - if ((element == EL_FLIEGER || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + if ((element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON) && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; - else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */ + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_MAMPFER) + else if (element == EL_YAMYAM) { - boolean can_turn_left = FALSE, can_turn_right = FALSE; - - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - Feld[left_x][left_y] == EL_DIAMANT)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - Feld[right_x][right_y] == EL_DIAMANT)) - can_turn_right = TRUE; + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -2239,20 +3227,12 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 16+16*RND(3); + MovDelay[x][y] = 16 + 16 * RND(3); } - else if (element == EL_MAMPFER2) + else if (element == EL_DARK_YAMYAM) { - boolean can_turn_left = FALSE, can_turn_right = FALSE; - - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - IS_MAMPF2(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - IS_MAMPF2(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -2263,20 +3243,12 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 16+16*RND(3); + MovDelay[x][y] = 16 + 16 * RND(3); } else if (element == EL_PACMAN) { - boolean can_turn_left = FALSE, can_turn_right = FALSE; - - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(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_OR_PLAYER(right_x, right_y) || - IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -2287,56 +3259,45 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 6+RND(40); + MovDelay[x][y] = 6 + RND(40); } - else if (element == EL_SCHWEIN) + else if (element == EL_PIG) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - boolean should_turn_left = FALSE, should_turn_right = FALSE; - boolean should_move_on = FALSE; + boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y]))) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y]))) - can_move_on = TRUE; - - if (can_turn_left && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy)))) - should_turn_left = TRUE; - if (can_turn_right && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy)))) - should_turn_right = TRUE; - if (can_move_on && - (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy)))) - should_move_on = TRUE; + should_turn_left = (can_turn_left && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, + y + back_dy + left_dy))); + should_turn_right = (can_turn_right && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, + y + back_dy + right_dy))); + should_move_on = (can_move_on && + (!can_turn_left || + !can_turn_right || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, + y + move_dy + left_dy) || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, + y + move_dy + right_dy))); if (should_turn_left || should_turn_right || should_move_on) { if (should_turn_left && should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/3 ? left_dir : - rnd < 2*rnd_value/3 ? right_dir : + MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : + rnd < 2 * rnd_value / 3 ? right_dir : old_move_dir); else if (should_turn_left && should_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); else if (should_turn_left && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir); + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); else if (should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir); + MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); else if (should_turn_left) MovDir[x][y] = left_dir; else if (should_turn_right) @@ -2344,69 +3305,67 @@ void TurnRound(int x, int y) else if (should_move_on) MovDir[x][y] = old_move_dir; } - else if (can_move_on && rnd > rnd_value/8) + else if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; else if (can_turn_right && rnd > rnd_value/8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } - else if (element == EL_DRACHE) + else if (element == EL_DRAGON) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y); + boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y); + boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y); int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) - can_move_on = TRUE; - - if (can_move_on && rnd > rnd_value/8) + if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) + else if (can_turn_right && rnd > rnd_value / 8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } 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; - + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); 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; + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(2) ? left_dir : right_dir); @@ -2424,17 +3383,18 @@ void TurnRound(int x, int y) MovDir[x][y] = game.balloon_dir; MovDelay[x][y] = 0; } - else if (element == EL_SPRING_MOVING) + else if (element == EL_SPRING) { - 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; + if (MovDir[x][y] & MV_HORIZONTAL && + (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) || + IN_LEV_FIELD_AND_IS_FREE(x, y + 1))) MovDir[x][y] = MV_NO_MOVING; - } + MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN) { int attr_x = -1, attr_y = -1; @@ -2455,7 +3415,8 @@ void TurnRound(int x, int y) if (!player->active) continue; - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { attr_x = jx; attr_y = jy; @@ -2463,13 +3424,13 @@ void TurnRound(int x, int y) } } - if (element == EL_ROBOT && ZX>=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] = @@ -2482,10 +3443,10 @@ void TurnRound(int x, int y) for (i=0; i<4; i++) { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; + 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; @@ -2495,114 +3456,273 @@ void TurnRound(int x, int y) } MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) + else if (attr_x > x) MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) + else if (attr_y > y) MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); if (element == EL_ROBOT) { int newx, newy; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8+8*!RND(3); + MovDelay[x][y] = 8 + 8 * !RND(3); else MovDelay[x][y] = 16; } - else + else if (element == EL_PENGUIN) { int newx, newy; MovDelay[x][y] = 1; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) { boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || - IS_MAMPF3(Feld[newx][newy]))))) + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || - IS_MAMPF3(Feld[newx][newy]))))) + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } - } -} + else /* (element == EL_SATELLITE) */ + { + int newx, newy; -static boolean JustBeingPushed(int x, int y) -{ - int i; + MovDelay[x][y] = 1; - for (i=0; iactive && player->Pushing && player->MovPos) - { - int next_jx = player->jx + (player->jx - player->last_jx); - int next_jy = player->jy + (player->jy - player->last_jy); + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (x == next_jx && y == next_jy) - return TRUE; + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } } } + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + { + boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); - return FALSE; -} + if (element_info[element].move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; -void StartMoving(int x, int y) -{ - int element = Feld[x][y]; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_HORIZONTAL || + element_info[element].move_pattern == MV_VERTICAL) + { + if (element_info[element].move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - if (Stop[x][y]) - return; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = element_info[element].move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; - if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (xjx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + } + } +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i=0; iactive && player->Pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; + + if (CAN_FALL(element) && y < lev_fieldy - 1) + { + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) + if (JustBeingPushed(x, y)) + return; + + if (element == EL_QUICKSAND_FULL) + { + if (IS_FREE(x, y + 1)) + { InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + Feld[x][y] = EL_QUICKSAND_EMPTYING; - Store[x][y] = EL_FELSBROCKEN; + Store[x][y] = EL_ROCK; +#if 1 + PlaySoundLevelAction(x, y, ACTION_EMPTYING); +#else PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); +#endif } - else if (Feld[x][y+1] == EL_MORAST_LEER) + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -2614,30 +3734,42 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_MORAST_LEER; - Feld[x][y+1] = EL_MORAST_VOLL; - Store[x][y+1] = Store[x][y]; + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; - PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH); +#if 1 + PlaySoundLevelAction(x, y, ACTION_FILLING); +#else + PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); +#endif } } - else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_MORAST_LEER) + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; +#if 1 + PlaySoundLevelAction(x, y, ACTION_FILLING); +#else PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); +#endif } else if (element == EL_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED(Store[x][y]); } - else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2649,21 +3781,23 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_MAGIC_WALL_EMPTY; - Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED(Store[x][y]); + Feld[x][y] = EL_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); Store[x][y] = 0; } } - else if (element == EL_MAGIC_WALL_BD_FULL) + else if (element == EL_BD_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; + started_moving = TRUE; + + Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED2(Store[x][y]); } - else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2675,106 +3809,196 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; - Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED2(Store[x][y]); Store[x][y] = 0; } } - else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || - Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) + else if (CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : - EL_MAGIC_WALL_BD_FILLING); + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) +#if 0 + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) +#else + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) +#endif { - Blurb(x, y); + SplashAcid(x, y); + InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_SALZSAEURE; + started_moving = TRUE; + + Store[x][y] = EL_ACID; +#if 0 + /* !!! TEST !!! better use "_FALLING" etc. !!! */ + GfxAction[x][y + 1] = ACTION_ACTIVE; +#endif } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && +#if 1 +#if 1 + else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + JustStopped[x][y] && !Pushed[x][y + 1]) +#else + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && JustStopped[x][y]) +#endif { + /* calling "Impact()" here is not only completely unneccessary + (because it already gets called from "ContinueMoving()" in + all relevant situations), but also completely bullshit, because + "JustStopped" also indicates a finished *horizontal* movement; + we must keep this trash for backwards compatibility with older + tapes */ + Impact(x, y); } - else if (IS_FREE(x, y+1)) +#endif + else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) + { + if (MovDir[x][y] == MV_NO_MOVING) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + } + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { + if (JustStopped[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; } - else if (element == EL_TROPFEN) + else if (element == EL_AMOEBA_DROP) { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y+1] must be zero, because: - (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER + /* Store[x][y + 1] must be zero, because: + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY */ #if 0 #if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + 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] && + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else - else if ((IS_SLIPPERY(Feld[x][y+1]) || - (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); - boolean right = (x 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); - if (left || right) + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) { - if (left && right && + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } + + if (can_fall_any) + { + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && - element != EL_BD_ROCK && element != EL_EDELSTEIN_BD)) - left = !(right = RND(2)); + element != EL_BD_ROCK && element != EL_BD_DIAMOND)) + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); + started_moving = TRUE; } } - else if (IS_BELT(Feld[x][y+1])) + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left_is_free = (x>0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; if ((belt_dir == MV_LEFT && left_is_free) || (belt_dir == MV_RIGHT && right_is_free)) + { InitMovingField(x, y, belt_dir); + started_moving = TRUE; + + GfxAction[x][y] = ACTION_DEFAULT; + } } } - else if (CAN_MOVE(element)) + + /* not "else if" because of elements that can fall and move (EL_SPRING) */ + if (CAN_MOVE(element) && !started_moving) { int newx, newy; - if ((element == EL_SONDE || element == EL_BALLOON || - element == EL_SPRING_MOVING) + if ((element == EL_SATELLITE || + element == EL_BALLOON || + element == EL_SPRING) && JustBeingPushed(x, y)) return; +#if 0 +#if 0 + if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) + Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */ +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + { + Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] == EL_BLOCKED) + Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ + } +#endif +#endif + if (!MovDelay[x][y]) /* start new movement phase */ { - /* all objects that can change their move direction after each step */ - /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */ + /* all objects that can change their move direction after each step + (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ - if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN) + if (element != EL_YAMYAM && + element != EL_DARK_YAMYAM && + element != EL_PACMAN && + !(element_info[element].move_pattern & MV_ANY_DIRECTION) && + element_info[element].move_pattern != MV_TURNING_LEFT && + element_info[element].move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); - if (MovDelay[x][y] && (element == EL_KAEFER || - element == EL_FLIEGER || + + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON || element == EL_MOLE)) @@ -2786,144 +4010,136 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; - if (element == EL_ROBOT || - element == EL_MAMPFER || element == EL_MAMPFER2) +#if 0 + if (element == EL_YAMYAM) { - int phase = MovDelay[x][y] % 8; - - if (phase > 3) - phase = 7 - phase; + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif + GfxAction[x][y] = ACTION_WAITING; + } - 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); - } + if (element == EL_ROBOT || +#if 0 + element == EL_PACMAN || +#endif + element == EL_YAMYAM || + element == EL_DARK_YAMYAM) + { +#if 0 + DrawLevelElementAnimation(x, y, element); +#else + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif + 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) + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) break; if (MovDelay[x][y]) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) Bang(xx, yy); 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); } } } - if (MovDelay[x][y]) + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, ACTION_WAITING); + return; - } + } - if (element == EL_KAEFER) - PlaySoundLevel(x, y, SND_BUG_MOVING); - else if (element == EL_FLIEGER) - PlaySoundLevel(x, y, SND_SPACESHIP_MOVING); - else if (element == EL_BUTTERFLY) - PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING); - else if (element == EL_FIREFLY) - PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING); - else if (element == EL_SP_SNIKSNAK) - PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING); - else if (element == EL_SP_ELECTRON) - PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING); - else if (element == EL_MAMPFER) - PlaySoundLevel(x, y, SND_YAMYAM_MOVING); - else if (element == EL_MAMPFER2) - PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING); - else if (element == EL_BALLOON) - PlaySoundLevel(x, y, SND_BALLOON_MOVING); - else if (element == EL_SPRING_MOVING) - PlaySoundLevel(x, y, SND_SPRING_MOVING); - else if (element == EL_MOLE) - PlaySoundLevel(x, y, SND_MOLE_MOVING); - else if (element == EL_SONDE) - PlaySoundLevel(x, y, SND_SATELLITE_MOVING); - else if (element == EL_PACMAN) - PlaySoundLevel(x, y, SND_PACMAN_MOVING); - else if (element == EL_PINGUIN) - PlaySoundLevel(x, y, SND_PENGUIN_MOVING); - else if (element == EL_SCHWEIN) - PlaySoundLevel(x, y, SND_PIG_MOVING); - else if (element == EL_DRACHE) - PlaySoundLevel(x, y, SND_DRAGON_MOVING); + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; + } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { - #if 1 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else - /* enemy got the player */ + /* player killed by element which is deadly when colliding with */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; #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 || + IS_CUSTOM_ELEMENT(element)) && 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_PENGUIN_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 && @@ -2932,7 +4148,7 @@ void StartMoving(int x, int y) return; } - else if (IS_MAMPF3(Feld[newx][newy])) + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); @@ -2941,6 +4157,8 @@ void StartMoving(int x, int y) } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -2948,19 +4166,19 @@ 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])) + if (IS_FOOD_PIG(Feld[newx][newy])) { 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_PIG_EATING_GEM); + PlaySoundLevel(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -2971,7 +4189,7 @@ 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)) { @@ -2988,52 +4206,54 @@ 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) + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) { if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE); + 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) && - IS_MAMPF2(Feld[newx][newy])) + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(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]]--; } @@ -3041,11 +4261,11 @@ 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])) @@ -3053,28 +4273,33 @@ 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); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + 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; @@ -3085,26 +4310,38 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_KAEFER || element == EL_FLIEGER || - element == EL_SP_SNIKSNAK || element == EL_MOLE) +#if 1 + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK) + DrawLevelField(x, y); + else if (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); +#endif if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); +#if 0 + PlaySoundLevelAction(x, y, ACTION_WAITING); +#endif + return; } - if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) - PlaySoundLevel(x, y, SND_ROBOT_MOVING); - InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -3117,65 +4354,28 @@ 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 newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) - 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_MAGIC_WALL_EMPTYING || - element == EL_MAGIC_WALL_BD_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING_MOVING) - step*=2; + int nextx = newx + dx, nexty = newy + dy; + boolean pushed = Pushed[x][y]; -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif + MovPos[x][y] += getElementMoveStepsize(x, y); - MovPos[x][y] += step; + if (pushed) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ 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; + Feld[x][y] = EL_SAND; - 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()" */ - } + DrawLevelFieldCrumbledSandNeighbours(x, y); } - - if (element == EL_QUICKSAND_FILLING) + else if (element == EL_QUICKSAND_FILLING) { element = Feld[newx][newy] = get_next_element(element); Store[newx][newy] = Store[x][y]; @@ -3199,42 +4399,86 @@ 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 (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; + + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } + 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 element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + + /* 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 */ + + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + ResetGfxAnimation(x, y); /* reset animation values for old field */ + +#if 0 + /* 2.1.1 (does not work correctly for spring) */ if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; +#else + +#if 0 + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; +#endif +#endif DrawLevelField(x, y); DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + + if (!pushed) /* special case: moving object pushed by player */ + JustStopped[newx][newy] = 3; if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { @@ -3242,15 +4486,23 @@ 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 && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + CheckElementChange(newx, newy, element, CE_COLLISION); + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } else /* still moving on */ + { DrawLevelField(x, y); + } } int AmoebeNachbarNr(int ax, int ay) @@ -3304,9 +4556,9 @@ 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]; @@ -3335,7 +4587,7 @@ 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]; @@ -3352,10 +4604,10 @@ 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; @@ -3619,22 +4891,26 @@ 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; } @@ -3648,8 +4924,12 @@ 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; @@ -3679,7 +4959,7 @@ 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++; @@ -3689,19 +4969,20 @@ 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) + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + 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; @@ -3711,282 +4992,72 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING : - SND_BIOMAZE_GROWING); + 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; + ChangeDelay[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; - } - } +static void RunRobotWheel(int x, int y) +{ + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); +} - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x, y); +static void StopRobotWheel(int x, int y) +{ if (ZX == x && ZY == y) ZX = ZY = -1; } -void TimegateWheel(int x, int y) +static void InitTimegateWheel(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} - if (MovDelay[x][y]) /* wait some time before next frame */ +static void RunTimegateWheel(int x, int y) +{ + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); +} + +void CheckExit(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - 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; - } + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; } - Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; + Feld[x][y] = EL_EXIT_OPENING; + + PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); } -void Birne(int x, int y) +void CheckExitSP(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 */ + if (local_player->gems_still_needed > 0) { - 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; + int element = Feld[x][y]; + int graphic = el2img(element); - 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); - } -} - -void AusgangstuerOeffnen(int x, int y) -{ - int delay = 6; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - 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); - } - } -} - -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); - } + return; } -} -void CloseTimegate(int x, int y) -{ - int delay = 6; + Feld[x][y] = EL_SP_EXIT_OPEN; - 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); - } - } + PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() @@ -4002,7 +5073,11 @@ 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 } } } @@ -4013,42 +5088,38 @@ 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); } } } @@ -4059,42 +5130,41 @@ 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_WALL(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_WALL(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_WALL(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_WALL(Feld[x][y + 1])) + DrawLevelField(x, y + 1); } Feld[x][y] = Store[x][y]; @@ -4108,12 +5178,16 @@ 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; @@ -4133,71 +5207,83 @@ 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])) + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][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) @@ -4219,9 +5305,9 @@ 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 @@ -4237,9 +5323,9 @@ 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 @@ -4249,150 +5335,342 @@ 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]; + int activating_delay = FRAMES_PER_SECOND / 4; + + ChangeDelay[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 WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (element == EL_SP_BUG) + for (i=0; i<4; i++) { - if (!MovDelay[x][y]) /* wait some time before activating base */ - 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] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING); - if (MovDelay[x][y]) - return; + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); - Feld[x][y] = EL_SP_BUG_ACTIVE; + break; } } - else if (element == EL_SP_BUG_ACTIVE) +} + +static void InitTrap(int x, int y) +{ + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); +} + +static void ActivateTrap(int x, int y) +{ + PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); +} + +static void ChangeActiveTrap(int x, int y) +{ + int graphic = IMG_TRAP_ACTIVE; + + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawLevelFieldCrumbledSand(x, y); +} + +static void ChangeElementNowExt(int x, int y, int target_element) +{ + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) + { + Bang(x, y); + return; + } + + RemoveField(x, y); + Feld[x][y] = target_element; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); + + DrawLevelField(x, y); + + if (CAN_BE_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); +} + +static void ChangeElementNow(int x, int y, int element, int page) +{ + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + + if (change->explode) + { + Bang(x, y); + return; + } + + if (change->use_content) { - if (!MovDelay[x][y]) /* start activating buggy base */ - MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); + boolean complete_change = TRUE; + boolean can_change[3][3]; + int xx, yy; - if (MovDelay[x][y]) + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + boolean half_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int e; + + can_change[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (change->content[xx][yy] == EL_EMPTY_SPACE) { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + can_change[xx][yy] = FALSE; /* do not change empty borders */ - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4)); + continue; + } - for (i=0; i<4; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; + if (!IN_LEV_FIELD(ex, ey)) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING); - break; - } - } + continue; + } + + e = Feld[ex][ey]; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + + if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || + (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || + (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; + } + } + if (!change->only_complete || complete_change) + { + boolean something_has_changed = FALSE; + + if (change->only_complete && change->use_random_change && + RND(100) < change->random) return; + + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + + if (can_change[xx][yy] && (!change->use_random_change || + RND(100) < change->random)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeElementNowExt(ex, ey, change->content[xx][yy]); + + something_has_changed = TRUE; + + /* for symmetry reasons, stop newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; + } } - Feld[x][y] = EL_SP_BUG; - DrawLevelField(x, y); + if (something_has_changed) + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); } } + else + { + ChangeElementNowExt(x, y, change->target_element); + + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } } -static void CheckTrap(int x, int y) +static void ChangeElement(int x, int y, int page) { - int element = Feld[x][y]; + int element = MovingOrBlocked2Element(x, y); + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); + } - if (element == EL_TRAP_INACTIVE) + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ { - if (!MovDelay[x][y]) /* wait some time before activating trap */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (MovDelay[x][y]) + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ + { + if (IS_MOVING(x, y)) /* never change a running system ;-) */ { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; + ChangeDelay[x][y] = 1; /* try change after next move step */ - Feld[x][y] = EL_TRAP_ACTIVE; - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + return; } + + ChangeElementNow(x, y, element, page); + + if (change->post_change_function) + change->post_change_function(x, y); } - else if (element == EL_TRAP_ACTIVE) +} + +static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, + int trigger_event) +{ + int i, j, x, y; + + if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + return FALSE; + + /* prevent this function from running into a loop */ + if (trigger_event == CE_OTHER_IS_CHANGING) + Changing[lx][ly] = TRUE; + + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { - int delay = 4; - int num_frames = 8; + int element = EL_CUSTOM_START + i; - if (!MovDelay[x][y]) /* start activating trap */ - MovDelay[x][y] = num_frames * delay; +#if 1 + boolean change_element = FALSE; + int page; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; + if (!CAN_CHANGE(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; - if (MovDelay[x][y]) + for (j=0; j < element_info[element].num_change_pages; j++) + { + if (element_info[element].change_page[j].trigger_element == + trigger_element) { - if (!(MovDelay[x][y] % delay)) - { - int phase = MovDelay[x][y]/delay; + change_element = TRUE; + page = j; - if (phase >= num_frames/2) - phase = num_frames - phase; + break; + } + } - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - } - } + if (!change_element) + continue; - return; - } +#else + if (!CAN_CHANGE(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event) || + element_info[element].change->trigger_element != trigger_element) + continue; +#endif - Feld[x][y] = EL_TRAP_INACTIVE; - DrawLevelField(x, y); + for (y=0; yframe_reset_delay = 0; - if (button1) snapped = SnapField(player, dx, dy); else { if (button2) - bombed = PlaceBomb(player); + dropped = DropElement(player); + moved = MoveFigure(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) { - if (button1 || (bombed && !moved)) + if (button1 || (dropped && !moved)) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ } } -#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 { @@ -4456,85 +5717,30 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); -#if 1 + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; -#endif -#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!) - */ - - /* 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 - - if (++player->frame_reset_delay > player->move_delay_value) - player->Frame = 0; } -#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; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; action_delay_value = @@ -4560,7 +5766,7 @@ void GameActions() HandleNetworking(); #endif - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) @@ -4613,31 +5819,37 @@ 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 + FrameCounter++; + TimeFrames++; -#ifdef DEBUG -#if 0 - if (GameFrameDelay >= 500) - printf("FrameCounter == %d\n", FrameCounter); -#endif + for (i=0; ijx; + int y = player->jy; + if (player->active && player->Pushing && player->is_moving && + IS_MOVING(x, y)) + { + ContinueMoving(x, y); - FrameCounter++; - TimeFrames++; + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif for (y=0; y 0) JustStopped[x][y]--; + GfxFrame[x][y]++; + +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements without push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -4665,28 +5889,107 @@ 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; } } } @@ -4804,18 +6068,19 @@ void GameActions() #endif element = Feld[x][y]; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ 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; @@ -4835,8 +6100,8 @@ 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; } @@ -4848,14 +6113,14 @@ 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) @@ -4867,16 +6132,16 @@ 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); } } @@ -4891,22 +6156,7 @@ void GameActions() game.light_time_left--; if (game.light_time_left == 0) - { - for (y=0; y 0) @@ -4917,6 +6167,19 @@ void GameActions() CloseAllOpenTimegates(); } + for (i=0; ishield_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); + } + } + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; @@ -4924,12 +6187,14 @@ void GameActions() for (i=0; ishield_normal_time_left--; - if (stored_player[i].shield_active_time_left > 0) - stored_player[i].shield_active_time_left--; + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; } } @@ -4941,16 +6206,16 @@ void GameActions() TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - 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; iprogrammed_action = MV_DOWN; } } +/* + MoveFigureOneStep() + ----------------------------------------------------------------------------- + dx, dy: direction (non-diagonal) to try to move the player to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + boolean MoveFigureOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { @@ -5099,14 +6400,14 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); #endif - if (DONT_GO_TO(element)) + if (DONT_RUN_INTO(element)) { - if (element == EL_SALZSAEURE && dx == 0 && dy == 1) + if (element == EL_ACID && dx == 0 && dy == 1) { - Blurb(jx, jy); - Feld[jx][jy] = EL_SPIELFIGUR; + SplashAcid(jx, jy); + Feld[jx][jy] = EL_PLAYER_1; InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_SALZSAEURE; + Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); BuryHero(player); } @@ -5120,6 +6421,10 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; @@ -5150,7 +6455,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return FALSE; #else if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; #endif @@ -5165,7 +6470,8 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) int original_move_delay_value = player->move_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 */ @@ -5266,10 +6572,16 @@ 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) { @@ -5278,10 +6590,13 @@ 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 "crumbled sand" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; +#if 1 + player->snapped = FALSE; +#endif } else { @@ -5294,6 +6609,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); if (!player->active) RemoveHero(player); @@ -5315,10 +6631,12 @@ 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; +#if 0 DrawPlayer(player); +#endif return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -5328,17 +6646,19 @@ 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) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif if (player->MovPos == 0) { - if (IS_QUICK_GATE(Feld[last_jx][last_jy])) + if (IS_PASSABLE(Feld[last_jx][last_jy])) { /* continue with normal speed after quickly moving through gate */ HALVE_PLAYER_SPEED(player); @@ -5350,11 +6670,14 @@ 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) { + DrawPlayer(player); /* needed here only to cleanup last field */ 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; } @@ -5392,6 +6715,126 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static boolean check_changing = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + int i; + + if (check_changing) /* prevent this function from running into a loop */ + return; + + check_changing = TRUE; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); + CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); + } + else if (IS_PLAYER(xx, yy)) + { + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED); + CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER); + + break; + } + } + + check_changing = FALSE; +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static boolean check_changing = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; + int i, j; + + if (check_changing) /* prevent this function from running into a loop */ + return; + + check_changing = TRUE; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + border_element = Feld[xx][yy]; + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) + { + for (j=0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; + + break; + } + } + } + + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + { + for (j=0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->trigger_element == center_element) + { + CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j); + break; + } + } + } + } + + if (change_center_element) + CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING, + center_element_change_page); + + check_changing = FALSE; +} + void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; @@ -5428,11 +6871,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); #endif - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || - (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { kill_x = test_x; kill_y = test_y; @@ -5446,7 +6889,7 @@ 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); @@ -5475,7 +6918,7 @@ 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++) @@ -5492,11 +6935,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) test_element = Feld[test_x][test_y]; - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || - (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { /* good thing is player or penguin that does not move away */ if (IS_PLAYER(test_x, test_y)) @@ -5510,7 +6953,7 @@ 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; @@ -5543,7 +6986,7 @@ 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); @@ -5604,8 +7047,8 @@ 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; @@ -5624,12 +7067,12 @@ void KillHero(struct PlayerInfo *player) if (!player->active) return; - if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_LEERRAUM; + /* remove accessible field at the player's position */ + 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); @@ -5648,7 +7091,11 @@ void BuryHero(struct PlayerInfo *player) if (!player->active) return; - PlaySoundLevel(jx, jy, SND_PLAYER_DYING); +#if 1 + PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else + PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); +#endif PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; @@ -5677,50 +7124,102 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +/* + ============================================================================= + checkDiagonalPushing() + ----------------------------------------------------------------------------- + check if diagonal input device direction results in pushing of object + (by checking if the alternative direction is walkable, diggable, ...) + ============================================================================= +*/ + +static boolean checkDiagonalPushing(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy) +{ + int jx, jy, dx, dy, xx, yy; + + if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); +} + +/* + ============================================================================= + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= +*/ + int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; - if (!player->MovPos) + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ player->Pushing = FALSE; - if (mode == DF_NO_PUSH) + if (mode == DF_NO_PUSH) /* player just stopped pushing */ { player->Switching = FALSE; player->push_delay = 0; + return MF_NO_ACTION; } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; - if (IS_TUBE(Feld[jx][jy])) +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) +#endif { int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); 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]) + while (tube_leave_directions[i][0] != tube_element) { i++; if (tube_leave_directions[i][0] == -1) /* should not happen */ @@ -5733,172 +7232,14 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0)) + return MF_NO_ACTION; + switch (element) { - case EL_LEERRAUM: - case EL_ERDREICH: - case EL_SAND_INVISIBLE: - case EL_TRAP_INACTIVE: - case EL_SP_BASE: - case EL_SP_BUG: - RemoveField(x, y); - - if (element == EL_LEERRAUM) - PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING); - else if (element == EL_ERDREICH) - PlaySoundLevel(x, y, SND_SAND_DIGGING); - else if (element == EL_SAND_INVISIBLE) - PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING); - else if (element == EL_TRAP_INACTIVE) - PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING); - else if (element == EL_SP_BASE) - PlaySoundLevel(x, y, SND_SP_BASE_DIGGING); - else if (element == EL_SP_BUG) - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_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_SP_INFOTRON: - case EL_PEARL: - case EL_CRYSTAL: - RemoveField(x, y); - 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); - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), - FS_SMALL, FC_YELLOW); - - if (element == EL_EDELSTEIN_BD) - PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING); - else if (element == EL_DIAMANT) - PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING); - else if (element == EL_SP_INFOTRON) - PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING); - else if (element == EL_PEARL) - PlaySoundLevel(x, y, SND_PEARL_COLLECTING); - else if (element == EL_CRYSTAL) - PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING); - else /* EL_EDELSTEIN style element */ - PlaySoundLevel(x, y, SND_EMERALD_COLLECTING); - break; - - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); - break; - - case EL_ENVELOPE: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); - 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_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); - break; - - case EL_SHIELD_PASSIVE: - RemoveField(x, y); - player->shield_passive_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING); - break; - - case EL_SHIELD_ACTIVE: - RemoveField(x, y); - player->shield_passive_time_left += 10; - player->shield_active_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING); - break; - - case EL_DYNAMITE_INACTIVE: - 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); - if (element == EL_SP_DISK_RED) - PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING); - else - PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING); - break; - - case EL_DYNABOMB_NR: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); - break; - - case EL_DYNABOMB_SZ: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); - break; - - case EL_DYNABOMB_XL: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); - break; - - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: - { - int key_nr = element - EL_SCHLUESSEL1; - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - 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_KEY_COLLECTING); - break; - } - - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: - { - int key_nr = element - EL_EM_KEY_1; - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - 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_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); @@ -5927,266 +7268,131 @@ 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); - } - return MF_ACTION; - break; - - case EL_SWITCHGATE_SWITCH_1: - case EL_SWITCHGATE_SWITCH_2: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING); + PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); } return MF_ACTION; break; - case EL_LIGHT_SWITCH_OFF: - case EL_LIGHT_SWITCH_ON: + case EL_SWITCHGATE_SWITCH_UP: + case EL_SWITCHGATE_SWITCH_DOWN: if (!player->Switching) { player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; - - case EL_TIMEGATE_SWITCH_OFF: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_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) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT : - element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SEND_UP ? MV_UP : - element == EL_BALLOON_SEND_DOWN ? MV_DOWN : - MV_NO_MOVING); - - return MF_ACTION; - 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; - - case EL_FELSBROCKEN: - case EL_BD_ROCK: - case EL_BOMBE: - case EL_DX_SUPABOMB: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: - case EL_SP_ZONK: - case EL_SP_DISK_ORANGE: - case EL_SPRING: - if (dy || mode == DF_SNAP) - 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 (real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } - - if (player->push_delay == 0) - player->push_delay = FrameCounter; -#if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_SPRING) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0) && - element != EL_SPRING) - return MF_NO_ACTION; -#endif - - RemoveField(x, y); - 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; - } - - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - - DrawLevelField(x+dx, y+dy); - if (element == EL_FELSBROCKEN) - PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING); - else if (element == EL_BD_ROCK) - PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING); - else if (element == EL_BOMBE) - PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING); - else if (element == EL_DX_SUPABOMB) - PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING); - else if (element == EL_KOKOSNUSS) - PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING); - else if (element == EL_ZEIT_LEER) - PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING); - else if (element == EL_SP_ZONK) - PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING); - else if (element == EL_SP_DISK_ORANGE) - PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING); - else if (element == EL_SPRING) - PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING); - break; - - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element - EL_PFORTE1]) - return MF_NO_ACTION; - break; - - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!player->key[element - EL_PFORTE1X]) - return MF_NO_ACTION; - break; - - case EL_EM_GATE_1: - case EL_EM_GATE_2: - case EL_EM_GATE_3: - case EL_EM_GATE_4: - if (!player->key[element - EL_EM_GATE_1]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevel(x, y, SND_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]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevel(x, y, SND_GATE_PASSING); + ToggleSwitchgateSwitch(x, y); + PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); + } + return MF_ACTION; + break; + 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 ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); + } + return MF_ACTION; 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; + case EL_TIMEGATE_SWITCH: + ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + return MF_ACTION; + break; - if (element == EL_SWITCHGATE_OPEN) - PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING); + 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 - PlaySoundLevel(x, y, SND_TIMEGATE_PASSING); + 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_CLASS_BALLOON_SWITCH_ACTIVATING); + return MF_ACTION; 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_PORT_RIGHT: + case EL_SP_PORT_UP: + case EL_SP_PORT_DOWN: + case EL_SP_PORT_HORIZONTAL: + case EL_SP_PORT_VERTICAL: + case EL_SP_PORT_ANY: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_GRAVITY_PORT_DOWN: 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) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + level.gravity = !level.gravity; + /* automatically move to the next field with double speed */ 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: @@ -6195,18 +7401,18 @@ 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) @@ -6218,149 +7424,301 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - } - break; - - case EL_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* door is not (yet) open */ - return MF_NO_ACTION; - break; - - case EL_AUSGANG_AUF: - if (mode == DF_SNAP) - return MF_NO_ACTION; - - PlaySoundLevel(x, y, SND_EXIT_ENTERING); + PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); + } 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); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); return MF_ACTION; break; - case EL_SOKOBAN_FELD_LEER: - break; + default: - case EL_SOKOBAN_OBJEKT: - case EL_SOKOBAN_FELD_VOLL: - case EL_SONDE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; + if (IS_WALKABLE(element)) + { + int sound_action = ACTION_WALKING; - player->Pushing = TRUE; + if (element >= EL_GATE_1 && element <= EL_GATE_4) + { + if (!player->key[element - EL_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + { + if (!player->key[element - EL_GATE_1_GRAY]) + return MF_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER - || !IS_SB_ELEMENT(element)))) - return MF_NO_ACTION; + /* play sound from background or player, whatever is available */ + if (element_info[element].sound[sound_action] != SND_UNDEFINED) + PlaySoundLevelElementAction(x, y, element, sound_action); + else + PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); - if (dx && real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; + break; } - else if (dy && real_dx) + else if (IS_PASSABLE(element)) { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) + { + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) + { + if (!player->key[element - EL_EM_GATE_1_GRAY]) + return MF_NO_ACTION; + } + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevelAction(x, y, ACTION_PASSING); + + break; } + else if (IS_DIGGABLE(element)) + { + RemoveField(x, y); - if (player->push_delay == 0) - player->push_delay = FrameCounter; -#if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_BALLOON) - return MF_NO_ACTION; + if (mode != DF_SNAP) + { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); #else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0) && - element != EL_BALLOON) - return MF_NO_ACTION; + GfxElement[x][y] = + (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); #endif + player->is_digging = TRUE; + } - if (IS_SB_ELEMENT(element)) + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + + break; + } + else if (IS_COLLECTIBLE(element)) { - if (element == EL_SOKOBAN_FELD_VOLL) + RemoveField(x, y); + + if (mode != DF_SNAP) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - local_player->sokobanfields_still_needed++; + GfxElement[x][y] = element; + player->is_collecting = TRUE; } - else - RemoveField(x, y); - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); - else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); } - else + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; - if (element == EL_SOKOBAN_FELD_VOLL) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING); - else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + player->use_disk_red_graphic = (element == EL_SP_DISK_RED); + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || + (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + { + int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? + element - EL_KEY_1 : element - EL_EM_KEY_1); + + player->key[key_nr] = TRUE; + + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + key_nr)); + redraw_mask |= REDRAW_DOOR_1; + } + else if (element == EL_ENVELOPE) + { + ShowEnvelope(); + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; + + for (i=0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); } + + RaiseScoreElement(element); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + + break; } - else + else if (IS_PUSHABLE(element)) { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - } + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MF_NO_ACTION; - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; - DrawLevelField(x, y); - DrawLevelField(x+dx, y+dy); - if (element == EL_SONDE) - PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING); - else if (element == EL_SP_DISK_YELLOW) - PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING); - else if (element == EL_BALLOON) - PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING); - - 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); - } + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; - break; + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: - break; + if (!player->Pushing && + game.engine_version >= RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + + player->Pushing = TRUE; + + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) + return MF_NO_ACTION; + + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; + + if (player->push_delay == 0) /* new pushing; restart delay */ + player->push_delay = FrameCounter; + + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + return MF_NO_ACTION; + + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[nextx][nexty]) + PlaySoundLevelAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); + + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; + + if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); + CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); + + break; + } + else + { + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); + CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); + } - default: return MF_NO_ACTION; } player->push_delay = 0; + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + return MF_MOVING; } @@ -6368,6 +7726,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; @@ -6377,77 +7742,152 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; + + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif + } + +#if 0 + printf("::: trying to snap...\n"); +#endif + return FALSE; } if (player->snapped) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; + +#if 1 + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif - if (!DigField(player, x, y, 0, 0, DF_SNAP)) + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; player->snapped = TRUE; +#if 1 + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif + DrawLevelField(x, y); BackToFront(); return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element; + int old_element; if (!player->active || player->MovPos) return FALSE; - element = Feld[jx][jy]; + old_element = Feld[jx][jy]; + + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) + return FALSE; + + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) + return FALSE; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) return FALSE; - if (element != EL_LEERRAUM) - Store[jx][jy] = element; + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ + + MovDelay[jx][jy] = 96; - if (player->dynamite) + ResetGfxAnimation(jx, jy); + ResetRandomAnimationValue(jx, jy); + + if (player->inventory_size > 0) { - Feld[jx][jy] = EL_DYNAMITE_ACTIVE; - MovDelay[jx][jy] = 96; - player->dynamite--; - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); + int new_element = player->inventory_element[--player->inventory_size]; + +#if 1 + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); +#else + Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : + EL_DYNAMITE_ACTIVE); +#endif + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); - } + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); - PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); + PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); } - else + else /* player is dropping a dyna bomb */ { - Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); - MovDelay[jx][jy] = 96; player->dynabombs_left--; + + Feld[jx][jy] = + EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); + 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) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; @@ -6477,41 +7917,99 @@ void PlaySoundLevel(int x, int y, int nr) (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / (SCR_FIELDX + 2 * max_distance)); + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ + + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; + + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; + } + PlaySoundExt(nr, volume, stereo_position, type); } +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) +{ + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED) + PlaySoundLevel(x, y, sound_effect); +} + +static void PlaySoundLevelActionIfLoop(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)) + 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: - RaiseScore(level.score[SC_EDELSTEIN]); + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_SP_INFOTRON: + RaiseScore(level.score[SC_EMERALD]); + break; + case EL_DIAMOND: + RaiseScore(level.score[SC_DIAMOND]); break; - case EL_DIAMANT: - RaiseScore(level.score[SC_DIAMANT]); + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); + break; + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); break; - case EL_KAEFER: - case EL_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + case EL_BUG: + case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); break; - case EL_FLIEGER: - case EL_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + case EL_SPACESHIP: + case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); break; - case EL_MAMPFER: - case EL_MAMPFER2: - RaiseScore(level.score[SC_MAMPFER]); + case EL_YAMYAM: + case EL_DARK_YAMYAM: + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -6519,16 +8017,31 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: - RaiseScore(level.score[SC_KOKOSNUSS]); + case EL_NUT: + RaiseScore(level.score[SC_NUT]); + break; + case EL_DYNAMITE: + case EL_SP_DISK_RED: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + RaiseScore(level.score[SC_DYNAMITE]); + break; + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + RaiseScore(level.score[SC_SHIELD]); break; - case EL_DYNAMITE_INACTIVE: - RaiseScore(level.score[SC_DYNAMIT]); + case EL_EXTRA_TIME: + RaiseScore(level.score[SC_TIME_BONUS]); break; - case EL_SCHLUESSEL: - RaiseScore(level.score[SC_SCHLUESSEL]); + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + RaiseScore(level.score[SC_KEY]); break; default: + RaiseScore(element_info[element].collect_score); break; } } @@ -6547,7 +8060,7 @@ void RequestQuitGame(boolean ask_if_really_quit) else #endif { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); } } @@ -6620,7 +8133,7 @@ void CreateGameButtons() for (i=0; icustom_id; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; switch (id) @@ -6747,6 +8268,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); PlayMusic(level_nr); } break; @@ -6755,14 +8278,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: