X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=c7b99a3da5a5ca4a8e1030eb718503933cbdfd86;hb=34b9fd6b89ffe8fa0637840118b43e4d36bb1798;hp=cda9257aea07e8d8420d564c3daf2c2b2c9123bf;hpb=a5a03e15b395ba1942c180d1cd0d3a4f43b87f56;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index cda9257a..c7b99a3d 100644 --- a/src/game.c +++ b/src/game.c @@ -21,40 +21,40 @@ #include "buttons.h" #include "files.h" #include "tape.h" - -extern int Gamespeed; -extern int Movemethod; -extern int Movespeed[2]; +#include "joystick.h" void GetPlayerConfig() { int old_joystick_nr = joystick_nr; if (sound_status==SOUND_OFF) - player.setup &= ~SETUP_SOUND; + local_player->setup &= ~SETUP_SOUND; if (!sound_loops_allowed) { - player.setup &= ~SETUP_SOUND_LOOPS; - player.setup &= ~SETUP_SOUND_MUSIC; + local_player->setup &= ~SETUP_SOUND_LOOPS; + local_player->setup &= ~SETUP_SOUND_MUSIC; } - sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup); - sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup); - sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup); - toons_on = SETUP_TOONS_ON(player.setup); - direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup); - fading_on = SETUP_FADING_ON(player.setup); - autorecord_on = SETUP_AUTO_RECORD_ON(player.setup); - joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup); - quick_doors = SETUP_QUICK_DOORS_ON(player.setup); - scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup); + sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup); + sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup); + sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup); + toons_on = SETUP_TOONS_ON(local_player->setup); + direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup); + fading_on = SETUP_FADING_ON(local_player->setup); + autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup); + joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup); + quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup); + scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup); + soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup); +#ifndef MSDOS if (joystick_nr != old_joystick_nr) { if (joystick_device) close(joystick_device); InitJoystick(); } +#endif } void InitGame() @@ -63,17 +63,38 @@ void InitGame() BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ - Dynamite = Score = 0; - Gems = level.edelsteine; - SokobanFields = Lights = 0; - DynaBombCount = DynaBombSize = DynaBombsLeft = 0; - DynaBombXL = FALSE; - Key[0] = Key[1] = Key[2] = Key[3] = FALSE; + local_player->active = TRUE; + local_player->local = TRUE; + + actual_player = local_player; + + actual_player->score = 0; + + actual_player->gems_still_needed = level.edelsteine; + actual_player->sokobanfields_still_needed = 0; + actual_player->lights_still_needed = 0; + actual_player->friends_still_needed = 0; + + for(i=0; i<4; i++) + actual_player->key[i] = FALSE; + + actual_player->dynamite = 0; + actual_player->dynabomb_count = 0; + actual_player->dynabomb_size = 0; + actual_player->dynabombs_left = 0; + actual_player->dynabomb_xl = FALSE; + MampferNr = 0; FrameCounter = 0; TimeFrames = 0; TimeLeft = level.time; - LevelSolved = GameOver = SiebAktiv = FALSE; + ScreenMovPos = 0; + PlayerMovDir = MV_NO_MOVING; + PlayerMovPos = 0; + PlayerGfxPos = 0; + PlayerFrame = 0; + PlayerPushing = FALSE; + PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE; JX = JY = 0; ZX = ZY = -1; @@ -100,10 +121,12 @@ void InitGame() case EL_SPIELFIGUR: case EL_SPIELER1: Feld[x][y] = EL_LEERRAUM; - JX = x; - JY = y; + JX = lastJX = x; + JY = lastJY = y; break; case EL_SPIELER2: + case EL_SPIELER3: + case EL_SPIELER4: Feld[x][y] = EL_LEERRAUM; break; case EL_BADEWANNE: @@ -144,7 +167,7 @@ void InitGame() case EL_PACMAN_U: case EL_MAMPFER: case EL_MAMPFER2: - case EL_ZOMBIE: + case EL_ROBOT: case EL_PACMAN: InitMovDir(x,y); break; @@ -160,13 +183,21 @@ void InitGame() } break; case EL_DYNAMIT: - MovDelay[x][y] = 48; + MovDelay[x][y] = 96; break; case EL_BIRNE_AUS: - Lights++; + local_player->lights_still_needed++; break; case EL_SOKOBAN_FELD_LEER: - SokobanFields++; + local_player->sokobanfields_still_needed++; + break; + case EL_MAULWURF: + case EL_PINGUIN: + local_player->friends_still_needed++; + break; + case EL_SCHWEIN: + case EL_DRACHE: + MovDir[x][y] = 1<gems_still_needed,3),FS_SMALL,FC_YELLOW); DrawTextExt(pix[PIX_DB_DOOR],gc, DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE, - int2str(Dynamite,3),FS_SMALL,FC_YELLOW); + int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW); DrawTextExt(pix[PIX_DB_DOOR],gc, DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE, - int2str(Score,5),FS_SMALL,FC_YELLOW); + int2str(local_player->score,5),FS_SMALL,FC_YELLOW); DrawTextExt(pix[PIX_DB_DOOR],gc, DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME, int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); @@ -347,21 +378,21 @@ void GameWon() if (TimeLeft) { if (sound_loops_on) - PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP); + PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); - while(TimeLeft>0) + while(TimeLeft > 0) { if (!sound_loops_on) - PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT); + PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); if (TimeLeft && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); 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), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10000); + Delay(10); } if (sound_loops_on) @@ -371,8 +402,7 @@ void GameWon() FadeSounds(); /* Hero disappears */ - DrawLevelElement(JX,JY,Feld[JX][JY]); - JX = JY = -1; + DrawLevelField(ExitX, ExitY); BackToFront(); if (tape.playing) @@ -386,15 +416,15 @@ void GameWon() SaveLevelTape(tape.level_nr); /* Ask to save tape */ } - if (level_nr==player.handicap && - level_nrhandicap && + level_nr < leveldir[leveldir_nr].levels-1) { - player.handicap++; + local_player->handicap++; bumplevel = TRUE; SavePlayerInfo(PLAYER_LEVEL); } - if ((hi_pos=NewHiScore())>=0) + if ((hi_pos=NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); @@ -419,21 +449,23 @@ BOOL NewHiScore() LoadScore(level_nr); - if (!strcmp(player.alias_name,EMPTY_ALIAS) || - Scorealias_name,EMPTY_ALIAS) || + local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score) return(-1); for(k=0;khighscore[k].Score) /* Spieler kommt in Highscore-Liste */ + if (local_player->score > highscore[k].Score) { + /* Spieler kommt in Highscore-Liste */ + if (kalias_name,highscore[l].Name)) m = l; if (m==k) /* Spieler überschreibt seine alte Position */ goto put_into_list; @@ -449,14 +481,14 @@ BOOL NewHiScore() #ifdef ONE_PER_NAME put_into_list: #endif - sprintf(highscore[k].Name,player.alias_name); - highscore[k].Score = Score; + sprintf(highscore[k].Name,local_player->alias_name); + highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strcmp(player.alias_name,highscore[k].Name)) + else if (!strcmp(local_player->alias_name,highscore[k].Name)) break; /* Spieler schon mit besserer Punktzahl in der Liste */ #endif @@ -475,7 +507,7 @@ void InitMovingField(int x, int y, int direction) MovDir[x][y] = direction; MovDir[newx][newy] = direction; - if (Feld[newx][newy]==EL_LEERRAUM) + if (Feld[newx][newy] == EL_LEERRAUM) Feld[newx][newy] = EL_BLOCKED; } @@ -524,15 +556,15 @@ int MovingOrBlocked2Element(int x, int y) void RemoveMovingField(int x, int y) { - int oldx=x,oldy=y, newx=x,newy=y; + int oldx = x,oldy = y, newx = x,newy = y; - if (Feld[x][y]!=EL_BLOCKED && !IS_MOVING(x,y)) + if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y)) return; if (IS_MOVING(x,y)) { Moving2Blocked(x,y,&newx,&newy); - if (Feld[newx][newy]!=EL_BLOCKED) + if (Feld[newx][newy] != EL_BLOCKED) return; } else if (Feld[x][y]==EL_BLOCKED) @@ -542,52 +574,53 @@ void RemoveMovingField(int x, int y) return; } - Feld[oldx][oldy] = EL_LEERRAUM; + if (Feld[x][y]==EL_BLOCKED && + (Store[oldx][oldy]==EL_MORAST_LEER || + Store[oldx][oldy]==EL_SIEB_LEER || + Store[oldx][oldy]==EL_SIEB2_LEER || + Store[oldx][oldy]==EL_AMOEBE_NASS)) + { + Feld[oldx][oldy] = Store[oldx][oldy]; + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + } + else + Feld[oldx][oldy] = EL_LEERRAUM; + 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; + DrawLevelField(oldx,oldy); DrawLevelField(newx,newy); } void DrawDynamite(int x, int y) { - if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + int sx = SCROLLX(x), sy = SCROLLY(y); + int graphic = el2gfx(Feld[x][y]); + int phase; + + if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y)) return; if (Store[x][y]) - { - DrawGraphic(SCROLLX(x),SCROLLY(y),el2gfx(Store[x][y])); - if (IS_PLAYER(x,y)) - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR); - } - else if (IS_PLAYER(x,y)) - DrawGraphic(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR); + DrawGraphic(sx,sy, el2gfx(Store[x][y])); if (Feld[x][y]==EL_DYNAMIT) { - int phase = (48-MovDelay[x][y])/6; - - if (phase>6) + if ((phase = (96-MovDelay[x][y])/12) > 6) phase = 6; - - if (Store[x][y] || IS_PLAYER(x,y)) - DrawGraphicThruMask(SCROLLX(x),SCROLLY(y),GFX_DYNAMIT+phase); - else - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_DYNAMIT+phase); } else { - int phase = ((48-MovDelay[x][y])/3) % 8; - - if (phase>3) + if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3) phase = 7-phase; - - if (Store[x][y] || IS_PLAYER(x,y)) - DrawGraphicThruMask(SCROLLX(x),SCROLLY(y),GFX_DYNABOMB+phase); - else - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_DYNABOMB+phase); } + + if (Store[x][y]) + DrawGraphicThruMask(sx,sy, graphic + phase); + else + DrawGraphic(sx,sy, graphic + phase); } void CheckDynamite(int x, int y) @@ -597,12 +630,12 @@ void CheckDynamite(int x, int y) MovDelay[x][y]--; if (MovDelay[x][y]) { - if (!(MovDelay[x][y] % 6)) + if (!(MovDelay[x][y] % 12)) PlaySoundLevel(x,y,SND_ZISCH); - if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6)) + if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12)) DrawDynamite(x,y); - else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3)) + else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6)) DrawDynamite(x,y); return; @@ -616,7 +649,7 @@ void CheckDynamite(int x, int y) void Explode(int ex, int ey, int phase, int mode) { int x,y; - int num_phase = 9, delay = 1; + int num_phase = 9, delay = 2; int last_phase = num_phase*delay; int half_phase = (num_phase/2)*delay; @@ -624,14 +657,23 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; - if (center_element==EL_BLOCKED) + if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey)) + { center_element = MovingOrBlocked2Element(ex,ey); + RemoveMovingField(ex,ey); + } for(y=ey-1;ydynabomb_xl) break; } } - DynaBombsLeft++; + actual_player->dynabombs_left++; } void Bang(int x, int y) @@ -795,7 +833,7 @@ void Bang(int x, int y) case EL_FIREFLY: case EL_MAMPFER: case EL_MAMPFER2: - case EL_ZOMBIE: + case EL_ROBOT: case EL_PACMAN: RaiseScoreElement(element); Explode(x,y,0,EX_NORMAL); @@ -804,7 +842,7 @@ void Bang(int x, int y) case EL_DYNABOMB_NR: case EL_DYNABOMB_SZ: case EL_DYNABOMB_XL: - DynaExplode(x,y,DynaBombSize); + DynaExplode(x,y,actual_player->dynabomb_size); break; case EL_BIRNE_AUS: case EL_BIRNE_EIN: @@ -841,13 +879,13 @@ void Blurb(int x, int y) int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 5; + MovDelay[x][y] = 9; if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { MovDelay[x][y]--; - if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]); + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2); if (!MovDelay[x][y]) { @@ -863,15 +901,20 @@ void Impact(int x, int y) BOOL lastline = (y==lev_fieldy-1); BOOL object_hit = FALSE; int element = Feld[x][y]; + int smashed = 0; /* Element darunter berührt? */ if (!lastline) + { object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) || MovDir[x][y+1]!=MV_DOWN || MovPos[x][y+1]<=TILEY/2)); + if (object_hit) + smashed = MovingOrBlocked2Element(x,y+1); + } /* Auftreffendes Element fällt in Salzsäure */ - if (!lastline && Feld[x][y+1]==EL_SALZSAEURE) + if (!lastline && smashed==EL_SALZSAEURE) { Blurb(x,y); return; @@ -889,6 +932,8 @@ void Impact(int x, int y) { if (object_hit && IS_PLAYER(x,y+1)) KillHero(); + else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN)) + Bang(x,y+1); else { Feld[x][y] = EL_AMOEBING; @@ -900,8 +945,6 @@ void Impact(int x, int y) /* Welches Element kriegt was auf die Rübe? */ if (!lastline && object_hit) { - int smashed = MovingOrBlocked2Element(x,y+1); - if (CAN_CHANGE(element) && (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv) SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND; @@ -911,6 +954,11 @@ void Impact(int x, int y) KillHero(); return; } + else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN) + { + Bang(x,y+1); + return; + } else if (element==EL_EDELSTEIN_BD) { if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) @@ -921,15 +969,15 @@ void Impact(int x, int y) } else if (element==EL_FELSBROCKEN) { - if (IS_ENEMY(smashed)) + if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE || + smashed==EL_SCHWEIN || smashed==EL_DRACHE) { Bang(x,y+1); return; } else if (!IS_MOVING(x,y+1)) { - if (smashed==EL_BOMBE || - smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN) + if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN) { Bang(x,y+1); return; @@ -1038,6 +1086,7 @@ void TurnRound(int x, int 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; @@ -1055,7 +1104,7 @@ void TurnRound(int x, int y) MovDir[x][y] = left_dir; if (element==EL_KAEFER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 5; + MovDelay[x][y] = 9; else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */ MovDelay[x][y] = 1; } @@ -1071,7 +1120,7 @@ void TurnRound(int x, int y) MovDir[x][y] = right_dir; if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 5; + MovDelay[x][y] = 9; else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */ MovDelay[x][y] = 1; } @@ -1097,7 +1146,7 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 8+8*RND(3); + MovDelay[x][y] = 16+16*RND(3); } else if (element==EL_MAMPFER2) { @@ -1121,7 +1170,7 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 8+8*RND(3); + MovDelay[x][y] = 16+16*RND(3); } else if (element==EL_PACMAN) { @@ -1145,19 +1194,152 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 3+RND(20); + MovDelay[x][y] = 6+RND(40); + } + else if (element==EL_SCHWEIN) + { + BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + BOOL should_turn_left = FALSE, should_turn_right = FALSE; + BOOL should_move_on = FALSE; + 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; + + 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 : + old_move_dir); + else if (should_turn_left && should_turn_right) + 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); + else if (should_turn_right && should_move_on) + 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) + MovDir[x][y] = right_dir; + else if (should_move_on) + MovDir[x][y] = old_move_dir; + } + 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] = 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])) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; } - else if (element==EL_ZOMBIE) + else if (element==EL_DRACHE) + { + BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + 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) + 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] = 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)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element==EL_ROBOT || element==EL_SONDE || + element==EL_MAULWURF || element==EL_PINGUIN) { int attr_x = JX, attr_y = JY; int newx, newy; - if (ZX>=0 && ZY>=0) + if (PlayerGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + + if (element==EL_ROBOT && ZX>=0 && ZY>=0) { attr_x = ZX; attr_y = ZY; } + if (element==EL_MAULWURF || element==EL_PINGUIN) + { + int i; + static int xy[4][2] = + { + { 0,-1 }, + { -1,0 }, + { +1,0 }, + { 0,+1 } + }; + + for(i=0;i<4;i++) + { + 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) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + MovDir[x][y] = MV_NO_MOVING; if (attr_xy) MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN); - 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)); - Moving2Blocked(x,y,&newx,&newy); - if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy)) - MovDelay[x][y] = 4+4*!RND(3); + if (element==EL_ROBOT) + { + 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)); + Moving2Blocked(x,y,&newx,&newy); + + if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy)) + MovDelay[x][y] = 8+8*!RND(3); + else + MovDelay[x][y] = 16; + } else - MovDelay[x][y] = 8; + { + MovDelay[x][y] = 1; + + if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + { + BOOL 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)); + Moving2Blocked(x,y,&newx,&newy); + + if (IN_LEV_FIELD(newx,newy) && + (IS_FREE(newx,newy) || + Feld[newx][newy] == EL_SALZSAEURE || + ((element == EL_MAULWURF || element==EL_PINGUIN) && + (Feld[newx][newy] == EL_AUSGANG_AUF || + IS_MAMPF3(Feld[newx][newy]))))) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + Moving2Blocked(x,y,&newx,&newy); + + if (IN_LEV_FIELD(newx,newy) && + (IS_FREE(newx,newy) || + Feld[newx][newy] == EL_SALZSAEURE || + ((element == EL_MAULWURF || element==EL_PINGUIN) && + (Feld[newx][newy] == EL_AUSGANG_AUF || + IS_MAMPF3(Feld[newx][newy]))))) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } } } @@ -1187,6 +1410,15 @@ void StartMoving(int x, int y) if (CAN_FALL(element) && yfriends_still_needed--; + if (!local_player->friends_still_needed && PlayerGone && !GameOver) + LevelSolved = GameOver = TRUE; + + return; + } + else if (IS_MAMPF3(Feld[newx][newy])) + { + if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING) + DrawLevelField(newx,newy); + else + MovDir[x][y] = MV_NO_MOVING; + } + else if (!IS_FREE(newx,newy)) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + return; + } + } + else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy)) + { + if (IS_GEM(Feld[newx][newy])) + { + if (IS_MOVING(newx,newy)) + RemoveMovingField(newx,newy); + else + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx,newy); + } + } + else if (!IS_FREE(newx,newy)) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + return; + } + } + else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy)) + { + if (!IS_FREE(newx,newy)) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + return; + } + else + { + BOOL wanna_flame = !RND(10); + int dx = newx - x, dy = newy - 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); + int element2 = (IN_LEV_FIELD(newx2,newy2) ? + MovingOrBlocked2Element(newx2,newy2) : EL_BETON); + + if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + element1 != EL_DRACHE && element2 != EL_DRACHE && + element1 != EL_BURNING && element2 != EL_BURNING) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + + 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; + return; + } + } + } else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) && Feld[newx][newy]==EL_DIAMANT) { @@ -1383,21 +1791,27 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx,newy); } - else if (element==EL_ZOMBIE && IN_LEV_FIELD(newx,newy) && - MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE) - { - Blurb(x,y); - Store[x][y] = EL_SALZSAEURE; - } else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy)) { /* gegen Wand gelaufen */ TurnRound(x,y); - if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER)) + + if (element == EL_KAEFER || element == EL_FLIEGER) 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) + { + int nextJX = JX + (JX - lastJX); + int nextJY = JY + (JY - lastJY); + + if (!(PlayerPushing && PlayerGfxPos && x == nextJX && y == nextJY)) + DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); + } + return; } - if (element==EL_ZOMBIE) + if (element==EL_ROBOT && IN_SCR_FIELD(x,y)) PlaySoundLevel(x,y,SND_SCHLURF); InitMovingField(x,y,MovDir[x][y]); @@ -1415,7 +1829,7 @@ void ContinueMoving(int x, int y) 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/4; + int step = (horiz_move ? dx : dy) * TILEX/8; if (CAN_FALL(element) && horiz_move) step*=2; @@ -1489,8 +1903,11 @@ void ContinueMoving(int x, int y) if (DONT_TOUCH(element)) /* Käfer oder Flieger */ { TestIfBadThingHitsHero(); + TestIfBadThingHitsFriend(newx,newy); TestIfBadThingHitsOtherBadThing(newx,newy); } + else if (element == EL_PINGUIN) + TestIfFriendHitsBadThing(newx,newy); if (CAN_SMASH(element) && direction==MV_DOWN && (newy==lev_fieldy-1 || !IS_FREE(x,newy+1))) @@ -1641,9 +2058,9 @@ void AmoebeWaechst(int x, int y) if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ { - MovDelay[x][y] = 4; + MovDelay[x][y] = 7; - if (DelayReached(&sound_delay,sound_delay_value)) + if (DelayReached(&sound_delay, sound_delay_value)) { PlaySoundLevel(x,y,SND_AMOEBE); sound_delay_value = 30; @@ -1653,8 +2070,8 @@ void AmoebeWaechst(int x, int y) if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { MovDelay[x][y]--; - if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]); + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2); if (!MovDelay[x][y]) { @@ -1798,7 +2215,7 @@ void Life(int ax, int ay) { int x1,y1,x2,y2; static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */ - int life_time = 20; + int life_time = 40; int element = Feld[ax][ay]; if (Stop[ax][ay]) @@ -1886,7 +2303,7 @@ void Ablenk(int x, int y) void Birne(int x, int y) { if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 400; + MovDelay[x][y] = 800; if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { @@ -1914,19 +2331,22 @@ void Birne(int x, int y) void Blubber(int x, int y) { - DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL); + 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]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 4; + MovDelay[x][y] = 7; if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { MovDelay[x][y]--; - if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]); + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2); if (!MovDelay[x][y]) { @@ -1938,42 +2358,40 @@ void NussKnacken(int x, int y) void SiebAktivieren(int x, int y, int typ) { - if (SiebAktiv>1) - { - if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), - (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2); - } - else - { - Feld[x][y] = (typ==1 ? EL_SIEB_TOT : EL_SIEB2_TOT); - DrawLevelField(x,y); - } + if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + DrawGraphic(SCROLLX(x),SCROLLY(y), + (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4); } void AusgangstuerPruefen(int x, int y) { - if (!Gems && !SokobanFields && !Lights) + if (!local_player->gems_still_needed && + !local_player->sokobanfields_still_needed && + !local_player->lights_still_needed) { Feld[x][y] = EL_AUSGANG_ACT; - PlaySoundLevel(x,y,SND_OEFFNEN); + + if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + PlaySoundLevel(x,y,SND_OEFFNEN); + else + PlaySoundLevel(JX,JY,SND_OEFFNEN); } } void AusgangstuerOeffnen(int x, int y) { - int speed = 3; + int delay = 6; if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 5*speed; + MovDelay[x][y] = 5*delay; if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { int tuer; MovDelay[x][y]--; - tuer = MovDelay[x][y]/speed; - if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + tuer = MovDelay[x][y]/delay; + if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer); if (!MovDelay[x][y]) @@ -1986,7 +2404,7 @@ void AusgangstuerOeffnen(int x, int y) void AusgangstuerBlinken(int x, int y) { - DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE); + DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); } void EdelsteinFunkeln(int x, int y) @@ -1995,47 +2413,51 @@ void EdelsteinFunkeln(int x, int y) return; if (Feld[x][y] == EL_EDELSTEIN_BD) - { - const int delay = 2; - const int frames = 4; - int phase = (FrameCounter % (delay*frames)) / delay; - - if (!(FrameCounter % delay)) - DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase); - } + DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); else { if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 6*!SimpleRND(500); + MovDelay[x][y] = 11 * !SimpleRND(500); if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { MovDelay[x][y]--; if (direct_draw_on && MovDelay[x][y]) - drawto_field = backbuffer; + SetDrawtoField(DRAW_BUFFERED); DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y])); if (MovDelay[x][y]) { int src_x,src_y, dest_x,dest_y; - int phase = MovDelay[x][y]-1; + int phase = (MovDelay[x][y]-1)/2; + + if (phase > 2) + phase = 4-phase; - src_x = SX+GFX_PER_LINE*TILEX; - src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY; - dest_x = SX+SCROLLX(x)*TILEX; - dest_y = SY+SCROLLY(y)*TILEY; + src_x = SX + GFX_PER_LINE*TILEX; + src_y = SY + phase*TILEY; + dest_x = FX + SCROLLX(x)*TILEX; + dest_y = FY + SCROLLY(y)*TILEY; + /* XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y); XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK], src_x,src_y, TILEX,TILEY, dest_x,dest_y); + */ + + XSetClipMask(display, tile_clip_gc, + tile_clipmask[GFX_MASK_SPARKLING + phase]); + XSetClipOrigin(display, tile_clip_gc, dest_x,dest_y); + XCopyArea(display, pix[PIX_BACK], drawto_field, tile_clip_gc, + src_x,src_y, TILEX,TILEY, dest_x,dest_y); if (direct_draw_on) { - XCopyArea(display,backbuffer,window,gc, + XCopyArea(display,drawto_field,window,gc, dest_x,dest_y, TILEX,TILEY, dest_x,dest_y); - drawto_field = window; + SetDrawtoField(DRAW_DIRECT); } } } @@ -2044,18 +2466,18 @@ void EdelsteinFunkeln(int x, int y) void MauerWaechst(int x, int y) { - int speed = 3; + int delay = 6; if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 3*speed; + MovDelay[x][y] = 3*delay; if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ { int phase; MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/speed; - if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + phase = 2-MovDelay[x][y]/delay; + if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) DrawGraphic(SCROLLX(x),SCROLLY(y), (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase); @@ -2085,7 +2507,7 @@ void MauerAbleger(int ax, int ay) BOOL links_massiv = FALSE, rechts_massiv = FALSE; if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */ - MovDelay[ax][ay] = 3; + MovDelay[ax][ay] = 6; if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */ { @@ -2126,126 +2548,207 @@ void MauerAbleger(int ax, int ay) Feld[ax][ay] = EL_MAUERWERK; } +void CheckForDragon(int x, int y) +{ + int i,j; + BOOL dragon_found = FALSE; + static int xy[4][2] = + { + { 0,-1 }, + { -1,0 }, + { +1,0 }, + { 0,+1 } + }; + + for(i=0;i<4;i++) + { + for(j=0;j<4;j++) + { + 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)) + { + if (Feld[xx][yy] == EL_DRACHE) + dragon_found = TRUE; + } + else + break; + } + } + + if (!dragon_found) + { + for(i=0;i<4;i++) + { + for(j=0;j<3;j++) + { + 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_LEERRAUM; + DrawLevelField(xx,yy); + } + else + break; + } + } + } +} + void GameActions() { - static long action_delay=0; + static long action_delay = 0; long action_delay_value; + int sieb_x = 0, sieb_y = 0; + int x, y, element; if (game_status != PLAYING) return; -/* +#ifdef DEBUG + action_delay_value = + (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay); +#else action_delay_value = (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY); -*/ +#endif - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed); + if (PlayerMovPos) + ScrollFigure(0); - if (DelayReached(&action_delay, action_delay_value)) - { - int x,y,element; - int sieb_x = 0, sieb_y = 0; + /* main game synchronization point */ + WaitUntilDelayReached(&action_delay, action_delay_value); - FrameCounter++; - TimeFrames++; + if (tape.pausing || (tape.playing && !TapePlayDelay())) + return; + else if (tape.recording) + TapeRecordDelay(); - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); + FrameCounter++; + TimeFrames++; - for(y=0;y0) + JustHit[x][y]--; + +#if DEBUG + if (IS_BLOCKED(x,y)) { - Stop[x][y] = FALSE; - if (JustHit[x][y]>0) - JustHit[x][y]--; + int oldx,oldy; + + Blocked2Moving(x,y,&oldx,&oldy); + if (!IS_MOVING(oldx,oldy)) + { + printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy); + printf("GameActions(): This should never happen!\n"); + } } +#endif + } - for(y=0;y0 && TimeFrames>=25 && !tape.pausing) + if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing) { TimeFrames = 0; TimeLeft--; @@ -2262,42 +2765,54 @@ void GameActions() KillHero(); } - BackToFront(); + DrawPlayerField(); } void ScrollLevel(int dx, int dy) { + int softscroll_offset = (soft_scrolling_on ? TILEX : 0); int x,y; + ScreenMovPos = PlayerGfxPos; + XCopyArea(display,drawto_field,drawto_field,gc, - SX+TILEX*(dx==-1),SY+TILEY*(dy==-1), - SXSIZE-TILEX*(dx!=0),SYSIZE-TILEY*(dy!=0), - SX+TILEX*(dx==1),SY+TILEY*(dy==1)); + FX + TILEX*(dx==-1) - softscroll_offset, + FY + TILEY*(dy==-1) - softscroll_offset, + SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, + SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, + FX + TILEX*(dx==1) - softscroll_offset, + FY + TILEY*(dy==1) - softscroll_offset); if (dx) { - x = dx==1 ? 0 : SCR_FIELDX-1; - for(y=0;y 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (!IN_LEV_FIELD(newJX,newJY)) return(MF_NO_ACTION); @@ -2312,11 +2827,7 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy) InitMovingField(JX,JY,MV_DOWN); Store[JX][JY] = EL_SALZSAEURE; ContinueMoving(JX,JY); - - PlaySoundLevel(JX,JY,SND_AUTSCH); - PlaySoundLevel(JX,JY,SND_LACHEN); - GameOver = TRUE; - JX = JY = -1; + BuryHero(); } else KillHero(); @@ -2328,21 +2839,14 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy) if (can_move != MF_MOVING) return(can_move); - oldJX = JX; - oldJY = JY; + lastJX = JX; + lastJY = JY; JX = newJX; JY = newJY; - if (Store[oldJX][oldJY]) - { - DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY])); - DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY), - el2gfx(Feld[oldJX][oldJY])); - } - else if (Feld[oldJX][oldJY]==EL_DYNAMIT) - DrawDynamite(oldJX,oldJY); - else - DrawLevelField(oldJX,oldJY); + PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8; + + ScrollFigure(-1); return(MF_MOVING); } @@ -2350,93 +2854,119 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy) BOOL MoveFigure(int dx, int dy) { static long move_delay = 0; + static int last_move_dir = MV_NO_MOVING; int moved = MF_NO_ACTION; + int oldJX = JX, oldJY = JY; - if (GameOver || (!dx && !dy)) - return(FALSE); - -/* - if (!DelayReached(&move_delay,8) && !tape.playing) - return(FALSE); -*/ - -/* - if (!DelayReached(&move_delay,10) && !tape.playing) + if (PlayerGone || (!dx && !dy)) return(FALSE); -*/ -/* - if (!FrameReached(&move_delay,2) && !tape.playing) + if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing) return(FALSE); -*/ - if (Movemethod == 0) + if (last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing) - return(FALSE); + if (!(moved |= MoveFigureOneStep(0,dy, dx,dy))) + moved |= MoveFigureOneStep(dx,0, dx,dy); } else { - if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing) - return(FALSE); + if (!(moved |= MoveFigureOneStep(dx,0, dx,dy))) + moved |= MoveFigureOneStep(0,dy, dx,dy); } - if (moved |= MoveFigureOneStep(dx,0, dx,dy)) - moved |= MoveFigureOneStep(0,dy, dx,dy); - else - { - moved |= MoveFigureOneStep(0,dy, dx,dy); - moved |= MoveFigureOneStep(dx,0, dx,dy); - } + last_move_dir = MV_NO_MOVING; if (moved & MF_MOVING) { - int old_scroll_x=scroll_x, old_scroll_y=scroll_y; + int old_scroll_x = scroll_x, old_scroll_y = scroll_y; int offset = (scroll_delay_on ? 3 : 0); -/* - if (scroll_x!=JX-MIDPOSX && JX>=MIDPOSX-1 && JX<=lev_fieldx-MIDPOSX) - scroll_x = JX-MIDPOSX; - if (scroll_y!=JY-MIDPOSY && JY>=MIDPOSY-1 && JY<=lev_fieldy-MIDPOSY) - scroll_y = JY-MIDPOSY; -*/ - -/* - printf("(scroll_x, scroll_y, JX, JY) == (%d, %d, %d, %d)\n", - scroll_x, scroll_y, JX, JY); -*/ - if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) && - JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset)) + JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset)) scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset); if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) && - JY>=MIDPOSY-1-offset && JY<=lev_fieldy-(MIDPOSY-offset)) + JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset)) scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset); - if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y) - ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y); + if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) + ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + } - if (Feld[JX][JY]==EL_LEERRAUM) - DrawLevelElement(JX,JY,EL_SPIELFIGUR); - else - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR); + if (!(moved & MF_MOVING) && !PlayerPushing) + PlayerFrame = 0; + else + PlayerFrame = (PlayerFrame + 1) % 4; + + if (moved & MF_MOVING) + { + if (oldJX != JX && oldJY == JY) + PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT); + else if (oldJX == JX && oldJY != JY) + PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP); + + DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */ + + last_move_dir = PlayerMovDir; } TestIfHeroHitsBadThing(); - BackToFront(); - -/* - if (LevelSolved) - GameWon(); -*/ + if (PlayerGone) + RemoveHero(); return(moved); } -void TestIfHeroHitsBadThing() +void ScrollFigure(int init) +{ + static long actual_frame_counter = 0; + + if (init) + { + PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize); + actual_frame_counter = FrameCounter; + + /* + if (Feld[lastJX][lastJY] == EL_LEERRAUM && + IN_LEV_FIELD(lastJX,lastJY-1) && + CAN_FALL(Feld[lastJX][lastJY-1])) + Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING; + */ + + if (Feld[lastJX][lastJY] == EL_LEERRAUM) + Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING; + + DrawPlayerField(); + return; + } + else if (!FrameReached(&actual_frame_counter,1)) + return; + + PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8; + PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize); + + if (ScreenMovPos && ScreenMovPos != PlayerGfxPos) + { + ScreenMovPos = PlayerGfxPos; + redraw_mask |= REDRAW_FIELD; + } + + if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING) + Feld[lastJX][lastJY] = EL_LEERRAUM; + + DrawPlayerField(); + + if (!PlayerMovPos) + { + lastJX = JX; + lastJY = JY; + } +} + +void TestIfGoodThingHitsBadThing(int goodx, int goody) { - int i, killx = JX,killy = JY; + int i, killx = goodx, killy = goody; static int xy[4][2] = { { 0,-1 }, @@ -2456,8 +2986,8 @@ void TestIfHeroHitsBadThing() { int x,y,element; - x = JX+xy[i][0]; - y = JY+xy[i][1]; + x = goodx+xy[i][0]; + y = goody+xy[i][1]; if (!IN_LEV_FIELD(x,y)) continue; @@ -2474,13 +3004,78 @@ void TestIfHeroHitsBadThing() } } - if (killx!=JX || killy!=JY) - KillHero(); + if (killx!=goodx || killy!=goody) + { + if (IS_PLAYER(goodx,goody)) + KillHero(); + else + Bang(goodx,goody); + } +} + +void TestIfBadThingHitsGoodThing(int badx, int bady) +{ + int i, killx = badx, killy = bady; + static int xy[4][2] = + { + { 0,-1 }, + { -1,0 }, + { +1,0 }, + { 0,+1 } + }; + static int harmless[4] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN + }; + + for(i=0;i<4;i++) + { + int x,y,element; + + x = badx+xy[i][0]; + y = bady+xy[i][1]; + if (!IN_LEV_FIELD(x,y)) + continue; + + element = Feld[x][y]; + + if (element==EL_PINGUIN) + { + if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y)) + continue; + + killx = x; + killy = y; + break; + } + } + + if (killx!=badx || killy!=bady) + Bang(killx,killy); +} + +void TestIfHeroHitsBadThing() +{ + TestIfGoodThingHitsBadThing(JX,JY); } void TestIfBadThingHitsHero() { - TestIfHeroHitsBadThing(); + TestIfGoodThingHitsBadThing(JX,JY); + /* (no typo!) */ +} + +void TestIfFriendHitsBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x,y); +} + +void TestIfBadThingHitsFriend(int x, int y) +{ + TestIfBadThingHitsGoodThing(x,y); } void TestIfBadThingHitsOtherBadThing(int badx, int bady) @@ -2519,18 +3114,34 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) void KillHero() { - if (IS_PLAYER(-1,-1)) + if (PlayerGone) return; if (IS_PFORTE(Feld[JX][JY])) Feld[JX][JY] = EL_LEERRAUM; + Bang(JX,JY); + BuryHero(); +} + +void BuryHero() +{ + if (PlayerGone) + return; + PlaySoundLevel(JX,JY,SND_AUTSCH); PlaySoundLevel(JX,JY,SND_LACHEN); - Bang(JX,JY); + GameOver = TRUE; - ZX = JX; - ZY = JY; + RemoveHero(); +} + +void RemoveHero() +{ + PlayerGone = TRUE; + + ExitX = ZX = JX; + ExitY = ZY = JY; JX = JY = -1; } @@ -2541,6 +3152,9 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) static long push_delay = 0; static int push_delay_value = 5; + if (!PlayerMovPos) + PlayerPushing = FALSE; + if (mode == DF_NO_PUSH) { push_delay = 0; @@ -2556,9 +3170,11 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) { case EL_LEERRAUM: break; + case EL_ERDREICH: Feld[x][y] = EL_LEERRAUM; break; + case EL_EDELSTEIN: case EL_EDELSTEIN_BD: case EL_EDELSTEIN_GELB: @@ -2566,47 +3182,59 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) case EL_EDELSTEIN_LILA: Feld[x][y] = EL_LEERRAUM; MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */ - if (Gems>0) - Gems--; + if (local_player->gems_still_needed > 0) + local_player->gems_still_needed--; RaiseScoreElement(EL_EDELSTEIN); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), + FS_SMALL, FC_YELLOW); + PlaySoundLevel(x, y, SND_PONG); break; + case EL_DIAMANT: Feld[x][y] = EL_LEERRAUM; - Gems -= 3; - if (Gems<0) - Gems=0; + local_player->gems_still_needed -= 3; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; RaiseScoreElement(EL_DIAMANT); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), + FS_SMALL, FC_YELLOW); + PlaySoundLevel(x, y, SND_PONG); break; + case EL_DYNAMIT_AUS: Feld[x][y] = EL_LEERRAUM; - Dynamite++; + actual_player->dynamite++; RaiseScoreElement(EL_DYNAMIT); - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->dynamite, 3), + FS_SMALL, FC_YELLOW); PlaySoundLevel(x,y,SND_PONG); break; + case EL_DYNABOMB_NR: Feld[x][y] = EL_LEERRAUM; - DynaBombCount++; - DynaBombsLeft++; + actual_player->dynabomb_count++; + actual_player->dynabombs_left++; RaiseScoreElement(EL_DYNAMIT); PlaySoundLevel(x,y,SND_PONG); break; case EL_DYNABOMB_SZ: + Feld[x][y] = EL_LEERRAUM; - DynaBombSize++; + actual_player->dynabomb_size++; RaiseScoreElement(EL_DYNAMIT); PlaySoundLevel(x,y,SND_PONG); break; + case EL_DYNABOMB_XL: Feld[x][y] = EL_LEERRAUM; - DynaBombXL = TRUE; + actual_player->dynabomb_xl = TRUE; RaiseScoreElement(EL_DYNAMIT); PlaySoundLevel(x,y,SND_PONG); break; + case EL_SCHLUESSEL1: case EL_SCHLUESSEL2: case EL_SCHLUESSEL3: @@ -2615,31 +3243,36 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) int key_nr = element-EL_SCHLUESSEL1; Feld[x][y] = EL_LEERRAUM; - Key[key_nr] = TRUE; + actual_player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExtHiRes(drawto,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExtHiRes(window,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(drawto,gc, + DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, + GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(window,gc, + DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, + GFX_SCHLUESSEL1+key_nr); PlaySoundLevel(x,y,SND_PONG); break; } + case EL_ABLENK_AUS: Feld[x][y] = EL_ABLENK_EIN; - ZX=x; - ZY=y; + ZX = x; + ZY = y; DrawLevelField(x,y); return(MF_ACTION); break; + case EL_FELSBROCKEN: case EL_BOMBE: case EL_KOKOSNUSS: case EL_ZEIT_LEER: - if (mode==DF_SNAP) + if (dy || mode==DF_SNAP) return(MF_NO_ACTION); - if (dy || !IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) + + PlayerPushing = TRUE; + + if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) return(MF_NO_ACTION); if (real_dy) @@ -2666,38 +3299,49 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) else PlaySoundLevel(x+dx,y+dy,SND_KLOPF); break; + case EL_PFORTE1: case EL_PFORTE2: case EL_PFORTE3: case EL_PFORTE4: - if (!Key[element-EL_PFORTE1]) + if (!actual_player->key[element-EL_PFORTE1]) return(MF_NO_ACTION); break; + case EL_PFORTE1X: case EL_PFORTE2X: case EL_PFORTE3X: case EL_PFORTE4X: - if (!Key[element-EL_PFORTE1X]) + if (!actual_player->key[element-EL_PFORTE1X]) return(MF_NO_ACTION); break; + case EL_AUSGANG_ZU: case EL_AUSGANG_ACT: /* Tür ist (noch) nicht offen! */ return(MF_NO_ACTION); break; + case EL_AUSGANG_AUF: if (mode==DF_SNAP) return(MF_NO_ACTION); - LevelSolved = GameOver = TRUE; + + PlayerGone = TRUE; PlaySoundLevel(x,y,SND_BUING); + + if (!local_player->friends_still_needed) + LevelSolved = GameOver = TRUE; + break; + case EL_BIRNE_AUS: Feld[x][y] = EL_BIRNE_EIN; - Lights--; + local_player->lights_still_needed--; DrawLevelField(x,y); PlaySoundLevel(x,y,SND_DENG); return(MF_ACTION); break; + case EL_ZEIT_VOLL: Feld[x][y] = EL_ZEIT_LEER; TimeLeft += 10; @@ -2706,15 +3350,22 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); return(MF_ACTION); break; + case EL_SOKOBAN_FELD_LEER: break; + case EL_SOKOBAN_FELD_VOLL: case EL_SOKOBAN_OBJEKT: + case EL_SONDE: if (mode==DF_SNAP) return(MF_NO_ACTION); + + PlayerPushing = TRUE; + if (!IN_LEV_FIELD(x+dx,y+dy) || (Feld[x+dx][y+dy] != EL_LEERRAUM - && Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER)) + && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER + || !IS_SB_ELEMENT(element)))) return(MF_NO_ACTION); if (dx && real_dy) @@ -2733,23 +3384,31 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) return(MF_NO_ACTION); - if (element == EL_SOKOBAN_FELD_VOLL) + if (IS_SB_ELEMENT(element)) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - SokobanFields++; + if (element == EL_SOKOBAN_FELD_VOLL) + { + Feld[x][y] = EL_SOKOBAN_FELD_LEER; + local_player->sokobanfields_still_needed++; + } + else + Feld[x][y] = EL_LEERRAUM; + + if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + { + Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; + local_player->sokobanfields_still_needed--; + if (element == EL_SOKOBAN_OBJEKT) + PlaySoundLevel(x,y,SND_DENG); + } + else + Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; } else - Feld[x][y] = EL_LEERRAUM; - - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - SokobanFields--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x,y,SND_DENG); + Feld[x][y] = EL_LEERRAUM; + Feld[x+dx][y+dy] = element; } - else - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; push_delay_value = 2; @@ -2757,13 +3416,22 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) DrawLevelField(x+dx,y+dy); PlaySoundLevel(x+dx,y+dy,SND_PUSCH); - if (SokobanFields == 0 && game_emulation == EMU_SOKOBAN) + if (IS_SB_ELEMENT(element) && + local_player->sokobanfields_still_needed == 0 && + game_emulation == EMU_SOKOBAN) { LevelSolved = GameOver = TRUE; PlaySoundLevel(x,y,SND_BUING); } break; + + case EL_MAULWURF: + case EL_PINGUIN: + case EL_SCHWEIN: + case EL_DRACHE: + break; + default: return(MF_NO_ACTION); break; @@ -2779,7 +3447,7 @@ BOOL SnapField(int dx, int dy) int x = JX+dx, y = JY+dy; static int snapped = FALSE; - if (GameOver || !IN_LEV_FIELD(x,y)) + if (PlayerGone || !IN_LEV_FIELD(x,y)) return(FALSE); if (dx && dy) return(FALSE); @@ -2791,6 +3459,11 @@ BOOL SnapField(int dx, int dy) if (snapped) return(FALSE); + PlayerMovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (!DigField(x,y, 0,0, DF_SNAP)) return(FALSE); @@ -2805,31 +3478,33 @@ BOOL PlaceBomb(void) { int element; - if (GameOver) + if (PlayerGone || PlayerMovPos) return(FALSE); element = Feld[JX][JY]; - if ((Dynamite==0 && DynaBombsLeft==0) || + if ((actual_player->dynamite==0 && actual_player->dynabombs_left==0) || element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING) return(FALSE); - if (element!=EL_LEERRAUM) + if (element != EL_LEERRAUM) Store[JX][JY] = element; - if (Dynamite) + if (actual_player->dynamite) { Feld[JX][JY] = EL_DYNAMIT; - MovDelay[JX][JY] = 48; - Dynamite--; - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); + MovDelay[JX][JY] = 96; + actual_player->dynamite--; + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->dynamite, 3), + FS_SMALL, FC_YELLOW); DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT); } else { Feld[JX][JY] = EL_DYNABOMB; - MovDelay[JX][JY] = 48; - DynaBombsLeft--; + MovDelay[JX][JY] = 96; + actual_player->dynabombs_left--; DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB); } @@ -2840,23 +3515,32 @@ void PlaySoundLevel(int x, int y, int sound_nr) { int sx = SCROLLX(x), sy = SCROLLY(y); int volume, stereo; + int silence_distance = 8; if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) || (!sound_loops_on && IS_LOOP_SOUND(sound_nr))) return; - if (!IN_LEV_FIELD(x,y)) + if (!IN_LEV_FIELD(x,y) || + sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || + sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) return; volume = PSND_MAX_VOLUME; +#ifndef MSDOS stereo = (sx-SCR_FIELDX/2)*12; +#else + stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5; + if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT; + if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT; +#endif if (!IN_SCR_FIELD(sx,sy)) { - if (sx<0 || sx>=SCR_FIELDX) - volume = PSND_MAX_VOLUME - 2*ABS(sx-SCR_FIELDX/2); - else - volume = PSND_MAX_VOLUME - 2*ABS(sy-SCR_FIELDY/2); + int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; + int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + + volume -= volume*(dx > dy ? dx : dy)/silence_distance; } PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); @@ -2864,9 +3548,10 @@ void PlaySoundLevel(int x, int y, int sound_nr) void RaiseScore(int value) { - Score += value; - DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW); - BackToFront(); + local_player->score += value; + DrawText(DX_SCORE, DY_SCORE, + int2str(local_player->score, 5), + FS_SMALL, FC_YELLOW); } void RaiseScoreElement(int element) @@ -2891,8 +3576,8 @@ void RaiseScoreElement(int element) case EL_MAMPFER2: RaiseScore(level.score[SC_MAMPFER]); break; - case EL_ZOMBIE: - RaiseScore(level.score[SC_ZOMBIE]); + case EL_ROBOT: + RaiseScore(level.score[SC_ROBOT]); break; case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]);