X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d7fb2368f8536f59501a5dc05cbe86eb6309eda9;hb=f5356588a234e34e349c0b1eba02008655fdee87;hp=b510a0e56c72e434be4d71e74c6784d5e25acd3e;hpb=87f550d868b16979b79b0fd8ac81a0215516977a;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index b510a0e5..d7fb2368 100644 --- a/src/game.c +++ b/src/game.c @@ -23,6 +23,9 @@ #include "joystick.h" #include "network.h" +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -87,19 +90,6 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) -/* score for elements */ -#define SC_EDELSTEIN 0 -#define SC_DIAMANT 1 -#define SC_KAEFER 2 -#define SC_FLIEGER 3 -#define SC_MAMPFER 4 -#define SC_ROBOT 5 -#define SC_PACMAN 6 -#define SC_KOKOSNUSS 7 -#define SC_DYNAMIT 8 -#define SC_SCHLUESSEL 9 -#define SC_ZEITBONUS 10 - /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -112,6 +102,7 @@ /* forward declaration for internal use */ static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessForceField(struct PlayerInfo *); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -157,7 +148,7 @@ static unsigned int getStateCheckSum(int counter) checksum += mult++ * StorePlayer[x][y]; checksum += mult++ * Frame[x][y]; checksum += mult++ * AmoebaNr[x][y]; - checksum += mult++ * JustHit[x][y]; + checksum += mult++ * JustStopped[x][y]; checksum += mult++ * Stop[x][y]; */ } @@ -189,6 +180,50 @@ void GetPlayerConfig() InitJoysticks(); } +static int getBeltNrFromElement(int element) +{ + return (element < EL_BELT2_LEFT ? 0 : + element < EL_BELT3_LEFT ? 1 : + element < EL_BELT4_LEFT ? 2 : 3); +} + +static int getBeltNrFromSwitchElement(int element) +{ + return (element < EL_BELT2_SWITCH_LEFT ? 0 : + element < EL_BELT3_SWITCH_LEFT ? 1 : + element < EL_BELT4_SWITCH_LEFT ? 2 : 3); +} + +static int getBeltDirNrFromSwitchElement(int element) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = element - belt_base_element[belt_nr]; + + return (belt_dir_nr % 3); +} + +static int getBeltDirFromSwitchElement(int element) +{ + static int belt_move_dir[3] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT + }; + + int belt_dir_nr = getBeltDirNrFromSwitchElement(element); + + return belt_move_dir[belt_dir_nr]; +} + static void InitField(int x, int y, boolean init_game) { switch (Feld[x][y]) @@ -247,36 +282,41 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_BADEWANNE5; break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: case EL_MAMPFER: case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: InitMovDir(x, y); break; @@ -293,7 +333,7 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_DYNAMIT: + case EL_DYNAMITE_ACTIVE: MovDelay[x][y] = 96; break; @@ -305,7 +345,6 @@ static void InitField(int x, int y, boolean init_game) local_player->sokobanfields_still_needed++; break; - case EL_MAULWURF: case EL_PINGUIN: local_player->friends_still_needed++; break; @@ -332,6 +371,46 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_EM_KEY_4; break; + case EL_BELT1_SWITCH_LEFT: + case EL_BELT1_SWITCH_MIDDLE: + case EL_BELT1_SWITCH_RIGHT: + case EL_BELT2_SWITCH_LEFT: + case EL_BELT2_SWITCH_MIDDLE: + case EL_BELT2_SWITCH_RIGHT: + case EL_BELT3_SWITCH_LEFT: + case EL_BELT3_SWITCH_MIDDLE: + case EL_BELT3_SWITCH_RIGHT: + case EL_BELT4_SWITCH_LEFT: + case EL_BELT4_SWITCH_MIDDLE: + case EL_BELT4_SWITCH_RIGHT: + if (init_game) + { + int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; + + case EL_LIGHT_SWITCH_ON: + if (init_game) + game.light_time_left = 10 * FRAMES_PER_SECOND; + break; + default: break; } @@ -362,7 +441,7 @@ void InitGame() player->programmed_action = 0; player->score = 0; - player->gems_still_needed = level.edelsteine; + player->gems_still_needed = level.gems_needed; player->sokobanfields_still_needed = 0; player->lights_still_needed = 0; player->friends_still_needed = 0; @@ -372,13 +451,14 @@ void InitGame() player->dynamite = 0; player->dynabomb_count = 0; - player->dynabomb_size = 0; + player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; player->MovDir = MV_NO_MOVING; player->MovPos = 0; player->Pushing = FALSE; + player->Switching = FALSE; player->GfxPos = 0; player->Frame = 0; @@ -397,11 +477,12 @@ void InitGame() player->snapped = FALSE; - player->gone = FALSE; - player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; + player->force_field_passive_time_left = 0; + player->force_field_active_time_left = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -419,7 +500,7 @@ void InitGame() ZX = ZY = -1; - MampferNr = 0; + game.yam_content_nr = 0; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; @@ -432,8 +513,15 @@ void InitGame() ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ AllPlayersGone = FALSE; - SiebAktiv = FALSE; - SiebCount = 0; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.switchgate_pos = 0; + game.light_time_left = 0; + for (i=0; i<4; i++) + { + game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } for (i=0; igems_still_needed,3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE, - 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(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); + if (setup.soft_scrolling) + XCopyArea(display, fieldbuffer, backbuffer, gc, + FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + + /* copy default game door content to main double buffer */ + XCopyArea(display, pix[PIX_DOOR], drawto, gc, + 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); + else + { + DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); + XCopyArea(display, drawto, drawto, gc, + DX + XX_EMERALDS, DY + YY_EMERALDS + 1, + FONT5_XSIZE * 3, FONT5_YSIZE - 1, + DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); + } + + DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); UnmapGameButtons(); game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; @@ -632,12 +735,9 @@ void InitGame() MapGameButtons(); MapTapeButtons(); - /* copy actual game buttons to door double buffer for OpenDoor() */ + /* copy actual game door content to door double buffer for OpenDoor() */ XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc, - DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS); + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); OpenDoor(DOOR_OPEN_ALL); @@ -664,52 +764,53 @@ void InitMovDir(int x, int y) { 0, -1 }, { -1, 0 } }; - static int direction[2][4] = + static int direction[3][4] = { { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP } + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; switch(element) { - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element - EL_KAEFER_R]; + MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT]; break; - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element - EL_FLIEGER_R]; + MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT]; break; - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R]; + MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT]; break; - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element - EL_FIREFLY_R]; + MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT]; break; - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element - EL_PACMAN_R]; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; case EL_SP_SNIKSNAK: @@ -720,6 +821,14 @@ void InitMovDir(int x, int y) MovDir[x][y] = MV_LEFT; break; + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + default: MovDir[x][y] = 1 << RND(4); if (element != EL_KAEFER && @@ -905,15 +1014,16 @@ int NewHiScore() #ifdef ONE_PER_NAME put_into_list: #endif - strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1); - highscore[k].Name[MAX_NAMELEN - 1] = '\0'; + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ #endif @@ -1062,7 +1172,7 @@ void DrawDynamite(int x, int y) if (Store[x][y]) DrawGraphic(sx, sy, el2gfx(Store[x][y])); - if (Feld[x][y] == EL_DYNAMIT) + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) { if ((phase = (96 - MovDelay[x][y]) / 12) > 6) phase = 6; @@ -1073,7 +1183,7 @@ void DrawDynamite(int x, int y) phase = 7 - phase; } - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) DrawGraphic(sx, sy, GFX_SP_DISK_RED); else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic + phase); @@ -1091,10 +1201,13 @@ void CheckDynamite(int x, int y) if (!(MovDelay[x][y] % 12)) PlaySoundLevel(x, y, SND_ZISCH); - if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x, y); - else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x, y); + 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); + } return; } @@ -1118,13 +1231,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { + /* put moving element to center field (and let it explode there) */ center_element = MovingOrBlocked2Element(ex, ey); RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for (y=ey-1; ydynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } Explode(ex, ey, EX_PHASE_START, EX_CENTER); for (i=0; i<4; i++) { - for (j=1; j<=player->dynabomb_size; j++) + for (j=1; j<=dynabomb_size; j++) { - int x = ex+j*xy[i%4][0]; - int y = ey+j*xy[i%4][1]; + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; int element; if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(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])) + continue; + Explode(x, y, EX_PHASE_START, EX_BORDER); if (element != EL_LEERRAUM && element != EL_ERDREICH && element != EL_EXPLODING && - !player->dynabomb_xl) + !dynabomb_xl) break; } } - - player->dynabombs_left++; } void Bang(int x, int y) { int element = Feld[x][y]; - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) PlaySoundLevel(x, y, SND_SP_BOOOM); else PlaySoundLevel(x, y, SND_ROAAAR); +#if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ element = EL_LEERRAUM; +#endif switch(element) { @@ -1345,20 +1488,26 @@ void Bang(int x, int y) case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: + case EL_MOLE: RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB: + 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: DynaExplode(x, y); break; - case EL_MAULWURF: case EL_PINGUIN: case EL_BIRNE_AUS: case EL_BIRNE_EIN: - Explode(x, y, EX_PHASE_START, EX_CENTER); + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: Explode(x, y, EX_PHASE_START, EX_NORMAL); @@ -1408,6 +1557,134 @@ void Blurb(int x, int y) } } +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; + + int element = Feld[x][y]; + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy; + + if (!IS_BELT_SWITCH(element)) + return; + + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + for (yy=0; yy 0) + { + Feld[xx][yy] = EL_LIGHT_SWITCH_ON; + DrawLevelField(xx, yy); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[xx][yy] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(xx, yy); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(xx, yy); + } + } +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); @@ -1443,8 +1720,8 @@ void Impact(int x, int y) if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ { if (object_hit && IS_PLAYER(x, y+1)) - KillHero(PLAYERINFO(x, y+1)); - else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN)) + KillHeroUnlessForceField(PLAYERINFO(x, y+1)); + else if (object_hit && smashed == EL_PINGUIN) Bang(x, y+1); else { @@ -1470,16 +1747,16 @@ void Impact(int x, int y) if (Feld[x][y] == smashed) Feld[x][y] = activated_magic_wall; - SiebCount = level.dauer_sieb * FRAMES_PER_SECOND; - SiebAktiv = TRUE; + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; } if (IS_PLAYER(x, y+1)) { - KillHero(PLAYERINFO(x, y+1)); + KillHeroUnlessForceField(PLAYERINFO(x, y+1)); return; } - else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN) + else if (smashed == EL_PINGUIN) { Bang(x, y+1); return; @@ -1496,7 +1773,8 @@ void Impact(int x, int y) { if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE || - smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE) + smashed == EL_SONDE || smashed == EL_SCHWEIN || + smashed == EL_DRACHE || smashed == EL_MOLE) { Bang(x, y+1); return; @@ -1521,6 +1799,20 @@ void Impact(int x, int y) PlaySoundLevel(x, y, SND_QUIRK); return; } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y+1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_1 || + smashed == EL_SWITCHGATE_SWITCH_2) + { + ToggleSwitchgateSwitch(x, y+1); + } + else if (smashed == EL_LIGHT_SWITCH_OFF || + smashed == EL_LIGHT_SWITCH_ON) + { + ToggleLightSwitch(x, y+1); + } } } } @@ -1578,7 +1870,7 @@ void Impact(int x, int y) break; } - if (sound>=0) + if (sound >= 0) PlaySoundLevel(x, y, sound); } } @@ -1632,10 +1924,10 @@ void TurnRound(int x, int y) TestIfBadThingHitsOtherBadThing(x, y); if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE_OR_PLAYER(right_x, right_y)) + IS_FREE(right_x, right_y)) MovDir[x][y] = right_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = left_dir; if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) @@ -1649,10 +1941,10 @@ void TurnRound(int x, int y) TestIfBadThingHitsOtherBadThing(x, y); if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE_OR_PLAYER(left_x, left_y)) + IS_FREE(left_x, left_y)) MovDir[x][y] = left_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = right_dir; if ((element == EL_FLIEGER || @@ -1835,8 +2127,36 @@ void TurnRound(int x, int y) MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || - element == EL_MAULWURF || element == EL_PINGUIN) + else if (element == EL_MOLE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_DEAMOEBING)) + can_move_on = TRUE; + + if (!can_move_on) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) { int attr_x = -1, attr_y = -1; @@ -1854,7 +2174,7 @@ void TurnRound(int x, int y) struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; - if (!player->active || player->gone) + if (!player->active) continue; if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) @@ -1871,7 +2191,7 @@ void TurnRound(int x, int y) attr_y = ZY; } - if (element == EL_MAULWURF || element == EL_PINGUIN) + if (element == EL_PINGUIN) { int i; static int xy[4][2] = @@ -1937,7 +2257,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -1949,7 +2269,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -1969,8 +2289,7 @@ static boolean JustBeingPushed(int x, int y) { struct PlayerInfo *player = &stored_player[i]; - if (player->active && !player->gone && - player->Pushing && player->MovPos) + if (player->active && player->Pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -2091,7 +2410,8 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_SALZSAEURE; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y]) + else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && + JustStopped[x][y]) { Impact(x, y); } @@ -2104,7 +2424,12 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBING; Store[x][y] = EL_AMOEBE_NASS; } +#if OLD_GAME_BEHAVIOUR 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]) +#endif { boolean left = (x>0 && IS_FREE(x-1, y) && (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); @@ -2113,12 +2438,23 @@ void StartMoving(int x, int y) if (left || right) { - if (left && right && game_emulation != EMU_BOULDERDASH) + if (left && right && game.emulation != EMU_BOULDERDASH) left = !(right = RND(2)); InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); } } + else if (IS_BELT(Feld[x][y+1])) + { + boolean left_is_free = (x>0 && IS_FREE(x-1, y)); + boolean right_is_free = (xindex_nr] = 0; num_stored_actions++; - if (!player->active || player->gone || tape.pausing) + if (!player->active || tape.pausing) return; if (player_action) @@ -3525,7 +4017,7 @@ void GameActions() #ifdef DEBUG #if 0 - if (TimeFrames == 0 && !local_player->gone) + if (TimeFrames == 0 && local_player->active) { extern unsigned int last_RND(); @@ -3550,8 +4042,8 @@ void GameActions() for (y=0; y0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; #if DEBUG if (IS_BLOCKED(x, y)) @@ -3586,12 +4078,14 @@ void GameActions() } else if (IS_MOVING(x, y)) ContinueMoving(x, y); - else if (element == EL_DYNAMIT || element == EL_DYNABOMB) + else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); else if (element == EL_EXPLODING) Explode(x, y, Frame[x][y], EX_NORMAL); else if (element == EL_AMOEBING) AmoebeWaechst(x, y); + else if (element == EL_DEAMOEBING) + AmoebeSchrumpft(x, y); else if (IS_AMOEBALIVE(element)) AmoebeAbleger(x, y); else if (element == EL_LIFE || element == EL_LIFE_ASYNC) @@ -3625,8 +4119,20 @@ void GameActions() DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); - - if (SiebAktiv) + else if (IS_BELT(element)) + DrawBeltAnimation(x, y, element); + else if (element == EL_SWITCHGATE_OPENING) + OpenSwitchgate(x, y); + else if (element == EL_SWITCHGATE_CLOSING) + CloseSwitchgate(x, y); + else if (element == EL_EXTRA_TIME) + DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); + else if (element == EL_FORCE_FIELD_PASSIVE) + DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_PASSIVE, 6, 4, ANIM_NORMAL); + else if (element == EL_FORCE_FIELD_ACTIVE) + DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_ACTIVE, 6, 4, ANIM_NORMAL); + + if (game.magic_wall_active) { boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; @@ -3653,19 +4159,20 @@ void GameActions() } } - if (SiebAktiv) + if (game.magic_wall_active) { - if (!(SiebCount % 4)) + if (!(game.magic_wall_time_left % 4)) PlaySoundLevel(sieb_x, sieb_y, SND_MIEP); - if (SiebCount > 0) + if (game.magic_wall_time_left > 0) { - SiebCount--; - if (!SiebCount) + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { for (y=0; y 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + { + for (y=0; y= (1000 / GameFrameDelay) && !tape.pausing) + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; TimePlayed++; + for (i=0; i 0) + stored_player[i].force_field_active_time_left--; + } + } + if (tape.recording || tape.playing) DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); @@ -3720,8 +4261,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) { int jx = stored_player[i].jx, jy = stored_player[i].jy; - if (!stored_player[i].active || stored_player[i].gone || - &stored_player[i] == player) + if (!stored_player[i].active || &stored_player[i] == player) continue; min_x = MIN(min_x, jx); @@ -3741,7 +4281,7 @@ static boolean AllPlayersInVisibleScreen() { int jx = stored_player[i].jx, jy = stored_player[i].jy; - if (!stored_player[i].active || stored_player[i].gone) + if (!stored_player[i].active) continue; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) @@ -3814,7 +4354,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, int element; int can_move; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return MF_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : @@ -3846,7 +4386,14 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, BuryHero(player); } else - KillHero(player); + { +#if 1 + TestIfBadThingHitsHero(new_jx, new_jy); +#else + if (player->force_field_time_left == 0) + KillHero(player); +#endif + } return MF_MOVING; } @@ -3876,7 +4423,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return FALSE; if (!FrameReached(&player->move_delay, player->move_delay_value) && @@ -4020,7 +4567,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) TestIfHeroHitsBadThing(jx, jy); - if (player->gone) + if (!player->active) RemoveHero(player); return moved; @@ -4032,7 +4579,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || player->gone || !player->MovPos) + if (!player->active || !player->MovPos) return; if (mode == SCROLL_INIT) @@ -4160,7 +4707,14 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) if (killx != goodx || killy != goody) { if (IS_PLAYER(goodx, goody)) - KillHero(PLAYERINFO(goodx, goody)); + { + struct PlayerInfo *player = PLAYERINFO(goodx, goody); + + if (player->force_field_active_time_left > 0) + Bang(killx, killy); + else if (player->force_field_passive_time_left == 0) + KillHero(player); + } else Bang(goodx, goody); } @@ -4215,7 +4769,14 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) if (killx != badx || killy != bady) { if (IS_PLAYER(killx, killy)) - KillHero(PLAYERINFO(killx, killy)); + { + struct PlayerInfo *player = PLAYERINFO(killx, killy); + + if (player->force_field_active_time_left > 0) + Bang(badx, bady); + else if (player->force_field_passive_time_left == 0) + KillHero(player); + } else Bang(killx, killy); } @@ -4279,21 +4840,31 @@ void KillHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; if (IS_PFORTE(Feld[jx][jy])) Feld[jx][jy] = EL_LEERRAUM; + /* deactivate force field (else Bang()/Explode() would not work right) */ + player->force_field_passive_time_left = 0; + player->force_field_active_time_left = 0; + Bang(jx, jy); BuryHero(player); } +static void KillHeroUnlessForceField(struct PlayerInfo *player) +{ + if (!FORCE_FIELD_ON(player)) + KillHero(player); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; PlaySoundLevel(jx, jy, SND_AUTSCH); @@ -4308,11 +4879,13 @@ void RemoveHero(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int i, found = FALSE; - player->gone = TRUE; + player->present = FALSE; + player->active = FALSE; + StorePlayer[jx][jy] = 0; for (i=0; iSwitching = FALSE; player->push_delay = 0; return MF_NO_ACTION; } @@ -4347,13 +4921,14 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; - switch(element) + switch (element) { case EL_LEERRAUM: PlaySoundLevel(x, y, SND_EMPTY); break; case EL_ERDREICH: + case EL_SAND_INVISIBLE: Feld[x][y] = EL_LEERRAUM; PlaySoundLevel(x, y, SND_SCHLURF); break; @@ -4391,11 +4966,39 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; - case EL_DYNAMIT_AUS: + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_EXTRA_TIME: + RemoveField(x, y); + if (level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + } + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + break; + + case EL_FORCE_FIELD_PASSIVE: + RemoveField(x, y); + player->force_field_passive_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_FORCE_FIELD_ACTIVE: + RemoveField(x, y); + player->force_field_passive_time_left += 10; + player->force_field_active_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); @@ -4409,21 +5012,21 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_SZ: RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_XL: RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; @@ -4494,6 +5097,46 @@ 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: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + } + return MF_ACTION; + break; + + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + } + return MF_ACTION; + break; + + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + } + return MF_ACTION; + break; + case EL_SP_EXIT: if (local_player->gems_still_needed > 0) return MF_NO_ACTION; @@ -4573,6 +5216,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_EM_GATE_1X: @@ -4588,6 +5233,20 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + + break; + + case EL_SWITCHGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE); + break; case EL_SP_PORT1_LEFT: @@ -4629,6 +5288,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_AUSGANG_ZU: @@ -4731,7 +5392,7 @@ int DigField(struct PlayerInfo *player, if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && - game_emulation == EMU_SOKOBAN) + game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; PlaySoundLevel(x, y, SND_BUING); @@ -4739,7 +5400,6 @@ int DigField(struct PlayerInfo *player, break; - case EL_MAULWURF: case EL_PINGUIN: case EL_SCHWEIN: case EL_DRACHE: @@ -4759,7 +5419,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; - if (player->gone || !IN_LEV_FIELD(x, y)) + if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; if (dx && dy) @@ -4794,14 +5454,13 @@ boolean PlaceBomb(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int element; - if (player->gone || player->MovPos) + if (!player->active || player->MovPos) return FALSE; element = Feld[jx][jy]; if ((player->dynamite == 0 && player->dynabombs_left == 0) || - element == EL_DYNAMIT || element == EL_DYNABOMB || - element == EL_EXPLODING) + IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) return FALSE; if (element != EL_LEERRAUM) @@ -4809,14 +5468,14 @@ boolean PlaceBomb(struct PlayerInfo *player) if (player->dynamite) { - Feld[jx][jy] = EL_DYNAMIT; + 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); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) { - if (game_emulation == EMU_SUPAPLEX) + if (game.emulation == EMU_SUPAPLEX) DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); else DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); @@ -4824,8 +5483,7 @@ boolean PlaceBomb(struct PlayerInfo *player) } else { - Feld[jx][jy] = EL_DYNABOMB; - Store2[jx][jy] = player->element_nr; /* for DynaExplode() */ + Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); MovDelay[jx][jy] = 96; player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) @@ -4915,7 +5573,7 @@ void RaiseScoreElement(int element) case EL_KOKOSNUSS: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMIT: + case EL_DYNAMITE_INACTIVE: RaiseScore(level.score[SC_DYNAMIT]); break; case EL_SCHLUESSEL: