X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=ea346bfd599ddbd287013bf79259c1aa7517bfcd;hb=4be46f1030df4cb7db0ce7c46d2518334861731a;hp=e3b13f74cd8fc4113f565a013897eb8a54d0dc8b;hpb=aff866268cfa75327030bedcbf64a507fdc3fac2;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index e3b13f74..ea346bfd 100644 --- a/src/game.c +++ b/src/game.c @@ -100,6 +100,7 @@ #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); @@ -113,6 +114,11 @@ static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + +/* ------------------------------------------------------------------------- */ +/* sound definitions */ +/* ------------------------------------------------------------------------- */ + #define SND_ACTION_UNKNOWN 0 #define SND_ACTION_WAITING 1 #define SND_ACTION_MOVING 2 @@ -156,6 +162,40 @@ static boolean is_loop_sound[NUM_SOUND_FILES]; #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 + ------------------------------------------------------------------------- */ + +struct ChangingElementInfo +{ + int base_element; + int next_element; + int change_delay; + void (*pre_change_function)(int x, int y); + void (*change_function)(int x, int y); + void (*post_change_function)(int x, int y); +}; + +static struct ChangingElementInfo changing_element_list[] = +{ + { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL }, + { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL }, + { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL }, + { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL }, + { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL }, + { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL }, + { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL }, + + { EL_UNDEFINED, EL_UNDEFINED, -1, NULL } +}; + +static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; + +#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) + + + #ifdef DEBUG #if 0 static unsigned int getStateCheckSum(int counter) @@ -191,7 +231,7 @@ static unsigned int getStateCheckSum(int counter) checksum += mult++ * Store[x][y]; checksum += mult++ * Store2[x][y]; checksum += mult++ * StorePlayer[x][y]; - checksum += mult++ * Frame[x][y]; + checksum += mult++ * ExplodePhase[x][y]; checksum += mult++ * AmoebaNr[x][y]; checksum += mult++ * JustStopped[x][y]; checksum += mult++ * Stop[x][y]; @@ -229,37 +269,44 @@ void GetPlayerConfig() InitJoysticks(); } -static int getBeltNrFromElement(int element) +static int getBeltNrFromBeltElement(int element) +{ + return (element < EL_CONVEYOR_BELT2_LEFT ? 0 : + element < EL_CONVEYOR_BELT3_LEFT ? 1 : + element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3); +} + +static int getBeltNrFromBeltActiveElement(int element) { - return (element < EL_BELT2_LEFT ? 0 : - element < EL_BELT3_LEFT ? 1 : - element < EL_BELT4_LEFT ? 2 : 3); + return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 : + element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 : + element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3); } -static int getBeltNrFromSwitchElement(int element) +static int getBeltNrFromBeltSwitchElement(int element) { - return (element < EL_BELT2_SWITCH_LEFT ? 0 : - element < EL_BELT3_SWITCH_LEFT ? 1 : - element < EL_BELT4_SWITCH_LEFT ? 2 : 3); + return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 : + element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 : + element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3); } -static int getBeltDirNrFromSwitchElement(int element) +static int getBeltDirNrFromBeltSwitchElement(int element) { static int belt_base_element[4] = { - EL_BELT1_SWITCH_LEFT, - EL_BELT2_SWITCH_LEFT, - EL_BELT3_SWITCH_LEFT, - EL_BELT4_SWITCH_LEFT + EL_CONVEYOR_BELT1_SWITCH_LEFT, + EL_CONVEYOR_BELT2_SWITCH_LEFT, + EL_CONVEYOR_BELT3_SWITCH_LEFT, + EL_CONVEYOR_BELT4_SWITCH_LEFT }; - int belt_nr = getBeltNrFromSwitchElement(element); + int belt_nr = getBeltNrFromBeltSwitchElement(element); int belt_dir_nr = element - belt_base_element[belt_nr]; return (belt_dir_nr % 3); } -static int getBeltDirFromSwitchElement(int element) +static int getBeltDirFromBeltSwitchElement(int element) { static int belt_move_dir[3] = { @@ -268,7 +315,7 @@ static int getBeltDirFromSwitchElement(int element) MV_RIGHT }; - int belt_dir_nr = getBeltDirNrFromSwitchElement(element); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); return belt_move_dir[belt_dir_nr]; } @@ -285,19 +332,17 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_SP_MURPHY_CLONE; break; } + + Feld[x][y] = EL_PLAYER1; } /* no break! */ - case EL_PLAYER: - if (init_game) - Feld[x][y] = EL_SPIELER1; - /* no break! */ - case EL_SPIELER1: - case EL_SPIELER2: - case EL_SPIELER3: - case EL_SPIELER4: + case EL_PLAYER1: + case EL_PLAYER2: + case EL_PLAYER3: + case EL_PLAYER4: if (init_game) { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1]; + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1]; int jx = player->jx, jy = player->jy; player->present = TRUE; @@ -350,16 +395,16 @@ static void InitField(int x, int y, boolean init_game) case EL_SPACESHIP_LEFT: case EL_SPACESHIP_DOWN: case EL_SPACESHIP: - 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_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: @@ -386,7 +431,7 @@ static void InitField(int x, int y, boolean init_game) case EL_AMOEBA_DROP: if (y == lev_fieldy - 1) { - Feld[x][y] = EL_AMOEBING; + Feld[x][y] = EL_AMOEBA_CREATING; Store[x][y] = EL_AMOEBA_WET; } break; @@ -399,16 +444,16 @@ static void InitField(int x, int y, boolean init_game) 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; @@ -416,36 +461,36 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_EMPTY; break; - case EL_EM_KEY_1_FILE: - Feld[x][y] = EL_EM_KEY_1; + case EL_EM_KEY1_FILE: + Feld[x][y] = EL_EM_KEY1; break; - case EL_EM_KEY_2_FILE: - Feld[x][y] = EL_EM_KEY_2; + case EL_EM_KEY2_FILE: + Feld[x][y] = EL_EM_KEY2; break; - case EL_EM_KEY_3_FILE: - Feld[x][y] = EL_EM_KEY_3; + case EL_EM_KEY3_FILE: + Feld[x][y] = EL_EM_KEY3; break; - case EL_EM_KEY_4_FILE: - Feld[x][y] = EL_EM_KEY_4; + case EL_EM_KEY4_FILE: + Feld[x][y] = EL_EM_KEY4; 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_BELT1_SWITCH_LEFT: + case EL_CONVEYOR_BELT1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT2_SWITCH_LEFT: + case EL_CONVEYOR_BELT2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT3_SWITCH_LEFT: + case EL_CONVEYOR_BELT3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT4_SWITCH_LEFT: + case EL_CONVEYOR_BELT4_SWITCH_MIDDLE: + case EL_CONVEYOR_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]); + 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 */ { @@ -459,12 +504,12 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; @@ -482,7 +527,7 @@ 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); + IMG_KEY1 + j); DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); @@ -512,6 +557,7 @@ void InitGameSound() debug_print_timestamp(0, NULL); #endif + /* initialize sound effect for all elements to "no sound" */ for (i=0; i VERSION_IDENT(2,0,1)) - Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL; + Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL; else - Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL; + Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL; + } + + /* initialize changing elements information */ + for (i=0; ibase_element; + + changing_element[element].base_element = ce->base_element; + changing_element[element].next_element = ce->next_element; + changing_element[element].change_delay = ce->change_delay; + changing_element[element].pre_change_function = ce->pre_change_function; + changing_element[element].change_function = ce->change_function; + changing_element[element].post_change_function = ce->post_change_function; + + i++; } } @@ -666,12 +739,14 @@ void InitGame() InitGameEngine(); +#if 0 #if DEBUG #if USE_NEW_AMOEBA_CODE printf("Using new amoeba code.\n"); #else printf("Using old amoeba code.\n"); #endif +#endif #endif /* don't play tapes over network */ @@ -682,7 +757,7 @@ void InitGame() struct PlayerInfo *player = &stored_player[i]; player->index_nr = i; - player->element_nr = EL_SPIELER1 + i; + player->element_nr = EL_PLAYER1 + i; player->present = FALSE; player->active = FALSE; @@ -731,8 +806,8 @@ void InitGame() player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; - player->shield_passive_time_left = 0; - player->shield_active_time_left = 0; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -789,11 +864,14 @@ void InitGame() Feld[x][y] = Ur[x][y]; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0; - Frame[x][y] = 0; AmoebaNr[x][y] = 0; JustStopped[x][y] = 0; Stop[x][y] = FALSE; + ExplodePhase[x][y] = 0; ExplodeField[x][y] = EX_NO_EXPLOSION; + + GfxFrame[x][y] = 0; + GfxAction[x][y] = GFX_ACTION_DEFAULT; } } @@ -812,6 +890,8 @@ void InitGame() } } + InitBeltMovement(); + game.emulation = (emulate_bd ? EMU_BOULDERDASH : emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); @@ -951,7 +1031,6 @@ void InitGame() DrawLevel(); DrawAllPlayers(); - FadeToFront(); /* after drawing the level, correct some elements */ if (game.timegate_time_left == 0) @@ -961,9 +1040,10 @@ 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(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); if (level_nr < 100) @@ -972,7 +1052,7 @@ void InitGame() else { DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); + int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE); BlitBitmap(drawto, drawto, DX + XX_EMERALDS, DY + YY_EMERALDS + 1, FONT5_XSIZE * 3, FONT5_YSIZE - 1, @@ -990,7 +1070,7 @@ void InitGame() MapTapeButtons(); /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, pix[PIX_DB_DOOR], + BlitBitmap(drawto, bitmap_db_door, DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); OpenDoor(DOOR_OPEN_ALL); @@ -1044,20 +1124,20 @@ void InitMovDir(int x, int y) 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: @@ -1088,8 +1168,8 @@ void InitMovDir(int x, int y) MovDir[x][y] = 1 << RND(4); if (element != EL_BUG && element != EL_SPACESHIP && - element != EL_BUTTERFLY && - element != EL_FIREFLY) + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) break; for (i=0; i<4; i++) @@ -1099,12 +1179,12 @@ void InitMovDir(int x, int y) if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - if (element == EL_BUG || element == EL_BUTTERFLY) + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { MovDir[x][y] = direction[0][i]; break; } - else if (element == EL_SPACESHIP || element == EL_FIREFLY || + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { MovDir[x][y] = direction[1][i]; @@ -1146,6 +1226,9 @@ void GameWon() if (local_player->MovPos) return; + if (tape.playing && tape.auto_play) + tape.auto_play_level_solved = TRUE; + local_player->LevelSolved = FALSE; PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); @@ -1319,13 +1402,23 @@ int NewHiScore() void InitMovingField(int x, int y, int direction) { + int element = Feld[x][y]; int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + if (!JustStopped[x][y] || direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + MovDir[x][y] = direction; MovDir[newx][newy] = direction; + if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; + + if (direction == MV_DOWN && CAN_FALL(element)) + GfxAction[x][y] = GFX_ACTION_FALLING; + else + GfxAction[x][y] = GFX_ACTION_MOVING; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1425,7 +1518,7 @@ void RemoveMovingField(int x, int y) if (Feld[x][y] == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || + Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else @@ -1436,6 +1529,7 @@ void RemoveMovingField(int x, int y) Feld[newx][newy] = EL_EMPTY; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1444,32 +1538,27 @@ void RemoveMovingField(int x, int y) void DrawDynamite(int x, int y) { int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + int graphic = el2img(Feld[x][y]); + int frame; if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; if (Store[x][y]) - DrawGraphic(sx, sy, el2gfx(Store[x][y])); + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - { - if ((phase = (96 - MovDelay[x][y]) / 12) > 6) - phase = 6; - } - else - { - if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3) - phase = 7 - phase; - } + frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]); + + /* + printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]); + */ if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, GFX_SP_DISK_RED); + DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0); 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); } void CheckDynamite(int x, int y) @@ -1480,7 +1569,7 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y]) { if (!(MovDelay[x][y] % 6)) - PlaySoundLevelAction(x, y, SND_ACTION_BURNING); + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); if (IS_ACTIVE_BOMB(Feld[x][y])) { @@ -1495,9 +1584,9 @@ void CheckDynamite(int x, int y) } if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - StopSound(SND_DYNAMITE_BURNING); + StopSound(SND_DYNAMITE_ACTIVE); else - StopSound(SND_DYNABOMB_BURNING); + StopSound(SND_DYNABOMB_ACTIVE); Bang(x, y); } @@ -1505,7 +1594,8 @@ void CheckDynamite(int x, int y) void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + int num_phase = 9; + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; int first_phase_after_start = EX_PHASE_START + 1; @@ -1533,7 +1623,7 @@ void Explode(int ex, int ey, int phase, int mode) int element; if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) && + ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; @@ -1545,7 +1635,7 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } - if (IS_MASSIVE(element) || element == EL_BURNING) + if (IS_MASSIVE(element) || element == EL_FLAMES) continue; if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) @@ -1560,25 +1650,25 @@ void Explode(int ex, int ey, int phase, int mode) continue; } - if (element == EL_EXPLODING) + if (element == EL_EXPLOSION) element = Store2[x][y]; if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) { - case EL_SPIELER2: - Store[x][y] = EL_EDELSTEIN_RED; + case EL_PLAYER2: + Store[x][y] = EL_EMERALD_RED; break; - case EL_SPIELER3: + case EL_PLAYER3: Store[x][y] = EL_EMERALD; break; - case EL_SPIELER4: - Store[x][y] = EL_EDELSTEIN_PURPLE; + case EL_PLAYER4: + Store[x][y] = EL_EMERALD_PURPLE; break; - case EL_SPIELER1: + case EL_PLAYER1: default: - Store[x][y] = EL_EDELSTEIN_YELLOW; + Store[x][y] = EL_EMERALD_YELLOW; break; } @@ -1586,31 +1676,31 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; } else if (center_element == EL_MOLE) - Store[x][y] = EL_EDELSTEIN_RED; - else if (center_element == EL_PINGUIN) - Store[x][y] = EL_EDELSTEIN_PURPLE; + 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_BUTTERFLY) - Store[x][y] = EL_EDELSTEIN_BD; + 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_YAMYAM) Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; - else if (center_element == EL_AMOEBA2DIAM) + else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (element == EL_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_EDELSTEIN_BD; + Store[x][y] = EL_BD_DIAMOND; else if (element == EL_WALL_EMERALD_YELLOW) - Store[x][y] = EL_EDELSTEIN_YELLOW; + Store[x][y] = EL_EMERALD_YELLOW; else if (element == EL_WALL_EMERALD_RED) - Store[x][y] = EL_EDELSTEIN_RED; + Store[x][y] = EL_EMERALD_RED; else if (element == EL_WALL_EMERALD_PURPLE) - Store[x][y] = EL_EDELSTEIN_PURPLE; + Store[x][y] = EL_EMERALD_PURPLE; else if (element == EL_WALL_PEARL) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) @@ -1619,22 +1709,22 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA2DIAM || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) Store2[x][y] = element; if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA || - element == EL_AMOEBING)) + element == EL_AMOEBA_CREATING)) { AmoebaCnt[AmoebaNr[x][y]]--; AmoebaCnt2[AmoebaNr[x][y]]--; } - Feld[x][y] = EL_EXPLODING; + Feld[x][y] = EL_EXPLOSION; MovDir[x][y] = MovPos[x][y] = 0; AmoebaNr[x][y] = 0; - Frame[x][y] = 1; + ExplodePhase[x][y] = 1; Stop[x][y] = TRUE; } @@ -1650,7 +1740,7 @@ 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) { @@ -1675,7 +1765,7 @@ void Explode(int ex, int ey, int phase, int mode) Store2[x][y] = 0; Bang(x, y); } - else if (element == EL_AMOEBA2DIAM) + else if (element == EL_AMOEBA_TO_DIAMOND) AmoebeUmwandeln(x, y); } @@ -1694,27 +1784,24 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; } - else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int graphic = GFX_EXPLOSION; - - if (game.emulation == EMU_SUPAPLEX) - graphic = (Store[x][y] == EL_SP_INFOTRON ? - GFX_SP_EXPLODE_INFOTRON : - GFX_SP_EXPLODE_EMPTY); + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); + int frame = getGraphicAnimationFrame(graphic, phase - delay); if (phase == delay) - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - - graphic += (phase / delay - 1); + DrawCrumbledSand(SCREENX(x), SCREENY(y)); if (IS_PFORTE(Store[x][y])) { DrawLevelElement(x, y, Store[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } else - DrawGraphic(SCREENX(x), SCREENY(y), graphic); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } } @@ -1734,7 +1821,7 @@ 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_PLAYER1_ACTIVE]; dynabomb_size = player->dynabomb_size; dynabomb_xl = player->dynabomb_xl; player->dynabombs_left++; @@ -1756,14 +1843,14 @@ void DynaExplode(int ex, int ey) 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_EMPTY && element != EL_SAND && - element != EL_EXPLODING && + element != EL_EXPLOSION && !dynabomb_xl) break; } @@ -1788,8 +1875,8 @@ void Bang(int x, int y) { case EL_BUG: case EL_SPACESHIP: - case EL_BUTTERFLY: - case EL_FIREFLY: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: case EL_YAMYAM: case EL_DARK_YAMYAM: case EL_ROBOT: @@ -1798,16 +1885,16 @@ void Bang(int x, int y) 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_PLAYER1_ACTIVE: + case EL_DYNABOMB_PLAYER2_ACTIVE: + case EL_DYNABOMB_PLAYER3_ACTIVE: + case EL_DYNABOMB_PLAYER4_ACTIVE: case EL_DYNABOMB_NR: case EL_DYNABOMB_SZ: case EL_DYNABOMB_XL: DynaExplode(x, y); break; - case EL_PINGUIN: + case EL_PENGUIN: case EL_LAMP: case EL_LAMP_ACTIVE: if (IS_PLAYER(x, y)) @@ -1825,25 +1912,28 @@ void Blurb(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) /* start */ { 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 */ { - int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); + int graphic = (element == EL_ACID_SPLASH_LEFT ? + IMG_ACID_SPLASH_LEFT : + IMG_ACID_SPLASH_RIGHT); if (!MovDelay[x][y]) /* initialize animation counter */ MovDelay[x][y] = 9; @@ -1852,7 +1942,11 @@ void Blurb(int x, int y) { 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 frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } if (!MovDelay[x][y]) { @@ -1863,14 +1957,89 @@ void Blurb(int x, int y) } } +static void InitBeltMovement() +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT1_LEFT, + EL_CONVEYOR_BELT2_LEFT, + EL_CONVEYOR_BELT3_LEFT, + EL_CONVEYOR_BELT4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT1_LEFT_ACTIVE, + EL_CONVEYOR_BELT2_LEFT_ACTIVE, + EL_CONVEYOR_BELT3_LEFT_ACTIVE, + EL_CONVEYOR_BELT4_LEFT_ACTIVE + }; + + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i=0; i<4; i++) + { + int belt_nr = i; + + for (j=0; j<3; j++) + { + int element = belt_base_active_element[belt_nr] + j; + int graphic = el2img(element); + + if (game.belt_dir[i] == MV_LEFT) + new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + } + + for(y=0; y 0) { - Feld[x][y] = EL_LIGHT_SWITCH_ON; + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; DrawLevelField(x, y); } - else if (element == EL_LIGHT_SWITCH_ON && + else if (element == EL_LIGHT_SWITCH_ACTIVE && game.light_time_left == 0) { - Feld[x][y] = EL_LIGHT_SWITCH_OFF; + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + DrawLevelField(x, y); } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); - if (element == EL_INVISIBLE_STEEL || - element == EL_INVISIBLE_WALL || - element == EL_SAND_INVISIBLE) DrawLevelField(x, y); + } } } } @@ -1992,7 +2217,7 @@ 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(); @@ -2018,9 +2243,9 @@ 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); } */ @@ -2028,7 +2253,7 @@ static void ActivateTimegateSwitch(int x, int y) } } - Feld[x][y] = EL_TIMEGATE_SWITCH_ON; + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } void Impact(int x, int y) @@ -2075,11 +2300,11 @@ void Impact(int x, int y) { if (object_hit && IS_PLAYER(x, y+1)) KillHeroUnlessProtected(x, y+1); - else if (object_hit && smashed == EL_PINGUIN) + else if (object_hit && smashed == EL_PENGUIN) Bang(x, y+1); else { - Feld[x][y] = EL_AMOEBING; + Feld[x][y] = EL_AMOEBA_CREATING; Store[x][y] = EL_AMOEBA_WET; } return; @@ -2088,12 +2313,12 @@ void Impact(int x, int y) if (!lastline && object_hit) /* check which object was hit */ { if (CAN_CHANGE(element) && - (smashed == EL_MAGIC_WALL || smashed == EL_MAGIC_WALL_BD_OFF)) + (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL)) { int xx, yy; int activated_magic_wall = - (smashed == EL_MAGIC_WALL ? 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; yy0 && IS_PLAYER(x-1, y)) || (x0 && IS_FREE(x-1, y)); boolean right_is_free = (x %d\n", MovDir[x][y]); +#endif TurnRound(x, y); - +#if 0 + if (element == EL_SPRING) + printf("2--> %d\n", MovDir[x][y]); +#endif if (MovDelay[x][y] && (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON)) - DrawNewLevelField(x, y); - else if (MovDelay[x][y] && (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON || @@ -2866,13 +3145,13 @@ void StartMoving(int x, int y) if (element == EL_ROBOT || element == EL_YAMYAM || element == EL_DARK_YAMYAM) { - int phase = MovDelay[x][y] % 8; - - if (phase > 3) - phase = 7 - phase; - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); + { + int graphic = el2img(element); + int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } if (MovDelay[x][y] % 4 == 3) { @@ -2883,26 +3162,27 @@ void StartMoving(int x, int y) } } else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); - else if (element == EL_DRACHE) + DrawLevelElementAnimation(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_LEFT1 : + dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 : + dir == MV_UP ? IMG_FLAMES_UP1 : + dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY); + int frame = getGraphicAnimationFrame(graphic, -1); for (i=1; i<=3; i++) { int xx = x + i*dx, yy = y + i*dy; int sx = SCREENX(xx), sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) + IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) break; if (MovDelay[x][y]) @@ -2914,13 +3194,13 @@ void StartMoving(int x, int y) else RemoveMovingField(xx, yy); - Feld[xx][yy] = EL_BURNING; + Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) - DrawGraphic(sx, sy, graphic + phase*3 + i-1); + DrawGraphic(sx, sy, flame_graphic, frame); } else { - if (Feld[xx][yy] == EL_BURNING) + if (Feld[xx][yy] == EL_FLAMES) Feld[xx][yy] = EL_EMPTY; DrawLevelField(xx, yy); } @@ -2954,15 +3234,15 @@ void StartMoving(int x, int y) #endif } - else if ((element == EL_PINGUIN || element == EL_ROBOT || - element == EL_SONDE || element == EL_BALLOON) && + else if ((element == EL_PENGUIN || element == EL_ROBOT || + element == EL_SATELLITE || element == EL_BALLOON) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { Blurb(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_EXIT_OPEN) { @@ -2971,7 +3251,7 @@ void StartMoving(int x, int y) PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); local_player->friends_still_needed--; if (!local_player->friends_still_needed && @@ -2996,7 +3276,7 @@ void StartMoving(int x, int y) return; } } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { if (IS_GEM(Feld[newx][newy])) { @@ -3019,7 +3299,7 @@ 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)) { @@ -3041,8 +3321,8 @@ void StartMoving(int x, int y) MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) { if (IS_PLAYER(x, y)) DrawPlayerField(x, y); @@ -3052,11 +3332,11 @@ void StartMoving(int x, int y) PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; - Feld[newx][newy] = EL_BURNING; + Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) - Feld[newx1][newy1] = EL_BURNING; + Feld[newx1][newy1] = EL_FLAMES; if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) - Feld[newx2][newy2] = EL_BURNING; + Feld[newx2][newy2] = EL_FLAMES; return; } } @@ -3108,7 +3388,7 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { - Feld[newx][newy] = EL_DEAMOEBING; + Feld[newx][newy] = EL_AMOEBA_SHRINKING; PlaySoundLevel(x, y, SND_MOLE_EATING); MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ @@ -3116,12 +3396,12 @@ void StartMoving(int x, int y) else /* element == EL_PACMAN */ { Feld[newx][newy] = EL_EMPTY; - DrawNewLevelField(newx, newy); + DrawLevelField(newx, newy); PlaySoundLevel(x, y, SND_PACMAN_EATING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_DEAMOEBING || + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) { /* wait for shrinking amoeba to completely disappear */ @@ -3135,36 +3415,16 @@ void StartMoving(int x, int y) if (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK) -#if 0 DrawLevelField(x, y); -#else - DrawNewLevelField(x, y); -#endif else if (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || element == EL_MOLE) -#if 1 DrawLevelField(x, y); -#else - DrawNewLevelField(x, y); -#endif - else if (element == EL_BUTTERFLY || element == EL_FIREFLY) -#if 0 - DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); -#else - DrawNewGraphicAnimation(x, y, el2img(element)); -#endif - else if (element == EL_SONDE) -#if 0 - DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); -#else - DrawNewGraphicAnimation(x, y, IMG_SATELLITE); -#endif + else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + DrawLevelElementAnimation(x, y, element); + else if (element == EL_SATELLITE) + DrawLevelElementAnimation(x, y, element); else if (element == EL_SP_ELECTRON) -#if 0 - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); -#else - DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON); -#endif + DrawLevelElementAnimation(x, y, element); if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); @@ -3189,7 +3449,7 @@ void ContinueMoving(int x, int y) int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); + int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / 8; @@ -3199,15 +3459,15 @@ void ContinueMoving(int x, int y) element == EL_QUICKSAND_EMPTYING) step /= 4; else if (element == EL_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_BD_FILLING || + element == EL_BD_MAGIC_WALL_FILLING || element == EL_MAGIC_WALL_EMPTYING || - element == EL_MAGIC_WALL_BD_EMPTYING) + element == EL_BD_MAGIC_WALL_EMPTYING) step /= 2; else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) + y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) step /= 2; - else if (element == EL_SPRING_MOVING) - step*=2; + else if (element == EL_SPRING && horiz_move) + step *= 2; #if OLD_GAME_BEHAVIOUR else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) @@ -3243,7 +3503,7 @@ void ContinueMoving(int x, int y) yy = y + xy[i][1]; if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ + DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */ } } @@ -3271,18 +3531,18 @@ 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) @@ -3299,21 +3559,25 @@ void ContinueMoving(int x, int y) MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxAction[x][y] = GFX_ACTION_DEFAULT; + +#if 0 if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; +#else + /* + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; + */ - if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_PACMAN || - element == EL_SP_ELECTRON) - { - DrawNewLevelField(x, y); - DrawNewLevelField(newx, newy); - } - else - { - DrawLevelField(x, y); - DrawLevelField(newx, newy); - } + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; +#endif + + DrawLevelField(x, y); + DrawLevelField(newx, newy); Stop[newx][newy] = TRUE; JustStopped[newx][newy] = 3; @@ -3324,7 +3588,7 @@ void ContinueMoving(int x, int y) TestIfBadThingTouchesFriend(newx, newy); TestIfBadThingTouchesOtherBadThing(newx, newy); } - else if (element == EL_PINGUIN) + else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && @@ -3333,12 +3597,16 @@ void ContinueMoving(int x, int y) } else /* still moving on */ { - if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_PACMAN || - element == EL_SP_ELECTRON) - DrawNewLevelField(x, y); - else - DrawLevelField(x, y); +#if 0 + if (GfxAction[x][y] == GFX_ACTION_DEFAULT) + { + printf("reset GfxAction...\n"); + + GfxAction[x][y] = GFX_ACTION_MOVING; + } +#endif + + DrawLevelField(x, y); } } @@ -3444,7 +3712,7 @@ void AmoebeUmwandeln(int ax, int ay) if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) { AmoebaNr[x][y] = 0; - Feld[x][y] = EL_AMOEBA2DIAM; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; } } } @@ -3471,7 +3739,7 @@ void AmoebeUmwandeln(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; - if (Feld[x][y] == EL_AMOEBA2DIAM) + if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) { PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ? SND_AMOEBA_TURNING_TO_GEM : @@ -3504,7 +3772,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) if (AmoebaNr[x][y] == group_nr && (Feld[x][y] == EL_AMOEBA_DEAD || Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBING)) + Feld[x][y] == EL_AMOEBA_CREATING)) { AmoebaNr[x][y] = 0; Feld[x][y] = new_element; @@ -3544,7 +3812,12 @@ void AmoebeWaechst(int x, int y) { MovDelay[x][y]--; if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2); + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame); + } if (!MovDelay[x][y]) { @@ -3572,7 +3845,12 @@ void AmoebaDisappearing(int x, int y) { MovDelay[x][y]--; if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2); + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } if (!MovDelay[x][y]) { @@ -3711,17 +3989,17 @@ void AmoebeAbleger(int ax, int ay) 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_CREATING; /* creation of new amoeba */ Store[newax][neway] = element; } else if (neway == ay) { - Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left or right from amoeba */ + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING); } else { - InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ Feld[ax][ay] = EL_AMOEBA_DRIPPING; Store[ax][ay] = EL_AMOEBA_DROP; ContinueMoving(ax, ay); @@ -3815,15 +4093,21 @@ void RobotWheel(int x, int 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_ACTIVE); + { + int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame); + } + + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + return; } } Feld[x][y] = EL_ROBOT_WHEEL; DrawLevelField(x, y); + if (ZX == x && ZY == y) ZX = ZY = -1; } @@ -3839,28 +4123,26 @@ void TimegateWheel(int x, int 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_ACTIVE); + { + int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame); + } + + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + return; } } - Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; + Feld[x][y] = EL_TIMEGATE_SWITCH; DrawLevelField(x, y); + + /* !!! THIS LOOKS WRONG !!! */ 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 */ @@ -3869,16 +4151,22 @@ void NussKnacken(int x, int y) 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]) + if (MovDelay[x][y]) { - Feld[x][y] = EL_EMERALD; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame); + } + + return; } } + + Feld[x][y] = EL_EMERALD; + DrawLevelField(x, y); } void BreakingPearl(int x, int y) @@ -3889,39 +4177,59 @@ void BreakingPearl(int x, int y) 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]) + if (MovDelay[x][y]) { - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING, + 8 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame); + } + + return; } } -} -void SiebAktivieren(int x, int y, int typ) -{ - int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); +} + +void SiebAktivieren(int x, int y, int type) +{ + int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL); - DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); + DrawLevelGraphicAnimation(x, y, graphic); } 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; + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + return; - 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); - } + Feld[x][y] = EL_EXIT_OPENING; + + 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 AusgangstuerPruefen_SP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + return; + + Feld[x][y] = EL_SP_EXIT_OPEN; + + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_SP_EXIT_OPENING); } void AusgangstuerOeffnen(int x, int y) @@ -3929,28 +4237,32 @@ void AusgangstuerOeffnen(int x, int y) int delay = 6; if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5*delay; + 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); + tuer = MovDelay[x][y] / delay; - if (!MovDelay[x][y]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_EXIT_OPEN; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame); + } } + + if (MovDelay[x][y]) + return; } -} -void AusgangstuerBlinken(int x, int y) -{ - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG); + Feld[x][y] = EL_EXIT_OPEN; + DrawLevelField(x, y); } void OpenSwitchgate(int x, int y) @@ -3962,19 +4274,25 @@ void OpenSwitchgate(int x, int y) 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]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_SWITCHGATE_OPEN; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame); + } } + + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_SWITCHGATE_OPEN; + DrawLevelField(x, y); } void CloseSwitchgate(int x, int y) @@ -3986,19 +4304,25 @@ void CloseSwitchgate(int x, int y) 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]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_SWITCHGATE_CLOSED; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame); + } } + + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_SWITCHGATE_CLOSED; + DrawLevelField(x, y); } void OpenTimegate(int x, int y) @@ -4010,19 +4334,25 @@ void OpenTimegate(int x, int y) 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]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_TIMEGATE_OPEN; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame); + } } + + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_TIMEGATE_OPEN; + DrawLevelField(x, y); } void CloseTimegate(int x, int y) @@ -4034,19 +4364,25 @@ void CloseTimegate(int x, int y) 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]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_TIMEGATE_CLOSED; - DrawLevelField(x, y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame); + } } + + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_TIMEGATE_CLOSED; + DrawLevelField(x, y); } static void CloseAllOpenTimegates() @@ -4073,8 +4409,8 @@ 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); + if (Feld[x][y] == EL_BD_DIAMOND) + DrawLevelElementAnimation(x, y, el2img(Feld[x][y])); else { if (!MovDelay[x][y]) /* next animation frame */ @@ -4087,23 +4423,25 @@ void EdelsteinFunkeln(int x, int y) if (setup.direct_draw && MovDelay[x][y]) SetDrawtoField(DRAW_BUFFERED); - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y])); +#if 0 + DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0); +#else + DrawLevelElementAnimation(x, y, Feld[x][y]); +#endif if (MovDelay[x][y]) { - int phase = (MovDelay[x][y]-1)/2; - - if (phase > 2) - phase = 4-phase; + 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; - 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); @@ -4119,42 +4457,41 @@ void MauerWaechst(int x, int y) int delay = 6; if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3*delay; + MovDelay[x][y] = 3 * delay; if (MovDelay[x][y]) /* wait some time before next frame */ { - int phase; - MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT : - MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT : - MovDir[x][y] == MV_UP ? GFX_MAUER_UP : - GFX_MAUER_DOWN ) + phase); + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_dir2img(Feld[x][y], MovDir[x][y]); + int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } if (!MovDelay[x][y]) { if (MovDir[x][y] == MV_LEFT) { - if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1, y); + if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y])) + DrawLevelField(x - 1, y); } else if (MovDir[x][y] == MV_RIGHT) { - if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1, y); + if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y])) + DrawLevelField(x + 1, y); } else if (MovDir[x][y] == MV_UP) { - if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1])) - DrawLevelField(x, y-1); + if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1])) + DrawLevelField(x, y - 1); } else { - if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1])) - DrawLevelField(x, y+1); + if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1])) + DrawLevelField(x, y + 1); } Feld[x][y] = Store[x][y]; @@ -4193,53 +4530,57 @@ 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_WALL_GROWING_Y || element == EL_WALL_GROWING_XY) { if (oben_frei) { - Feld[ax][ay-1] = EL_MAUERND; + Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE; 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_WALL_GROWING_ACTIVE_UP, 0); new_wall = TRUE; } if (unten_frei) { - Feld[ax][ay+1] = EL_MAUERND; + Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE; 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_WALL_GROWING_ACTIVE_DOWN, 0); new_wall = TRUE; } } - if (element == EL_MAUER_X || element == EL_MAUER_XY || - element == EL_MAUER_LEBT) + if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY || + element == EL_WALL_GROWING) { if (links_frei) { - Feld[ax-1][ay] = EL_MAUERND; + Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE; 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_WALL_GROWING_ACTIVE_LEFT, 0); new_wall = TRUE; } if (rechts_frei) { - Feld[ax+1][ay] = EL_MAUERND; + Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE; 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_WALL_GROWING_ACTIVE_RIGHT, 0); new_wall = TRUE; } } - if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) + if (element == EL_WALL_GROWING && (links_frei || rechts_frei)) DrawLevelField(ax, ay); if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) @@ -4252,9 +4593,9 @@ void MauerAbleger(int ax, int ay) rechts_massiv = TRUE; if (((oben_massiv && unten_massiv) || - element == EL_MAUER_X || element == EL_MAUER_LEBT) && + element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) && ((links_massiv && rechts_massiv) || - element == EL_MAUER_Y)) + element == EL_WALL_GROWING_Y)) Feld[ax][ay] = EL_WALL; if (new_wall) @@ -4280,9 +4621,9 @@ 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 @@ -4298,7 +4639,7 @@ 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_EMPTY; DrawLevelField(xx, yy); @@ -4310,63 +4651,110 @@ 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; + + MovDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); +} - if (element == EL_SP_BUG) +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = { - if (!MovDelay[x][y]) /* wait some time before activating base */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (MovDelay[x][y]) + for (i=0; i<4; i++) + { + int xx = x + xy[i][0], yy = y + xy[i][1]; + + 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 CheckBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_SP_BUGGY_BASE) { - if (!MovDelay[x][y]) /* start activating buggy base */ - MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); + if (MovDelay[x][y] == 0) /* wait some time before activating base */ + { + GfxFrame[x][y] = 0; - if (MovDelay[x][y]) + InitBuggyBase(x, y); + } + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + DrawLevelElementAnimation(x, y, element); + } + else + { + Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING; + DrawLevelField(x, y); + } + } + else if (element == EL_SP_BUGGY_BASE_ACTIVATING) + { + if (MovDelay[x][y] == 0) /* display activation warning of buggy base */ + { + GfxFrame[x][y] = 0; - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4)); + InitBuggyBase(x, y); + } - for (i=0; i<4; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; + MovDelay[x][y]--; - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING); - break; - } - } + if (MovDelay[x][y] != 0) + { + DrawLevelElementAnimation(x, y, element); + } + else + { + Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE; + DrawLevelField(x, y); + } + } + else if (element == EL_SP_BUGGY_BASE_ACTIVE) + { + if (MovDelay[x][y] == 0) /* start activating buggy base */ + { + GfxFrame[x][y] = 0; - return; - } + InitBuggyBase(x, y); + } - Feld[x][y] = EL_SP_BUG; + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + DrawLevelElementAnimation(x, y, element); + + WarnBuggyBase(x, y); + } + else + { + Feld[x][y] = EL_SP_BUGGY_BASE; DrawLevelField(x, y); } } @@ -4376,17 +4764,19 @@ static void CheckTrap(int x, int y) { int element = Feld[x][y]; - if (element == EL_TRAP_INACTIVE) + if (element == EL_TRAP) { - if (!MovDelay[x][y]) /* wait some time before activating trap */ + if (MovDelay[x][y] == 0) /* wait some time before activating trap */ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; + MovDelay[x][y]--; + if (MovDelay[x][y] != 0) + { + /* do nothing while waiting */ + } + else + { Feld[x][y] = EL_TRAP_ACTIVE; PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); } @@ -4396,53 +4786,72 @@ static void CheckTrap(int x, int y) int delay = 4; int num_frames = 8; - if (!MovDelay[x][y]) /* start activating trap */ - MovDelay[x][y] = num_frames * delay; - - if (MovDelay[x][y]) + if (MovDelay[x][y] == 0) /* start activating trap */ { - MovDelay[x][y]--; - - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % delay)) - { - int phase = MovDelay[x][y]/delay; - - if (phase >= num_frames/2) - phase = num_frames - phase; - - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - } - } + MovDelay[x][y] = num_frames * delay; + GfxFrame[x][y] = 0; + } - return; - } + MovDelay[x][y]--; - Feld[x][y] = EL_TRAP_INACTIVE; + if (MovDelay[x][y] != 0) + { + if (DrawLevelElementAnimation(x, y, element)) + DrawCrumbledSand(SCREENX(x), SCREENY(y)); + } + else + { + Feld[x][y] = EL_TRAP; DrawLevelField(x, y); } } } +#if 0 static void DrawBeltAnimation(int x, int y, int element) { - int belt_nr = getBeltNrFromElement(element); + int belt_nr = getBeltNrFromBeltActiveElement(element); int belt_dir = game.belt_dir[belt_nr]; if (belt_dir != MV_NO_MOVING) { - int delay = 2; - int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE); - int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7); - - DrawGraphicAnimation(x, y, graphic, 8, delay, mode); + DrawLevelElementAnimation(x, y, element); if (!(FrameCounter % 2)) - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE); + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + } +} +#endif + +static void ChangeElement(int x, int y) +{ + int element = Feld[x][y]; + + if (MovDelay[x][y] == 0) /* initialize element change */ + { + MovDelay[x][y] = changing_element[element].change_delay + 1; + GfxFrame[x][y] = 0; + + if (changing_element[element].pre_change_function) + changing_element[element].pre_change_function(x, y); + } + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) /* continue element change */ + { + DrawLevelElementAnimation(x, y, element); + + if (changing_element[element].change_function) + changing_element[element].change_function(x, y); + } + else /* finish element change */ + { + Feld[x][y] = changing_element[element].next_element; + DrawLevelField(x, y); + + if (changing_element[element].post_change_function) + changing_element[element].post_change_function(x, y); } } @@ -4536,6 +4945,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) */ #endif + /* if the player does not move for some time, reset animation to start */ if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } @@ -4571,7 +4981,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) { int el = Feld[jx+dx][jy]; - int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 : (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) @@ -4591,7 +5001,7 @@ 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 i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; @@ -4695,8 +5105,6 @@ void GameActions() #endif #endif - - FrameCounter++; TimeFrames++; @@ -4706,6 +5114,8 @@ void GameActions() if (JustStopped[x][y] > 0) JustStopped[x][y]--; + GfxFrame[x][y]++; + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -4726,28 +5136,58 @@ void GameActions() for (y=0; y 1) + DrawLevelGraphicAnimation(x, y, graphic); +#endif + continue; + } if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); +#if 1 + if (Feld[x][y] == EL_EMERALD && + new_graphic_info[graphic].anim_frames > 1 && + !IS_MOVING(x, y)) + DrawLevelGraphicAnimation(x, y, graphic); +#endif + if (IS_GEM(element) || element == EL_SP_INFOTRON) EdelsteinFunkeln(x, y); } + +#if 1 + else if ((element == EL_ACID || + element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_TERMINAL || + element == EL_SP_TERMINAL_ACTIVE || + element == EL_EXTRA_TIME || + element == EL_SHIELD_NORMAL || + element == EL_SHIELD_DEADLY) && + new_graphic_info[graphic].anim_frames > 1) + DrawLevelGraphicAnimation(x, y, graphic); +#endif + else if (IS_MOVING(x, y)) ContinueMoving(x, y); else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); #if 0 - else if (element == EL_EXPLODING && !game.explosions_delayed) - Explode(x, y, Frame[x][y], EX_NORMAL); + else if (element == EL_EXPLOSION && !game.explosions_delayed) + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); #endif - else if (element == EL_AMOEBING) + else if (element == EL_AMOEBA_CREATING) AmoebeWaechst(x, y); - else if (element == EL_DEAMOEBING) + else if (element == EL_AMOEBA_SHRINKING) AmoebaDisappearing(x, y); #if !USE_NEW_AMOEBA_CODE @@ -4759,46 +5199,42 @@ void GameActions() Life(x, y); else if (element == EL_ROBOT_WHEEL_ACTIVE) RobotWheel(x, y); - else if (element == EL_TIMEGATE_SWITCH_ON) + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) TimegateWheel(x, y); - else if (element == EL_ACID) - Blubber(x, y); - else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT) + else if (element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT) Blurb(x, y); - else if (element == EL_CRACKINGNUT) +#if 0 + else if (element == EL_NUT_CRACKING) NussKnacken(x, y); else if (element == EL_PEARL_BREAKING) BreakingPearl(x, y); +#endif else if (element == EL_EXIT_CLOSED) AusgangstuerPruefen(x, y); - else if (element == EL_AUSGANG_ACT) + else if (element == EL_SP_EXIT_CLOSED) + AusgangstuerPruefen_SP(x, y); +#if 0 + else if (element == EL_EXIT_OPENING) AusgangstuerOeffnen(x, y); - else if (element == EL_EXIT_OPEN) - AusgangstuerBlinken(x, y); - else if (element == EL_MAUERND) +#endif + else if (element == EL_WALL_GROWING_ACTIVE) MauerWaechst(x, y); - else if (element == EL_MAUER_LEBT || - element == EL_MAUER_X || - element == EL_MAUER_Y || - element == EL_MAUER_XY) + else if (element == EL_WALL_GROWING || + element == EL_WALL_GROWING_X || + element == EL_WALL_GROWING_Y || + element == EL_WALL_GROWING_XY) MauerAbleger(x, y); - else if (element == EL_BURNING) + else if (element == EL_FLAMES) CheckForDragon(x, y); - else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE) + else if (element == EL_SP_BUGGY_BASE || + element == EL_SP_BUGGY_BASE_ACTIVATING || + element == EL_SP_BUGGY_BASE_ACTIVE) CheckBuggyBase(x, y); - else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE) + else if (element == EL_TRAP || element == EL_TRAP_ACTIVE) CheckTrap(x, y); - else if (element == EL_SP_TERMINAL) - DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); - else if (element == EL_SP_TERMINAL_ACTIVE) - { - DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); #if 0 - if (!(FrameCounter % 4)) - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE); -#endif - } - else if (IS_BELT(element)) + else if (IS_BELT_ACTIVE(element)) DrawBeltAnimation(x, y, element); else if (element == EL_SWITCHGATE_OPENING) OpenSwitchgate(x, y); @@ -4808,24 +5244,18 @@ void GameActions() OpenTimegate(x, y); else if (element == EL_TIMEGATE_CLOSING) CloseTimegate(x, y); - else if (element == EL_EXTRA_TIME) - DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); - else if (element == EL_SHIELD_PASSIVE) - { - DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL); -#if 0 - if (!(FrameCounter % 4)) - PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED); #endif - } - else if (element == EL_SHIELD_ACTIVE) - { - DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); -#if 0 - if (!(FrameCounter % 4)) - PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE); + + else if (IS_AUTO_CHANGING(element)) + ChangeElement(x, y); + +#if 1 + else if (new_graphic_info[graphic].anim_frames > 1) + DrawLevelGraphicAnimation(x, y, graphic); #endif - } + + if (IS_BELT_ACTIVE(element)) + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); if (game.magic_wall_active) { @@ -4833,15 +5263,15 @@ void GameActions() int jx = local_player->jx, jy = local_player->jy; if (element == EL_MAGIC_WALL_FULL || - element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_ACTIVE || 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) + else if (element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -4879,8 +5309,8 @@ void GameActions() (element == EL_EMPTY || element == EL_SAND || element == EL_QUICKSAND_EMPTY || - element == EL_BLURB_LEFT || - element == EL_BLURB_RIGHT)) + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) { 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) || @@ -4906,8 +5336,8 @@ 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; } @@ -4921,9 +5351,9 @@ void GameActions() { int element = Feld[sieb_x][sieb_y]; - if (element == EL_MAGIC_WALL_BD_FULL || - element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_EMPTYING) + if (element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE); else PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE); @@ -4938,16 +5368,16 @@ 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); } } @@ -4962,22 +5392,7 @@ void GameActions() game.light_time_left--; if (game.light_time_left == 0) - { - for (y=0; y 0) @@ -4994,9 +5409,9 @@ void GameActions() if (SHIELD_ON(player)) { - if (player->shield_active_time_left) + if (player->shield_deadly_time_left) PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); - else if (player->shield_passive_time_left) + else if (player->shield_normal_time_left) PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } } @@ -5012,10 +5427,10 @@ void GameActions() if (SHIELD_ON(player)) { - player->shield_passive_time_left--; + player->shield_normal_time_left--; - if (player->shield_active_time_left > 0) - player->shield_active_time_left--; + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; } } @@ -5119,6 +5534,7 @@ void ScrollLevel(int dx, int dy) for (y=BY1; y<=BY2; y++) DrawScreenField(x, y); } + if (dy) { y = (dy == 1 ? BY1 : BY2); @@ -5190,7 +5606,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (element == EL_ACID && dx == 0 && dy == 1) { Blurb(jx, jy); - Feld[jx][jy] = EL_PLAYER; + Feld[jx][jy] = EL_PLAYER1; InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); @@ -5251,7 +5667,8 @@ 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 */ @@ -5355,7 +5772,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (!(moved & MF_MOVING) && !player->Pushing) player->Frame = 0; else +#if 0 player->Frame = (player->Frame + 1) % 4; +#else + player->Frame += 1 * 0; +#endif if (moved & MF_MOVING) { @@ -5364,7 +5785,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ + DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; @@ -5400,6 +5821,8 @@ void ScrollFigure(struct PlayerInfo *player, int mode) { player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + if (player->Frame) + player->Frame += 1; if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; @@ -5412,6 +5835,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + player->Frame += 1; if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) Feld[last_jx][last_jy] = EL_EMPTY; @@ -5436,11 +5860,13 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jx = jx; player->last_jy = jy; - if (Feld[jx][jy] == EL_EXIT_OPEN) + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN) { RemoveHero(player); - if (!local_player->friends_still_needed) + if (local_player->friends_still_needed == 0 || + Feld[jx][jy] == EL_SP_EXIT_OPEN) player->LevelSolved = player->GameOver = TRUE; } @@ -5532,7 +5958,7 @@ 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); @@ -5561,7 +5987,7 @@ 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++) @@ -5596,7 +6022,7 @@ 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; @@ -5629,7 +6055,7 @@ 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); @@ -5691,7 +6117,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) element = Feld[x][y]; if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE || - element == EL_AMOEBING || element == EL_AMOEBA_DROP) + element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP) { kill_x = x; kill_y = y; @@ -5714,8 +6140,8 @@ void KillHero(struct PlayerInfo *player) 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); @@ -5792,18 +6218,18 @@ int DigField(struct PlayerInfo *player, int i = 0; int tube_leave_directions[][2] = { - { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + { EL_TUBE_ALL, 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]) @@ -5823,19 +6249,21 @@ int DigField(struct PlayerInfo *player, { case EL_EMPTY: case EL_SAND: - case EL_SAND_INVISIBLE: - case EL_TRAP_INACTIVE: + case EL_INVISIBLE_SAND: + case EL_INVISIBLE_SAND_ACTIVE: + case EL_TRAP: case EL_SP_BASE: - case EL_SP_BUG: + case EL_SP_BUGGY_BASE: + case EL_SP_BUGGY_BASE_ACTIVATING: RemoveField(x, y); PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); break; case EL_EMERALD: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_YELLOW: - case EL_EDELSTEIN_RED: - case EL_EDELSTEIN_PURPLE: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: case EL_DIAMOND: case EL_SP_INFOTRON: case EL_PEARL: @@ -5874,16 +6302,16 @@ int DigField(struct PlayerInfo *player, PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; - case EL_SHIELD_PASSIVE: + case EL_SHIELD_NORMAL: RemoveField(x, y); - player->shield_passive_time_left += 10; + player->shield_normal_time_left += 10; PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); break; - case EL_SHIELD_ACTIVE: + case EL_SHIELD_DEADLY: RemoveField(x, y); - player->shield_passive_time_left += 10; - player->shield_active_time_left += 10; + player->shield_normal_time_left += 10; + player->shield_deadly_time_left += 10; PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); break; @@ -5929,29 +6357,29 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_KEY); + RaiseScoreElement(element); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); + IMG_KEY1 + key_nr); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); + IMG_KEY1 + 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: + case EL_EM_KEY1: + case EL_EM_KEY2: + case EL_EM_KEY3: + case EL_EM_KEY4: { - int key_nr = element - EL_EM_KEY_1; + int key_nr = element - EL_EM_KEY1; RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_KEY); + RaiseScoreElement(element); DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); + IMG_KEY1 + key_nr); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); + IMG_KEY1 + key_nr); PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -5986,18 +6414,18 @@ 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_BELT1_SWITCH_LEFT: + case EL_CONVEYOR_BELT1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT2_SWITCH_LEFT: + case EL_CONVEYOR_BELT2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT3_SWITCH_LEFT: + case EL_CONVEYOR_BELT3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT4_SWITCH_LEFT: + case EL_CONVEYOR_BELT4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT4_SWITCH_RIGHT: if (!player->Switching) { player->Switching = TRUE; @@ -6007,8 +6435,8 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_SWITCHGATE_SWITCH_1: - case EL_SWITCHGATE_SWITCH_2: + case EL_SWITCHGATE_SWITCH_UP: + case EL_SWITCHGATE_SWITCH_DOWN: if (!player->Switching) { player->Switching = TRUE; @@ -6018,22 +6446,22 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_LIGHT_SWITCH_OFF: - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH: + case EL_LIGHT_SWITCH_ACTIVE: if (!player->Switching) { player->Switching = TRUE; ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? SND_LIGHT_SWITCH_ACTIVATING : SND_LIGHT_SWITCH_DEACTIVATING); } return MF_ACTION; break; - case EL_TIMEGATE_SWITCH_OFF: + case EL_TIMEGATE_SWITCH: ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); return MF_ACTION; break; @@ -6042,8 +6470,8 @@ int DigField(struct PlayerInfo *player, case EL_BALLOON_SEND_RIGHT: case EL_BALLOON_SEND_UP: case EL_BALLOON_SEND_DOWN: - case EL_BALLOON_SEND_ANY: - if (element == EL_BALLOON_SEND_ANY) + case EL_BALLOON_SEND_ANY_DIRECTION: + if (element == EL_BALLOON_SEND_ANY_DIRECTION) game.balloon_dir = move_direction; else game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT : @@ -6056,14 +6484,6 @@ int DigField(struct PlayerInfo *player, 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_PASSING, SOUND_MAX_RIGHT); - break; - /* the following elements cannot be pushed by "snapping" */ case EL_ROCK: case EL_BOMB: @@ -6113,18 +6533,18 @@ int DigField(struct PlayerInfo *player, else { RemoveField(x, y); - Feld[x+dx][y+dy] = element; + Feld[x + dx][y + dy] = element; } if (element == EL_SPRING) { - Feld[x+dx][y+dy] = EL_SPRING_MOVING; - MovDir[x+dx][y+dy] = move_direction; + Feld[x + dx][y + dy] = EL_SPRING; + MovDir[x + dx][y + dy] = move_direction; } player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - DrawLevelField(x+dx, y+dy); + DrawLevelField(x + dx, y + dy); PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); break; @@ -6144,11 +6564,11 @@ int DigField(struct PlayerInfo *player, 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]) + case EL_EM_GATE1: + case EL_EM_GATE2: + case EL_EM_GATE3: + case EL_EM_GATE4: + if (!player->key[element - EL_EM_GATE1]) return MF_NO_ACTION; if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; @@ -6230,13 +6650,13 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_SP_PORT_PASSING); break; - case EL_TUBE_CROSS: + case EL_TUBE_ALL: 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: @@ -6245,18 +6665,18 @@ 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_ALL, 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) @@ -6274,16 +6694,20 @@ int DigField(struct PlayerInfo *player, break; case EL_EXIT_CLOSED: - case EL_AUSGANG_ACT: - /* door is not (yet) open */ + case EL_SP_EXIT_CLOSED: + case EL_EXIT_OPENING: return MF_NO_ACTION; break; case EL_EXIT_OPEN: + case EL_SP_EXIT_OPEN: if (mode == DF_SNAP) return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_EXIT_PASSING); + if (element == EL_EXIT_OPEN) + PlaySoundLevel(x, y, SND_EXIT_PASSING); + else + PlaySoundLevel(x, y, SND_SP_EXIT_PASSING); break; @@ -6304,12 +6728,12 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_SOKOBAN_FELD_LEER: + case EL_SOKOBAN_FIELD_EMPTY: break; - case EL_SOKOBAN_OBJEKT: - case EL_SOKOBAN_FELD_VOLL: - case EL_SONDE: + case EL_SOKOBAN_OBJECT: + case EL_SOKOBAN_FIELD_FULL: + case EL_SATELLITE: case EL_SP_DISK_YELLOW: case EL_BALLOON: if (mode == DF_SNAP) @@ -6319,7 +6743,7 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(x+dx, y+dy) || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER + && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY || !IS_SB_ELEMENT(element)))) return MF_NO_ACTION; @@ -6349,27 +6773,27 @@ int DigField(struct PlayerInfo *player, if (IS_SB_ELEMENT(element)) { - if (element == EL_SOKOBAN_FELD_VOLL) + if (element == EL_SOKOBAN_FIELD_FULL) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; + Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; local_player->sokobanfields_still_needed++; } else RemoveField(x, y); - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; + Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) + if (element == EL_SOKOBAN_OBJECT) PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); else PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); } else { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; - if (element == EL_SOKOBAN_FELD_VOLL) + Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT; + if (element == EL_SOKOBAN_FIELD_FULL) PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); else PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); @@ -6385,7 +6809,7 @@ int DigField(struct PlayerInfo *player, player->push_delay_value = (element == EL_BALLOON ? 0 : 2); DrawLevelField(x, y); - DrawLevelField(x+dx, y+dy); + DrawLevelField(x + dx, y + dy); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && @@ -6397,9 +6821,9 @@ int DigField(struct PlayerInfo *player, break; - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PENGUIN: + case EL_PIG: + case EL_DRAGON: break; default: @@ -6460,7 +6884,7 @@ boolean PlaceBomb(struct PlayerInfo *player) element = Feld[jx][jy]; if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) + IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) return FALSE; if (element != EL_EMPTY) @@ -6476,20 +6900,21 @@ boolean PlaceBomb(struct PlayerInfo *player) if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) { if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); + DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); } PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING); } else { - Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); + Feld[jx][jy] = + EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1); MovDelay[jx][jy] = 96; player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING); } @@ -6569,21 +6994,21 @@ void RaiseScoreElement(int element) switch(element) { case EL_EMERALD: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_YELLOW: - case EL_EDELSTEIN_RED: - case EL_EDELSTEIN_PURPLE: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: RaiseScore(level.score[SC_EDELSTEIN]); break; case EL_DIAMOND: RaiseScore(level.score[SC_DIAMANT]); break; case EL_BUG: - case EL_BUTTERFLY: + case EL_BD_BUTTERFLY: RaiseScore(level.score[SC_KAEFER]); break; case EL_SPACESHIP: - case EL_FIREFLY: + case EL_BD_FIREFLY: RaiseScore(level.score[SC_FLIEGER]); break; case EL_YAMYAM: @@ -6602,7 +7027,10 @@ void RaiseScoreElement(int element) case EL_DYNAMITE: RaiseScore(level.score[SC_DYNAMIT]); break; - case EL_KEY: + case EL_KEY1: + case EL_KEY2: + case EL_KEY3: + case EL_KEY4: RaiseScore(level.score[SC_SCHLUESSEL]); break; default: @@ -6697,7 +7125,7 @@ void CreateGameButtons() for (i=0; i