X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=f0bf7dd9600b8bef766243fad5256c9fdd382372;hb=066b410c0573fe64a1783116daf9d64883e9f03e;hp=2fd57d065386332b48ac485ef92cf707fec8edd2;hpb=12d604d7378a05f91df4b061195a9943f2214da8;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2fd57d06..f0bf7dd9 100644 --- a/src/game.c +++ b/src/game.c @@ -1,31 +1,32 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2001 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" #include "tools.h" #include "screens.h" -#include "sound.h" #include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" /* this switch controls how rocks move horizontally */ #define OLD_GAME_BEHAVIOUR FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -42,9 +43,10 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NORMAL 0 -#define EX_CENTER 1 -#define EX_BORDER 2 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -101,7 +103,9 @@ #define NUM_GAME_BUTTONS 6 /* forward declaration for internal use */ +static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -165,17 +169,21 @@ static unsigned int getStateCheckSum(int counter) void GetPlayerConfig() { - if (sound_status == SOUND_OFF) + if (!audio.sound_available) setup.sound = FALSE; - if (!sound_loops_allowed) - { + if (!audio.loops_available) setup.sound_loops = FALSE; + + if (!audio.music_available) setup.sound_music = FALSE; - } + + if (!video.fullscreen_available) + setup.fullscreen = FALSE; setup.sound_simple = setup.sound; + SetAudioMode(setup.sound); InitJoysticks(); } @@ -188,19 +196,19 @@ static int getBeltNrFromElement(int element) static int getBeltNrFromSwitchElement(int element) { - return (element < EL_BELT2_SWITCH_L ? 0 : - element < EL_BELT3_SWITCH_L ? 1 : - element < EL_BELT4_SWITCH_L ? 2 : 3); + return (element < EL_BELT2_SWITCH_LEFT ? 0 : + element < EL_BELT3_SWITCH_LEFT ? 1 : + element < EL_BELT4_SWITCH_LEFT ? 2 : 3); } static int getBeltDirNrFromSwitchElement(int element) { static int belt_base_element[4] = { - EL_BELT1_SWITCH_L, - EL_BELT2_SWITCH_L, - EL_BELT3_SWITCH_L, - EL_BELT4_SWITCH_L + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT }; int belt_nr = getBeltNrFromSwitchElement(element); @@ -227,8 +235,17 @@ static void InitField(int x, int y, boolean init_game) { switch (Feld[x][y]) { - case EL_SPIELFIGUR: case EL_SP_MURPHY: + if (init_game) + { + if (stored_player[0].present) + { + Feld[x][y] = EL_SP_MURPHY_CLONE; + break; + } + } + /* no break! */ + case EL_SPIELFIGUR: if (init_game) Feld[x][y] = EL_SPIELER1; /* no break! */ @@ -253,7 +270,7 @@ static void InitField(int x, int y, boolean init_game) StorePlayer[x][y] = Feld[x][y]; - if (options.verbose) + if (options.debug) { printf("Player %d activated.\n", player->element_nr); printf("[Local player is %d and currently %s.]\n", @@ -281,36 +298,41 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_BADEWANNE5; break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: case EL_MAMPFER: case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: InitMovDir(x, y); break; @@ -339,7 +361,6 @@ static void InitField(int x, int y, boolean init_game) local_player->sokobanfields_still_needed++; break; - case EL_MAULWURF: case EL_PINGUIN: local_player->friends_still_needed++; break; @@ -366,18 +387,18 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_EM_KEY_4; break; - case EL_BELT1_SWITCH_L: - case EL_BELT1_SWITCH_M: - case EL_BELT1_SWITCH_R: - case EL_BELT2_SWITCH_L: - case EL_BELT2_SWITCH_M: - case EL_BELT2_SWITCH_R: - case EL_BELT3_SWITCH_L: - case EL_BELT3_SWITCH_M: - case EL_BELT3_SWITCH_R: - case EL_BELT4_SWITCH_L: - case EL_BELT4_SWITCH_M: - case EL_BELT4_SWITCH_R: + case EL_BELT1_SWITCH_LEFT: + case EL_BELT1_SWITCH_MIDDLE: + case EL_BELT1_SWITCH_RIGHT: + case EL_BELT2_SWITCH_LEFT: + case EL_BELT2_SWITCH_MIDDLE: + case EL_BELT2_SWITCH_RIGHT: + case EL_BELT3_SWITCH_LEFT: + case EL_BELT3_SWITCH_MIDDLE: + case EL_BELT3_SWITCH_RIGHT: + case EL_BELT4_SWITCH_LEFT: + case EL_BELT4_SWITCH_MIDDLE: + case EL_BELT4_SWITCH_RIGHT: if (init_game) { int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); @@ -394,6 +415,18 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; } } + break; + + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; + + case EL_LIGHT_SWITCH_ON: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + default: break; } @@ -406,6 +439,14 @@ void InitGame() boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ +#if DEBUG +#if USE_NEW_AMOEBA_CODE + printf("Using new amoeba code.\n"); +#else + printf("Using old amoeba code.\n"); +#endif +#endif + /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -454,6 +495,7 @@ void InitGame() player->move_delay = 0; player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; player->move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); @@ -463,6 +505,9 @@ void InitGame() player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -472,7 +517,7 @@ void InitGame() network_player_action_received = FALSE; -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NO_MOVING); @@ -480,7 +525,6 @@ void InitGame() ZX = ZY = -1; - game.yam_content_nr = 0; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; @@ -493,12 +537,20 @@ void InitGame() ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ AllPlayersGone = FALSE; + + game.yam_content_nr = 0; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.balloon_dir = MV_NO_MOVING; + game.explosions_delayed = TRUE; + for (i=0; i<4; i++) { game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* no moving, next switch left */ + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } for (i=0; i= GAME_VERSION_2_0) +#endif + Elementeigenschaften2[ep_em_slippery_wall[i]] |= + EP_BIT_EM_SLIPPERY_WALL; + else + Elementeigenschaften2[ep_em_slippery_wall[i]] &= + ~EP_BIT_EM_SLIPPERY_WALL; + } + } + if (BorderElement == EL_LEERRAUM) { SBX_Left = 0; @@ -669,27 +766,30 @@ void InitGame() DrawAllPlayers(); FadeToFront(); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + if (setup.soft_scrolling) - XCopyArea(display, fieldbuffer, backbuffer, gc, - FX, FY, SXSIZE, SYSIZE, SX, SY); + BlitBitmap(fieldbuffer, backbuffer, 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); + BlitBitmap(pix[PIX_DOOR], drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); if (level_nr < 100) DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FS_SMALL, FC_YELLOW); else { - DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS, + DrawTextExt(drawto, 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); + BlitBitmap(drawto, drawto, + 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, @@ -702,6 +802,7 @@ void InitGame() int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); UnmapGameButtons(); + UnmapTapeButtons(); game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; @@ -709,17 +810,17 @@ void InitGame() MapTapeButtons(); /* copy actual game door content to door double buffer for OpenDoor() */ - XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc, - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + BlitBitmap(drawto, pix[PIX_DB_DOOR], + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); OpenDoor(DOOR_OPEN_ALL); - if (setup.sound_music) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + if (setup.sound_music && num_bg_loops) + PlayMusic(level_nr % num_bg_loops); - XAutoRepeatOff(display); + KeyboardAutoRepeatOff(); - if (options.verbose) + if (options.debug) { for (i=0; i<4; i++) printf("Player %d %sactive.\n", @@ -737,52 +838,53 @@ 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: @@ -793,6 +895,14 @@ 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 && @@ -850,7 +960,7 @@ void InitAmoebaNr(int x, int y) void GameWon() { int hi_pos; - int bumplevel = FALSE; + boolean raise_level = FALSE; if (local_player->MovPos) return; @@ -859,12 +969,12 @@ void GameWon() if (TimeLeft) { - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); while(TimeLeft > 0) { - if (!setup.sound_loops) + if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); @@ -874,20 +984,22 @@ void GameWon() TimeLeft--; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) StopSound(SND_SIRR); } else if (level.time == 0) /* level without time limit */ { - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); while(TimePlayed < 999) { - if (!setup.sound_loops) + if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); if (TimePlayed < 999 && !(TimePlayed % 10)) RaiseScore(level.score[SC_ZEITBONUS]); @@ -897,14 +1009,18 @@ void GameWon() TimePlayed++; DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) StopSound(SND_SIRR); } +#if 0 FadeSounds(); +#endif /* Hero disappears */ DrawLevelField(ExitX, ExitY); @@ -921,18 +1037,35 @@ void GameWon() SaveTape(tape.level_nr); /* Ask to save tape */ } + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); + } + + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + if ((hi_pos = NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } } else { game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } DrawMainMenu(); } @@ -1105,17 +1238,16 @@ void RemoveMovingField(int x, int y) } if (Feld[x][y] == EL_BLOCKED && - (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_SIEB_LEER || - Store[oldx][oldy] == EL_SIEB2_LEER || - Store[oldx][oldy] == EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) + Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else Feld[oldx][oldy] = EL_LEERRAUM; + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + Feld[newx][newy] = EL_LEERRAUM; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; @@ -1184,11 +1316,17 @@ void CheckDynamite(int x, int y) void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = 2; + int num_phase = 9, 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; + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; @@ -1221,10 +1359,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MASSIVE(element) || element == EL_BURNING) continue; + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM); + Store[x][y] = 0; + } + + continue; + } + if (element == EL_EXPLODING) element = Store2[x][y]; - if (IS_PLAYER(ex, ey)) + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) { @@ -1246,7 +1396,7 @@ void Explode(int ex, int ey, int phase, int mode) if (game.emulation == EMU_SUPAPLEX) Store[x][y] = EL_LEERRAUM; } - else if (center_element == EL_MAULWURF) + else if (center_element == EL_MOLE) Store[x][y] = EL_EDELSTEIN_ROT; else if (center_element == EL_PINGUIN) Store[x][y] = EL_EDELSTEIN_LILA; @@ -1272,6 +1422,10 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EDELSTEIN_ROT; else if (element == EL_ERZ_EDEL_LILA) Store[x][y] = EL_EDELSTEIN_LILA; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; else if (!IS_PFORTE(Store[x][y])) Store[x][y] = EL_LEERRAUM; @@ -1325,7 +1479,7 @@ void Explode(int ex, int ey, int phase, int mode) int element = Store2[x][y]; if (IS_PLAYER(x, y)) - KillHero(PLAYERINFO(x, y)); + KillHeroUnlessProtected(x, y); else if (IS_EXPLOSIVE(element)) { Feld[x][y] = Store2[x][y]; @@ -1347,6 +1501,9 @@ void Explode(int ex, int ey, int phase, int mode) if (CAN_MOVE(element) || COULD_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + StorePlayer[x][y] = 0; } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -1360,7 +1517,15 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == delay) ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1)); + graphic += (phase / delay - 1); + + if (IS_PFORTE(Store[x][y])) + { + DrawLevelElement(x, y, Store[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + } + else + DrawGraphic(SCREENX(x), SCREENY(y), graphic); } } @@ -1425,8 +1590,10 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ROAAAR); +#if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ element = EL_LEERRAUM; +#endif switch(element) { @@ -1438,6 +1605,7 @@ void Bang(int x, int y) case EL_MAMPFER2: case EL_ROBOT: case EL_PACMAN: + case EL_MOLE: RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; @@ -1450,11 +1618,13 @@ void Bang(int x, int y) case EL_DYNABOMB_XL: DynaExplode(x, y); break; - case EL_MAULWURF: case EL_PINGUIN: case EL_BIRNE_AUS: case EL_BIRNE_EIN: - Explode(x, y, EX_PHASE_START, EX_CENTER); + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: Explode(x, y, EX_PHASE_START, EX_NORMAL); @@ -1504,6 +1674,174 @@ void Blurb(int x, int y) } } +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; + + int element = Feld[x][y]; + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy; + + if (!IS_BELT_SWITCH(element)) + return; + + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + for (yy=0; yy 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ON; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(x, y); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(x, y); + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH_OFF ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy=0) + if (sound >= 0) PlaySoundLevel(x, y, sound); } } @@ -1725,13 +2105,13 @@ void TurnRound(int x, int y) if (element == EL_KAEFER || element == EL_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(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) @@ -1742,13 +2122,13 @@ void TurnRound(int x, int y) else if (element == EL_FLIEGER || element == EL_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE_OR_PLAYER(left_x, left_y)) + IS_FREE(left_x, left_y)) MovDir[x][y] = left_dir; else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + !IS_FREE(move_x, move_y)) MovDir[x][y] = right_dir; if ((element == EL_FLIEGER || @@ -1931,8 +2311,51 @@ void TurnRound(int x, int y) MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || - element == EL_MAULWURF || element == EL_PINGUIN) + else if (element == EL_MOLE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_DEAMOEBING)) + can_move_on = TRUE; + + if (!can_move_on) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING_MOVING) + { + if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || + (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1))) + { + Feld[x][y] = EL_SPRING; + MovDir[x][y] = MV_NO_MOVING; + } + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) { int attr_x = -1, attr_y = -1; @@ -1967,7 +2390,7 @@ void TurnRound(int x, int y) attr_y = ZY; } - if (element == EL_MAULWURF || element == EL_PINGUIN) + if (element == EL_PINGUIN) { int i; static int xy[4][2] = @@ -2033,7 +2456,7 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && + (element == EL_PINGUIN && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -2045,7 +2468,7 @@ 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; @@ -2096,8 +2519,8 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_FELSBROCKEN; - Store[x][y] = EL_MORAST_LEER; + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_FELSBROCKEN; } else if (Feld[x][y+1] == EL_MORAST_LEER) { @@ -2113,22 +2536,26 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MORAST_LEER; Feld[x][y+1] = EL_MORAST_VOLL; + Store[x][y+1] = Store[x][y]; + Store[x][y] = 0; } } - else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER) + else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && + Feld[x][y+1] == EL_MORAST_LEER) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_MORAST_VOLL; + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; } - else if (element == EL_SIEB_VOLL) + else if (element == EL_MAGIC_WALL_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED(Store2[x][y]); - Store[x][y] = EL_SIEB_LEER; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); } - else if (Feld[x][y+1] == EL_SIEB_LEER) + else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2140,21 +2567,21 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB_LEER; - Feld[x][y+1] = EL_SIEB_VOLL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Feld[x][y] = EL_MAGIC_WALL_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_FULL; + Store[x][y+1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; } } - else if (element == EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_BD_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_SIEB2_LEER; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); } - else if (Feld[x][y+1] == EL_SIEB2_LEER) + else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2166,19 +2593,21 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB2_LEER; - Feld[x][y+1] = EL_SIEB2_VOLL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; + Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; } } else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER)) + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || + Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = - (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL); - Store2[x][y+1] = element; + Feld[x][y] = + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : + EL_MAGIC_WALL_BD_FILLING); + Store[x][y] = element; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) { @@ -2200,11 +2629,22 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBING; Store[x][y] = EL_AMOEBE_NASS; } + /* Store[x][y+1] must be zero, because: + (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER + */ +#if 0 #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]) + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y+1]) || + (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && @@ -2214,7 +2654,9 @@ void StartMoving(int x, int y) if (left || right) { - if (left && right && game.emulation != EMU_BOULDERDASH) + if (left && right && + (game.emulation != EMU_BOULDERDASH && + element != EL_BD_ROCK && element != EL_EDELSTEIN_BD)) left = !(right = RND(2)); InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); @@ -2236,7 +2678,9 @@ void StartMoving(int x, int y) { int newx, newy; - if (element == EL_SONDE && JustBeingPushed(x, y)) + if ((element == EL_SONDE || element == EL_BALLOON || + element == EL_SPRING_MOVING) + && JustBeingPushed(x, y)) return; if (!MovDelay[x][y]) /* start new movement phase */ @@ -2247,9 +2691,11 @@ void StartMoving(int x, int y) if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN) { TurnRound(x, y); - if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER || + if (MovDelay[x][y] && (element == EL_KAEFER || + element == EL_FLIEGER || element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON)) + element == EL_SP_ELECTRON || + element == EL_MOLE)) DrawLevelField(x, y); } } @@ -2335,23 +2781,30 @@ void StartMoving(int x, int y) Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy)) + if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + !PLAYER_PROTECTED(newx, newy)) { + +#if 1 + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + return; +#else /* enemy got the player */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; +#endif + } - else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element == EL_ROBOT || element == EL_SONDE) && + else if ((element == EL_PINGUIN || element == EL_ROBOT || + element == EL_SONDE || element == EL_BALLOON) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) { Blurb(x, y); Store[x][y] = EL_SALZSAEURE; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx, newy)) + else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) { if (Feld[newx][newy] == EL_AUSGANG_AUF) { @@ -2476,8 +2929,8 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } } - else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && - IS_AMOEBOID(Feld[newx][newy])) + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { @@ -2487,8 +2940,24 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_DEAMOEBING; + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_DEAMOEBING || + (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; } else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) { @@ -2497,7 +2966,7 @@ void StartMoving(int x, int y) TurnRound(x, y); if (element == EL_KAEFER || element == EL_FLIEGER || - element == EL_SP_SNIKSNAK) + element == EL_SP_SNIKSNAK || element == EL_MOLE) DrawLevelField(x, y); else if (element == EL_BUTTERFLY || element == EL_FIREFLY) DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); @@ -2506,6 +2975,9 @@ void StartMoving(int x, int y) else if (element == EL_SP_ELECTRON) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); + return; } @@ -2529,13 +3001,21 @@ void ContinueMoving(int x, int y) int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / 8; - if (element == EL_TROPFEN) + if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) step /= 2; - else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_FILLING || + element == EL_QUICKSAND_EMPTYING) step /= 4; + else if (element == EL_MAGIC_WALL_FILLING || + element == EL_MAGIC_WALL_BD_FILLING || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_MAGIC_WALL_BD_EMPTYING) + step /= 2; else if (CAN_FALL(element) && horiz_move && y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) step /= 2; + else if (element == EL_SPRING_MOVING) + step*=2; #if OLD_GAME_BEHAVIOUR else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) @@ -2549,51 +3029,81 @@ void ContinueMoving(int x, int y) Feld[x][y] = EL_LEERRAUM; Feld[newx][newy] = element; - if (Store[x][y] == EL_MORAST_VOLL) - { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; - } - else if (Store[x][y] == EL_MORAST_LEER) - { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; - } - else if (Store[x][y] == EL_SIEB_VOLL) - { - Store[x][y] = 0; - element = Feld[newx][newy] = - (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT); - } - else if (Store[x][y] == EL_SIEB_LEER) - { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT); - } - else if (Store[x][y] == EL_SIEB2_VOLL) + if (element == EL_MOLE) { - Store[x][y] = 0; - element = Feld[newx][newy] = - (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + Feld[x][y] = EL_ERDREICH; + DrawLevelField(x, y); + + for(i=0; i<4; i++) + { + int xx, yy; + + xx = x + xy[i][0]; + yy = y + xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) + DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ + } } - else if (Store[x][y] == EL_SIEB2_LEER) + + if (element == EL_QUICKSAND_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT); + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_AMOEBE_NASS) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_BD_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_BD_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DRIPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (Store[x][y] == EL_SALZSAEURE) + { + element = Feld[newx][newy] = EL_SALZSAEURE; } + Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; @@ -2608,12 +3118,12 @@ void ContinueMoving(int x, int y) if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingHitsHero(newx, newy); - TestIfBadThingHitsFriend(newx, newy); - TestIfBadThingHitsOtherBadThing(newx, newy); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); } else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx, newy); + TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) @@ -2790,7 +3300,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) if (done) PlaySoundLevel(ax, ay, - (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING)); + (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING)); } void AmoebeWaechst(int x, int y) @@ -2824,6 +3334,40 @@ void AmoebeWaechst(int x, int y) } } +void AmoebeSchrumpft(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + { + PlaySoundLevel(x, y, SND_BLURB); + sound_delay_value = 30; + } + } + + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } + } +} + void AmoebeAbleger(int ax, int ay) { int i; @@ -2940,7 +3484,7 @@ void AmoebeAbleger(int ax, int ay) if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200) { - AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN); + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; } } @@ -2949,16 +3493,16 @@ void AmoebeAbleger(int ax, int ay) if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { - Feld[newax][neway] = EL_AMOEBING; + Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ Store[newax][neway] = element; } else if (neway == ay) - Feld[newax][neway] = EL_TROPFEN; + Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ else { - InitMovingField(ax, ay, MV_DOWN); - Feld[ax][ay] = EL_TROPFEN; - Store[ax][ay] = EL_AMOEBE_NASS; + InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ + Feld[ax][ay] = EL_AMOEBA_DRIPPING; + Store[ax][ay] = EL_TROPFEN; ContinueMoving(ax, ay); return; } @@ -3056,6 +3600,31 @@ void Ablenk(int x, int y) ZX = ZY = -1; } +void TimegateWheel(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + { + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); + if (!(MovDelay[x][y]%4)) + PlaySoundLevel(x, y, SND_MIEP); + return; + } + } + + Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; + DrawLevelField(x, y); + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + void Birne(int x, int y) { if (!MovDelay[x][y]) /* next animation frame */ @@ -3102,7 +3671,8 @@ void NussKnacken(int x, int y) { MovDelay[x][y]--; if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2); + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2); if (!MovDelay[x][y]) { @@ -3112,9 +3682,29 @@ void NussKnacken(int x, int y) } } +void BreakingPearl(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 9; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + } + } +} + void SiebAktivieren(int x, int y, int typ) { - int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3; + int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); } @@ -3164,6 +3754,121 @@ void AusgangstuerBlinken(int x, int y) DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); } +void OpenSwitchgate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_SWITCHGATE_OPEN; + DrawLevelField(x, y); + } + } +} + +void CloseSwitchgate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_SWITCHGATE_CLOSED; + DrawLevelField(x, y); + } + } +} + +void OpenTimegate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_TIMEGATE_OPEN; + DrawLevelField(x, y); + } + } +} + +void CloseTimegate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_TIMEGATE_CLOSED; + DrawLevelField(x, y); + } + } +} + +static void CloseAllOpenTimegates() +{ + int x, y; + + for (y=0; y= num_frames/2) + phase = num_frames - phase; + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); + ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + } + } + + return; + } + + Feld[x][y] = EL_TRAP_INACTIVE; + DrawLevelField(x, y); + } + } +} + static void DrawBeltAnimation(int x, int y, int element) { int belt_nr = getBeltNrFromElement(element); @@ -3478,9 +4238,10 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) { static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; +#if 0 static boolean save_tape_entry = FALSE; +#endif boolean moved = FALSE, snapped = FALSE, bombed = FALSE; - int jx = player->jx, jy = player->jy; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; @@ -3498,7 +4259,9 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (player_action) { +#if 0 save_tape_entry = TRUE; +#endif player->frame_reset_delay = 0; if (button1) @@ -3510,15 +4273,20 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) moved = MoveFigure(player, dx, dy); } +#if 0 if (tape.recording && (moved || snapped || bombed)) { if (bombed && !moved) player_action &= JOY_BUTTON; stored_player_action[player->index_nr] = player_action; + save_tape_entry = TRUE; } else if (tape.playing && snapped) SnapField(player, 0, 0); /* stop snapping */ +#else + stored_player_action[player->index_nr] = player_action; +#endif } else { @@ -3528,20 +4296,49 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); +#if 1 + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; +#endif +#if 0 + if (player->MovPos == 0) /* needed for tape.playing */ + player->last_move_dir = MV_NO_MOVING; + + /* !!! CHECK THIS AGAIN !!! + (Seems to be needed for some EL_ROBOT stuff, but breaks + tapes when walking through pipes!) + */ + + /* it seems that "player->last_move_dir" is misused as some sort of + "player->is_just_moving_in_this_moment", which is needed for the + robot stuff (robots don't kill players when they are moving) + */ +#endif + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } +#if 0 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) { TapeRecordAction(stored_player_action); num_stored_actions = 0; save_tape_entry = FALSE; } +#else + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif +#if 0 if (tape.playing && !tape.pausing && !player_action && tape.counter < tape.length) { + int jx = player->jx, jy = player->jy; int next_joy = tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); @@ -3553,7 +4350,8 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) { int el = Feld[jx+dx][jy]; - int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10); + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : + (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) { @@ -3564,6 +4362,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } } +#endif } void GameActions() @@ -3581,6 +4380,9 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + if (tape.playing && tape.index_search) + action_delay_value = 0; + /* ---------- main game synchronization point ---------- */ WaitUntilDelayReached(&action_delay, action_delay_value); @@ -3593,7 +4395,7 @@ void GameActions() #endif */ -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif @@ -3615,11 +4417,6 @@ void GameActions() if (tape.pausing) return; - if (tape.playing) - TapePlayDelay(); - else if (tape.recording) - TapeRecordDelay(); - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); for (i=0; ijx, jy = local_player->jy; - if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL || - Store[x][y] == EL_SIEB_LEER) + if (element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_EMPTYING) { SiebAktivieren(x, y, 1); sieb = TRUE; } - else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL || - Store[x][y] == EL_SIEB2_LEER) + else if (element == EL_MAGIC_WALL_BD_FULL || + element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_EMPTYING) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -3790,6 +4617,65 @@ void GameActions() } } +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; + + if (!IS_PLAYER(x,y) && + (element == EL_LEERRAUM || + element == EL_ERDREICH || + element == EL_MORAST_LEER || + element == EL_BLURB_LEFT || + element == EL_BLURB_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) + Feld[x][y] = EL_TROPFEN; + } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + + for (y=0; y= (1000 / GameFrameDelay) && !tape.pausing) + if (game.light_time_left > 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + { + for (y=0; y 0) + { + game.timegate_time_left--; + + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } + + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; TimePlayed++; + for (i=0; i 0) + stored_player[i].shield_active_time_left--; + } + } + if (tape.recording || tape.playing) DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); @@ -3832,12 +4763,12 @@ void GameActions() { TimeLeft--; - if (TimeLeft <= 10) + if (TimeLeft <= 10 && setup.time_limit) PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - if (!TimeLeft) + if (!TimeLeft && setup.time_limit) for (i=0; i= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; + } } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -3892,13 +4842,13 @@ void ScrollLevel(int dx, int dy) int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); int x, y; - XCopyArea(display, drawto_field, drawto_field, gc, - FX + TILEX*(dx == -1) - softscroll_offset, - FY + TILEY*(dy == -1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx == 1) - softscroll_offset, - FY + TILEY*(dy == 1) - softscroll_offset); + BlitBitmap(drawto_field, drawto_field, + FX + TILEX*(dx == -1) - softscroll_offset, + FY + TILEY*(dy == -1) - softscroll_offset, + SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, + SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, + FX + TILEX*(dx == 1) - softscroll_offset, + FY + TILEY*(dy == 1) - softscroll_offset); if (dx) { @@ -3982,7 +4932,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, BuryHero(player); } else - KillHero(player); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); return MF_MOVING; } @@ -4015,9 +4965,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (!player->active || (!dx && !dy)) return FALSE; +#if 0 if (!FrameReached(&player->move_delay, player->move_delay_value) && !tape.playing) return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + return FALSE; +#endif /* remove the last programmed player action */ player->programmed_action = 0; @@ -4146,15 +5102,19 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } else { CheckGravityMovement(player); + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; } - TestIfHeroHitsBadThing(jx, jy); + TestIfHeroTouchesBadThing(jx, jy); if (!player->active) RemoveHero(player); @@ -4249,17 +5209,17 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -4269,50 +5229,62 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + #if 0 - element = Feld[x][y]; + test_element = Feld[test_x][test_y]; #else - element = MovingOrBlocked2ElementIfNotLeaving(x, y); + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); #endif - if (DONT_TOUCH(element)) + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y] == harmless[i]) - continue; - - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx, goody)) - KillHero(PLAYERINFO(goodx, goody)); + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + + if (player->shield_active_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); + } else - Bang(goodx, goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -4320,66 +5292,117 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; + if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ + return; + for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (IS_PLAYER(x, y)) - { - killx = x; - killy = y; - break; - } - else if (element == EL_PINGUIN) + test_element = Feld[test_x][test_y]; + + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PINGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx, killy)) - KillHero(PLAYERINFO(killx, killy)); + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + ; +#endif + + if (player->shield_active_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) + KillHero(player); + } else - Bang(killx, killy); + Bang(kill_x, kill_y); } } -void TestIfHeroHitsBadThing(int x, int y) +void TestIfHeroTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfFriendTouchesBadThing(int x, int y) { - int i, killx = badx, killy = bady; + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesFriend(int x, int y) +{ + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) +{ + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -4392,8 +5415,8 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) { int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; @@ -4401,14 +5424,14 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) if (IS_AMOEBOID(element) || element == EL_LIFE || element == EL_AMOEBING || element == EL_TROPFEN) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx, bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player) @@ -4421,10 +5444,20 @@ void KillHero(struct PlayerInfo *player) if (IS_PFORTE(Feld[jx][jy])) Feld[jx][jy] = EL_LEERRAUM; + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + Bang(jx, jy); BuryHero(player); } +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -4447,7 +5480,8 @@ void RemoveHero(struct PlayerInfo *player) player->present = FALSE; player->active = FALSE; - StorePlayer[jx][jy] = 0; + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; for (i=0; igems_still_needed -= (element == EL_DIAMANT ? 3 : 1); + local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : + element == EL_PEARL ? 5 : + element == EL_CRYSTAL ? 8 : 1); if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; RaiseScoreElement(element); @@ -4530,6 +5600,34 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_EXTRA_TIME: + RemoveField(x, y); + if (level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + } + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + break; + + case EL_SHIELD_PASSIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_SHIELD_ACTIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + player->shield_active_time_left += 10; + PlaySoundLevel(x, y, SND_PONG); + break; + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); @@ -4576,12 +5674,10 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); PlaySoundLevel(x, y, SND_PONG); break; } @@ -4596,12 +5692,10 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); PlaySoundLevel(x, y, SND_PONG); break; } @@ -4633,76 +5727,67 @@ int DigField(struct PlayerInfo *player, } break; - case EL_BELT1_SWITCH_L: - case EL_BELT1_SWITCH_M: - case EL_BELT1_SWITCH_R: - case EL_BELT2_SWITCH_L: - case EL_BELT2_SWITCH_M: - case EL_BELT2_SWITCH_R: - case EL_BELT3_SWITCH_L: - case EL_BELT3_SWITCH_M: - case EL_BELT3_SWITCH_R: - case EL_BELT4_SWITCH_L: - case EL_BELT4_SWITCH_M: - case EL_BELT4_SWITCH_R: + case EL_BELT1_SWITCH_LEFT: + case EL_BELT1_SWITCH_MIDDLE: + case EL_BELT1_SWITCH_RIGHT: + case EL_BELT2_SWITCH_LEFT: + case EL_BELT2_SWITCH_MIDDLE: + case EL_BELT2_SWITCH_RIGHT: + case EL_BELT3_SWITCH_LEFT: + case EL_BELT3_SWITCH_MIDDLE: + case EL_BELT3_SWITCH_RIGHT: + case EL_BELT4_SWITCH_LEFT: + case EL_BELT4_SWITCH_MIDDLE: + case EL_BELT4_SWITCH_RIGHT: + if (!player->Switching) { - static int belt_base_element[4] = - { - EL_BELT1_SWITCH_L, - EL_BELT2_SWITCH_L, - EL_BELT3_SWITCH_L, - EL_BELT4_SWITCH_L - }; - static int belt_move_dir[4] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT, - MV_NO_MOVING, - }; - - int belt_nr = getBeltNrFromSwitchElement(element); - int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; - int belt_dir = belt_move_dir[belt_dir_nr]; - int xx, yy; + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + } + return MF_ACTION; + break; - if (player->Switching) - return MF_ACTION; + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + } + return MF_ACTION; + break; - game.belt_dir_nr[belt_nr] = belt_dir_nr; - game.belt_dir[belt_nr] = belt_dir; + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + } + return MF_ACTION; + break; - if (belt_dir_nr == 3) - belt_dir_nr = 1; + case EL_TIMEGATE_SWITCH_OFF: + ActivateTimegateSwitch(x, y); - player->Switching = TRUE; + return MF_ACTION; + break; - for (yy=0; yypush_delay == 0) player->push_delay = FrameCounter; +#if 0 + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing && element != EL_SPRING) + return MF_NO_ACTION; +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_SPRING) return MF_NO_ACTION; +#endif RemoveField(x, y); Feld[x+dx][y+dy] = element; - player->push_delay_value = 2+RND(8); + if (element == EL_SPRING) + { + Feld[x+dx][y+dy] = EL_SPRING_MOVING; + MovDir[x+dx][y+dy] = move_direction; + } + + player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); DrawLevelField(x+dx, y+dy); - if (element == EL_FELSBROCKEN) + if (element == EL_FELSBROCKEN || element == EL_BD_ROCK) PlaySoundLevel(x+dx, y+dy, SND_PUSCH); else if (element == EL_KOKOSNUSS) PlaySoundLevel(x+dx, y+dy, SND_KNURK); else if (IS_SP_ELEMENT(element)) PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); else - PlaySoundLevel(x+dx, y+dy, SND_KLOPF); + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */ break; case EL_PFORTE1: @@ -4805,6 +5906,19 @@ int DigField(struct PlayerInfo *player, break; + case EL_SWITCHGATE_OPEN: + case EL_TIMEGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE); + + break; + case EL_SP_PORT1_LEFT: case EL_SP_PORT2_LEFT: case EL_SP_PORT1_RIGHT: @@ -4845,7 +5959,47 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE); + break; + case EL_TUBE_CROSS: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERT_LEFT: + case EL_TUBE_VERT_RIGHT: + case EL_TUBE_HORIZ_UP: + case EL_TUBE_HORIZ_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } break; case EL_AUSGANG_ZU: @@ -4886,6 +6040,7 @@ int DigField(struct PlayerInfo *player, case EL_SOKOBAN_OBJEKT: case EL_SONDE: case EL_SP_DISK_YELLOW: + case EL_BALLOON: if (mode == DF_SNAP) return MF_NO_ACTION; @@ -4910,9 +6065,16 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing && element != EL_BALLOON) + return MF_NO_ACTION; +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_BALLOON) return MF_NO_ACTION; +#endif if (IS_SB_ELEMENT(element)) { @@ -4940,11 +6102,14 @@ int DigField(struct PlayerInfo *player, Feld[x+dx][y+dy] = element; } - player->push_delay_value = 2; + player->push_delay_value = (element == EL_BALLOON ? 0 : 2); DrawLevelField(x, y); DrawLevelField(x+dx, y+dy); - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); + if (element == EL_BALLOON) + PlaySoundLevel(x+dx, y+dy, SND_SCHLURF); + else + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && @@ -4956,7 +6121,6 @@ int DigField(struct PlayerInfo *player, break; - case EL_MAULWURF: case EL_PINGUIN: case EL_SCHWEIN: case EL_DRACHE: @@ -5067,7 +6231,7 @@ void PlaySoundLevel(int x, int y, int sound_nr) volume = PSND_MAX_VOLUME; -#ifndef MSDOS +#if !defined(PLATFORM_MSDOS) stereo = (sx - SCR_FIELDX/2) * 12; #else stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; @@ -5141,6 +6305,31 @@ void RaiseScoreElement(int element) } } +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + /* ---------- new game button stuff ---------------------------------------- */ /* graphic position values for game buttons */ @@ -5203,7 +6392,7 @@ void CreateGameButtons() for (i=0; i