static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
-void PlaySoundLevel(int, int, int);
-void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelElementAction(int, int, int, int);
+static void PlaySoundLevel(int, int, int);
+static void PlaySoundLevelNearest(int, int, int);
+static void PlaySoundLevelAction(int, int, int);
+static void PlaySoundLevelElementAction(int, int, int, int);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1)
+
/* ------------------------------------------------------------------------- */
/* sound definitions */
a specified time, eventually calling a function when changing
------------------------------------------------------------------------- */
+/* forward declaration for changer functions */
+static void InitBuggyBase(int x, int y);
+static void WarnBuggyBase(int x, int y);
+
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
+
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
+
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
struct ChangingElementInfo
{
int base_element;
{ 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_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
+ InitBuggyBase, NULL, NULL },
+ { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
+ InitBuggyBase, NULL, NULL },
+ { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
+ InitBuggyBase, WarnBuggyBase, NULL },
+
+ { EL_TRAP, EL_TRAP_ACTIVE, 0,
+ InitTrap, NULL, ActivateTrap },
+ { EL_TRAP_ACTIVE, EL_TRAP, 32,
+ NULL, ChangeActiveTrap, NULL },
+
+ { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
+ InitRobotWheel, RunRobotWheel, StopRobotWheel },
+
+ { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
+ InitTimegateWheel, RunTimegateWheel, NULL },
+
{ EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
};
if (Store[x][y])
DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
- frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
-
- /*
- printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
- */
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+ DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
else if (Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
void CheckDynamite(int x, int y)
{
- if (MovDelay[x][y]) /* dynamite is still waiting to explode */
+ int element = Feld[x][y];
+
+ if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
{
MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y] % 6))
- PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
- if (IS_ACTIVE_BOMB(Feld[x][y]))
- {
- int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
+ if (MovDelay[x][y] != 0)
+ {
+ if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
+ DrawDynamite(x, y);
- if (!(MovDelay[x][y] % delay))
- DrawDynamite(x, y);
- }
+ PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
return;
}
}
}
- if (element == EL_ROBOT && ZX>=0 && ZY>=0)
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
{
attr_x = ZX;
attr_y = ZY;
SND_BIOMAZE_CREATING);
}
+static void InitRobotWheel(int x, int y)
+{
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+
+static void RunRobotWheel(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
+
+static void StopRobotWheel(int x, int y)
+{
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
+#if 0
void RobotWheel(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
if (ZX == x && ZY == y)
ZX = ZY = -1;
}
+#endif
+
+static void InitTimegateWheel(int x, int y)
+{
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+
+static void RunTimegateWheel(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
+#if 0
void TimegateWheel(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
Feld[x][y] = EL_TIMEGATE_SWITCH;
DrawLevelField(x, y);
+ /* THIS HAS NO EFFECT AT ALL! */
+#if 0
/* !!! THIS LOOKS WRONG !!! */
if (ZX == x && ZY == y)
ZX = ZY = -1;
+#endif
+
}
+#endif
+#if 0
void NussKnacken(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
Feld[x][y] = EL_EMERALD;
DrawLevelField(x, y);
}
+#endif
+#if 0
void BreakingPearl(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
Feld[x][y] = EL_EMPTY;
DrawLevelField(x, y);
}
+#endif
void SiebAktivieren(int x, int y, int type)
{
DrawLevelGraphicAnimation(x, y, graphic);
}
-void AusgangstuerPruefen(int x, int y)
+void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
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);
+ PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
}
-void AusgangstuerPruefen_SP(int x, int y)
+void CheckExitSP(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);
+ PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
}
+#if 0
void AusgangstuerOeffnen(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_EXIT_OPEN;
DrawLevelField(x, y);
}
+#endif
+#if 0
void OpenSwitchgate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_SWITCHGATE_OPEN;
DrawLevelField(x, y);
}
+#endif
+#if 0
void CloseSwitchgate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_SWITCHGATE_CLOSED;
DrawLevelField(x, y);
}
+#endif
+#if 0
void OpenTimegate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_TIMEGATE_OPEN;
DrawLevelField(x, y);
}
+#endif
+#if 0
void CloseTimegate(int x, int y)
{
int delay = 6;
Feld[x][y] = EL_TIMEGATE_CLOSED;
DrawLevelField(x, y);
}
+#endif
static void CloseAllOpenTimegates()
{
return;
if (Feld[x][y] == EL_BD_DIAMOND)
+#if 0
DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
+#else
+ return;
+#endif
else
{
- if (!MovDelay[x][y]) /* next animation frame */
+ if (MovDelay[x][y] == 0) /* next animation frame */
MovDelay[x][y] = 11 * !SimpleRND(500);
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (MovDelay[x][y] != 0) /* wait some time before next frame */
{
MovDelay[x][y]--;
DrawLevelElementAnimation(x, y, Feld[x][y]);
#endif
- if (MovDelay[x][y])
+ if (MovDelay[x][y] != 0)
{
int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10 - MovDelay[x][y]);
}
}
+#if 0
static void CheckBuggyBase(int x, int y)
{
int element = Feld[x][y];
}
}
}
+#endif
+
+static void InitTrap(int x, int y)
+{
+ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
+
+static void ActivateTrap(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+}
+
+static void ChangeActiveTrap(int x, int y)
+{
+ int graphic = IMG_TRAP_ACTIVE;
+
+ /* if animation frame already drawn, correct crumbled sand border */
+ if (IS_ANIMATED(graphic))
+ if (checkDrawLevelGraphicAnimation(x, y, graphic))
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
+}
+#if 0
static void CheckTrap(int x, int y)
{
int element = Feld[x][y];
}
}
}
+#endif
#if 0
static void DrawBeltAnimation(int x, int y, int element)
if (MovDelay[x][y] != 0) /* continue element change */
{
- DrawLevelElementAnimation(x, y, element);
+ if (IS_ANIMATED(el2img(element)))
+ 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;
+ GfxFrame[x][y] = 0;
+
DrawLevelField(x, y);
if (changing_element[element].post_change_function)
{
#if 1
- if (new_graphic_info[graphic].anim_frames > 1)
+ if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimation(x, y, graphic);
#endif
StartMoving(x, y);
#if 1
+#if 0
if (Feld[x][y] == EL_EMERALD &&
- new_graphic_info[graphic].anim_frames > 1 &&
+ IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y))
+ DrawLevelGraphicAnimation(x, y, graphic);
+#else
+ if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y))
DrawLevelGraphicAnimation(x, y, graphic);
+#endif
#endif
if (IS_GEM(element) || element == EL_SP_INFOTRON)
element == EL_EXTRA_TIME ||
element == EL_SHIELD_NORMAL ||
element == EL_SHIELD_DEADLY) &&
- new_graphic_info[graphic].anim_frames > 1)
+ IS_ANIMATED(graphic))
DrawLevelGraphicAnimation(x, y, graphic);
#endif
else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
Life(x, y);
+#if 0
else if (element == EL_ROBOT_WHEEL_ACTIVE)
RobotWheel(x, y);
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
TimegateWheel(x, y);
+#endif
else if (element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT)
Blurb(x, y);
BreakingPearl(x, y);
#endif
else if (element == EL_EXIT_CLOSED)
- AusgangstuerPruefen(x, y);
+ CheckExit(x, y);
else if (element == EL_SP_EXIT_CLOSED)
- AusgangstuerPruefen_SP(x, y);
+ CheckExitSP(x, y);
#if 0
else if (element == EL_EXIT_OPENING)
AusgangstuerOeffnen(x, y);
MauerAbleger(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
+#if 0
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 || element == EL_TRAP_ACTIVE)
+ else if (element == EL_TRAP ||
+ element == EL_TRAP_ACTIVE)
CheckTrap(x, y);
-#if 0
else if (IS_BELT_ACTIVE(element))
DrawBeltAnimation(x, y, element);
else if (element == EL_SWITCHGATE_OPENING)
ChangeElement(x, y);
#if 1
- else if (new_graphic_info[graphic].anim_frames > 1)
+ else if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimation(x, y, graphic);
#endif
if (element != EL_EMPTY)
Store[jx][jy] = element;
+ MovDelay[jx][jy] = 96;
+ GfxFrame[jx][jy] = 0;
+
if (player->dynamite)
{
Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
- MovDelay[jx][jy] = 96;
player->dynamite--;
+
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
{
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), el2img(Feld[jx][jy]), 0);
return TRUE;
}
-void PlaySoundLevel(int x, int y, int nr)
+static void PlaySoundLevel(int x, int y, int nr)
{
static int loop_sound_frame[NUM_SOUND_FILES];
static int loop_sound_volume[NUM_SOUND_FILES];
PlaySoundExt(nr, volume, stereo_position, type);
}
-void PlaySoundLevelAction(int x, int y, int sound_action)
+static void PlaySoundLevelNearest(int x, int y, int sound_action)
+{
+ PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ x > LEVELX(BX2) ? LEVELX(BX2) : x,
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ y > LEVELY(BY2) ? LEVELY(BY2) : y,
+ sound_action);
+}
+
+static void PlaySoundLevelAction(int x, int y, int sound_action)
{
PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
}
-void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+static void PlaySoundLevelElementAction(int x, int y, int element,
+ int sound_action)
{
int sound_effect = element_action_sound[element][sound_action];