#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);
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);
}
}
+ InitBeltMovement();
+
game.emulation = (emulate_bd ? EMU_BOULDERDASH :
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
DrawLevel();
DrawAllPlayers();
- FadeToFront();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
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(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
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,
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);
}
}
+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<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ for (i=0; i<4; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
+ }
+ }
+ }
+}
+
static void ToggleBeltSwitch(int x, int y)
{
static int belt_base_element[4] =
void StartMoving(int x, int y)
{
+ static boolean use_spring_bug = TRUE;
+ boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (Stop[x][y])
GfxAction[x][y] = GFX_ACTION_DEFAULT;
- if (CAN_FALL(element) && y<lev_fieldy-1)
+ if (CAN_FALL(element) && y < lev_fieldy - 1)
{
if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
if (JustBeingPushed(x, y))
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_ROCK;
PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
Feld[x][y+1] == EL_QUICKSAND_EMPTY)
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED(Store[x][y]);
}
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED2(Store[x][y]);
}
Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Feld[x][y] =
(Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
EL_BD_MAGIC_WALL_FILLING);
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
{
Blurb(x, y);
+
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
Store[x][y] = EL_ACID;
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
{
Impact(x, y);
}
+ else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NO_MOVING)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ }
else if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
}
else if (element == EL_AMOEBA_DROP)
{
left = !(right = RND(2));
InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ started_moving = TRUE;
}
}
else if (IS_BELT_ACTIVE(Feld[x][y+1]))
(belt_dir == MV_RIGHT && right_is_free))
{
InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
+
GfxAction[x][y] = GFX_ACTION_DEFAULT;
}
}
}
- if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
+ /* not "else if" because of EL_SPRING */
+ if (CAN_MOVE(element) && !started_moving)
{
int newx, newy;
&& JustBeingPushed(x, y))
return;
+#if 0
+#if 0
if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+#else
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] == EL_BLOCKED)
+ Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
+ }
+#endif
+#endif
if (!MovDelay[x][y]) /* start new movement phase */
{
#endif
#endif
-
-
FrameCounter++;
TimeFrames++;
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 */
player->key[key_nr] = TRUE;
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;
}
player->key[key_nr] = TRUE;
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;
}
}
}
+void FreeGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ FreeGadget(game_gadget[i]);
+}
+
static void MapGameButtons()
{
int i;