#include "joystick.h"
#include "network.h"
+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR FALSE
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
checksum += mult++ * StorePlayer[x][y];
checksum += mult++ * Frame[x][y];
checksum += mult++ * AmoebaNr[x][y];
- checksum += mult++ * JustHit[x][y];
+ checksum += mult++ * JustStopped[x][y];
checksum += mult++ * Stop[x][y];
*/
}
}
break;
- case EL_DYNAMIT:
+ case EL_DYNAMITE_ACTIVE:
MovDelay[x][y] = 96;
break;
player->dynamite = 0;
player->dynabomb_count = 0;
- player->dynabomb_size = 0;
+ player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
player->MovDir = MV_NO_MOVING;
player->MovPos = 0;
player->Pushing = FALSE;
+ player->Switching = FALSE;
player->GfxPos = 0;
player->Frame = 0;
AllPlayersGone = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
+ for (i=0; i<4; i++)
+ game.belt_dir[i] = MV_NO_MOVING;
for (i=0; i<MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
Frame[x][y] = 0;
AmoebaNr[x][y] = 0;
- JustHit[x][y] = 0;
+ JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
}
}
#ifdef ONE_PER_NAME
put_into_list:
#endif
- strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
- highscore[k].Name[MAX_NAMELEN - 1] = '\0';
+ strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+ highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
highscore[k].Score = local_player->score;
position = k;
break;
}
#ifdef ONE_PER_NAME
- else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
+ else if (!strncmp(setup.player_name, highscore[k].Name,
+ MAX_PLAYER_NAME_LEN))
break; /* player already there with a higher score */
#endif
if (Store[x][y])
DrawGraphic(sx, sy, el2gfx(Store[x][y]));
- if (Feld[x][y] == EL_DYNAMIT)
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
{
if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
phase = 6;
if (!(MovDelay[x][y] % 12))
PlaySoundLevel(x, y, SND_ZISCH);
- if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
- DrawDynamite(x, y);
- else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
- DrawDynamite(x, y);
+ if (IS_ACTIVE_BOMB(Feld[x][y]))
+ {
+ int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
+
+ if (!(MovDelay[x][y] % delay))
+ DrawDynamite(x, y);
+ }
return;
}
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
+ /* put moving element to center field (and let it explode there) */
center_element = MovingOrBlocked2Element(ex, ey);
RemoveMovingField(ex, ey);
+ Feld[ex][ey] = center_element;
}
- for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
+ for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
{
- int element = Feld[x][y];
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
+ (x != ex || y != ey)))
+ continue;
+
+ element = Feld[x][y];
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
RemoveMovingField(x, y);
}
- if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
- continue;
-
- if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
- (x!=ex || y!=ey))
+ if (IS_MASSIVE(element) || element == EL_BURNING)
continue;
if (element == EL_EXPLODING)
void DynaExplode(int ex, int ey)
{
int i, j;
- struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
static int xy[4][2] =
{
{ 0, -1 },
{ 0, +1 }
};
- Store2[ex][ey] = 0; /* delete player information */
+ if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
+ }
Explode(ex, ey, EX_PHASE_START, EX_CENTER);
for (i=0; i<4; i++)
{
- for (j=1; j<=player->dynabomb_size; j++)
+ for (j=1; j<=dynabomb_size; j++)
{
- int x = ex+j*xy[i%4][0];
- int y = ey+j*xy[i%4][1];
+ int x = ex + j * xy[i % 4][0];
+ int y = ey + j * xy[i % 4][1];
int element;
if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
break;
element = Feld[x][y];
+
+ /* do not restart explosions of fields with active bombs */
+ if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
+
Explode(x, y, EX_PHASE_START, EX_BORDER);
if (element != EL_LEERRAUM &&
element != EL_ERDREICH &&
element != EL_EXPLODING &&
- !player->dynabomb_xl)
+ !dynabomb_xl)
break;
}
}
-
- player->dynabombs_left++;
}
void Bang(int x, int y)
RaiseScoreElement(element);
Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
- case EL_DYNABOMB:
+ case EL_DYNABOMB_ACTIVE_1:
+ case EL_DYNABOMB_ACTIVE_2:
+ case EL_DYNABOMB_ACTIVE_3:
+ case EL_DYNABOMB_ACTIVE_4:
case EL_DYNABOMB_NR:
case EL_DYNABOMB_SZ:
case EL_DYNABOMB_XL:
InitMovingField(x, y, MV_DOWN);
Store[x][y] = EL_SALZSAEURE;
}
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+ JustStopped[x][y])
{
Impact(x, y);
}
Feld[x][y] = EL_AMOEBING;
Store[x][y] = EL_AMOEBE_NASS;
}
+#if OLD_GAME_BEHAVIOUR
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
+#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
(IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX/8;
- if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
- step*=2;
- else if (element == EL_TROPFEN)
+ if (element == EL_TROPFEN)
step/=2;
else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
step/=4;
+#if OLD_GAME_BEHAVIOUR
+ else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
+ step*=2;
+#endif
MovPos[x][y] += step;
DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE;
- JustHit[x][newy] = 3;
+ JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
Stop[x][y] = FALSE;
- if (JustHit[x][y]>0)
- JustHit[x][y]--;
+ if (JustStopped[x][y] > 0)
+ JustStopped[x][y]--;
#if DEBUG
if (IS_BLOCKED(x, y))
}
else if (IS_MOVING(x, y))
ContinueMoving(x, y);
- else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
+ else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
else if (element == EL_EXPLODING)
Explode(x, y, Frame[x][y], EX_NORMAL);
if (mode == DF_NO_PUSH)
{
+ player->Switching = FALSE;
player->push_delay = 0;
return MF_NO_ACTION;
}
element = Feld[x][y];
- switch(element)
+ switch (element)
{
case EL_LEERRAUM:
PlaySoundLevel(x, y, SND_EMPTY);
PlaySoundLevel(x, y, SND_PONG);
break;
- case EL_DYNAMIT_AUS:
+ case EL_DYNAMITE_INACTIVE:
case EL_SP_DISK_RED:
RemoveField(x, y);
player->dynamite++;
- RaiseScoreElement(EL_DYNAMIT);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
RemoveField(x, y);
player->dynabomb_count++;
player->dynabombs_left++;
- RaiseScoreElement(EL_DYNAMIT);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNABOMB_SZ:
RemoveField(x, y);
player->dynabomb_size++;
- RaiseScoreElement(EL_DYNAMIT);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNABOMB_XL:
RemoveField(x, y);
player->dynabomb_xl = TRUE;
- RaiseScoreElement(EL_DYNAMIT);
+ RaiseScoreElement(EL_DYNAMITE_INACTIVE);
PlaySoundLevel(x, y, SND_PONG);
break;
}
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:
+ {
+ 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[3] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT
+ };
+
+ int belt_nr = (element < EL_BELT2_SWITCH_L ? 0 :
+ element < EL_BELT3_SWITCH_L ? 1 :
+ element < EL_BELT4_SWITCH_L ? 2 : 3);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
+ int belt_dir_nr_next = (belt_dir_nr + 1) % 3;
+ int belt_dir_next = belt_move_dir[belt_dir_nr_next];
+ int xx, yy;
+
+ if (player->Switching)
+ return MF_ACTION;
+
+ game.belt_dir[belt_nr] = belt_dir_next;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (IS_BELT_SWITCH(Feld[xx][yy]))
+ {
+ int e = Feld[xx][yy];
+ int e_belt_nr = (e < EL_BELT2_SWITCH_L ? 0 :
+ e < EL_BELT3_SWITCH_L ? 1 :
+ e < EL_BELT4_SWITCH_L ? 2 : 3);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr_next;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+ }
+
+ player->Switching = TRUE;
+
+ return MF_ACTION;
+ }
+ break;
+
case EL_SP_EXIT:
if (local_player->gems_still_needed > 0)
return MF_NO_ACTION;
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
+ PlaySoundLevel(x, y, SND_GATE);
+
break;
case EL_EM_GATE_1X:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
+ PlaySoundLevel(x, y, SND_GATE);
+
break;
case EL_SP_PORT1_LEFT:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
+ PlaySoundLevel(x, y, SND_GATE);
+
break;
case EL_AUSGANG_ZU:
element = Feld[jx][jy];
if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- element == EL_DYNAMIT || element == EL_DYNABOMB ||
- element == EL_EXPLODING)
+ IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
return FALSE;
if (element != EL_LEERRAUM)
if (player->dynamite)
{
- Feld[jx][jy] = EL_DYNAMIT;
+ Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
MovDelay[jx][jy] = 96;
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
}
else
{
- Feld[jx][jy] = EL_DYNABOMB;
- Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
+ Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
case EL_KOKOSNUSS:
RaiseScore(level.score[SC_KOKOSNUSS]);
break;
- case EL_DYNAMIT:
+ case EL_DYNAMITE_INACTIVE:
RaiseScore(level.score[SC_DYNAMIT]);
break;
case EL_SCHLUESSEL: