#define NUM_GAME_BUTTONS 6
/* forward declaration for internal use */
+static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
-static void KillHeroUnlessForceField(struct PlayerInfo *);
+static void KillHeroUnlessShield(struct PlayerInfo *);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
case EL_LIGHT_SWITCH_ON:
if (init_game)
- game.light_time_left = 10 * FRAMES_PER_SECOND;
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
default:
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
- player->force_field_passive_time_left = 0;
- player->force_field_active_time_left = 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);
AllPlayersGone = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
- game.switchgate_pos = 0;
game.light_time_left = 0;
+ game.timegate_time_left = 0;
+ game.switchgate_pos = 0;
+
for (i=0; i<4; i++)
{
game.belt_dir[i] = MV_NO_MOVING;
DrawAllPlayers();
FadeToFront();
+ /* after drawing the level, corect some elements */
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+
if (setup.soft_scrolling)
XCopyArea(display, fieldbuffer, backbuffer, gc,
FX, FY, SXSIZE, SYSIZE, SX, SY);
if (IS_MASSIVE(element) || element == EL_BURNING)
continue;
- if (IS_PLAYER(x, y) && FORCE_FIELD_ON(PLAYERINFO(x, y)))
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
{
if (IS_ACTIVE_BOMB(element))
{
if (element == EL_EXPLODING)
element = Store2[x][y];
- if (IS_PLAYER(ex, ey) && !FORCE_FIELD_ON(PLAYERINFO(ex, ey)))
+ if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
{
switch(StorePlayer[ex][ey])
{
int element = Store2[x][y];
if (IS_PLAYER(x, y))
- KillHeroUnlessForceField(PLAYERINFO(x, y));
+ KillHeroUnlessShield(PLAYERINFO(x, y));
else if (IS_EXPLOSIVE(element))
{
Feld[x][y] = Store2[x][y];
}
}
-static void ToggleLightSwitch(int x, int y)
+static void RedrawAllLightSwitchesAndInvisibleElements()
{
- int element = Feld[x][y];
- int xx, yy;
-
- game.light_time_left =
- (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
+ int x, y;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (y=0; y<lev_fieldy; y++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (x=0; x<lev_fieldx; x++)
{
- int element = Feld[xx][yy];
+ int element = Feld[x][y];
if (element == EL_LIGHT_SWITCH_OFF &&
game.light_time_left > 0)
{
- Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_LIGHT_SWITCH_ON;
+ DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ON &&
game.light_time_left == 0)
{
- Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
- DrawLevelField(xx, yy);
+ 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<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
DrawLevelField(xx, yy);
+ }
+ */
+
}
}
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
}
void Impact(int x, int y)
if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
{
if (object_hit && IS_PLAYER(x, y+1))
- KillHeroUnlessForceField(PLAYERINFO(x, y+1));
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
else if (object_hit && smashed == EL_PINGUIN)
Bang(x, y+1);
else
if (IS_PLAYER(x, y+1))
{
- KillHeroUnlessForceField(PLAYERINFO(x, y+1));
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
return;
}
else if (smashed == EL_PINGUIN)
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
- !FORCE_FIELD_ON(PLAYERINFO(newx, newy)))
+ !SHIELD_ON(PLAYERINFO(newx, newy)))
{
#if 1
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 */
}
}
+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<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+ PlaySoundLevel(x, y, SND_OEFFNEN);
+ }
+ }
+ }
+}
+
void EdelsteinFunkeln(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
Life(x, y);
else if (element == EL_ABLENK_EIN)
Ablenk(x, y);
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ TimegateWheel(x, y);
else if (element == EL_SALZSAEURE)
Blubber(x, y);
else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
OpenSwitchgate(x, y);
else if (element == EL_SWITCHGATE_CLOSING)
CloseSwitchgate(x, y);
+ else if (element == EL_TIMEGATE_OPENING)
+ OpenTimegate(x, y);
+ else if (element == EL_TIMEGATE_CLOSING)
+ CloseTimegate(x, y);
else if (element == EL_EXTRA_TIME)
DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
- else if (element == EL_FORCE_FIELD_PASSIVE)
- DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_PASSIVE, 6, 4, ANIM_NORMAL);
- else if (element == EL_FORCE_FIELD_ACTIVE)
- DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_PASSIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_ACTIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
if (game.magic_wall_active)
{
}
}
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
+
if (TimeFrames >= (1000 / GameFrameDelay))
{
TimeFrames = 0;
for (i=0; i<MAX_PLAYERS; i++)
{
- if (FORCE_FIELD_ON(&stored_player[i]))
+ if (SHIELD_ON(&stored_player[i]))
{
- stored_player[i].force_field_passive_time_left--;
+ stored_player[i].shield_passive_time_left--;
- if (stored_player[i].force_field_active_time_left > 0)
- stored_player[i].force_field_active_time_left--;
+ if (stored_player[i].shield_active_time_left > 0)
+ stored_player[i].shield_active_time_left--;
}
}
#if 1
TestIfBadThingHitsHero(new_jx, new_jy);
#else
- if (player->force_field_time_left == 0)
+ if (player->shield_time_left == 0)
KillHero(player);
#endif
}
{
struct PlayerInfo *player = PLAYERINFO(goodx, goody);
- if (player->force_field_active_time_left > 0)
+ if (player->shield_active_time_left > 0)
Bang(killx, killy);
- else if (player->force_field_passive_time_left == 0)
+ else if (player->shield_passive_time_left == 0)
KillHero(player);
}
else
{
struct PlayerInfo *player = PLAYERINFO(killx, killy);
- if (player->force_field_active_time_left > 0)
+ if (player->shield_active_time_left > 0)
Bang(badx, bady);
- else if (player->force_field_passive_time_left == 0)
+ else if (player->shield_passive_time_left == 0)
KillHero(player);
}
else
if (IS_PFORTE(Feld[jx][jy]))
Feld[jx][jy] = EL_LEERRAUM;
- /* deactivate force field (else Bang()/Explode() would not work right) */
- player->force_field_passive_time_left = 0;
- player->force_field_active_time_left = 0;
+ /* 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 KillHeroUnlessForceField(struct PlayerInfo *player)
+static void KillHeroUnlessShield(struct PlayerInfo *player)
{
- if (!FORCE_FIELD_ON(player))
+ if (!SHIELD_ON(player))
KillHero(player);
}
PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
break;
- case EL_FORCE_FIELD_PASSIVE:
+ case EL_SHIELD_PASSIVE:
RemoveField(x, y);
- player->force_field_passive_time_left += 10;
+ player->shield_passive_time_left += 10;
PlaySoundLevel(x, y, SND_PONG);
break;
- case EL_FORCE_FIELD_ACTIVE:
+ case EL_SHIELD_ACTIVE:
RemoveField(x, y);
- player->force_field_passive_time_left += 10;
- player->force_field_active_time_left += 10;
+ player->shield_passive_time_left += 10;
+ player->shield_active_time_left += 10;
PlaySoundLevel(x, y, SND_PONG);
break;
return MF_ACTION;
break;
+ case EL_TIMEGATE_SWITCH_OFF:
+ ActivateTimegateSwitch(x, y);
+
+ return MF_ACTION;
+ break;
+
case EL_SP_EXIT:
if (local_player->gems_still_needed > 0)
return MF_NO_ACTION;
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;