X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=14e6445da7ccb717999e5b7574d8d85b443f1418;hp=c75171ba1306cd893467e33428f739e204f7a2ce;hb=8d46c5298f0fcce7bdb52f3835b2fbbdc403dfe0;hpb=adaabca253f2e76597725cdc86fc1fff6f0de1d2 diff --git a/src/game.c b/src/game.c index c75171ba..14e6445d 100644 --- a/src/game.c +++ b/src/game.c @@ -229,8 +229,17 @@ 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! */ @@ -1160,8 +1169,8 @@ 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_MAGIC_WALL_EMPTY || + Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY || Store[oldx][oldy] == EL_AMOEBE_NASS)) { Feld[oldx][oldy] = Store[oldx][oldy]; @@ -1804,11 +1813,12 @@ void Impact(int x, int y) if (!lastline && object_hit) /* check which object was hit */ { if (CAN_CHANGE(element) && - (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV)) + (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF)) { int x, y; int activated_magic_wall = - (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER); + (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY : + EL_MAGIC_WALL_BD_EMPTY); /* activate magic wall / mill */ @@ -1898,7 +1908,8 @@ void Impact(int x, int y) /* play sound of magic wall / mill */ if (!lastline && - (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)) { PlaySoundLevel(x, y, SND_QUIRK); return; @@ -2440,15 +2451,15 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_MORAST_VOLL; } - 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; + Store[x][y] = EL_MAGIC_WALL_EMPTY; } - 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; @@ -2460,21 +2471,21 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB_LEER; - Feld[x][y+1] = EL_SIEB_VOLL; + Feld[x][y] = EL_MAGIC_WALL_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_FULL; Store2[x][y+1] = EL_CHANGED(Store2[x][y]); Store2[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; + Store[x][y] = EL_MAGIC_WALL_BD_EMPTY; } - 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; @@ -2486,18 +2497,20 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB2_LEER; - Feld[x][y+1] = EL_SIEB2_VOLL; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); Store2[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); + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL : + EL_MAGIC_WALL_BD_FULL); Store2[x][y+1] = element; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) @@ -2941,27 +2954,30 @@ void ContinueMoving(int x, int y) Store[x][y] = 0; Feld[x][y] = EL_MORAST_LEER; } - else if (Store[x][y] == EL_SIEB_VOLL) + else if (Store[x][y] == EL_MAGIC_WALL_FULL) { Store[x][y] = 0; element = Feld[newx][newy] = - (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT); + (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD); } - else if (Store[x][y] == EL_SIEB_LEER) + else if (Store[x][y] == EL_MAGIC_WALL_EMPTY) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY : + EL_MAGIC_WALL_DEAD); } - else if (Store[x][y] == EL_SIEB2_VOLL) + else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL) { Store[x][y] = 0; element = Feld[newx][newy] = - (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL : + EL_MAGIC_WALL_BD_DEAD); } - else if (Store[x][y] == EL_SIEB2_LEER) + else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) { Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT); + Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY : + EL_MAGIC_WALL_BD_DEAD); } else if (Store[x][y] == EL_SALZSAEURE) { @@ -3575,7 +3591,7 @@ void BreakingPearl(int x, int 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); } @@ -4422,14 +4438,15 @@ void GameActions() boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL || - Store[x][y] == EL_SIEB_LEER) + if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL || + Store[x][y] == EL_MAGIC_WALL_EMPTY) { 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_EMPTY || + element == EL_MAGIC_WALL_BD_FULL || + Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -4458,14 +4475,15 @@ void GameActions() { element = Feld[x][y]; - if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL) + if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL) { - Feld[x][y] = EL_SIEB_TOT; + Feld[x][y] = EL_MAGIC_WALL_DEAD; DrawLevelField(x, y); } - else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_FULL) { - Feld[x][y] = EL_SIEB2_TOT; + Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; DrawLevelField(x, y); } }