X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=e170331debf8e5d7f306e301144b6e8e56910b94;hp=cda9257aea07e8d8420d564c3daf2c2b2c9123bf;hb=b7d31643c9c84104fb3ebef778e545928610ff65;hpb=a5a03e15b395ba1942c180d1cd0d3a4f43b87f56 diff --git a/src/game.c b/src/game.c index cda9257a..e170331d 100644 --- a/src/game.c +++ b/src/game.c @@ -21,6 +21,7 @@ #include "buttons.h" #include "files.h" #include "tape.h" +#include "joystick.h" extern int Gamespeed; extern int Movemethod; @@ -65,7 +66,7 @@ void InitGame() Dynamite = Score = 0; Gems = level.edelsteine; - SokobanFields = Lights = 0; + SokobanFields = Lights = Friends = 0; DynaBombCount = DynaBombSize = DynaBombsLeft = 0; DynaBombXL = FALSE; Key[0] = Key[1] = Key[2] = Key[3] = FALSE; @@ -73,7 +74,10 @@ void InitGame() FrameCounter = 0; TimeFrames = 0; TimeLeft = level.time; - LevelSolved = GameOver = SiebAktiv = FALSE; + PlayerMovDir = MV_NO_MOVING; + PlayerFrame = 0; + PlayerPushing = FALSE; + PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE; JX = JY = 0; ZX = ZY = -1; @@ -144,7 +148,7 @@ void InitGame() case EL_PACMAN_U: case EL_MAMPFER: case EL_MAMPFER2: - case EL_ZOMBIE: + case EL_ROBOT: case EL_PACMAN: InitMovDir(x,y); break; @@ -168,6 +172,14 @@ void InitGame() case EL_SOKOBAN_FELD_LEER: SokobanFields++; break; + case EL_MAULWURF: + case EL_PINGUIN: + Friends++; + break; + case EL_SCHWEIN: + case EL_DRACHE: + MovDir[x][y] = 1<6) + if ((phase = (48-MovDelay[x][y])/6) > 6) phase = 6; - - if (Store[x][y] || IS_PLAYER(x,y)) - DrawGraphicThruMask(SCROLLX(x),SCROLLY(y),GFX_DYNAMIT+phase); - else - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_DYNAMIT+phase); } else { - int phase = ((48-MovDelay[x][y])/3) % 8; - - if (phase>3) + if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3) phase = 7-phase; - - if (Store[x][y] || IS_PLAYER(x,y)) - DrawGraphicThruMask(SCROLLX(x),SCROLLY(y),GFX_DYNABOMB+phase); - else - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_DYNABOMB+phase); } + + if (Store[x][y]) + DrawGraphicThruMask(sx,sy, graphic + phase); + else + DrawGraphic(sx,sy, graphic + phase); } void CheckDynamite(int x, int y) @@ -624,14 +636,23 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; - if (center_element==EL_BLOCKED) + if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey)) + { center_element = MovingOrBlocked2Element(ex,ey); + RemoveMovingField(ex,ey); + } for(y=ey-1;y rnd_value/8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) && + !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element==EL_DRACHE) + { + BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y)) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y)) + can_turn_right = TRUE; + if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y)) + can_move_on = TRUE; + + if (can_move_on && rnd > rnd_value/8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element==EL_ROBOT || element==EL_SONDE || + element==EL_MAULWURF || element==EL_PINGUIN) { int attr_x = JX, attr_y = JY; int newx, newy; - if (ZX>=0 && ZY>=0) + if (PlayerGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + + if (element==EL_ROBOT && ZX>=0 && ZY>=0) { attr_x = ZX; attr_y = ZY; } + if (element==EL_MAULWURF || element==EL_PINGUIN) + { + int i; + static int xy[4][2] = + { + { 0,-1 }, + { -1,0 }, + { +1,0 }, + { 0,+1 } + }; + + for(i=0;i<4;i++) + { + int ex = x+xy[i%4][0]; + int ey = y+xy[i%4][1]; + + if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + MovDir[x][y] = MV_NO_MOVING; if (attr_xy) MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN); - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); - if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy)) - MovDelay[x][y] = 4+4*!RND(3); + if (element==EL_ROBOT) + { + if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + Moving2Blocked(x,y,&newx,&newy); + + if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy)) + MovDelay[x][y] = 4+4*!RND(3); + else + MovDelay[x][y] = 8; + } else - MovDelay[x][y] = 8; + { + MovDelay[x][y] = 1; + + if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + { + BOOL first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + Moving2Blocked(x,y,&newx,&newy); + + if (IN_LEV_FIELD(newx,newy) && + (IS_FREE(newx,newy) || + Feld[newx][newy] == EL_SALZSAEURE || + ((element == EL_MAULWURF || element==EL_PINGUIN) && + (Feld[newx][newy] == EL_AUSGANG_AUF || + IS_MAMPF3(Feld[newx][newy]))))) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + Moving2Blocked(x,y,&newx,&newy); + + if (IN_LEV_FIELD(newx,newy) && + (IS_FREE(newx,newy) || + Feld[newx][newy] == EL_SALZSAEURE || + ((element == EL_MAULWURF || element==EL_PINGUIN) && + (Feld[newx][newy] == EL_AUSGANG_AUF || + IS_MAMPF3(Feld[newx][newy]))))) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } } } @@ -1224,6 +1426,23 @@ void StartMoving(int x, int y) Feld[x][y] = EL_CHANGED(Store2[x][y]); Store[x][y] = EL_SIEB_LEER; } + else if (Feld[x][y+1]==EL_SIEB_LEER) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = 2; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_SIEB_LEER; + Feld[x][y+1] = EL_SIEB_VOLL; + Store2[x][y+1] = EL_CHANGED(Store2[x][y]); + Store2[x][y] = 0; + } } else if (element==EL_SIEB2_VOLL) { @@ -1233,6 +1452,23 @@ void StartMoving(int x, int y) Feld[x][y] = EL_CHANGED2(Store2[x][y]); Store[x][y] = EL_SIEB2_LEER; } + else if (Feld[x][y+1]==EL_SIEB2_LEER) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = 2; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_SIEB2_LEER; + Feld[x][y+1] = EL_SIEB2_VOLL; + Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); + Store2[x][y] = 0; + } } else if (SiebAktiv && CAN_CHANGE(element) && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER)) @@ -1283,8 +1519,11 @@ void StartMoving(int x, int y) if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */ { - if (element==EL_ZOMBIE || element==EL_KAEFER || element==EL_FLIEGER || - element==EL_BUTTERFLY || element==EL_FIREFLY) + /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können. + * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.) + */ + + if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN) { TurnRound(x,y); if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER)) @@ -1296,7 +1535,7 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; - if (element==EL_ZOMBIE || element==EL_MAMPFER || element==EL_MAMPFER2) + if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2) { int phase = MovDelay[x][y] % 8; @@ -1310,12 +1549,47 @@ void StartMoving(int x, int y) && MovDelay[x][y]%4==3) PlaySoundLevel(x,y,SND_NJAM); } - else if (element==EL_BUTTERFLY || element==EL_FIREFLY) + else if (element==EL_DRACHE) { - int phase = (FrameCounter % 4) / 2; + int i; + int dir = MovDir[x][y]; + int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT : + dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : + dir == MV_UP ? GFX_FLAMMEN_UP : + dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); + int phase = FrameCounter % 2; + + for(i=1;i<=3;i++) + { + int xx = x + i*dx, yy = y + i*dy; + int sx = SCROLLX(xx), sy = SCROLLY(yy); - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase); + if (!IN_LEV_FIELD(xx,yy) || + IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING) + break; + + if (MovDelay[x][y]) + { + int flamed = MovingOrBlocked2Element(xx,yy); + + if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) + Bang(xx,yy); + else + RemoveMovingField(xx,yy); + + Feld[xx][yy] = EL_BURNING; + if (IN_SCR_FIELD(sx,sy)) + DrawGraphic(sx,sy, graphic + phase*3 + i-1); + } + else + { + if (Feld[xx][yy] == EL_BURNING) + Feld[xx][yy] = EL_LEERRAUM; + DrawLevelField(xx,yy); + } + } } if (MovDelay[x][y]) @@ -1335,12 +1609,116 @@ void StartMoving(int x, int y) Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */ - if (IS_PLAYER(newx,newy)) /* Spieler erwischt */ + if (IS_ENEMY(element) && IS_PLAYER(newx,newy)) { + /* Spieler erwischt */ MovDir[x][y] = 0; KillHero(); return; } + else if ((element == EL_MAULWURF || element == EL_PINGUIN || + element==EL_ROBOT || element==EL_SONDE) && + IN_LEV_FIELD(newx,newy) && + MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE) + { + Blurb(x,y); + Store[x][y] = EL_SALZSAEURE; + } + else if ((element == EL_MAULWURF || element == EL_PINGUIN) && + IN_LEV_FIELD(newx,newy)) + { + if (Feld[newx][newy] == EL_AUSGANG_AUF) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x,y); + + PlaySoundLevel(newx,newy,SND_BUING); + if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy))) + DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element)); + + Friends--; + if (!Friends && PlayerGone && !GameOver) + LevelSolved = GameOver = TRUE; + + return; + } + else if (IS_MAMPF3(Feld[newx][newy])) + { + if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING) + DrawLevelField(newx,newy); + else + MovDir[x][y] = MV_NO_MOVING; + } + else if (!IS_FREE(newx,newy)) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + return; + } + } + else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy)) + { + if (IS_GEM(Feld[newx][newy])) + { + if (IS_MOVING(newx,newy)) + RemoveMovingField(newx,newy); + else + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx,newy); + } + } + else if (!IS_FREE(newx,newy)) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + return; + } + } + else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy)) + { + if (!IS_FREE(newx,newy)) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + return; + } + else + { + BOOL wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx+1*dx, newy1 = newy+1*dy; + int newx2 = newx+2*dx, newy2 = newy+2*dy; + int element1 = (IN_LEV_FIELD(newx1,newy1) ? + MovingOrBlocked2Element(newx1,newy1) : EL_BETON); + int element2 = (IN_LEV_FIELD(newx2,newy2) ? + MovingOrBlocked2Element(newx2,newy2) : EL_BETON); + + if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + element1 != EL_DRACHE && element2 != EL_DRACHE && + element1 != EL_BURNING && element2 != EL_BURNING) + { + if (IS_PLAYER(x,y)) + DrawPlayerField(); + else + DrawLevelField(x,y); + + MovDelay[x][y] = 25; + Feld[newx][newy] = EL_BURNING; + if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM) + Feld[newx1][newy1] = EL_BURNING; + if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM) + Feld[newx2][newy2] = EL_BURNING; + return; + } + } + } else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) && Feld[newx][newy]==EL_DIAMANT) { @@ -1383,21 +1761,21 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx,newy); } - else if (element==EL_ZOMBIE && IN_LEV_FIELD(newx,newy) && - MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE) - { - Blurb(x,y); - Store[x][y] = EL_SALZSAEURE; - } else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy)) { /* gegen Wand gelaufen */ TurnRound(x,y); - if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER)) + + if (element == EL_KAEFER || element == EL_FLIEGER) DrawLevelField(x,y); + else if (element == EL_BUTTERFLY || element == EL_FIREFLY) + DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL); + else if (element==EL_SONDE) + DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL); + return; } - if (element==EL_ZOMBIE) + if (element==EL_ROBOT && IN_SCR_FIELD(x,y)) PlaySoundLevel(x,y,SND_SCHLURF); InitMovingField(x,y,MovDir[x][y]); @@ -1489,8 +1867,11 @@ void ContinueMoving(int x, int y) if (DONT_TOUCH(element)) /* Käfer oder Flieger */ { TestIfBadThingHitsHero(); + TestIfBadThingHitsFriend(newx,newy); TestIfBadThingHitsOtherBadThing(newx,newy); } + else if (element == EL_PINGUIN) + TestIfFriendHitsBadThing(newx,newy); if (CAN_SMASH(element) && direction==MV_DOWN && (newy==lev_fieldy-1 || !IS_FREE(x,newy+1))) @@ -1938,17 +2319,9 @@ void NussKnacken(int x, int y) void SiebAktivieren(int x, int y, int typ) { - if (SiebAktiv>1) - { - if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), - (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2); - } - else - { - Feld[x][y] = (typ==1 ? EL_SIEB_TOT : EL_SIEB2_TOT); - DrawLevelField(x,y); - } + if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) + DrawGraphic(SCROLLX(x),SCROLLY(y), + (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2); } void AusgangstuerPruefen(int x, int y) @@ -2126,6 +2499,55 @@ void MauerAbleger(int ax, int ay) Feld[ax][ay] = EL_MAUERWERK; } +void CheckForDragon(int x, int y) +{ + int i,j; + BOOL dragon_found = FALSE; + static int xy[4][2] = + { + { 0,-1 }, + { -1,0 }, + { +1,0 }, + { 0,+1 } + }; + + for(i=0;i<4;i++) + { + for(j=0;j<4;j++) + { + int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + + if (IN_LEV_FIELD(xx,yy) && + (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) + { + if (Feld[xx][yy] == EL_DRACHE) + dragon_found = TRUE; + } + else + break; + } + } + + if (!dragon_found) + { + for(i=0;i<4;i++) + { + for(j=0;j<3;j++) + { + int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + + if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING) + { + Feld[xx][yy] = EL_LEERRAUM; + DrawLevelField(xx,yy); + } + else + break; + } + } + } +} + void GameActions() { static long action_delay=0; @@ -2147,19 +2569,36 @@ void GameActions() int x,y,element; int sieb_x = 0, sieb_y = 0; - FrameCounter++; - TimeFrames++; - if (tape.pausing || (tape.playing && !TapePlayDelay())) return; else if (tape.recording) TapeRecordDelay(); + FrameCounter++; + TimeFrames++; + for(y=0;y0) JustHit[x][y]--; + +#if DEBUG + if (IS_BLOCKED(x,y)) + { + int oldx,oldy; + + Blocked2Moving(x,y,&oldx,&oldy); + if (!IS_MOVING(oldx,oldy)) + { + printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy); + printf("GameActions(): This should never happen!\n"); + } + } +#endif + } for(y=0;y 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); +/* + if (old_move_dir != PlayerMovDir) + PlayerFrame = 0; + else + PlayerFrame = (PlayerFrame + 1) % 4; +*/ + if (!IN_LEV_FIELD(newJX,newJY)) return(MF_NO_ACTION); @@ -2312,11 +2781,7 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy) InitMovingField(JX,JY,MV_DOWN); Store[JX][JY] = EL_SALZSAEURE; ContinueMoving(JX,JY); - - PlaySoundLevel(JX,JY,SND_AUTSCH); - PlaySoundLevel(JX,JY,SND_LACHEN); - GameOver = TRUE; - JX = JY = -1; + BuryHero(); } else KillHero(); @@ -2351,8 +2816,9 @@ BOOL MoveFigure(int dx, int dy) { static long move_delay = 0; int moved = MF_NO_ACTION; + int oldJX = JX, oldJY = JY; - if (GameOver || (!dx && !dy)) + if (PlayerGone || (!dx && !dy)) return(FALSE); /* @@ -2394,18 +2860,6 @@ BOOL MoveFigure(int dx, int dy) int old_scroll_x=scroll_x, old_scroll_y=scroll_y; int offset = (scroll_delay_on ? 3 : 0); -/* - if (scroll_x!=JX-MIDPOSX && JX>=MIDPOSX-1 && JX<=lev_fieldx-MIDPOSX) - scroll_x = JX-MIDPOSX; - if (scroll_y!=JY-MIDPOSY && JY>=MIDPOSY-1 && JY<=lev_fieldy-MIDPOSY) - scroll_y = JY-MIDPOSY; -*/ - -/* - printf("(scroll_x, scroll_y, JX, JY) == (%d, %d, %d, %d)\n", - scroll_x, scroll_y, JX, JY); -*/ - if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) && JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset)) scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset); @@ -2415,28 +2869,36 @@ BOOL MoveFigure(int dx, int dy) if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y) ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y); + } - if (Feld[JX][JY]==EL_LEERRAUM) - DrawLevelElement(JX,JY,EL_SPIELFIGUR); - else - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR); + if (!(moved & MF_MOVING) && !PlayerPushing) + PlayerFrame = 0; + else + PlayerFrame = (PlayerFrame + 1) % 4; + + if (moved & MF_MOVING) + { + if (oldJX != JX && oldJY == JY) + PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT); + else if (oldJX == JX && oldJY != JY) + PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP); + + DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */ } TestIfHeroHitsBadThing(); BackToFront(); -/* - if (LevelSolved) - GameWon(); -*/ + if (PlayerGone) + RemoveHero(); return(moved); } -void TestIfHeroHitsBadThing() +void TestIfGoodThingHitsBadThing(int goodx, int goody) { - int i, killx = JX,killy = JY; + int i, killx = goodx, killy = goody; static int xy[4][2] = { { 0,-1 }, @@ -2456,8 +2918,8 @@ void TestIfHeroHitsBadThing() { int x,y,element; - x = JX+xy[i][0]; - y = JY+xy[i][1]; + x = goodx+xy[i][0]; + y = goody+xy[i][1]; if (!IN_LEV_FIELD(x,y)) continue; @@ -2474,13 +2936,78 @@ void TestIfHeroHitsBadThing() } } - if (killx!=JX || killy!=JY) - KillHero(); + if (killx!=goodx || killy!=goody) + { + if (IS_PLAYER(goodx,goody)) + KillHero(); + else + Bang(goodx,goody); + } +} + +void TestIfBadThingHitsGoodThing(int badx, int bady) +{ + int i, killx = badx, killy = bady; + static int xy[4][2] = + { + { 0,-1 }, + { -1,0 }, + { +1,0 }, + { 0,+1 } + }; + static int harmless[4] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN + }; + + for(i=0;i<4;i++) + { + int x,y,element; + + x = badx+xy[i][0]; + y = bady+xy[i][1]; + if (!IN_LEV_FIELD(x,y)) + continue; + + element = Feld[x][y]; + + if (element==EL_PINGUIN) + { + if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y)) + continue; + + killx = x; + killy = y; + break; + } + } + + if (killx!=badx || killy!=bady) + Bang(killx,killy); +} + +void TestIfHeroHitsBadThing() +{ + TestIfGoodThingHitsBadThing(JX,JY); } void TestIfBadThingHitsHero() { - TestIfHeroHitsBadThing(); + TestIfGoodThingHitsBadThing(JX,JY); + /* (no typo!) */ +} + +void TestIfFriendHitsBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x,y); +} + +void TestIfBadThingHitsFriend(int x, int y) +{ + TestIfBadThingHitsGoodThing(x,y); } void TestIfBadThingHitsOtherBadThing(int badx, int bady) @@ -2519,18 +3046,34 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) void KillHero() { - if (IS_PLAYER(-1,-1)) + if (PlayerGone) return; if (IS_PFORTE(Feld[JX][JY])) Feld[JX][JY] = EL_LEERRAUM; + Bang(JX,JY); + BuryHero(); +} + +void BuryHero() +{ + if (PlayerGone) + return; + PlaySoundLevel(JX,JY,SND_AUTSCH); PlaySoundLevel(JX,JY,SND_LACHEN); - Bang(JX,JY); + GameOver = TRUE; - ZX = JX; - ZY = JY; + RemoveHero(); +} + +void RemoveHero() +{ + PlayerGone = TRUE; + + ExitX = ZX = JX; + ExitY = ZY = JY; JX = JY = -1; } @@ -2541,6 +3084,8 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) static long push_delay = 0; static int push_delay_value = 5; + PlayerPushing = FALSE; + if (mode == DF_NO_PUSH) { push_delay = 0; @@ -2556,9 +3101,11 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) { case EL_LEERRAUM: break; + case EL_ERDREICH: Feld[x][y] = EL_LEERRAUM; break; + case EL_EDELSTEIN: case EL_EDELSTEIN_BD: case EL_EDELSTEIN_GELB: @@ -2572,6 +3119,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); PlaySoundLevel(x,y,SND_PONG); break; + case EL_DIAMANT: Feld[x][y] = EL_LEERRAUM; Gems -= 3; @@ -2581,6 +3129,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); PlaySoundLevel(x,y,SND_PONG); break; + case EL_DYNAMIT_AUS: Feld[x][y] = EL_LEERRAUM; Dynamite++; @@ -2588,6 +3137,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); PlaySoundLevel(x,y,SND_PONG); break; + case EL_DYNABOMB_NR: Feld[x][y] = EL_LEERRAUM; DynaBombCount++; @@ -2596,17 +3146,20 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) PlaySoundLevel(x,y,SND_PONG); break; case EL_DYNABOMB_SZ: + Feld[x][y] = EL_LEERRAUM; DynaBombSize++; RaiseScoreElement(EL_DYNAMIT); PlaySoundLevel(x,y,SND_PONG); break; + case EL_DYNABOMB_XL: Feld[x][y] = EL_LEERRAUM; DynaBombXL = TRUE; RaiseScoreElement(EL_DYNAMIT); PlaySoundLevel(x,y,SND_PONG); break; + case EL_SCHLUESSEL1: case EL_SCHLUESSEL2: case EL_SCHLUESSEL3: @@ -2626,20 +3179,25 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) PlaySoundLevel(x,y,SND_PONG); break; } + case EL_ABLENK_AUS: Feld[x][y] = EL_ABLENK_EIN; - ZX=x; - ZY=y; + ZX = x; + ZY = y; DrawLevelField(x,y); return(MF_ACTION); break; + case EL_FELSBROCKEN: case EL_BOMBE: case EL_KOKOSNUSS: case EL_ZEIT_LEER: - if (mode==DF_SNAP) + if (dy || mode==DF_SNAP) return(MF_NO_ACTION); - if (dy || !IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) + + PlayerPushing = TRUE; + + if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) return(MF_NO_ACTION); if (real_dy) @@ -2666,6 +3224,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) else PlaySoundLevel(x+dx,y+dy,SND_KLOPF); break; + case EL_PFORTE1: case EL_PFORTE2: case EL_PFORTE3: @@ -2673,6 +3232,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) if (!Key[element-EL_PFORTE1]) return(MF_NO_ACTION); break; + case EL_PFORTE1X: case EL_PFORTE2X: case EL_PFORTE3X: @@ -2680,17 +3240,25 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) if (!Key[element-EL_PFORTE1X]) return(MF_NO_ACTION); break; + case EL_AUSGANG_ZU: case EL_AUSGANG_ACT: /* Tür ist (noch) nicht offen! */ return(MF_NO_ACTION); break; + case EL_AUSGANG_AUF: if (mode==DF_SNAP) return(MF_NO_ACTION); - LevelSolved = GameOver = TRUE; + + PlayerGone = TRUE; PlaySoundLevel(x,y,SND_BUING); + + if (!Friends) + LevelSolved = GameOver = TRUE; + break; + case EL_BIRNE_AUS: Feld[x][y] = EL_BIRNE_EIN; Lights--; @@ -2698,6 +3266,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) PlaySoundLevel(x,y,SND_DENG); return(MF_ACTION); break; + case EL_ZEIT_VOLL: Feld[x][y] = EL_ZEIT_LEER; TimeLeft += 10; @@ -2706,15 +3275,22 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); return(MF_ACTION); break; + case EL_SOKOBAN_FELD_LEER: break; + case EL_SOKOBAN_FELD_VOLL: case EL_SOKOBAN_OBJEKT: + case EL_SONDE: if (mode==DF_SNAP) return(MF_NO_ACTION); + + PlayerPushing = TRUE; + if (!IN_LEV_FIELD(x+dx,y+dy) || (Feld[x+dx][y+dy] != EL_LEERRAUM - && Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER)) + && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER + || !IS_SB_ELEMENT(element)))) return(MF_NO_ACTION); if (dx && real_dy) @@ -2733,23 +3309,31 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) return(MF_NO_ACTION); - if (element == EL_SOKOBAN_FELD_VOLL) + if (IS_SB_ELEMENT(element)) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - SokobanFields++; + if (element == EL_SOKOBAN_FELD_VOLL) + { + Feld[x][y] = EL_SOKOBAN_FELD_LEER; + SokobanFields++; + } + else + Feld[x][y] = EL_LEERRAUM; + + if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + { + Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; + SokobanFields--; + if (element == EL_SOKOBAN_OBJEKT) + PlaySoundLevel(x,y,SND_DENG); + } + else + Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; } else - Feld[x][y] = EL_LEERRAUM; - - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - SokobanFields--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x,y,SND_DENG); + Feld[x][y] = EL_LEERRAUM; + Feld[x+dx][y+dy] = element; } - else - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; push_delay_value = 2; @@ -2757,13 +3341,21 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) DrawLevelField(x+dx,y+dy); PlaySoundLevel(x+dx,y+dy,SND_PUSCH); - if (SokobanFields == 0 && game_emulation == EMU_SOKOBAN) + if (IS_SB_ELEMENT(element) && + SokobanFields == 0 && game_emulation == EMU_SOKOBAN) { LevelSolved = GameOver = TRUE; PlaySoundLevel(x,y,SND_BUING); } break; + + case EL_MAULWURF: + case EL_PINGUIN: + case EL_SCHWEIN: + case EL_DRACHE: + break; + default: return(MF_NO_ACTION); break; @@ -2779,7 +3371,7 @@ BOOL SnapField(int dx, int dy) int x = JX+dx, y = JY+dy; static int snapped = FALSE; - if (GameOver || !IN_LEV_FIELD(x,y)) + if (PlayerGone || !IN_LEV_FIELD(x,y)) return(FALSE); if (dx && dy) return(FALSE); @@ -2791,6 +3383,11 @@ BOOL SnapField(int dx, int dy) if (snapped) return(FALSE); + PlayerMovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (!DigField(x,y, 0,0, DF_SNAP)) return(FALSE); @@ -2805,7 +3402,7 @@ BOOL PlaceBomb(void) { int element; - if (GameOver) + if (PlayerGone) return(FALSE); element = Feld[JX][JY]; @@ -2814,7 +3411,7 @@ BOOL PlaceBomb(void) element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING) return(FALSE); - if (element!=EL_LEERRAUM) + if (element != EL_LEERRAUM) Store[JX][JY] = element; if (Dynamite) @@ -2840,12 +3437,15 @@ void PlaySoundLevel(int x, int y, int sound_nr) { int sx = SCROLLX(x), sy = SCROLLY(y); int volume, stereo; + int silence_distance = 8; if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) || (!sound_loops_on && IS_LOOP_SOUND(sound_nr))) return; - if (!IN_LEV_FIELD(x,y)) + if (!IN_LEV_FIELD(x,y) || + sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || + sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) return; volume = PSND_MAX_VOLUME; @@ -2853,10 +3453,10 @@ void PlaySoundLevel(int x, int y, int sound_nr) if (!IN_SCR_FIELD(sx,sy)) { - if (sx<0 || sx>=SCR_FIELDX) - volume = PSND_MAX_VOLUME - 2*ABS(sx-SCR_FIELDX/2); - else - volume = PSND_MAX_VOLUME - 2*ABS(sy-SCR_FIELDY/2); + int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; + int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + + volume -= volume*(dx > dy ? dx : dy)/silence_distance; } PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); @@ -2891,8 +3491,8 @@ void RaiseScoreElement(int element) case EL_MAMPFER2: RaiseScore(level.score[SC_MAMPFER]); break; - case EL_ZOMBIE: - RaiseScore(level.score[SC_ZOMBIE]); + case EL_ROBOT: + RaiseScore(level.score[SC_ROBOT]); break; case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]);