-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* game.c *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// https://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
#include "libgame/libgame.h"
#include "init.h"
#include "tools.h"
#include "screens.h"
+#include "events.h"
#include "files.h"
#include "tape.h"
#include "network.h"
+#include "anim.h"
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR FALSE
-/* EXPERIMENTAL STUFF */
+// DEBUG SETTINGS
+#define DEBUG_INIT_PLAYER 1
+#define DEBUG_PLAYER_ACTIONS 0
+
+// EXPERIMENTAL STUFF
#define USE_NEW_AMOEBA_CODE FALSE
-/* for DigField() */
+// EXPERIMENTAL STUFF
+#define USE_QUICKSAND_BD_ROCK_BUGFIX 0
+#define USE_QUICKSAND_IMPACT_BUGFIX 0
+#define USE_DELAYED_GFX_REDRAW 0
+#define USE_NEW_PLAYER_ASSIGNMENTS 1
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y) \
+ DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y) \
+ DrawTwinkleOnField(x, y)
+#endif
+
+
+// for DigField()
#define DF_NO_PUSH 0
#define DF_DIG 1
#define DF_SNAP 2
-/* for MovePlayer() */
-#define MF_NO_ACTION 0
-#define MF_MOVING 1
-#define MF_ACTION 2
+// for MovePlayer()
+#define MP_NO_ACTION 0
+#define MP_MOVING 1
+#define MP_ACTION 2
+#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
-/* for ScrollPlayer() */
+// for ScrollPlayer()
#define SCROLL_INIT 0
#define SCROLL_GO_ON 1
-/* for Explode() */
+// for Bang()/Explode()
#define EX_PHASE_START 0
#define EX_TYPE_NONE 0
#define EX_TYPE_NORMAL (1 << 0)
#define EX_TYPE_CENTER (1 << 1)
#define EX_TYPE_BORDER (1 << 2)
#define EX_TYPE_CROSS (1 << 3)
+#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL 37
-#define YY_LEVEL 20
-#define XX_EMERALDS 29
-#define YY_EMERALDS 54
-#define XX_DYNAMITE 29
-#define YY_DYNAMITE 89
-#define XX_KEYS 18
-#define YY_KEYS 123
-#define XX_SCORE 15
-#define YY_SCORE 159
-#define XX_TIME1 29
-#define XX_TIME2 30
-#define YY_TIME 194
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL (DX + XX_LEVEL)
-#define DY_LEVEL (DY + YY_LEVEL)
-#define DX_EMERALDS (DX + XX_EMERALDS)
-#define DY_EMERALDS (DY + YY_EMERALDS)
-#define DX_DYNAMITE (DX + XX_DYNAMITE)
-#define DY_DYNAMITE (DY + YY_DYNAMITE)
-#define DX_KEYS (DX + XX_KEYS)
-#define DY_KEYS (DY + YY_KEYS)
-#define DX_SCORE (DX + XX_SCORE)
-#define DY_SCORE (DY + YY_SCORE)
-#define DX_TIME1 (DX + XX_TIME1)
-#define DX_TIME2 (DX + XX_TIME2)
-#define DY_TIME (DY + YY_TIME)
-
-/* values for initial player move delay (initial delay counter value) */
-#define INITIAL_MOVE_DELAY_OFF -1
-#define INITIAL_MOVE_DELAY_ON 0
-
-/* values for player movement speed (which is in fact a delay value) */
-#define MOVE_DELAY_NORMAL_SPEED 8
-#define MOVE_DELAY_HIGH_SPEED 4
-
-#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
-#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
-#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
-
-/* values for other actions */
-#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
-
-#define INIT_GFX_RANDOM() (SimpleRND(1000000))
-
-#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
- RND(element_info[e].push_delay_random))
-#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
- RND(element_info[e].drop_delay_random))
-#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
- RND(element_info[e].move_delay_random))
-#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
- (element_info[e].move_delay_random))
-
-#define GET_TARGET_ELEMENT(e, ch) \
- ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
- (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
-
-#define CAN_GROW_INTO(e) \
- (e == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (condition) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- (DONT_COLLIDE_WITH(e) && \
- IS_PLAYER(x, y) && \
- !PLAYER_ENEMY_PROTECTED(x, y))))
-
-#if 0
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (condition) || \
- (DONT_COLLIDE_WITH(e) && \
- IS_PLAYER(x, y) && \
- !PLAYER_ENEMY_PROTECTED(x, y))))
-#endif
-
-#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
-
-#if 1
-#define SATELLITE_CAN_ENTER_FIELD(x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
-#else
-#define SATELLITE_CAN_ENTER_FIELD(x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
-#endif
-
-#if 0
-#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#endif
-
-#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#if 1
-
-#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
-
-#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
-
-#define PIG_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
-
-#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
- IS_FOOD_PENGUIN(Feld[x][y])))
-#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
-
-#define SPRING_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#else
-
-#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- Feld[x][y] == EL_DIAMOND))
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_FOOD_DARK_YAMYAM(Feld[x][y])))
-
-#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_AMOEBOID(Feld[x][y])))
-
-#define PIG_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_FOOD_PIG(Feld[x][y])))
-
-#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_FOOD_PENGUIN(Feld[x][y]) || \
- Feld[x][y] == EL_EXIT_OPEN))
-
-#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID)))
-
-#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- (condition)))
-
-#define SPRING_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID)))
-
-#endif
-
-#define GROUP_NR(e) ((e) - EL_GROUP_START)
-#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
-#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
-#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
-
-#define IS_EQUAL_OR_IN_GROUP(e, ge) \
- (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-
-#if 0
-#define CE_ENTER_FIELD_COND(e, x, y) \
- (!IS_PLAYER(x, y) && \
- (Feld[x][y] == EL_ACID || \
- IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
-#else
-#define CE_ENTER_FIELD_COND(e, x, y) \
- (!IS_PLAYER(x, y) && \
- IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
-#endif
-
-#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
-
-#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
-
-#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
-#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
-#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
-#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
-
-/* game button identifiers */
-#define GAME_CTRL_ID_STOP 0
-#define GAME_CTRL_ID_PAUSE 1
-#define GAME_CTRL_ID_PLAY 2
-#define SOUND_CTRL_ID_MUSIC 3
-#define SOUND_CTRL_ID_LOOPS 4
-#define SOUND_CTRL_ID_SIMPLE 5
-
-#define NUM_GAME_BUTTONS 6
-
-
-/* forward declaration for internal use */
-
-static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
-static boolean MovePlayer(struct PlayerInfo *, int, int);
-static void ScrollPlayer(struct PlayerInfo *, int);
-static void ScrollScreen(struct PlayerInfo *, int);
-
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
-
-static void InitBeltMovement(void);
-static void CloseAllOpenTimegates(void);
-static void CheckGravityMovement(struct PlayerInfo *);
-static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(int, int);
-
-static void TestIfPlayerTouchesCustomElement(int, int);
-static void TestIfElementTouchesCustomElement(int, int);
-static void TestIfElementHitsCustomElement(int, int, int);
-#if 0
-static void TestIfElementSmashesCustomElement(int, int, int);
-#endif
-
-static void ChangeElement(int, int, int);
-
-static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
-#define CheckTriggeredElementChange(x, y, e, ev) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
- CH_SIDE_ANY, -1)
-#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
- CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
-#define CheckTriggeredElementChangePage(x, y, e, ev, p) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
- CH_SIDE_ANY, p)
-
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
-#define CheckElementChange(x, y, e, te, ev) \
- CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
-#define CheckElementChangePlayer(x, y, e, ev, p, s) \
- CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
-#define CheckElementChangeSide(x, y, e, te, ev, s) \
- CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
-#define CheckElementChangePage(x, y, e, te, ev, p) \
- CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
-
-static void PlayLevelSound(int, int, int);
-static void PlayLevelSoundNearest(int, int, int);
-static void PlayLevelSoundAction(int, int, int);
-static void PlayLevelSoundElementAction(int, int, int, int);
-static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
-static void PlayLevelSoundActionIfLoop(int, int, int);
-static void StopLevelSoundActionIfLoop(int, int, int);
-static void PlayLevelMusic();
-
-static void MapGameButtons();
-static void HandleGameButtons(struct GadgetInfo *);
-
-static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-
-
-/* ------------------------------------------------------------------------- */
-/* definition of elements that automatically change to other elements after */
-/* a specified time, eventually calling a function when changing */
-/* ------------------------------------------------------------------------- */
+#define PANEL_OFF() (game.panel.active == FALSE)
+#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
+
+// game panel display and control definitions
+#define GAME_PANEL_LEVEL_NUMBER 0
+#define GAME_PANEL_GEMS 1
+#define GAME_PANEL_INVENTORY_COUNT 2
+#define GAME_PANEL_INVENTORY_FIRST_1 3
+#define GAME_PANEL_INVENTORY_FIRST_2 4
+#define GAME_PANEL_INVENTORY_FIRST_3 5
+#define GAME_PANEL_INVENTORY_FIRST_4 6
+#define GAME_PANEL_INVENTORY_FIRST_5 7
+#define GAME_PANEL_INVENTORY_FIRST_6 8
+#define GAME_PANEL_INVENTORY_FIRST_7 9
+#define GAME_PANEL_INVENTORY_FIRST_8 10
+#define GAME_PANEL_INVENTORY_LAST_1 11
+#define GAME_PANEL_INVENTORY_LAST_2 12
+#define GAME_PANEL_INVENTORY_LAST_3 13
+#define GAME_PANEL_INVENTORY_LAST_4 14
+#define GAME_PANEL_INVENTORY_LAST_5 15
+#define GAME_PANEL_INVENTORY_LAST_6 16
+#define GAME_PANEL_INVENTORY_LAST_7 17
+#define GAME_PANEL_INVENTORY_LAST_8 18
+#define GAME_PANEL_KEY_1 19
+#define GAME_PANEL_KEY_2 20
+#define GAME_PANEL_KEY_3 21
+#define GAME_PANEL_KEY_4 22
+#define GAME_PANEL_KEY_5 23
+#define GAME_PANEL_KEY_6 24
+#define GAME_PANEL_KEY_7 25
+#define GAME_PANEL_KEY_8 26
+#define GAME_PANEL_KEY_WHITE 27
+#define GAME_PANEL_KEY_WHITE_COUNT 28
+#define GAME_PANEL_SCORE 29
+#define GAME_PANEL_HIGHSCORE 30
+#define GAME_PANEL_TIME 31
+#define GAME_PANEL_TIME_HH 32
+#define GAME_PANEL_TIME_MM 33
+#define GAME_PANEL_TIME_SS 34
+#define GAME_PANEL_TIME_ANIM 35
+#define GAME_PANEL_HEALTH 36
+#define GAME_PANEL_HEALTH_ANIM 37
+#define GAME_PANEL_FRAME 38
+#define GAME_PANEL_SHIELD_NORMAL 39
+#define GAME_PANEL_SHIELD_NORMAL_TIME 40
+#define GAME_PANEL_SHIELD_DEADLY 41
+#define GAME_PANEL_SHIELD_DEADLY_TIME 42
+#define GAME_PANEL_EXIT 43
+#define GAME_PANEL_EMC_MAGIC_BALL 44
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
+#define GAME_PANEL_LIGHT_SWITCH 46
+#define GAME_PANEL_LIGHT_SWITCH_TIME 47
+#define GAME_PANEL_TIMEGATE_SWITCH 48
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
+#define GAME_PANEL_SWITCHGATE_SWITCH 50
+#define GAME_PANEL_EMC_LENSES 51
+#define GAME_PANEL_EMC_LENSES_TIME 52
+#define GAME_PANEL_EMC_MAGNIFIER 53
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 54
+#define GAME_PANEL_BALLOON_SWITCH 55
+#define GAME_PANEL_DYNABOMB_NUMBER 56
+#define GAME_PANEL_DYNABOMB_SIZE 57
+#define GAME_PANEL_DYNABOMB_POWER 58
+#define GAME_PANEL_PENGUINS 59
+#define GAME_PANEL_SOKOBAN_OBJECTS 60
+#define GAME_PANEL_SOKOBAN_FIELDS 61
+#define GAME_PANEL_ROBOT_WHEEL 62
+#define GAME_PANEL_CONVEYOR_BELT_1 63
+#define GAME_PANEL_CONVEYOR_BELT_2 64
+#define GAME_PANEL_CONVEYOR_BELT_3 65
+#define GAME_PANEL_CONVEYOR_BELT_4 66
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
+#define GAME_PANEL_MAGIC_WALL 71
+#define GAME_PANEL_MAGIC_WALL_TIME 72
+#define GAME_PANEL_GRAVITY_STATE 73
+#define GAME_PANEL_GRAPHIC_1 74
+#define GAME_PANEL_GRAPHIC_2 75
+#define GAME_PANEL_GRAPHIC_3 76
+#define GAME_PANEL_GRAPHIC_4 77
+#define GAME_PANEL_GRAPHIC_5 78
+#define GAME_PANEL_GRAPHIC_6 79
+#define GAME_PANEL_GRAPHIC_7 80
+#define GAME_PANEL_GRAPHIC_8 81
+#define GAME_PANEL_ELEMENT_1 82
+#define GAME_PANEL_ELEMENT_2 83
+#define GAME_PANEL_ELEMENT_3 84
+#define GAME_PANEL_ELEMENT_4 85
+#define GAME_PANEL_ELEMENT_5 86
+#define GAME_PANEL_ELEMENT_6 87
+#define GAME_PANEL_ELEMENT_7 88
+#define GAME_PANEL_ELEMENT_8 89
+#define GAME_PANEL_ELEMENT_COUNT_1 90
+#define GAME_PANEL_ELEMENT_COUNT_2 91
+#define GAME_PANEL_ELEMENT_COUNT_3 92
+#define GAME_PANEL_ELEMENT_COUNT_4 93
+#define GAME_PANEL_ELEMENT_COUNT_5 94
+#define GAME_PANEL_ELEMENT_COUNT_6 95
+#define GAME_PANEL_ELEMENT_COUNT_7 96
+#define GAME_PANEL_ELEMENT_COUNT_8 97
+#define GAME_PANEL_CE_SCORE_1 98
+#define GAME_PANEL_CE_SCORE_2 99
+#define GAME_PANEL_CE_SCORE_3 100
+#define GAME_PANEL_CE_SCORE_4 101
+#define GAME_PANEL_CE_SCORE_5 102
+#define GAME_PANEL_CE_SCORE_6 103
+#define GAME_PANEL_CE_SCORE_7 104
+#define GAME_PANEL_CE_SCORE_8 105
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 109
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 110
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 111
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 112
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 113
+#define GAME_PANEL_PLAYER_NAME 114
+#define GAME_PANEL_LEVEL_NAME 115
+#define GAME_PANEL_LEVEL_AUTHOR 116
+
+#define NUM_GAME_PANEL_CONTROLS 117
+
+struct GamePanelOrderInfo
+{
+ int nr;
+ int sort_priority;
+};
-/* forward declaration for changer functions */
-static void InitBuggyBase(int x, int y);
-static void WarnBuggyBase(int x, int y);
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+struct GamePanelControlInfo
+{
+ int nr;
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+ struct TextPosInfo *pos;
+ int type;
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+ int graphic, graphic_active;
-struct ChangingElementInfo
-{
- int element;
- int target_element;
- int change_delay;
- void (*pre_change_function)(int x, int y);
- void (*change_function)(int x, int y);
- void (*post_change_function)(int x, int y);
+ int value, last_value;
+ int frame, last_frame;
+ int gfx_frame;
+ int gfx_random;
};
-static struct ChangingElementInfo change_delay_list[] =
+static struct GamePanelControlInfo game_panel_controls[] =
{
{
- EL_NUT_BREAKING,
- EL_EMERALD,
- 6,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_LEVEL_NUMBER,
+ &game.panel.level_number,
+ TYPE_INTEGER,
},
{
- EL_PEARL_BREAKING,
- EL_EMPTY,
- 8,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_GEMS,
+ &game.panel.gems,
+ TYPE_INTEGER,
},
{
- EL_EXIT_OPENING,
- EL_EXIT_OPEN,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_COUNT,
+ &game.panel.inventory_count,
+ TYPE_INTEGER,
},
{
- EL_EXIT_CLOSING,
- EL_EXIT_CLOSED,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_1,
+ &game.panel.inventory_first[0],
+ TYPE_ELEMENT,
},
{
- EL_SP_EXIT_OPENING,
- EL_SP_EXIT_OPEN,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_2,
+ &game.panel.inventory_first[1],
+ TYPE_ELEMENT,
},
{
- EL_SP_EXIT_CLOSING,
- EL_SP_EXIT_CLOSED,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_3,
+ &game.panel.inventory_first[2],
+ TYPE_ELEMENT,
},
{
- EL_SWITCHGATE_OPENING,
- EL_SWITCHGATE_OPEN,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_4,
+ &game.panel.inventory_first[3],
+ TYPE_ELEMENT,
},
{
- EL_SWITCHGATE_CLOSING,
- EL_SWITCHGATE_CLOSED,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_5,
+ &game.panel.inventory_first[4],
+ TYPE_ELEMENT,
},
{
- EL_TIMEGATE_OPENING,
- EL_TIMEGATE_OPEN,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_6,
+ &game.panel.inventory_first[5],
+ TYPE_ELEMENT,
},
{
- EL_TIMEGATE_CLOSING,
- EL_TIMEGATE_CLOSED,
- 29,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_7,
+ &game.panel.inventory_first[6],
+ TYPE_ELEMENT,
},
-
{
- EL_ACID_SPLASH_LEFT,
- EL_EMPTY,
- 8,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_FIRST_8,
+ &game.panel.inventory_first[7],
+ TYPE_ELEMENT,
},
{
- EL_ACID_SPLASH_RIGHT,
- EL_EMPTY,
- 8,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_LAST_1,
+ &game.panel.inventory_last[0],
+ TYPE_ELEMENT,
},
{
- EL_SP_BUGGY_BASE,
- EL_SP_BUGGY_BASE_ACTIVATING,
- 0,
- InitBuggyBase,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_LAST_2,
+ &game.panel.inventory_last[1],
+ TYPE_ELEMENT,
},
{
- EL_SP_BUGGY_BASE_ACTIVATING,
- EL_SP_BUGGY_BASE_ACTIVE,
- 0,
- InitBuggyBase,
- NULL,
- NULL
+ GAME_PANEL_INVENTORY_LAST_3,
+ &game.panel.inventory_last[2],
+ TYPE_ELEMENT,
},
{
- EL_SP_BUGGY_BASE_ACTIVE,
- EL_SP_BUGGY_BASE,
- 0,
- InitBuggyBase,
- WarnBuggyBase,
- NULL
+ GAME_PANEL_INVENTORY_LAST_4,
+ &game.panel.inventory_last[3],
+ TYPE_ELEMENT,
},
{
- EL_TRAP,
- EL_TRAP_ACTIVE,
- 0,
- InitTrap,
- NULL,
- ActivateTrap
+ GAME_PANEL_INVENTORY_LAST_5,
+ &game.panel.inventory_last[4],
+ TYPE_ELEMENT,
},
{
- EL_TRAP_ACTIVE,
- EL_TRAP,
- 31,
- NULL,
- ChangeActiveTrap,
- NULL
+ GAME_PANEL_INVENTORY_LAST_6,
+ &game.panel.inventory_last[5],
+ TYPE_ELEMENT,
},
{
- EL_ROBOT_WHEEL_ACTIVE,
- EL_ROBOT_WHEEL,
- 0,
- InitRobotWheel,
- RunRobotWheel,
- StopRobotWheel
+ GAME_PANEL_INVENTORY_LAST_7,
+ &game.panel.inventory_last[6],
+ TYPE_ELEMENT,
},
{
- EL_TIMEGATE_SWITCH_ACTIVE,
- EL_TIMEGATE_SWITCH,
- 0,
- InitTimegateWheel,
- RunTimegateWheel,
- NULL
+ GAME_PANEL_INVENTORY_LAST_8,
+ &game.panel.inventory_last[7],
+ TYPE_ELEMENT,
},
-
{
- EL_UNDEFINED,
- EL_UNDEFINED,
- -1,
- NULL,
- NULL,
- NULL
- }
-};
-
-struct
-{
- int element;
- int push_delay_fixed, push_delay_random;
-}
-push_delay_list[] =
-{
- { EL_SPRING, 0, 0 },
- { EL_BALLOON, 0, 0 },
-
- { EL_SOKOBAN_OBJECT, 2, 0 },
- { EL_SOKOBAN_FIELD_FULL, 2, 0 },
- { EL_SATELLITE, 2, 0 },
- { EL_SP_DISK_YELLOW, 2, 0 },
-
- { EL_UNDEFINED, 0, 0 },
-};
-
-struct
-{
- int element;
- int move_stepsize;
-}
-move_stepsize_list[] =
-{
- { EL_AMOEBA_DROP, 2 },
- { EL_AMOEBA_DROPPING, 2 },
- { EL_QUICKSAND_FILLING, 1 },
- { EL_QUICKSAND_EMPTYING, 1 },
- { EL_MAGIC_WALL_FILLING, 2 },
- { EL_BD_MAGIC_WALL_FILLING, 2 },
- { EL_MAGIC_WALL_EMPTYING, 2 },
- { EL_BD_MAGIC_WALL_EMPTYING, 2 },
-
- { EL_UNDEFINED, 0 },
-};
-
-struct
-{
- int element;
- int count;
-}
-collect_count_list[] =
-{
- { EL_EMERALD, 1 },
- { EL_BD_DIAMOND, 1 },
- { EL_EMERALD_YELLOW, 1 },
- { EL_EMERALD_RED, 1 },
- { EL_EMERALD_PURPLE, 1 },
- { EL_DIAMOND, 3 },
- { EL_SP_INFOTRON, 1 },
- { EL_PEARL, 5 },
- { EL_CRYSTAL, 8 },
-
- { EL_UNDEFINED, 0 },
-};
-
-struct
-{
- int element;
- int direction;
-}
-access_direction_list[] =
-{
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
-
- { EL_SP_PORT_LEFT, MV_RIGHT },
- { EL_SP_PORT_RIGHT, MV_LEFT },
- { EL_SP_PORT_UP, MV_DOWN },
- { EL_SP_PORT_DOWN, MV_UP },
- { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
- { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
- { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
- { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
- { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
-
- { EL_UNDEFINED, MV_NO_MOVING }
-};
-
-static unsigned long trigger_events[MAX_NUM_ELEMENTS];
-
-#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
- CH_EVENT_BIT(CE_DELAY))
-#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
-#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
- IS_JUST_CHANGING(x, y))
-
-#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
-
-
-void GetPlayerConfig()
-{
- if (!audio.sound_available)
- setup.sound_simple = FALSE;
-
- if (!audio.loops_available)
- setup.sound_loops = FALSE;
-
- if (!audio.music_available)
- setup.sound_music = FALSE;
-
- if (!video.fullscreen_available)
- setup.fullscreen = FALSE;
-
- setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
-
- SetAudioMode(setup.sound);
- InitJoysticks();
-}
-
-static int getBeltNrFromBeltElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
- static int belt_base_element[4] =
+ GAME_PANEL_KEY_1,
+ &game.panel.key[0],
+ TYPE_ELEMENT,
+ },
{
- EL_CONVEYOR_BELT_1_SWITCH_LEFT,
- EL_CONVEYOR_BELT_2_SWITCH_LEFT,
- EL_CONVEYOR_BELT_3_SWITCH_LEFT,
- EL_CONVEYOR_BELT_4_SWITCH_LEFT
- };
-
- int belt_nr = getBeltNrFromBeltSwitchElement(element);
- int belt_dir_nr = element - belt_base_element[belt_nr];
-
- return (belt_dir_nr % 3);
-}
-
-static int getBeltDirFromBeltSwitchElement(int element)
-{
- static int belt_move_dir[3] =
+ GAME_PANEL_KEY_2,
+ &game.panel.key[1],
+ TYPE_ELEMENT,
+ },
{
- MV_LEFT,
- MV_NO_MOVING,
- MV_RIGHT
- };
-
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
-
- return belt_move_dir[belt_dir_nr];
-}
-
-static void InitPlayerField(int x, int y, int element, boolean init_game)
-{
- if (element == EL_SP_MURPHY)
+ GAME_PANEL_KEY_3,
+ &game.panel.key[2],
+ TYPE_ELEMENT,
+ },
{
- if (init_game)
- {
- if (stored_player[0].present)
- {
- Feld[x][y] = EL_SP_MURPHY_CLONE;
-
- return;
- }
- else
- {
- stored_player[0].use_murphy_graphic = TRUE;
- }
-
- Feld[x][y] = EL_PLAYER_1;
- }
- }
-
- if (init_game)
+ GAME_PANEL_KEY_4,
+ &game.panel.key[3],
+ TYPE_ELEMENT,
+ },
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
- int jx = player->jx, jy = player->jy;
-
- player->present = TRUE;
+ GAME_PANEL_KEY_5,
+ &game.panel.key[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_6,
+ &game.panel.key[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_7,
+ &game.panel.key[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_8,
+ &game.panel.key[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE,
+ &game.panel.key_white,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE_COUNT,
+ &game.panel.key_white_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SCORE,
+ &game.panel.score,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HIGHSCORE,
+ &game.panel.highscore,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME,
+ &game.panel.time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_HH,
+ &game.panel.time_hh,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_MM,
+ &game.panel.time_mm,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_SS,
+ &game.panel.time_ss,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_ANIM,
+ &game.panel.time_anim,
+ TYPE_GRAPHIC,
- player->block_last_field = (element == EL_SP_MURPHY ?
- level.sp_block_last_field :
- level.block_last_field);
+ IMG_GFX_GAME_PANEL_TIME_ANIM,
+ IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
+ },
+ {
+ GAME_PANEL_HEALTH,
+ &game.panel.health,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HEALTH_ANIM,
+ &game.panel.health_anim,
+ TYPE_GRAPHIC,
- if (!options.network || player->connected)
- {
- player->active = TRUE;
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM,
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
+ },
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL,
+ &game.panel.shield_normal,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL_TIME,
+ &game.panel.shield_normal_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY,
+ &game.panel.shield_deadly,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY_TIME,
+ &game.panel.shield_deadly_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EXIT,
+ &game.panel.exit,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL,
+ &game.panel.emc_magic_ball,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+ &game.panel.emc_magic_ball_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH,
+ &game.panel.light_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH_TIME,
+ &game.panel.light_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH,
+ &game.panel.timegate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH_TIME,
+ &game.panel.timegate_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SWITCHGATE_SWITCH,
+ &game.panel.switchgate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES,
+ &game.panel.emc_lenses,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES_TIME,
+ &game.panel.emc_lenses_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER,
+ &game.panel.emc_magnifier,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER_TIME,
+ &game.panel.emc_magnifier_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_BALLOON_SWITCH,
+ &game.panel.balloon_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_DYNABOMB_NUMBER,
+ &game.panel.dynabomb_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_SIZE,
+ &game.panel.dynabomb_size,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_POWER,
+ &game.panel.dynabomb_power,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PENGUINS,
+ &game.panel.penguins,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_OBJECTS,
+ &game.panel.sokoban_objects,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_FIELDS,
+ &game.panel.sokoban_fields,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ROBOT_WHEEL,
+ &game.panel.robot_wheel,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1,
+ &game.panel.conveyor_belt[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2,
+ &game.panel.conveyor_belt[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3,
+ &game.panel.conveyor_belt[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4,
+ &game.panel.conveyor_belt[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+ &game.panel.conveyor_belt_switch[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+ &game.panel.conveyor_belt_switch[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+ &game.panel.conveyor_belt_switch[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+ &game.panel.conveyor_belt_switch[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL,
+ &game.panel.magic_wall,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL_TIME,
+ &game.panel.magic_wall_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_GRAVITY_STATE,
+ &game.panel.gravity_state,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_GRAPHIC_1,
+ &game.panel.graphic[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_2,
+ &game.panel.graphic[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_3,
+ &game.panel.graphic[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_4,
+ &game.panel.graphic[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_5,
+ &game.panel.graphic[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_6,
+ &game.panel.graphic[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_7,
+ &game.panel.graphic[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_8,
+ &game.panel.graphic[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_1,
+ &game.panel.element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_2,
+ &game.panel.element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_3,
+ &game.panel.element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_4,
+ &game.panel.element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_5,
+ &game.panel.element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_6,
+ &game.panel.element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_7,
+ &game.panel.element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_8,
+ &game.panel.element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_1,
+ &game.panel.element_count[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_2,
+ &game.panel.element_count[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_3,
+ &game.panel.element_count[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_4,
+ &game.panel.element_count[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_5,
+ &game.panel.element_count[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_6,
+ &game.panel.element_count[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_7,
+ &game.panel.element_count[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_8,
+ &game.panel.element_count[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1,
+ &game.panel.ce_score[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2,
+ &game.panel.ce_score[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3,
+ &game.panel.ce_score[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4,
+ &game.panel.ce_score[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5,
+ &game.panel.ce_score[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6,
+ &game.panel.ce_score[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7,
+ &game.panel.ce_score[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8,
+ &game.panel.ce_score[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1_ELEMENT,
+ &game.panel.ce_score_element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2_ELEMENT,
+ &game.panel.ce_score_element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3_ELEMENT,
+ &game.panel.ce_score_element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4_ELEMENT,
+ &game.panel.ce_score_element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5_ELEMENT,
+ &game.panel.ce_score_element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6_ELEMENT,
+ &game.panel.ce_score_element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7_ELEMENT,
+ &game.panel.ce_score_element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8_ELEMENT,
+ &game.panel.ce_score_element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PLAYER_NAME,
+ &game.panel.player_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_NAME,
+ &game.panel.level_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_AUTHOR,
+ &game.panel.level_author,
+ TYPE_STRING,
+ },
+
+ {
+ -1,
+ NULL,
+ -1,
+ }
+};
+
+// values for delayed check of falling and moving elements and for collision
+#define CHECK_DELAY_MOVING 3
+#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION 2
+#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
+
+// values for initial player move delay (initial delay counter value)
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
+// values for player movement speed (which is in fact a delay value)
+#define MOVE_DELAY_MIN_SPEED 32
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
+#define MOVE_DELAY_MAX_SPEED 1
+
+#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+
+// values for scroll positions
+#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
+ (x) > SBX_Right + MIDPOSX ? SBX_Right :\
+ (x) - MIDPOSX)
+#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
+ (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
+ (y) - MIDPOSY)
+
+// values for other actions
+#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define MOVE_STEPSIZE_MIN (1)
+#define MOVE_STEPSIZE_MAX (TILEX)
+
+#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
+
+#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
+
+#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
+ RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
+ RND(element_info[e].drop_delay_random))
+#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ (element_info[e].move_delay_random))
+#define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ (element_info[e].step_delay_random))
+#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
+ RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
+#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
+ RND((c)->delay_random * (c)->delay_frames))
+#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
+ RND((c)->delay_random))
+
+
+#define GET_VALID_RUNTIME_ELEMENT(e) \
+ ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
+
+#define RESOLVED_REFERENCE_ELEMENT(be, e) \
+ ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
+ (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
+ (be) + (e) - EL_SELF)
+
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
+#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
+ ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
+ (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
+ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
+ (e) == EL_CURRENT_CE_VALUE ? (cv) : \
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : \
+ (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
+ RESOLVED_REFERENCE_ELEMENT(be, e) : \
+ (e))
+
+#define CAN_GROW_INTO(e) \
+ ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Tile[x][y] == EL_ACID) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Tile[x][y] == EL_ACID) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Tile[x][y] == EL_ACID) || \
+ (DONT_COLLIDE_WITH(e) && \
+ IS_PLAYER(x, y) && \
+ !PLAYER_ENEMY_PROTECTED(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
+
+#define SATELLITE_CAN_ENTER_FIELD(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+
+#define ANDROID_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
+ CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
+
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
+ Tile[x][y] == EL_EM_EXIT_OPEN || \
+ Tile[x][y] == EL_STEEL_EXIT_OPEN || \
+ Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
+ IS_FOOD_PENGUIN(Tile[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
+ Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
+
+#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
+
+#define CE_ENTER_FIELD_COND(e, x, y) \
+ (!IS_PLAYER(x, y) && \
+ IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
+
+#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
+#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
+#define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
+
+// game button identifiers
+#define GAME_CTRL_ID_STOP 0
+#define GAME_CTRL_ID_PAUSE 1
+#define GAME_CTRL_ID_PLAY 2
+#define GAME_CTRL_ID_UNDO 3
+#define GAME_CTRL_ID_REDO 4
+#define GAME_CTRL_ID_SAVE 5
+#define GAME_CTRL_ID_PAUSE2 6
+#define GAME_CTRL_ID_LOAD 7
+#define GAME_CTRL_ID_PANEL_STOP 8
+#define GAME_CTRL_ID_PANEL_PAUSE 9
+#define GAME_CTRL_ID_PANEL_PLAY 10
+#define GAME_CTRL_ID_TOUCH_STOP 11
+#define GAME_CTRL_ID_TOUCH_PAUSE 12
+#define SOUND_CTRL_ID_MUSIC 13
+#define SOUND_CTRL_ID_LOOPS 14
+#define SOUND_CTRL_ID_SIMPLE 15
+#define SOUND_CTRL_ID_PANEL_MUSIC 16
+#define SOUND_CTRL_ID_PANEL_LOOPS 17
+#define SOUND_CTRL_ID_PANEL_SIMPLE 18
+
+#define NUM_GAME_BUTTONS 19
+
+
+// forward declaration for internal use
+
+static void CreateField(int, int, int);
+
+static void ResetGfxAnimation(int, int);
+
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
+static void AdvanceFrameAndPlayerCounters(int);
+
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
+
+static void InitBeltMovement(void);
+static void CloseAllOpenTimegates(void);
+static void CheckGravityMovement(struct PlayerInfo *);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
+
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+static void TestIfElementHitsCustomElement(int, int, int);
+
+static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, int, int, int);
+
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+#define CheckTriggeredElementChange(x, y, e, ev) \
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+#define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
+#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
+ CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
+#define CheckElementChangeBySide(x, y, e, te, ev, s) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+#define CheckElementChangeByMouse(x, y, e, ev, s) \
+ CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic(void);
+static void FadeLevelSoundsAndMusic(void);
+
+static void HandleGameButtons(struct GadgetInfo *);
+
+int AmoebaNeighbourNr(int, int);
+void AmoebaToDiamond(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+void NewHighScore(int);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+void ExitPlayer(struct PlayerInfo *);
+
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
+
+static void TestFieldAfterSnapping(int, int, int, int, int);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+
+// for detection of endless loops, caused by custom element programming
+// (using maximal playfield width x 10 is just a rough approximation)
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc) \
+{ \
+ if (recursion_loop_detected) \
+ return (rc); \
+ \
+ if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
+ { \
+ recursion_loop_detected = TRUE; \
+ recursion_loop_element = (e); \
+ } \
+ \
+ recursion_loop_depth++; \
+}
+
+#define RECURSION_LOOP_DETECTION_END() \
+{ \
+ recursion_loop_depth--; \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
+static int map_player_action[MAX_PLAYERS];
+
+
+// ----------------------------------------------------------------------------
+// definition of elements that automatically change to other elements after
+// a specified time, eventually calling a function when changing
+// ----------------------------------------------------------------------------
+
+// forward declaration for changer functions
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
+
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
+
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
+
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
+
+struct ChangingElementInfo
+{
+ int element;
+ int target_element;
+ int change_delay;
+ void (*pre_change_function)(int x, int y);
+ void (*change_function)(int x, int y);
+ void (*post_change_function)(int x, int y);
+};
+
+static struct ChangingElementInfo change_delay_list[] =
+{
+ {
+ EL_NUT_BREAKING,
+ EL_EMERALD,
+ 6,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_PEARL_BREAKING,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_OPENING,
+ EL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_CLOSING,
+ EL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_OPENING,
+ EL_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_CLOSING,
+ EL_STEEL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_OPENING,
+ EL_EM_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_CLOSING,
+ EL_EMPTY,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_STEEL_EXIT_OPENING,
+ EL_EM_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_STEEL_EXIT_CLOSING,
+ EL_STEELWALL,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_EXIT_OPENING,
+ EL_SP_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_EXIT_CLOSING,
+ EL_SP_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_OPENING,
+ EL_SWITCHGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_CLOSING,
+ EL_SWITCHGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_OPENING,
+ EL_TIMEGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_CLOSING,
+ EL_TIMEGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+
+ {
+ EL_ACID_SPLASH_LEFT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_ACID_SPLASH_RIGHT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE,
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ EL_SP_BUGGY_BASE_ACTIVE,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVE,
+ EL_SP_BUGGY_BASE,
+ 0,
+ InitBuggyBase,
+ WarnBuggyBase,
+ NULL
+ },
+ {
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ 0,
+ InitTrap,
+ NULL,
+ ActivateTrap
+ },
+ {
+ EL_TRAP_ACTIVE,
+ EL_TRAP,
+ 31,
+ NULL,
+ ChangeActiveTrap,
+ NULL
+ },
+ {
+ EL_ROBOT_WHEEL_ACTIVE,
+ EL_ROBOT_WHEEL,
+ 0,
+ InitRobotWheel,
+ RunRobotWheel,
+ StopRobotWheel
+ },
+ {
+ EL_TIMEGATE_SWITCH_ACTIVE,
+ EL_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
+ {
+ EL_DC_TIMEGATE_SWITCH_ACTIVE,
+ EL_DC_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
+ {
+ EL_EMC_MAGIC_BALL_ACTIVE,
+ EL_EMC_MAGIC_BALL_ACTIVE,
+ 0,
+ InitMagicBallDelay,
+ NULL,
+ ActivateMagicBall
+ },
+ {
+ EL_EMC_SPRING_BUMPER_ACTIVE,
+ EL_EMC_SPRING_BUMPER,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_SHRINKING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_GROWING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL,
+ },
+
+ {
+ EL_UNDEFINED,
+ EL_UNDEFINED,
+ -1,
+ NULL,
+ NULL,
+ NULL
+ }
+};
+
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
+
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
+
+ { EL_UNDEFINED, 0, 0 },
+};
+
+struct
+{
+ int element;
+ int move_stepsize;
+}
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_QUICKSAND_FAST_FILLING, 2 },
+ { EL_QUICKSAND_FAST_EMPTYING, 2 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+ { EL_DC_MAGIC_WALL_FILLING, 2 },
+ { EL_DC_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int count;
+}
+collect_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int direction;
+}
+access_direction_list[] =
+{
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+
+ { EL_SP_PORT_LEFT, MV_RIGHT },
+ { EL_SP_PORT_RIGHT, MV_LEFT },
+ { EL_SP_PORT_UP, MV_DOWN },
+ { EL_SP_PORT_DOWN, MV_UP },
+ { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
+ { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
+
+ { EL_UNDEFINED, MV_NONE }
+};
+
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
+
+#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
+ IS_JUST_CHANGING(x, y))
+
+#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
+
+// static variables for playfield scan mode (scanning forward or backward)
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
+ (y) >= 0 && (y) <= lev_fieldy - 1; \
+ (y) += playfield_scan_delta_y) \
+ for ((x) = playfield_scan_start_x; \
+ (x) >= 0 && (x) <= lev_fieldx - 1; \
+ (x) += playfield_scan_delta_x)
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite(void)
+{
+ int i;
+
+ for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+ if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+ local_player->inventory_element[local_player->inventory_size++] =
+ EL_DYNAMITE;
+}
+#endif
+
+static void InitPlayfieldScanModeVars(void)
+{
+ if (game.use_reverse_scan_direction)
+ {
+ playfield_scan_start_x = lev_fieldx - 1;
+ playfield_scan_start_y = lev_fieldy - 1;
+
+ playfield_scan_delta_x = -1;
+ playfield_scan_delta_y = -1;
+ }
+ else
+ {
+ playfield_scan_start_x = 0;
+ playfield_scan_start_y = 0;
+
+ playfield_scan_delta_x = 1;
+ playfield_scan_delta_y = 1;
+ }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+ game.use_reverse_scan_direction =
+ (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+ InitPlayfieldScanModeVars();
+}
+
+static int get_move_delay_from_stepsize(int move_stepsize)
+{
+ move_stepsize =
+ MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+
+ // make sure that stepsize value is always a power of 2
+ move_stepsize = (1 << log_2(move_stepsize));
+
+ return TILEX / move_stepsize;
+}
+
+static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
+ boolean init_game)
+{
+ int player_nr = player->index_nr;
+ int move_delay = get_move_delay_from_stepsize(move_stepsize);
+ boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+
+ // do no immediately change move delay -- the player might just be moving
+ player->move_delay_value_next = move_delay;
+
+ // information if player can move must be set separately
+ player->cannot_move = cannot_move;
+
+ if (init_game)
+ {
+ player->move_delay = game.initial_move_delay[player_nr];
+ player->move_delay_value = game.initial_move_delay_value[player_nr];
+
+ player->move_delay_value_next = -1;
+
+ player->move_delay_reset_counter = 0;
+ }
+}
+
+void GetPlayerConfig(void)
+{
+ GameFrameDelay = setup.game_frame_delay;
+
+ if (!audio.sound_available)
+ setup.sound_simple = FALSE;
+
+ if (!audio.loops_available)
+ setup.sound_loops = FALSE;
+
+ if (!audio.music_available)
+ setup.sound_music = FALSE;
+
+ if (!video.fullscreen_available)
+ setup.fullscreen = FALSE;
+
+ setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+
+ SetAudioMode(setup.sound);
+}
+
+int GetElementFromGroupElement(int element)
+{
+ if (IS_GROUP_ELEMENT(element))
+ {
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ group->choice_pos++;
+
+ element = group->element_resolved[element_pos];
+ }
+
+ return element;
+}
+
+static void IncrementSokobanFieldsNeeded(void)
+{
+ if (level.sb_fields_needed)
+ game.sokoban_fields_still_needed++;
+}
+
+static void IncrementSokobanObjectsNeeded(void)
+{
+ if (level.sb_objects_needed)
+ game.sokoban_objects_still_needed++;
+}
+
+static void DecrementSokobanFieldsNeeded(void)
+{
+ if (game.sokoban_fields_still_needed > 0)
+ game.sokoban_fields_still_needed--;
+}
+
+static void DecrementSokobanObjectsNeeded(void)
+{
+ if (game.sokoban_objects_still_needed > 0)
+ game.sokoban_objects_still_needed--;
+}
+
+static void InitPlayerField(int x, int y, int element, boolean init_game)
+{
+ if (element == EL_SP_MURPHY)
+ {
+ if (init_game)
+ {
+ if (stored_player[0].present)
+ {
+ Tile[x][y] = EL_SP_MURPHY_CLONE;
+
+ return;
+ }
+ else
+ {
+ stored_player[0].initial_element = element;
+ stored_player[0].use_murphy = TRUE;
+
+ if (!level.use_artwork_element[0])
+ stored_player[0].artwork_element = EL_SP_MURPHY;
+ }
+
+ Tile[x][y] = EL_PLAYER_1;
+ }
+ }
+
+ if (init_game)
+ {
+ struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
+ int jx = player->jx, jy = player->jy;
+
+ player->present = TRUE;
+
+ player->block_last_field = (element == EL_SP_MURPHY ?
+ level.sp_block_last_field :
+ level.block_last_field);
+
+ // ---------- initialize player's last field block delay ------------------
+
+ // always start with reliable default value (no adjustment needed)
+ player->block_delay_adjustment = 0;
+
+ // special case 1: in Supaplex, Murphy blocks last field one more frame
+ if (player->block_last_field && element == EL_SP_MURPHY)
+ player->block_delay_adjustment = 1;
+
+ // special case 2: in game engines before 3.1.1, blocking was different
+ if (game.use_block_last_field_bug)
+ player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+
+ if (!network.enabled || player->connected_network)
+ {
+ player->active = TRUE;
+
+ // remove potentially duplicate players
+ if (StorePlayer[jx][jy] == Tile[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Tile[x][y];
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player", "- player element %d activated",
+ player->element_nr);
+ Debug("game:init:player", " (local player is %d and currently %s)",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
+ }
+#endif
+
+ Tile[x][y] = EL_EMPTY;
+
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+
+ // always check if player was just killed and should be reanimated
+ {
+ int player_nr = GET_PLAYER_NR(element);
+ struct PlayerInfo *player = &stored_player[player_nr];
+
+ if (player->active && player->killed)
+ player->reanimated = TRUE; // if player was just killed, reanimate him
+ }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ int element = Tile[x][y];
+
+ switch (element)
+ {
+ case EL_SP_MURPHY:
+ case EL_PLAYER_1:
+ case EL_PLAYER_2:
+ case EL_PLAYER_3:
+ case EL_PLAYER_4:
+ InitPlayerField(x, y, element, init_game);
+ break;
+
+ case EL_SOKOBAN_FIELD_PLAYER:
+ element = Tile[x][y] = EL_PLAYER_1;
+ InitField(x, y, init_game);
+
+ element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ InitField(x, y, init_game);
+ break;
+
+ case EL_SOKOBAN_FIELD_EMPTY:
+ IncrementSokobanFieldsNeeded();
+ break;
+
+ case EL_SOKOBAN_OBJECT:
+ IncrementSokobanObjectsNeeded();
+ break;
+
+ case EL_STONEBLOCK:
+ if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_TOPLEFT;
+ else if (x > 0 && Tile[x-1][y] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
+ else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
+ Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
+ else if (y > 0 && Tile[x][y-1] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_BOTTOM;
+ else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+ Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
+ break;
+
+ case EL_BUG:
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ case EL_SPACESHIP:
+ case EL_SPACESHIP_RIGHT:
+ case EL_SPACESHIP_UP:
+ case EL_SPACESHIP_LEFT:
+ case EL_SPACESHIP_DOWN:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ case EL_BD_FIREFLY:
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
+ case EL_YAMYAM:
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_SP_SNIKSNAK:
+ case EL_SP_ELECTRON:
+ case EL_MOLE:
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
+ InitMovDir(x, y);
+ break;
+
+ case EL_AMOEBA_FULL:
+ case EL_BD_AMOEBA:
+ InitAmoebaNr(x, y);
+ break;
+
+ case EL_AMOEBA_DROP:
+ if (y == lev_fieldy - 1)
+ {
+ Tile[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ break;
+
+ case EL_DYNAMITE_ACTIVE:
+ case EL_SP_DISK_RED_ACTIVE:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ MovDelay[x][y] = 96;
+ break;
+
+ case EL_EM_DYNAMITE_ACTIVE:
+ MovDelay[x][y] = 32;
+ break;
+
+ case EL_LAMP:
+ game.lights_still_needed++;
+ break;
+
+ case EL_PENGUIN:
+ game.friends_still_needed++;
+ break;
+
+ case EL_PIG:
+ case EL_DRAGON:
+ GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
+ break;
+
+ case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
+ if (init_game)
+ {
+ int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
+ int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
+
+ if (game.belt_dir_nr[belt_nr] == 3) // initial value
+ {
+ game.belt_dir[belt_nr] = belt_dir;
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ }
+ else // more than one switch -- set it like the first switch
+ {
+ Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+ }
+ }
+ break;
+
+ case EL_LIGHT_SWITCH_ACTIVE:
+ if (init_game)
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
+ break;
+
+ case EL_INVISIBLE_STEELWALL:
+ case EL_INVISIBLE_WALL:
+ case EL_INVISIBLE_SAND:
+ if (game.light_time_left > 0 ||
+ game.lenses_time_left > 0)
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
+
+ case EL_EMC_MAGIC_BALL:
+ if (game.ball_active)
+ Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+ break;
+
+ case EL_EMC_MAGIC_BALL_SWITCH:
+ if (game.ball_active)
+ Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+ break;
+
+ case EL_TRIGGER_PLAYER:
+ case EL_TRIGGER_ELEMENT:
+ case EL_TRIGGER_CE_VALUE:
+ case EL_TRIGGER_CE_SCORE:
+ case EL_SELF:
+ case EL_ANY_ELEMENT:
+ case EL_CURRENT_CE_VALUE:
+ case EL_CURRENT_CE_SCORE:
+ case EL_PREV_CE_1:
+ case EL_PREV_CE_2:
+ case EL_PREV_CE_3:
+ case EL_PREV_CE_4:
+ case EL_PREV_CE_5:
+ case EL_PREV_CE_6:
+ case EL_PREV_CE_7:
+ case EL_PREV_CE_8:
+ case EL_NEXT_CE_1:
+ case EL_NEXT_CE_2:
+ case EL_NEXT_CE_3:
+ case EL_NEXT_CE_4:
+ case EL_NEXT_CE_5:
+ case EL_NEXT_CE_6:
+ case EL_NEXT_CE_7:
+ case EL_NEXT_CE_8:
+ // reference elements should not be used on the playfield
+ Tile[x][y] = EL_EMPTY;
+ break;
+
+ default:
+ if (IS_CUSTOM_ELEMENT(element))
+ {
+ if (CAN_MOVE(element))
+ InitMovDir(x, y);
+
+ if (!element_info[element].use_last_ce_value || init_game)
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
+ }
+ else if (IS_GROUP_ELEMENT(element))
+ {
+ Tile[x][y] = GetElementFromGroupElement(element);
+
+ InitField(x, y, init_game);
+ }
+
+ break;
+ }
+
+ if (!init_game)
+ CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
+}
+
+static void InitField_WithBug1(int x, int y, boolean init_game)
+{
+ InitField(x, y, init_game);
+
+ // not needed to call InitMovDir() -- already done by InitField()!
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ CAN_MOVE(Tile[x][y]))
+ InitMovDir(x, y);
+}
+
+static void InitField_WithBug2(int x, int y, boolean init_game)
+{
+ int old_element = Tile[x][y];
+
+ InitField(x, y, init_game);
+
+ // not needed to call InitMovDir() -- already done by InitField()!
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ CAN_MOVE(old_element) &&
+ (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+ InitMovDir(x, y);
+
+ /* this case is in fact a combination of not less than three bugs:
+ first, it calls InitMovDir() for elements that can move, although this is
+ already done by InitField(); then, it checks the element that was at this
+ field _before_ the call to InitField() (which can change it); lastly, it
+ was not called for "mole with direction" elements, which were treated as
+ "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+ */
+}
+
+static int get_key_element_from_nr(int key_nr)
+{
+ int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ EL_EM_KEY_1 : EL_KEY_1);
+
+ return key_base_element + key_nr;
+}
+
+static int get_next_dropped_element(struct PlayerInfo *player)
+{
+ return (player->inventory_size > 0 ?
+ player->inventory_element[player->inventory_size - 1] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left > 0 ?
+ EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_UNDEFINED);
+}
+
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
+{
+ // pos >= 0: get element from bottom of the stack;
+ // pos < 0: get element from top of the stack
+
+ if (pos < 0)
+ {
+ int min_inventory_size = -pos;
+ int inventory_pos = player->inventory_size - min_inventory_size;
+ int min_dynabombs_left = min_inventory_size - player->inventory_size;
+
+ return (player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ EL_UNDEFINED);
+ }
+ else
+ {
+ int min_dynabombs_left = pos + 1;
+ int min_inventory_size = pos + 1 - player->dynabombs_left;
+ int inventory_pos = pos - player->dynabombs_left;
+
+ return (player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ EL_UNDEFINED);
+ }
+}
+
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
+ else
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
+}
+
+int getPlayerInventorySize(int player_nr)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return game_em.ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return game_sp.red_disk_count;
+ else
+ return stored_player[player_nr].inventory_size;
+}
+
+static void InitGameControlValues(void)
+{
+ int i;
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
+ int nr = gpc->nr;
+ int type = gpc->type;
+
+ if (nr != i)
+ {
+ Error("'game_panel_controls' structure corrupted at %d", i);
+
+ Fail("this should not happen -- please debug");
+ }
+
+ // force update of game controls after initialization
+ gpc->value = gpc->last_value = -1;
+ gpc->frame = gpc->last_frame = -1;
+ gpc->gfx_frame = -1;
+
+ // determine panel value width for later calculation of alignment
+ if (type == TYPE_INTEGER || type == TYPE_STRING)
+ {
+ pos->width = pos->size * getFontWidth(pos->font);
+ pos->height = getFontHeight(pos->font);
+ }
+ else if (type == TYPE_ELEMENT)
+ {
+ pos->width = pos->size;
+ pos->height = pos->size;
+ }
+
+ // fill structure for game panel draw order
+ gpo->nr = gpc->nr;
+ gpo->sort_priority = pos->sort_priority;
+ }
+
+ // sort game panel controls according to sort_priority and control number
+ qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+ sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
+}
+
+static void UpdatePlayfieldElementCount(void)
+{
+ boolean use_element_count = FALSE;
+ int i, j, x, y;
+
+ // first check if it is needed at all to calculate playfield element count
+ for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+ if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+ use_element_count = TRUE;
+
+ if (!use_element_count)
+ return;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Tile[x][y]].element_count++;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
+}
+
+static void UpdateGameControlValues(void)
+{
+ int i, k;
+ int time = (game.LevelSolved ?
+ game.LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.time_played :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.energy_left :
+ game.no_time_limit ? TimePlayed : TimeLeft);
+ int score = (game.LevelSolved ?
+ game.LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->gems_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.infotrons_still_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed :
+ game.gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->gems_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.infotrons_still_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed > 0 ||
+ game_mm.lights_still_needed > 0 :
+ game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0);
+ int health = (game.LevelSolved ?
+ game.LevelSolved_CountingHealth :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
+ int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
+
+ UpdatePlayfieldElementCount();
+
+ // update game panel control values
+
+ // used instead of "level_nr" (for network games)
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
+ for (i = 0; i < MAX_NUM_KEYS; i++)
+ game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
+
+ if (game.centered_player_nr == -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ // only one player in Supaplex game engine
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
+
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (game_em.ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ getPlayerInventorySize(i);
+
+ if (stored_player[i].num_white_keys > 0)
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+ EL_DC_KEY_WHITE;
+
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+ stored_player[i].num_white_keys;
+ }
+ }
+ else
+ {
+ int player_nr = game.centered_player_nr;
+
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (game_em.ply[player_nr]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[player_nr].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ getPlayerInventorySize(player_nr);
+
+ if (stored_player[player_nr].num_white_keys > 0)
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
+
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+ stored_player[player_nr].num_white_keys;
+ }
+
+ // re-arrange keys on game panel, if needed or if defined by style settings
+ for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
+ {
+ int nr = GAME_PANEL_KEY_1 + i;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+ struct TextPosInfo *pos = gpc->pos;
+
+ // skip check if key is not in the player's inventory
+ if (gpc->value == EL_EMPTY)
+ continue;
+
+ // check if keys should be arranged on panel from left to right
+ if (pos->style == STYLE_LEFTMOST_POSITION)
+ {
+ // check previous key positions (left from current key)
+ for (k = 0; k < i; k++)
+ {
+ int nr_new = GAME_PANEL_KEY_1 + k;
+
+ if (game_panel_controls[nr_new].value == EL_EMPTY)
+ {
+ game_panel_controls[nr_new].value = gpc->value;
+ gpc->value = EL_EMPTY;
+
+ break;
+ }
+ }
+ }
+
+ // check if "undefined" keys can be placed at some other position
+ if (pos->x == -1 && pos->y == -1)
+ {
+ int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
+
+ // 1st try: display key at the same position as normal or EM keys
+ if (game_panel_controls[nr_new].value == EL_EMPTY)
+ {
+ game_panel_controls[nr_new].value = gpc->value;
+ }
+ else
+ {
+ // 2nd try: display key at the next free position in the key panel
+ for (k = 0; k < STD_NUM_KEYS; k++)
+ {
+ nr_new = GAME_PANEL_KEY_1 + k;
+
+ if (game_panel_controls[nr_new].value == EL_EMPTY)
+ {
+ game_panel_controls[nr_new].value = gpc->value;
+
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ for (i = 0; i < NUM_PANEL_INVENTORY; i++)
+ {
+ game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+ get_inventory_element_from_pos(local_player, i);
+ game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+ get_inventory_element_from_pos(local_player, -i - 1);
+ }
+
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
+
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+
+ game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+ game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+ game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+
+ if (level.time == 0)
+ game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
+ else
+ game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
+
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
+
+ game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+ (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+ EL_EMPTY);
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+ local_player->shield_normal_time_left;
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+ (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+ EL_EMPTY);
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+ local_player->shield_deadly_time_left;
+
+ game_panel_controls[GAME_PANEL_EXIT].value =
+ (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
+
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+ (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+ (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ EL_EMC_MAGIC_BALL_SWITCH);
+
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+ (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+ game.light_time_left;
+
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+ (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+ game.timegate_time_left;
+
+ game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+ EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+ game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+ (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+ game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+ game.lenses_time_left;
+
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+ (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+ game.magnify_time_left;
+
+ game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+ (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
+ game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+ game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
+ game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
+ EL_BALLOON_SWITCH_NONE);
+
+ game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+ local_player->dynabomb_count;
+ game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+ local_player->dynabomb_size;
+ game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+ (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+ game_panel_controls[GAME_PANEL_PENGUINS].value =
+ game.friends_still_needed;
+
+ game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+ game.sokoban_objects_still_needed;
+ game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+ game.sokoban_fields_still_needed;
+
+ game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+ (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+ (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+ EL_CONVEYOR_BELT_1_MIDDLE) + i;
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+ getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+ }
+
+ game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+ (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+ game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
+ game.magic_wall_time_left;
+
+ game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+ local_player->gravity;
+
+ for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+ game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+ (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+ game.panel.element[i].id : EL_UNDEFINED);
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+ (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+ element_info[game.panel.element_count[i].id].element_count : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+ element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+ element_info[game.panel.ce_score_element[i].id].collect_score :
+ EL_UNDEFINED);
+
+ game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+ // update game panel control frames
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (gpc->type == TYPE_ELEMENT)
+ {
+ if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
+ int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+ sync_random_frame : INIT_GFX_RANDOM());
+
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
+ gpc->gfx_random = init_gfx_random;
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = init_gfx_random;
+ }
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
+
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
+
+ gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
+ else if (gpc->type == TYPE_GRAPHIC)
+ {
+ if (gpc->graphic != IMG_UNDEFINED)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int graphic = gpc->graphic;
+ int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+ sync_random_frame : INIT_GFX_RANDOM());
+
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
+ gpc->gfx_random = init_gfx_random;
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = init_gfx_random;
+ }
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
+
+ gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
+ }
+}
+
+static void DisplayGameControlValues(void)
+{
+ boolean redraw_panel = FALSE;
+ int i;
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (PANEL_DEACTIVATED(gpc->pos))
+ continue;
+
+ if (gpc->value == gpc->last_value &&
+ gpc->frame == gpc->last_frame)
+ continue;
+
+ redraw_panel = TRUE;
+ }
+
+ if (!redraw_panel)
+ return;
+
+ // copy default game door content to main double buffer
+
+ // !!! CHECK AGAIN !!!
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
+
+ // redraw game control buttons
+ RedrawGameButtons();
+
+ SetGameStatus(GAME_MODE_PSEUDO_PANEL);
+
+ for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+ {
+ int nr = game_panel_order[i].nr;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+ struct TextPosInfo *pos = gpc->pos;
+ int type = gpc->type;
+ int value = gpc->value;
+ int frame = gpc->frame;
+ int size = pos->size;
+ int font = pos->font;
+ boolean draw_masked = pos->draw_masked;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+ if (PANEL_DEACTIVATED(pos))
+ continue;
+
+ if (pos->class == get_hash_from_key("extra_panel_items") &&
+ !setup.prefer_extra_panel_items)
+ continue;
+
+ gpc->last_value = value;
+ gpc->last_frame = frame;
+
+ if (type == TYPE_INTEGER)
+ {
+ if (nr == GAME_PANEL_LEVEL_NUMBER ||
+ nr == GAME_PANEL_TIME)
+ {
+ boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
+
+ if (use_dynamic_size) // use dynamic number of digits
+ {
+ int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
+ int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
+ int size2 = size1 + 1;
+ int font1 = pos->font;
+ int font2 = pos->font_alt;
+
+ size = (value < value_change ? size1 : size2);
+ font = (value < value_change ? font1 : font2);
+ }
+ }
+
+ // correct text size if "digits" is zero or less
+ if (size <= 0)
+ size = strlen(int2str(value, size));
+
+ // dynamically correct text alignment
+ pos->width = size * getFontWidth(font);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ int2str(value, size), font, mask_mode);
+ }
+ else if (type == TYPE_ELEMENT)
+ {
+ int element, graphic;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
+
+ if (value != EL_UNDEFINED && value != EL_EMPTY)
+ {
+ element = value;
+ graphic = el2panelimg(value);
+
+#if 0
+ Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
+ element, EL_NAME(element), size);
+#endif
+
+ if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+ size = TILESIZE;
+
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+ &src_x, &src_y);
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ if (draw_masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+ else if (type == TYPE_GRAPHIC)
+ {
+ int graphic = gpc->graphic;
+ int graphic_active = gpc->graphic_active;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
+ boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+ level.game_engine_type != GAME_ENGINE_TYPE_MM);
+
+ if (graphic != IMG_UNDEFINED && !skip)
+ {
+ if (pos->style == STYLE_REVERSE)
+ value = 100 - value;
+
+ getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
+
+ if (pos->direction & MV_HORIZONTAL)
+ {
+ width = graphic_info[graphic_active].width * value / 100;
+ height = graphic_info[graphic_active].height;
+
+ if (pos->direction == MV_LEFT)
+ {
+ src_x += graphic_info[graphic_active].width - width;
+ dst_x += graphic_info[graphic_active].width - width;
+ }
+ }
+ else
+ {
+ width = graphic_info[graphic_active].width;
+ height = graphic_info[graphic_active].height * value / 100;
+
+ if (pos->direction == MV_UP)
+ {
+ src_y += graphic_info[graphic_active].height - height;
+ dst_y += graphic_info[graphic_active].height - height;
+ }
+ }
+
+ if (draw_masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+
+ getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
+
+ if (pos->direction & MV_HORIZONTAL)
+ {
+ if (pos->direction == MV_RIGHT)
+ {
+ src_x += width;
+ dst_x += width;
+ }
+ else
+ {
+ dst_x = PANEL_XPOS(pos);
+ }
+
+ width = graphic_info[graphic].width - width;
+ }
+ else
+ {
+ if (pos->direction == MV_DOWN)
+ {
+ src_y += height;
+ dst_y += height;
+ }
+ else
+ {
+ dst_y = PANEL_YPOS(pos);
+ }
+
+ height = graphic_info[graphic].height - height;
+ }
+
+ if (draw_masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+ else if (type == TYPE_STRING)
+ {
+ boolean active = (value != 0);
+ char *state_normal = "off";
+ char *state_active = "on";
+ char *state = (active ? state_active : state_normal);
+ char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+ nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
+ nr == GAME_PANEL_LEVEL_NAME ? level.name :
+ nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
+
+ if (nr == GAME_PANEL_GRAVITY_STATE)
+ {
+ int font1 = pos->font; // (used for normal state)
+ int font2 = pos->font_alt; // (used for active state)
+
+ font = (active ? font2 : font1);
+ }
+
+ if (s != NULL)
+ {
+ char *s_cut;
+
+ if (size <= 0)
+ {
+ // don't truncate output if "chars" is zero or less
+ size = strlen(s);
+
+ // dynamically correct text alignment
+ pos->width = size * getFontWidth(font);
+ }
+
+ s_cut = getStringCopyN(s, size);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ s_cut, font, mask_mode);
+
+ free(s_cut);
+ }
+ }
+
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+
+ SetGameStatus(GAME_MODE_PLAYING);
+}
+
+void UpdateAndDisplayGameControlValues(void)
+{
+ if (tape.deactivate_display)
+ return;
+
+ UpdateGameControlValues();
+ DisplayGameControlValues();
+}
+
+void UpdateGameDoorValues(void)
+{
+ UpdateGameControlValues();
+}
+
+void DrawGameDoorValues(void)
+{
+ DisplayGameControlValues();
+}
+
+
+// ============================================================================
+// InitGameEngine()
+// ----------------------------------------------------------------------------
+// initialize game engine due to level / tape version number
+// ============================================================================
+
+static void InitGameEngine(void)
+{
+ int i, j, k, l, x, y;
+
+ // set game engine from tape file when re-playing, else from level file
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_version);
+
+ // set single or multi-player game mode (needed for re-playing tapes)
+ game.team_mode = setup.team_mode;
+
+ if (tape.playing)
+ {
+ int num_players = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ num_players++;
+
+ // multi-player tapes contain input data for more than one player
+ game.team_mode = (num_players > 1);
+ }
+
+#if 0
+ Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
+ level.game_version);
+ Debug("game:init:level", " tape.file_version == %06d",
+ tape.file_version);
+ Debug("game:init:level", " tape.game_version == %06d",
+ tape.game_version);
+ Debug("game:init:level", " tape.engine_version == %06d",
+ tape.engine_version);
+ Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
+ game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
+#endif
+
+ // --------------------------------------------------------------------------
+ // set flags for bugs and changes according to active game engine version
+ // --------------------------------------------------------------------------
+
+ /*
+ Summary of bugfix:
+ Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
+
+ Bug was introduced in version:
+ 2.0.1
+
+ Bug was fixed in version:
+ 4.2.0.0
+
+ Description:
+ In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
+ but the property "can fall" was missing, which caused some levels to be
+ unsolvable. This was fixed in version 4.2.0.0.
+
+ Affected levels/tapes:
+ An example for a tape that was fixed by this bugfix is tape 029 from the
+ level set "rnd_sam_bateman".
+ The wrong behaviour will still be used for all levels or tapes that were
+ created/recorded with it. An example for this is tape 023 from the level
+ set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
+ */
+
+ boolean use_amoeba_dropping_cannot_fall_bug =
+ ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
+ game.engine_version < VERSION_IDENT(4,2,0,0)) ||
+ (tape.playing &&
+ tape.game_version >= VERSION_IDENT(2,0,1,0) &&
+ tape.game_version < VERSION_IDENT(4,2,0,0)));
+
+ /*
+ Summary of bugfix/change:
+ Fixed move speed of elements entering or leaving magic wall.
+
+ Fixed/changed in version:
+ 2.0.1
+
+ Description:
+ Before 2.0.1, move speed of elements entering or leaving magic wall was
+ twice as fast as it is now.
+ Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
+
+ Affected levels/tapes:
+ The first condition is generally needed for all levels/tapes before version
+ 2.0.1, which might use the old behaviour before it was changed; known tapes
+ that are affected: Tape 014 from the level set "rnd_conor_mancone".
+ The second condition is an exception from the above case and is needed for
+ the special case of tapes recorded with game (not engine!) version 2.0.1 or
+ above, but before it was known that this change would break tapes like the
+ above and was fixed in 4.2.0.0, so that the changed behaviour was active
+ although the engine version while recording maybe was before 2.0.1. There
+ are a lot of tapes that are affected by this exception, like tape 006 from
+ the level set "rnd_conor_mancone".
+ */
+
+ boolean use_old_move_stepsize_for_magic_wall =
+ (game.engine_version < VERSION_IDENT(2,0,1,0) &&
+ !(tape.playing &&
+ tape.game_version >= VERSION_IDENT(2,0,1,0) &&
+ tape.game_version < VERSION_IDENT(4,2,0,0)));
+
+ /*
+ Summary of bugfix/change:
+ Fixed handling for custom elements that change when pushed by the player.
+
+ Fixed/changed in version:
+ 3.1.0
+
+ Description:
+ Before 3.1.0, custom elements that "change when pushing" changed directly
+ after the player started pushing them (until then handled in "DigField()").
+ Since 3.1.0, these custom elements are not changed until the "pushing"
+ move of the element is finished (now handled in "ContinueMoving()").
+
+ Affected levels/tapes:
+ The first condition is generally needed for all levels/tapes before version
+ 3.1.0, which might use the old behaviour before it was changed; known tapes
+ that are affected are some tapes from the level set "Walpurgis Gardens" by
+ Jamie Cullen.
+ The second condition is an exception from the above case and is needed for
+ the special case of tapes recorded with game (not engine!) version 3.1.0 or
+ above (including some development versions of 3.1.0), but before it was
+ known that this change would break tapes like the above and was fixed in
+ 3.1.1, so that the changed behaviour was active although the engine version
+ while recording maybe was before 3.1.0. There is at least one tape that is
+ affected by this exception, which is the tape for the one-level set "Bug
+ Machine" by Juergen Bonhagen.
+ */
+
+ game.use_change_when_pushing_bug =
+ (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ !(tape.playing &&
+ tape.game_version >= VERSION_IDENT(3,1,0,0) &&
+ tape.game_version < VERSION_IDENT(3,1,1,0)));
+
+ /*
+ Summary of bugfix/change:
+ Fixed handling for blocking the field the player leaves when moving.
+
+ Fixed/changed in version:
+ 3.1.1
+
+ Description:
+ Before 3.1.1, when "block last field when moving" was enabled, the field
+ the player is leaving when moving was blocked for the time of the move,
+ and was directly unblocked afterwards. This resulted in the last field
+ being blocked for exactly one less than the number of frames of one player
+ move. Additionally, even when blocking was disabled, the last field was
+ blocked for exactly one frame.
+ Since 3.1.1, due to changes in player movement handling, the last field
+ is not blocked at all when blocking is disabled. When blocking is enabled,
+ the last field is blocked for exactly the number of frames of one player
+ move. Additionally, if the player is Murphy, the hero of Supaplex, the
+ last field is blocked for exactly one more than the number of frames of
+ one player move.
+
+ Affected levels/tapes:
+ (!!! yet to be determined -- probably many !!!)
+ */
+
+ game.use_block_last_field_bug =
+ (game.engine_version < VERSION_IDENT(3,1,1,0));
+
+ /* various special flags and settings for native Emerald Mine game engine */
+
+ game_em.use_single_button =
+ (game.engine_version > VERSION_IDENT(4,0,0,2));
+
+ game_em.use_snap_key_bug =
+ (game.engine_version < VERSION_IDENT(4,0,1,0));
+
+ game_em.use_random_bug =
+ (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
+
+ boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
+
+ game_em.use_old_explosions = use_old_em_engine;
+ game_em.use_old_android = use_old_em_engine;
+ game_em.use_old_push_elements = use_old_em_engine;
+ game_em.use_old_push_into_acid = use_old_em_engine;
+
+ game_em.use_wrap_around = !use_old_em_engine;
+
+ // --------------------------------------------------------------------------
+
+ // set maximal allowed number of custom element changes per game frame
+ game.max_num_changes_per_frame = 1;
+
+ // default scan direction: scan playfield from top/left to bottom/right
+ InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+
+ // dynamically adjust element properties according to game engine version
+ InitElementPropertiesEngine(game.engine_version);
+
+ // ---------- initialize special element properties -------------------------
+
+ // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
+ if (use_amoeba_dropping_cannot_fall_bug)
+ SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
+
+ // ---------- initialize player's initial move delay ------------------------
+
+ // dynamically adjust player properties according to level information
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay_value[i] =
+ get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
+
+ // dynamically adjust player properties according to game engine version
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay[i] =
+ (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+ game.initial_move_delay_value[i] : 0);
+
+ // ---------- initialize player's initial push delay ------------------------
+
+ // dynamically adjust player properties according to game engine version
+ game.initial_push_delay_value =
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
+ // ---------- initialize changing elements ----------------------------------
+
+ // initialize changing elements information
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[i];
+
+ // this pointer might have been changed in the level editor
+ ei->change = &ei->change_page[0];
+
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ ei->change->target_element = EL_EMPTY_SPACE;
+ ei->change->delay_fixed = 0;
+ ei->change->delay_random = 0;
+ ei->change->delay_frames = 1;
+ }
+
+ for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+ {
+ ei->has_change_event[j] = FALSE;
+
+ ei->event_page_nr[j] = 0;
+ ei->event_page[j] = &ei->change_page[0];
+ }
+ }
+
+ // add changing elements from pre-defined list
+ for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+ struct ElementInfo *ei = &element_info[ch_delay->element];
+
+ ei->change->target_element = ch_delay->target_element;
+ ei->change->delay_fixed = ch_delay->change_delay;
+
+ ei->change->pre_change_function = ch_delay->pre_change_function;
+ ei->change->change_function = ch_delay->change_function;
+ ei->change->post_change_function = ch_delay->post_change_function;
+
+ ei->change->can_change = TRUE;
+ ei->change->can_change_or_has_action = TRUE;
+
+ ei->has_change_event[CE_DELAY] = TRUE;
+
+ SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+ SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+ }
+
+ // ---------- initialize internal run-time variables ------------------------
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ ei->change_page[j].can_change_or_has_action =
+ (ei->change_page[j].can_change |
+ ei->change_page[j].has_action);
+ }
+ }
+
+ // add change events from custom element configuration
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page[j].can_change_or_has_action)
+ continue;
+
+ for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+ {
+ // only add event page for the first page found with this event
+ if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
+ {
+ ei->has_change_event[k] = TRUE;
+
+ ei->event_page_nr[k] = j;
+ ei->event_page[k] = &ei->change_page[j];
+ }
+ }
+ }
+ }
+
+ // ---------- initialize reference elements in change conditions ------------
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ int trigger_element = ei->change_page[j].initial_trigger_element;
+
+ if (trigger_element >= EL_PREV_CE_8 &&
+ trigger_element <= EL_NEXT_CE_8)
+ trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+ ei->change_page[j].trigger_element = trigger_element;
+ }
+ }
+
+ // ---------- initialize run-time trigger player and element ----------------
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ ei->change_page[j].actual_trigger_element = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
+ ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
+ ei->change_page[j].actual_trigger_ce_value = 0;
+ ei->change_page[j].actual_trigger_ce_score = 0;
+ }
+ }
+
+ // ---------- initialize trigger events -------------------------------------
+
+ // initialize trigger events information
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+ trigger_events[i][j] = FALSE;
+
+ // add trigger events from element change event properties
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page[j].can_change_or_has_action)
+ continue;
+
+ if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
+ {
+ int trigger_element = ei->change_page[j].trigger_element;
+
+ for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+ {
+ if (ei->change_page[j].has_event[k])
+ {
+ if (IS_GROUP_ELEMENT(trigger_element))
+ {
+ struct ElementGroupInfo *group =
+ element_info[trigger_element].group;
+
+ for (l = 0; l < group->num_elements_resolved; l++)
+ trigger_events[group->element_resolved[l]][k] = TRUE;
+ }
+ else if (trigger_element == EL_ANY_ELEMENT)
+ for (l = 0; l < MAX_NUM_ELEMENTS; l++)
+ trigger_events[l][k] = TRUE;
+ else
+ trigger_events[trigger_element][k] = TRUE;
+ }
+ }
+ }
+ }
+ }
+
+ // ---------- initialize push delay -----------------------------------------
+
+ // initialize push delay values to default
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ // set default push delay values (corrected since version 3.0.7-1)
+ if (game.engine_version < VERSION_IDENT(3,0,7,1))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ else
+ {
+ element_info[i].push_delay_fixed = 8;
+ element_info[i].push_delay_random = 8;
+ }
+ }
+ }
+
+ // set push delay value for certain elements from pre-defined list
+ for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ // set push delay value for Supaplex elements for newer engine versions
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (IS_SP_ELEMENT(i))
+ {
+ // set SP push delay to just enough to push under a falling zonk
+ int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
+
+ element_info[i].push_delay_fixed = delay;
+ element_info[i].push_delay_random = 0;
+ }
+ }
+ }
+
+ // ---------- initialize move stepsize --------------------------------------
+
+ // initialize move stepsize values to default
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+ // set move stepsize value for certain elements from pre-defined list
+ for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = move_stepsize_list[i].element;
+
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+
+ // set move stepsize value for certain elements for older engine versions
+ if (use_old_move_stepsize_for_magic_wall)
+ {
+ if (e == EL_MAGIC_WALL_FILLING ||
+ e == EL_MAGIC_WALL_EMPTYING ||
+ e == EL_BD_MAGIC_WALL_FILLING ||
+ e == EL_BD_MAGIC_WALL_EMPTYING)
+ element_info[e].move_stepsize *= 2;
+ }
+ }
+
+ // ---------- initialize collect score --------------------------------------
+
+ // initialize collect score values for custom elements from initial value
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_score = element_info[i].collect_score_initial;
+
+ // ---------- initialize collect count --------------------------------------
+
+ // initialize collect count values for non-custom elements
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_count_initial = 0;
+
+ // add collect count values for all elements from pre-defined list
+ for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[collect_count_list[i].element].collect_count_initial =
+ collect_count_list[i].count;
+
+ // ---------- initialize access direction -----------------------------------
+
+ // initialize access direction values to default (access from every side)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+ // set access direction value for certain elements from pre-defined list
+ for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+ element_info[access_direction_list[i].element].access_direction =
+ access_direction_list[i].direction;
+
+ // ---------- initialize explosion content ----------------------------------
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (IS_CUSTOM_ELEMENT(i))
+ continue;
+
+ for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+ {
+ // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
+
+ element_info[i].content.e[x][y] =
+ (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
+ i == EL_PLAYER_2 ? EL_EMERALD_RED :
+ i == EL_PLAYER_3 ? EL_EMERALD :
+ i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
+ i == EL_MOLE ? EL_EMERALD_RED :
+ i == EL_PENGUIN ? EL_EMERALD_PURPLE :
+ i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
+ i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
+ i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
+ i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
+ i == EL_WALL_EMERALD ? EL_EMERALD :
+ i == EL_WALL_DIAMOND ? EL_DIAMOND :
+ i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
+ i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
+ i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
+ i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
+ i == EL_WALL_PEARL ? EL_PEARL :
+ i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
+ EL_EMPTY);
+ }
+ }
+
+ // ---------- initialize recursion detection --------------------------------
+ recursion_loop_depth = 0;
+ recursion_loop_detected = FALSE;
+ recursion_loop_element = EL_UNDEFINED;
+
+ // ---------- initialize graphics engine ------------------------------------
+ game.scroll_delay_value =
+ (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+ !setup.forced_scroll_delay ? 0 :
+ setup.scroll_delay ? setup.scroll_delay_value : 0);
+ game.scroll_delay_value =
+ MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+
+ // ---------- initialize game engine snapshots ------------------------------
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.snapshot.last_action[i] = 0;
+ game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
+ game.snapshot.mode =
+ (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+ SNAPSHOT_MODE_EVERY_STEP :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+ SNAPSHOT_MODE_EVERY_MOVE :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
+ SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
+ game.snapshot.save_snapshot = FALSE;
+
+ // ---------- initialize level time for Supaplex engine ---------------------
+ // Supaplex levels with time limit currently unsupported -- should be added
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ level.time = 0;
+
+ // ---------- initialize flags for handling game actions --------------------
+
+ // set flags for game actions to default values
+ game.use_key_actions = TRUE;
+ game.use_mouse_actions = FALSE;
+
+ // when using Mirror Magic game engine, handle mouse events only
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ game.use_key_actions = FALSE;
+ game.use_mouse_actions = TRUE;
+ }
+
+ // check for custom elements with mouse click events
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+ HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+ HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+ HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+ game.use_mouse_actions = TRUE;
+ }
+ }
+}
+
+static int get_num_special_action(int element, int action_first,
+ int action_last)
+{
+ int num_special_action = 0;
+ int i, j;
+
+ for (i = action_first; i <= action_last; i++)
+ {
+ boolean found = FALSE;
+
+ for (j = 0; j < NUM_DIRECTIONS; j++)
+ if (el_act_dir2img(element, i, j) !=
+ el_act_dir2img(element, ACTION_DEFAULT, j))
+ found = TRUE;
+
+ if (found)
+ num_special_action++;
+ else
+ break;
+ }
+
+ return num_special_action;
+}
+
+
+// ============================================================================
+// InitGame()
+// ----------------------------------------------------------------------------
+// initialize and start new game
+// ============================================================================
+
+#if DEBUG_INIT_PLAYER
+static void DebugPrintPlayerStatus(char *message)
+{
+ int i;
+
+ if (!options.debug)
+ return;
+
+ Debug("game:init:player", "%s:", message);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ Debug("game:init:player",
+ "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
+ i + 1,
+ player->present,
+ player->connected,
+ player->connected_locally,
+ player->connected_network,
+ player->active,
+ (local_player == player ? " (local player)" : ""));
+ }
+}
+#endif
+
+void InitGame(void)
+{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+ int fade_mask = REDRAW_FIELD;
+
+ boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
+ boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
+ int initial_move_dir = MV_DOWN;
+ int i, j, x, y;
+
+ // required here to update video display before fading (FIX THIS)
+ DrawMaskedBorder(REDRAW_DOOR_2);
+
+ if (!game.restart_level)
+ CloseDoor(DOOR_CLOSE_1);
+
+ SetGameStatus(GAME_MODE_PLAYING);
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeOut();
+ else
+ FadeSetEnterScreen();
+
+ if (CheckFadeAll())
+ fade_mask = REDRAW_ALL;
+
+ FadeLevelSoundsAndMusic();
+
+ ExpireSoundLoops(TRUE);
+
+ FadeOut(fade_mask);
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
+
+ // needed if different viewport properties defined for playing
+ ChangeViewportPropertiesIfNeeded();
+
+ ClearField();
+
+ DrawCompleteVideoDisplay();
+
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
+ InitGameEngine();
+ InitGameControlValues();
+
+ if (tape.recording)
+ {
+ // initialize tape actions from game when recording tape
+ tape.use_key_actions = game.use_key_actions;
+ tape.use_mouse_actions = game.use_mouse_actions;
+
+ // initialize visible playfield size when recording tape (for team mode)
+ tape.scr_fieldx = SCR_FIELDX;
+ tape.scr_fieldy = SCR_FIELDY;
+ }
+
+ // don't play tapes over network
+ network_playing = (network.enabled && !tape.playing);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ player->index_nr = i;
+ player->index_bit = (1 << i);
+ player->element_nr = EL_PLAYER_1 + i;
+
+ player->present = FALSE;
+ player->active = FALSE;
+ player->mapped = FALSE;
+
+ player->killed = FALSE;
+ player->reanimated = FALSE;
+ player->buried = FALSE;
+
+ player->action = 0;
+ player->effective_action = 0;
+ player->programmed_action = 0;
+ player->snap_action = 0;
+
+ player->mouse_action.lx = 0;
+ player->mouse_action.ly = 0;
+ player->mouse_action.button = 0;
+ player->mouse_action.button_hint = 0;
+
+ player->effective_mouse_action.lx = 0;
+ player->effective_mouse_action.ly = 0;
+ player->effective_mouse_action.button = 0;
+ player->effective_mouse_action.button_hint = 0;
+
+ for (j = 0; j < MAX_NUM_KEYS; j++)
+ player->key[j] = FALSE;
+
+ player->num_white_keys = 0;
+
+ player->dynabomb_count = 0;
+ player->dynabomb_size = 1;
+ player->dynabombs_left = 0;
+ player->dynabomb_xl = FALSE;
+
+ player->MovDir = initial_move_dir;
+ player->MovPos = 0;
+ player->GfxPos = 0;
+ player->GfxDir = initial_move_dir;
+ player->GfxAction = ACTION_DEFAULT;
+ player->Frame = 0;
+ player->StepFrame = 0;
+
+ player->initial_element = player->element_nr;
+ player->artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ player->element_nr);
+ player->use_murphy = FALSE;
+
+ player->block_last_field = FALSE; // initialized in InitPlayerField()
+ player->block_delay_adjustment = 0; // initialized in InitPlayerField()
+
+ player->gravity = level.initial_player_gravity[i];
+
+ player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
+
+ player->actual_frame_counter = 0;
+
+ player->step_counter = 0;
+
+ player->last_move_dir = initial_move_dir;
+
+ player->is_active = FALSE;
+
+ player->is_waiting = FALSE;
+ player->is_moving = FALSE;
+ player->is_auto_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_snapping = FALSE;
+ player->is_collecting = FALSE;
+ player->is_pushing = FALSE;
+ player->is_switching = FALSE;
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->was_waiting = TRUE;
+ player->was_moving = FALSE;
+ player->was_snapping = FALSE;
+ player->was_dropping = FALSE;
+
+ player->force_dropping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->dir_waiting = initial_move_dir;
+ player->action_waiting = ACTION_DEFAULT;
+ player->last_action_waiting = ACTION_DEFAULT;
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+
+ player->switch_x = -1;
+ player->switch_y = -1;
+
+ player->drop_x = -1;
+ player->drop_y = -1;
+
+ player->show_envelope = 0;
+
+ SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
+
+ player->push_delay = -1; // initialized when pushing starts
+ player->push_delay_value = game.initial_push_delay_value;
+
+ player->drop_delay = 0;
+ player->drop_pressed_delay = 0;
+
+ player->last_jx = -1;
+ player->last_jy = -1;
+ player->jx = -1;
+ player->jy = -1;
+
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
+
+ player->last_removed_element = EL_UNDEFINED;
+
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+ int k;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+ }
+ }
+
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+
+ map_player_action[i] = i;
+ }
+
+ network_player_action_received = FALSE;
+
+ // initial null action
+ if (network_playing)
+ SendToServer_MovePlayer(MV_NONE);
+
+ FrameCounter = 0;
+ TimeFrames = 0;
+ TimePlayed = 0;
+ TimeLeft = level.time;
+ TapeTime = 0;
+
+ ScreenMovDir = MV_NONE;
+ ScreenMovPos = 0;
+ ScreenGfxPos = 0;
+
+ ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
+
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
+
+ game.exit_x = -1;
+ game.exit_y = -1;
+
+ game.all_players_gone = FALSE;
+
+ game.LevelSolved = FALSE;
+ game.GameOver = FALSE;
+
+ game.GamePlayed = !tape.playing;
+
+ game.LevelSolved_GameWon = FALSE;
+ game.LevelSolved_GameEnd = FALSE;
+ game.LevelSolved_SaveTape = FALSE;
+ game.LevelSolved_SaveScore = FALSE;
+
+ game.LevelSolved_CountingTime = 0;
+ game.LevelSolved_CountingScore = 0;
+ game.LevelSolved_CountingHealth = 0;
+
+ game.panel.active = TRUE;
+
+ game.no_time_limit = (level.time == 0);
+
+ game.yamyam_content_nr = 0;
+ game.robot_wheel_active = FALSE;
+ game.magic_wall_active = FALSE;
+ game.magic_wall_time_left = 0;
+ game.light_time_left = 0;
+ game.timegate_time_left = 0;
+ game.switchgate_pos = 0;
+ game.wind_direction = level.wind_direction_initial;
+
+ game.time_final = 0;
+ game.score_time_final = 0;
+
+ game.score = 0;
+ game.score_final = 0;
+
+ game.health = MAX_HEALTH;
+ game.health_final = MAX_HEALTH;
+
+ game.gems_still_needed = level.gems_needed;
+ game.sokoban_fields_still_needed = 0;
+ game.sokoban_objects_still_needed = 0;
+ game.lights_still_needed = 0;
+ game.players_still_needed = 0;
+ game.friends_still_needed = 0;
+
+ game.lenses_time_left = 0;
+ game.magnify_time_left = 0;
+
+ game.ball_active = level.ball_active_initial;
+ game.ball_content_nr = 0;
+
+ game.explosions_delayed = TRUE;
+
+ game.envelope_active = FALSE;
+
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ game.belt_dir[i] = MV_NONE;
+ game.belt_dir_nr[i] = 3; // not moving, next moving left
+ }
+
+ for (i = 0; i < MAX_NUM_AMOEBA; i++)
+ AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+
+#if DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status at level initialization");
+#endif
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ Tile[x][y] = Last[x][y] = level.field[x][y];
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ CustomValue[x][y] = 0; // initialized in InitField()
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+ WasJustMoving[x][y] = 0;
+ WasJustFalling[x][y] = 0;
+ CheckCollision[x][y] = 0;
+ CheckImpact[x][y] = 0;
+ Stop[x][y] = FALSE;
+ Pushed[x][y] = FALSE;
+
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
+
+ ExplodePhase[x][y] = 0;
+ ExplodeDelay[x][y] = 0;
+ ExplodeField[x][y] = EX_TYPE_NONE;
+
+ RunnerVisit[x][y] = 0;
+ PlayerVisit[x][y] = 0;
+
+ GfxFrame[x][y] = 0;
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NONE;
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
+ }
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
+ emulate_bd = FALSE;
+ if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
+ emulate_sp = FALSE;
+
+ InitField(x, y, TRUE);
+
+ ResetGfxAnimation(x, y);
+ }
+
+ InitBeltMovement();
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ // set number of special actions for bored and sleeping animation
+ player->num_special_action_bored =
+ get_num_special_action(player->artwork_element,
+ ACTION_BORING_1, ACTION_BORING_LAST);
+ player->num_special_action_sleeping =
+ get_num_special_action(player->artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+ }
+
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
+ // initialize type of slippery elements
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ // default: elements slip down either to the left or right randomly
+ element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+ // SP style elements prefer to slip down on the left side
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+ // BD style elements prefer to slip down on the left side
+ if (game.emulation == EMU_BOULDERDASH)
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ }
+ }
+
+ // initialize explosion and ignition delay
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ int num_phase = 8;
+ int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+ game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+ game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = (num_phase + 1) * delay;
+ int half_phase = (num_phase / 2) * delay;
+
+ element_info[i].explosion_delay = last_phase - 1;
+ element_info[i].ignition_delay = half_phase;
+
+ if (i == EL_BLACK_ORB)
+ element_info[i].ignition_delay = 1;
+ }
+ }
+
+ // correct non-moving belts to start moving left
+ for (i = 0; i < NUM_BELTS; i++)
+ if (game.belt_dir[i] == MV_NONE)
+ game.belt_dir_nr[i] = 3; // not moving, next moving left
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ // use preferred player also in local single-player mode
+ if (!network.enabled && !game.team_mode)
+ {
+ int new_index_nr = setup.network_player_nr;
+
+ if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected_locally = FALSE;
+
+ stored_player[new_index_nr].connected_locally = TRUE;
+ }
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ stored_player[i].connected = FALSE;
+
+ // in network game mode, the local player might not be the first player
+ if (stored_player[i].connected_locally)
+ local_player = &stored_player[i];
+ }
+
+ if (!network.enabled)
+ local_player->connected = TRUE;
+
+ if (tape.playing)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = tape.player_participates[i];
+ }
+ else if (network.enabled)
+ {
+ // add team mode players connected over the network (needed for correct
+ // assignment of player figures from level to locally playing players)
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected_network)
+ stored_player[i].connected = TRUE;
+ }
+ else if (game.team_mode)
+ {
+ // try to guess locally connected team mode players (needed for correct
+ // assignment of player figures from level to locally playing players)
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (setup.input[i].use_joystick ||
+ setup.input[i].key.left != KSYM_UNDEFINED)
+ stored_player[i].connected = TRUE;
+ }
+
+#if DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status after level initialization");
+#endif
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player", "Reassigning players ...");
+#endif
+
+ // check if any connected player was not found in playfield
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ struct PlayerInfo *field_player = NULL;
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player",
+ "- looking for field player for player %d ...", i + 1);
+#endif
+
+ // assign first free player found that is present in the playfield
+
+ // first try: look for unmapped playfield player that is not connected
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped &&
+ !stored_player[j].connected)
+ field_player = &stored_player[j];
+
+ // second try: look for *any* unmapped playfield player
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped)
+ field_player = &stored_player[j];
+
+ if (field_player != NULL)
+ {
+ int jx = field_player->jx, jy = field_player->jy;
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player", "- found player %d",
+ field_player->index_nr + 1);
+#endif
+
+ player->present = FALSE;
+ player->active = FALSE;
+
+ field_player->present = TRUE;
+ field_player->active = TRUE;
+
+ /*
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
+
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+ */
+
+ StorePlayer[jx][jy] = field_player->element_nr;
+
+ field_player->jx = field_player->last_jx = jx;
+ field_player->jy = field_player->last_jy = jy;
+
+ if (local_player == player)
+ local_player = field_player;
+
+ map_player_action[field_player->index_nr] = i;
+
+ field_player->mapped = TRUE;
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player", "- map_player_action[%d] == %d",
+ field_player->index_nr + 1, i + 1);
+#endif
+ }
+ }
+
+ if (player->connected && player->present)
+ player->mapped = TRUE;
+ }
+
+#if DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status after player assignment (first stage)");
+#endif
+
+#else
+
+ // check if any connected player was not found in playfield
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ for (j = 0; j < MAX_PLAYERS; j++)
+ {
+ struct PlayerInfo *field_player = &stored_player[j];
+ int jx = field_player->jx, jy = field_player->jy;
+
+ // assign first free player found that is present in the playfield
+ if (field_player->present && !field_player->connected)
+ {
+ player->present = TRUE;
+ player->active = TRUE;
+
+ field_player->present = FALSE;
+ field_player->active = FALSE;
+
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
+
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+
+ StorePlayer[jx][jy] = player->element_nr;
+
+ player->jx = player->last_jx = jx;
+ player->jy = player->last_jy = jy;
+
+ break;
+ }
+ }
+ }
+ }
+#endif
+
+#if 0
+ Debug("game:init:player", "local_player->present == %d",
+ local_player->present);
+#endif
+
+ // set focus to local player for network games, else to all players
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ game.set_centered_player_wrap = FALSE;
+
+ if (network_playing && tape.recording)
+ {
+ // store client dependent player focus when recording network games
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
+ if (tape.playing)
+ {
+ // when playing a tape, eliminate all players who do not participate
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+
+ if (!game.team_mode)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[map_player_action[i]])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player", "Removing player %d at (%d, %d)",
+ i + 1, jx, jy);
+#endif
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Tile[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+
+#else
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[i])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Tile[jx][jy] = EL_EMPTY;
+ }
+ }
+#endif
+ }
+ else if (!network.enabled && !game.team_mode) // && !tape.playing
+ {
+ // when in single player mode, eliminate all but the local player
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && player != local_player)
+ {
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ player->present = FALSE;
+
+ StorePlayer[jx][jy] = 0;
+ Tile[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ game.players_still_needed++;
+
+ if (level.solved_by_one_player)
+ game.players_still_needed = 1;
+
+ // when recording the game, store which players take part in the game
+ if (tape.recording)
+ {
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected)
+ tape.player_participates[i] = TRUE;
+#else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ tape.player_participates[i] = TRUE;
+#endif
+ }
+
+#if DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status after player assignment (final stage)");
+#endif
+
+ if (BorderElement == EL_EMPTY)
+ {
+ SBX_Left = 0;
+ SBX_Right = lev_fieldx - SCR_FIELDX;
+ SBY_Upper = 0;
+ SBY_Lower = lev_fieldy - SCR_FIELDY;
+ }
+ else
+ {
+ SBX_Left = -1;
+ SBX_Right = lev_fieldx - SCR_FIELDX + 1;
+ SBY_Upper = -1;
+ SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+ }
+
+ if (full_lev_fieldx <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+ if (full_lev_fieldy <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+
+ if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+ SBX_Left--;
+ if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+ SBY_Upper--;
+
+ // if local player not found, look for custom element that might create
+ // the player (make some assumptions about the right custom element)
+ if (!local_player->present)
+ {
+ int start_x = 0, start_y = 0;
+ int found_rating = 0;
+ int found_element = EL_UNDEFINED;
+ int player_nr = local_player->index_nr;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Tile[x][y];
+ int content;
+ int xx, yy;
+ boolean is_player;
+
+ if (level.use_start_element[player_nr] &&
+ level.start_element[player_nr] == element &&
+ found_rating < 4)
+ {
+ start_x = x;
+ start_y = y;
+
+ found_rating = 4;
+ found_element = element;
+ }
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ continue;
+
+ if (CAN_CHANGE(element))
+ {
+ for (i = 0; i < element_info[element].num_change_pages; i++)
+ {
+ // check for player created from custom element as single target
+ content = element_info[element].change_page[i].target_element;
+ is_player = IS_PLAYER_ELEMENT(content);
+
+ if (is_player && (found_rating < 3 ||
+ (found_rating == 3 && element < found_element)))
+ {
+ start_x = x;
+ start_y = y;
+
+ found_rating = 3;
+ found_element = element;
+ }
+ }
+ }
+
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+ {
+ // check for player created from custom element as explosion content
+ content = element_info[element].content.e[xx][yy];
+ is_player = IS_PLAYER_ELEMENT(content);
+
+ if (is_player && (found_rating < 2 ||
+ (found_rating == 2 && element < found_element)))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 2;
+ found_element = element;
+ }
+
+ if (!CAN_CHANGE(element))
+ continue;
+
+ for (i = 0; i < element_info[element].num_change_pages; i++)
+ {
+ // check for player created from custom element as extended target
+ content =
+ element_info[element].change_page[i].target_content.e[xx][yy];
+
+ is_player = IS_PLAYER_ELEMENT(content);
+
+ if (is_player && (found_rating < 1 ||
+ (found_rating == 1 && element < found_element)))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 1;
+ found_element = element;
+ }
+ }
+ }
+ }
+
+ scroll_x = SCROLL_POSITION_X(start_x);
+ scroll_y = SCROLL_POSITION_Y(start_y);
+ }
+ else
+ {
+ scroll_x = SCROLL_POSITION_X(local_player->jx);
+ scroll_y = SCROLL_POSITION_Y(local_player->jy);
+ }
+
+ // !!! FIX THIS (START) !!!
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ InitGameEngine_EM();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ InitGameEngine_SP();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ InitGameEngine_MM();
+ }
+ else
+ {
+ DrawLevel(REDRAW_FIELD);
+ DrawAllPlayers();
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ // after drawing the level, correct some elements
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
- StorePlayer[x][y] = Feld[x][y];
+ // blit playfield from scroll buffer to normal back buffer for fading in
+ BlitScreenToBitmap(backbuffer);
+ // !!! FIX THIS (END) !!!
- if (options.debug)
- {
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
- local_player->element_nr,
- local_player->active ? "active" : "not active");
- }
- }
+ DrawMaskedBorder(fade_mask);
- Feld[x][y] = EL_EMPTY;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
+ FadeIn(fade_mask);
+
+#if 1
+ // full screen redraw is required at this point in the following cases:
+ // - special editor door undrawn when game was started from level editor
+ // - drawing area (playfield) was changed and has to be removed completely
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
+#endif
+
+ if (!game.restart_level)
+ {
+ // copy default game door content to main double buffer
+
+ // !!! CHECK AGAIN !!!
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
}
-}
-static void InitField(int x, int y, boolean init_game)
-{
- int element = Feld[x][y];
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
- switch (element)
+ UpdateAndDisplayGameControlValues();
+
+ if (!game.restart_level)
{
- case EL_SP_MURPHY:
- case EL_PLAYER_1:
- case EL_PLAYER_2:
- case EL_PLAYER_3:
- case EL_PLAYER_4:
- InitPlayerField(x, y, element, init_game);
- break;
+ UnmapGameButtons();
+ UnmapTapeButtons();
- case EL_SOKOBAN_FIELD_PLAYER:
- element = Feld[x][y] = EL_PLAYER_1;
- InitField(x, y, init_game);
+ FreeGameButtons();
+ CreateGameButtons();
- element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- InitField(x, y, init_game);
- break;
+ MapGameButtons();
+ MapTapeButtons();
- case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
- break;
+ // copy actual game door content to door double buffer for OpenDoor()
+ BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
- case EL_STONEBLOCK:
- if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
- Feld[x][y] = EL_ACID_POOL_TOPLEFT;
- else if (x > 0 && Feld[x-1][y] == EL_ACID)
- Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
- else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
- Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
- else if (y > 0 && Feld[x][y-1] == EL_ACID)
- Feld[x][y] = EL_ACID_POOL_BOTTOM;
- else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
- Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
- break;
+ OpenDoor(DOOR_OPEN_ALL);
+
+ KeyboardAutoRepeatOffUnlessAutoplay();
+
+#if DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status (final)");
+#endif
+ }
+
+ UnmapAllGadgets();
+
+ MapGameButtons();
+ MapTapeButtons();
+
+ if (!game.restart_level && !tape.playing)
+ {
+ LevelStats_incPlayed(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+ }
+
+ game.restart_level = FALSE;
+ game.restart_game_message = NULL;
+
+ game.request_active = FALSE;
+ game.request_active_or_moving = FALSE;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ InitGameActions_MM();
+
+ SaveEngineSnapshotToListInitial();
+
+ if (!game.restart_level)
+ {
+ PlaySound(SND_GAME_STARTING);
+
+ if (setup.sound_music)
+ PlayLevelMusic();
+ }
+}
+
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
+ int actual_player_x, int actual_player_y)
+{
+ // this is used for non-R'n'D game engines to update certain engine values
+
+ // needed to determine if sounds are played within the visible screen area
+ scroll_x = actual_scroll_x;
+ scroll_y = actual_scroll_y;
+
+ // needed to get player position for "follow finger" playing input method
+ local_player->jx = actual_player_x;
+ local_player->jy = actual_player_y;
+}
+void InitMovDir(int x, int y)
+{
+ int i, element = Tile[x][y];
+ static int xy[4][2] =
+ {
+ { 0, +1 },
+ { +1, 0 },
+ { 0, -1 },
+ { -1, 0 }
+ };
+ static int direction[3][4] =
+ {
+ { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
+ { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
+ { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
+ };
+
+ switch (element)
+ {
case EL_BUG_RIGHT:
case EL_BUG_UP:
case EL_BUG_LEFT:
case EL_BUG_DOWN:
- case EL_BUG:
+ Tile[x][y] = EL_BUG;
+ MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
+ break;
+
case EL_SPACESHIP_RIGHT:
case EL_SPACESHIP_UP:
case EL_SPACESHIP_LEFT:
case EL_SPACESHIP_DOWN:
- case EL_SPACESHIP:
+ Tile[x][y] = EL_SPACESHIP;
+ MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
+ break;
+
case EL_BD_BUTTERFLY_RIGHT:
case EL_BD_BUTTERFLY_UP:
case EL_BD_BUTTERFLY_LEFT:
case EL_BD_BUTTERFLY_DOWN:
- case EL_BD_BUTTERFLY:
+ Tile[x][y] = EL_BD_BUTTERFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
+ break;
+
case EL_BD_FIREFLY_RIGHT:
case EL_BD_FIREFLY_UP:
case EL_BD_FIREFLY_LEFT:
case EL_BD_FIREFLY_DOWN:
- case EL_BD_FIREFLY:
+ Tile[x][y] = EL_BD_FIREFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
+ break;
+
case EL_PACMAN_RIGHT:
case EL_PACMAN_UP:
case EL_PACMAN_LEFT:
case EL_PACMAN_DOWN:
- case EL_YAMYAM:
- case EL_DARK_YAMYAM:
- case EL_ROBOT:
- case EL_PACMAN:
- case EL_SP_SNIKSNAK:
- case EL_SP_ELECTRON:
- case EL_MOLE_LEFT:
- case EL_MOLE_RIGHT:
- case EL_MOLE_UP:
- case EL_MOLE_DOWN:
- case EL_MOLE:
- InitMovDir(x, y);
- break;
-
- case EL_AMOEBA_FULL:
- case EL_BD_AMOEBA:
- InitAmoebaNr(x, y);
- break;
-
- case EL_AMOEBA_DROP:
- if (y == lev_fieldy - 1)
- {
- Feld[x][y] = EL_AMOEBA_GROWING;
- Store[x][y] = EL_AMOEBA_WET;
- }
- break;
-
- case EL_DYNAMITE_ACTIVE:
- case EL_SP_DISK_RED_ACTIVE:
- case EL_DYNABOMB_PLAYER_1_ACTIVE:
- case EL_DYNABOMB_PLAYER_2_ACTIVE:
- case EL_DYNABOMB_PLAYER_3_ACTIVE:
- case EL_DYNABOMB_PLAYER_4_ACTIVE:
- MovDelay[x][y] = 96;
+ Tile[x][y] = EL_PACMAN;
+ MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
break;
- case EL_LAMP:
- local_player->lights_still_needed++;
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
+ Tile[x][y] = EL_YAMYAM;
+ MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
break;
- case EL_PENGUIN:
- local_player->friends_still_needed++;
+ case EL_SP_SNIKSNAK:
+ MovDir[x][y] = MV_UP;
break;
- case EL_PIG:
- case EL_DRAGON:
- GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
+ case EL_SP_ELECTRON:
+ MovDir[x][y] = MV_LEFT;
break;
-#if 0
- case EL_SP_EMPTY:
- Feld[x][y] = EL_EMPTY;
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ Tile[x][y] = EL_MOLE;
+ MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
break;
-#endif
-#if 0
- case EL_EM_KEY_1_FILE:
- Feld[x][y] = EL_EM_KEY_1;
- break;
- case EL_EM_KEY_2_FILE:
- Feld[x][y] = EL_EM_KEY_2;
- break;
- case EL_EM_KEY_3_FILE:
- Feld[x][y] = EL_EM_KEY_3;
- break;
- case EL_EM_KEY_4_FILE:
- Feld[x][y] = EL_EM_KEY_4;
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
+ Tile[x][y] = EL_SPRING;
+ MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
break;
-#endif
- case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
- if (init_game)
+ default:
+ if (IS_CUSTOM_ELEMENT(element))
{
- int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
- int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
+ struct ElementInfo *ei = &element_info[element];
+ int move_direction_initial = ei->move_direction_initial;
+ int move_pattern = ei->move_pattern;
- if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
+ if (move_direction_initial == MV_START_PREVIOUS)
{
- game.belt_dir[belt_nr] = belt_dir;
- game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ if (MovDir[x][y] != MV_NONE)
+ return;
+
+ move_direction_initial = MV_START_AUTOMATIC;
}
- else /* more than one switch -- set it like the first switch */
+
+ if (move_direction_initial == MV_START_RANDOM)
+ MovDir[x][y] = 1 << RND(4);
+ else if (move_direction_initial & MV_ANY_DIRECTION)
+ MovDir[x][y] = move_direction_initial;
+ else if (move_pattern == MV_ALL_DIRECTIONS ||
+ move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT ||
+ move_pattern == MV_TURNING_LEFT_RIGHT ||
+ move_pattern == MV_TURNING_RIGHT_LEFT ||
+ move_pattern == MV_TURNING_RANDOM)
+ MovDir[x][y] = 1 << RND(4);
+ else if (move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+ else if (move_pattern & MV_ANY_DIRECTION)
+ MovDir[x][y] = element_info[element].move_pattern;
+ else if (move_pattern == MV_ALONG_LEFT_SIDE ||
+ move_pattern == MV_ALONG_RIGHT_SIDE)
{
- Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
- }
- }
- break;
+ // use random direction as default start direction
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ MovDir[x][y] = 1 << RND(4);
- case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
- if (init_game)
- Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
- break;
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
- case EL_LIGHT_SWITCH_ACTIVE:
- if (init_game)
- game.light_time_left = level.time_light * FRAMES_PER_SECOND;
- break;
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ {
+ if (move_pattern == MV_ALONG_RIGHT_SIDE)
+ MovDir[x][y] = direction[0][i];
+ else
+ MovDir[x][y] = direction[1][i];
- default:
- if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
- InitMovDir(x, y);
- else if (IS_GROUP_ELEMENT(element))
+ break;
+ }
+ }
+ }
+ }
+ else
{
- struct ElementGroupInfo *group = element_info[element].group;
- int last_anim_random_frame = gfx.anim_random_frame;
- int element_pos;
-
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = RND(group->num_elements_resolved);
-
- element_pos = getAnimationFrame(group->num_elements_resolved, 1,
- group->choice_mode, 0,
- group->choice_pos);
-
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = last_anim_random_frame;
+ MovDir[x][y] = 1 << RND(4);
- group->choice_pos++;
+ if (element != EL_BUG &&
+ element != EL_SPACESHIP &&
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
+ break;
- Feld[x][y] = group->element_resolved[element_pos];
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
- InitField(x, y, init_game);
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ {
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ MovDir[x][y] = direction[0][i];
+ break;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ MovDir[x][y] = direction[1][i];
+ break;
+ }
+ }
+ }
}
break;
}
-}
-
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
-{
- InitField(x, y, init_game);
- /* not needed to call InitMovDir() -- already done by InitField()! */
- if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
- CAN_MOVE(Feld[x][y]))
- InitMovDir(x, y);
+ GfxDir[x][y] = MovDir[x][y];
}
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+void InitAmoebaNr(int x, int y)
{
- int old_element = Feld[x][y];
-
- InitField(x, y, init_game);
+ int i;
+ int group_nr = AmoebaNeighbourNr(x, y);
- /* not needed to call InitMovDir() -- already done by InitField()! */
- if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
- CAN_MOVE(old_element) &&
- (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
- InitMovDir(x, y);
+ if (group_nr == 0)
+ {
+ for (i = 1; i < MAX_NUM_AMOEBA; i++)
+ {
+ if (AmoebaCnt[i] == 0)
+ {
+ group_nr = i;
+ break;
+ }
+ }
+ }
- /* this case is in fact a combination of not less than three bugs:
- first, it calls InitMovDir() for elements that can move, although this is
- already done by InitField(); then, it checks the element that was at this
- field _before_ the call to InitField() (which can change it); lastly, it
- was not called for "mole with direction" elements, which were treated as
- "cannot move" due to (fixed) wrong element initialization in "src/init.c"
- */
+ AmoebaNr[x][y] = group_nr;
+ AmoebaCnt[group_nr]++;
+ AmoebaCnt2[group_nr]++;
}
-inline void DrawGameValue_Emeralds(int value)
+static void LevelSolved_SetFinalGameValues(void)
{
- DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+ game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game.score_time_final = (level.use_step_counter ? TimePlayed :
+ TimePlayed * FRAMES_PER_SECOND + TimeFrames);
+
+ game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
+
+ game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
+
+ game.LevelSolved_CountingTime = game.time_final;
+ game.LevelSolved_CountingScore = game.score_final;
+ game.LevelSolved_CountingHealth = game.health_final;
}
-inline void DrawGameValue_Dynamite(int value)
+static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
{
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
-}
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingHealth = health;
-inline void DrawGameValue_Keys(struct PlayerInfo *player)
-{
- int i;
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
- for (i = 0; i < MAX_KEYS; i++)
- if (player->key[i])
- DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + i));
+ DisplayGameControlValues();
}
-inline void DrawGameValue_Score(int value)
+static void LevelSolved(void)
{
- DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
-}
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+ game.players_still_needed > 0)
+ return;
-inline void DrawGameValue_Time(int value)
-{
- if (value < 1000)
- DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
- else
- DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+ game.LevelSolved = TRUE;
+ game.GameOver = TRUE;
+
+ // needed here to display correct panel values while player walks into exit
+ LevelSolved_SetFinalGameValues();
}
-inline void DrawGameValue_Level(int value)
+void GameWon(void)
{
- if (level_nr < 100)
- DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
- else
+ static int time_count_steps;
+ static int time, time_final;
+ static float score, score_final; // needed for time score < 10 for 10 seconds
+ static int health, health_final;
+ static int game_over_delay_1 = 0;
+ static int game_over_delay_2 = 0;
+ static int game_over_delay_3 = 0;
+ int time_score_base = MIN(MAX(1, level.time_score_base), 10);
+ float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
+
+ if (!game.LevelSolved_GameWon)
{
- /* misuse area for displaying emeralds to draw bigger level number */
- DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
- int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+ int i;
- /* now copy it to the area for displaying level number */
- BlitBitmap(drawto, drawto,
- DX_EMERALDS, DY_EMERALDS + 1,
- getFontWidth(FONT_LEVEL_NUMBER) * 3,
- getFontHeight(FONT_LEVEL_NUMBER) - 1,
- DX_LEVEL - 1, DY_LEVEL + 1);
+ // do not start end game actions before the player stops moving (to exit)
+ if (local_player->active && local_player->MovPos)
+ return;
- /* restore the area for displaying emeralds */
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ // calculate final game values after player finished walking into exit
+ LevelSolved_SetFinalGameValues();
- /* yes, this is all really ugly :-) */
- }
-}
+ game.LevelSolved_GameWon = TRUE;
+ game.LevelSolved_SaveTape = tape.recording;
+ game.LevelSolved_SaveScore = !tape.playing;
-void DrawGameDoorValues()
-{
- int i;
+ if (!tape.playing)
+ {
+ LevelStats_incSolved(level_nr);
- DrawGameValue_Level(level_nr);
+ SaveLevelSetup_SeriesInfo();
+ }
- for (i = 0; i < MAX_PLAYERS; i++)
- DrawGameValue_Keys(&stored_player[i]);
+ if (tape.auto_play) // tape might already be stopped here
+ tape.auto_play_level_solved = TRUE;
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- DrawGameValue_Dynamite(local_player->inventory_size);
- DrawGameValue_Score(local_player->score);
- DrawGameValue_Time(TimeLeft);
-}
+ TapeStop();
-static void resolve_group_element(int group_element, int recursion_depth)
-{
- static int group_nr;
- static struct ElementGroupInfo *group;
- struct ElementGroupInfo *actual_group = element_info[group_element].group;
- int i;
+ game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
+ game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
+ game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
- if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
- {
- Error(ERR_WARN, "recursion too deep when resolving group element %d",
- group_element - EL_GROUP_START + 1);
+ time = time_final = game.time_final;
+ score = score_final = game.score_final;
+ health = health_final = game.health_final;
- /* replace element which caused too deep recursion by question mark */
- group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+ // update game panel values before (delayed) counting of score (if any)
+ LevelSolved_DisplayFinalGameValues(time, score, health);
- return;
- }
+ // if level has time score defined, calculate new final game values
+ if (time_score > 0)
+ {
+ int time_final_max = 999;
+ int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
+ int time_frames = 0;
+ int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
+ int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
- if (recursion_depth == 0) /* initialization */
- {
- group = element_info[group_element].group;
- group_nr = group_element - EL_GROUP_START;
+ if (TimeLeft > 0)
+ {
+ time_final = 0;
+ time_frames = time_frames_left;
+ }
+ else if (game.no_time_limit && TimePlayed < time_final_max)
+ {
+ time_final = time_final_max;
+ time_frames = time_frames_final_max - time_frames_played;
+ }
- group->num_elements_resolved = 0;
- group->choice_pos = 0;
- }
+ score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
- for (i = 0; i < actual_group->num_elements; i++)
- {
- int element = actual_group->element[i];
+ time_count_steps = MAX(1, ABS(time_final - time) / 100);
- if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
- break;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ health_final = 0;
+ score_final += health * time_score;
+ }
- if (IS_GROUP_ELEMENT(element))
- resolve_group_element(element, recursion_depth + 1);
- else
- {
- group->element_resolved[group->num_elements_resolved++] = element;
- element_info[element].in_group[group_nr] = TRUE;
+ game.score_final = score_final;
+ game.health_final = health_final;
}
- }
-#if 0
- if (recursion_depth == 0 && group_element <= EL_GROUP_4)
- {
- printf("::: group %d: %d resolved elements\n",
- group_element - EL_GROUP_START, group->num_elements_resolved);
- for (i = 0; i < group->num_elements_resolved; i++)
- printf("::: - %d ['%s']\n", group->element_resolved[i],
- element_info[group->element_resolved[i]].token_name);
- }
-#endif
-}
+ // if not counting score after game, immediately update game panel values
+ if (level_editor_test_game || !setup.count_score_after_game)
+ {
+ time = time_final;
+ score = score_final;
+ LevelSolved_DisplayFinalGameValues(time, score, health);
+ }
-/*
- =============================================================================
- InitGameEngine()
- -----------------------------------------------------------------------------
- initialize game engine due to level / tape version number
- =============================================================================
-*/
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ // check if last player has left the level
+ if (game.exit_x >= 0 &&
+ game.exit_y >= 0)
+ {
+ int x = game.exit_x;
+ int y = game.exit_y;
+ int element = Tile[x][y];
-static void InitGameEngine()
-{
- int i, j, k;
+ // close exit door after last player
+ if ((game.all_players_gone &&
+ (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN)) ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN)
+ {
- /* set game engine from tape file when re-playing, else from level file */
- game.engine_version = (tape.playing ? tape.engine_version :
- level.game_version);
+ Tile[x][y] =
+ (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+ element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+ element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+ element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
+ EL_EM_STEEL_EXIT_CLOSING);
- /* dynamically adjust element properties according to game engine version */
- InitElementPropertiesEngine(game.engine_version);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
+ }
-#if 0
- printf("level %d: level version == %06d\n", level_nr, level.game_version);
- printf(" tape version == %06d [%s] [file: %06d]\n",
- tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
- tape.file_version);
- printf(" => game.engine_version == %06d\n", game.engine_version);
-#endif
+ // player disappears
+ DrawLevelField(x, y);
+ }
- /* ---------- recursively resolve group elements ------------------------- */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
- element_info[i].in_group[j] = FALSE;
+ if (player->present)
+ {
+ RemovePlayer(player);
- for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
- resolve_group_element(EL_GROUP_START + i, 0);
+ // player disappears
+ DrawLevelField(player->jx, player->jy);
+ }
+ }
+ }
- /* ---------- initialize player's initial move delay --------------------- */
+ PlaySound(SND_GAME_WINNING);
+ }
- /* dynamically adjust player properties according to game engine version */
- game.initial_move_delay =
- (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
- INITIAL_MOVE_DELAY_OFF);
+ if (setup.count_score_after_game)
+ {
+ if (time != time_final)
+ {
+ if (game_over_delay_1 > 0)
+ {
+ game_over_delay_1--;
- /* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ return;
+ }
- /* ---------- initialize player's initial push delay --------------------- */
+ int time_to_go = ABS(time_final - time);
+ int time_count_dir = (time < time_final ? +1 : -1);
- /* dynamically adjust player properties according to game engine version */
- game.initial_push_delay_value =
- (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+ if (time_to_go < time_count_steps)
+ time_count_steps = 1;
- /* ---------- initialize changing elements ------------------------------- */
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * time_score;
- /* initialize changing elements information */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- struct ElementInfo *ei = &element_info[i];
+ // set final score to correct rounding differences after counting score
+ if (time == time_final)
+ score = score_final;
- /* this pointer might have been changed in the level editor */
- ei->change = &ei->change_page[0];
+ LevelSolved_DisplayFinalGameValues(time, score, health);
- if (!IS_CUSTOM_ELEMENT(i))
- {
- ei->change->target_element = EL_EMPTY_SPACE;
- ei->change->delay_fixed = 0;
- ei->change->delay_random = 0;
- ei->change->delay_frames = 1;
+ if (time == time_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
}
- ei->change_events = CE_BITMASK_DEFAULT;
- for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+ if (health != health_final)
{
- ei->event_page_nr[j] = 0;
- ei->event_page[j] = &ei->change_page[0];
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
+
+ return;
+ }
+
+ int health_count_dir = (health < health_final ? +1 : -1);
+
+ health += health_count_dir;
+ score += time_score;
+
+ LevelSolved_DisplayFinalGameValues(time, score, health);
+
+ if (health == health_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
}
}
- /* add changing elements from pre-defined list */
- for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+ game.panel.active = FALSE;
+
+ if (game_over_delay_3 > 0)
{
- struct ChangingElementInfo *ch_delay = &change_delay_list[i];
- struct ElementInfo *ei = &element_info[ch_delay->element];
+ game_over_delay_3--;
- ei->change->target_element = ch_delay->target_element;
- ei->change->delay_fixed = ch_delay->change_delay;
+ return;
+ }
- ei->change->pre_change_function = ch_delay->pre_change_function;
- ei->change->change_function = ch_delay->change_function;
- ei->change->post_change_function = ch_delay->post_change_function;
+ GameEnd();
+}
- ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+void GameEnd(void)
+{
+ // used instead of "level_nr" (needed for network games)
+ int last_level_nr = levelset.level_nr;
-#if 1
- SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-#endif
+ game.LevelSolved_GameEnd = TRUE;
+
+ if (game.LevelSolved_SaveTape)
+ {
+ // make sure that request dialog to save tape does not open door again
+ if (!global.use_envelope_request)
+ CloseDoor(DOOR_CLOSE_1);
+
+ SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
+
+ // set unique basename for score tape (also saved in high score table)
+ strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
}
-#if 1
- /* add change events from custom element configuration */
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ // if no tape is to be saved, close both doors simultaneously
+ CloseDoor(DOOR_CLOSE_ALL);
+
+ if (level_editor_test_game)
{
- struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+ SetGameStatus(GAME_MODE_MAIN);
- for (j = 0; j < ei->num_change_pages; j++)
- {
- if (!ei->change_page[j].can_change)
- continue;
+ DrawMainMenu();
- for (k = 0; k < NUM_CHANGE_EVENTS; k++)
- {
- /* only add event page for the first page found with this event */
- if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
- !(ei->change_events & CH_EVENT_BIT(k)))
- {
- ei->change_events |= CH_EVENT_BIT(k);
- ei->event_page_nr[k] = j;
- ei->event_page[k] = &ei->change_page[j];
- }
- }
- }
+ return;
}
-#else
+ if (!game.LevelSolved_SaveScore)
+ {
+ SetGameStatus(GAME_MODE_MAIN);
- /* add change events from custom element configuration */
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ DrawMainMenu();
+
+ return;
+ }
+
+ if (level_nr == leveldir_current->handicap_level)
{
- int element = EL_CUSTOM_START + i;
+ leveldir_current->handicap_level++;
- /* only add custom elements that change after fixed/random frame delay */
- if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
- element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
+ SaveLevelSetup_SeriesInfo();
}
-#endif
- /* ---------- initialize run-time trigger player and element ------------- */
+ // save score and score tape before potentially erasing tape below
+ NewHighScore(last_level_nr);
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ if (setup.increment_levels &&
+ level_nr < leveldir_current->last_level &&
+ !network_playing)
{
- struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+ level_nr++; // advance to next level
+ TapeErase(); // start with empty tape
- for (j = 0; j < ei->num_change_pages; j++)
+ if (setup.auto_play_next_level)
{
- ei->change_page[j].actual_trigger_element = EL_EMPTY;
- ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+ LoadLevel(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
}
}
- /* ---------- initialize trigger events ---------------------------------- */
-
- /* initialize trigger events information */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- trigger_events[i] = EP_BITMASK_DEFAULT;
+ if (scores.last_added >= 0 && setup.show_scores_after_game)
+ {
+ SetGameStatus(GAME_MODE_SCORES);
-#if 1
- /* add trigger events from element change event properties */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ DrawHallOfFame(last_level_nr);
+ }
+ else if (setup.auto_play_next_level && setup.increment_levels &&
+ last_level_nr < leveldir_current->last_level &&
+ !network_playing)
{
- struct ElementInfo *ei = &element_info[i];
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ }
+ else
+ {
+ SetGameStatus(GAME_MODE_MAIN);
- for (j = 0; j < ei->num_change_pages; j++)
+ DrawMainMenu();
+ }
+}
+
+static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
+ boolean one_score_entry_per_name)
+{
+ int i;
+
+ if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
+ return -1;
+
+ for (i = 0; i < MAX_SCORE_ENTRIES; i++)
+ {
+ struct ScoreEntry *entry = &list->entry[i];
+ boolean score_is_better = (new_entry->score > entry->score);
+ boolean score_is_equal = (new_entry->score == entry->score);
+ boolean time_is_better = (new_entry->time < entry->time);
+ boolean time_is_equal = (new_entry->time == entry->time);
+ boolean better_by_score = (score_is_better ||
+ (score_is_equal && time_is_better));
+ boolean better_by_time = (time_is_better ||
+ (time_is_equal && score_is_better));
+ boolean is_better = (level.rate_time_over_score ? better_by_time :
+ better_by_score);
+ boolean entry_is_empty = (entry->score == 0 &&
+ entry->time == 0);
+
+ // prevent adding server score entries if also existing in local score file
+ // (special case: historic score entries have an empty tape basename entry)
+ if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
+ !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
+ return -1;
+
+ if (is_better || entry_is_empty)
{
- if (!ei->change_page[j].can_change)
- continue;
+ // player has made it to the hall of fame
- if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+ if (i < MAX_SCORE_ENTRIES - 1)
{
- int trigger_element = ei->change_page[j].trigger_element;
+ int m = MAX_SCORE_ENTRIES - 1;
+ int l;
- if (IS_GROUP_ELEMENT(trigger_element))
+ if (one_score_entry_per_name)
{
- struct ElementGroupInfo *group = element_info[trigger_element].group;
+ for (l = i; l < MAX_SCORE_ENTRIES; l++)
+ if (strEqual(list->entry[l].name, new_entry->name))
+ m = l;
- for (k = 0; k < group->num_elements_resolved; k++)
- trigger_events[group->element_resolved[k]]
- |= ei->change_page[j].events;
+ if (m == i) // player's new highscore overwrites his old one
+ goto put_into_list;
}
- else
- trigger_events[trigger_element] |= ei->change_page[j].events;
+
+ for (l = m; l > i; l--)
+ list->entry[l] = list->entry[l - 1];
}
- }
- }
-#else
- /* add trigger events from element change event properties */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
- trigger_events[element_info[i].change->trigger_element] |=
- element_info[i].change->events;
-#endif
- /* ---------- initialize push delay -------------------------------------- */
+ put_into_list:
+
+ *entry = *new_entry;
- /* initialize push delay values to default */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- if (!IS_CUSTOM_ELEMENT(i))
+ return i;
+ }
+ else if (one_score_entry_per_name &&
+ strEqual(entry->name, new_entry->name))
{
- element_info[i].push_delay_fixed = game.default_push_delay_fixed;
- element_info[i].push_delay_random = game.default_push_delay_random;
+ // player already in high score list with better score or time
+
+ return -1;
}
}
- /* set push delay value for certain elements from pre-defined list */
- for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
- {
- int e = push_delay_list[i].element;
-
- element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
- element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
- }
+ return -1;
+}
- /* set push delay value for Supaplex elements for newer engine versions */
- if (game.engine_version >= VERSION_IDENT(3,1,0,0))
- {
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- if (IS_SP_ELEMENT(i))
- {
- element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
- element_info[i].push_delay_random = 0; /* ... from falling zonk */
- }
- }
- }
+void NewHighScore(int level_nr)
+{
+ struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
+ boolean one_per_name = FALSE;
- /* ---------- initialize move stepsize ----------------------------------- */
+ strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
+ strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
- /* initialize move stepsize values to default */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+ new_entry.score = game.score_final;
+ new_entry.time = game.score_time_final;
- /* set move stepsize value for certain elements from pre-defined list */
- for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ LoadScore(level_nr);
+
+ scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
+
+ if (scores.last_added >= 0)
{
- int e = move_stepsize_list[i].element;
+ SaveScore(level_nr);
- element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+ // store last added local score entry (before merging server scores)
+ scores.last_added_local = scores.last_added;
}
-#if 0
- /* ---------- initialize move dig/leave ---------------------------------- */
-
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (game.LevelSolved_SaveTape)
{
- element_info[i].can_leave_element = FALSE;
- element_info[i].can_leave_element_last = FALSE;
+ SaveScoreTape(level_nr);
+ SaveServerScore(level_nr);
}
-#endif
+}
- /* ---------- initialize gem count --------------------------------------- */
+void MergeServerScore(void)
+{
+ struct ScoreEntry last_added_entry;
+ boolean one_per_name = FALSE;
+ int i;
- /* initialize gem count values for each element */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].collect_count = 0;
+ if (scores.last_added >= 0)
+ last_added_entry = scores.entry[scores.last_added];
- /* add gem count values for all elements from pre-defined list */
- for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
- element_info[collect_count_list[i].element].collect_count =
- collect_count_list[i].count;
+ for (i = 0; i < server_scores.num_entries; i++)
+ {
+ int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
- /* ---------- initialize access direction -------------------------------- */
+ if (pos >= 0 && pos <= scores.last_added)
+ scores.last_added++;
+ }
- /* initialize access direction values to default (access from every side) */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].access_direction = MV_ALL_DIRECTIONS;
+ if (scores.last_added >= MAX_SCORE_ENTRIES)
+ {
+ scores.last_added = MAX_SCORE_ENTRIES - 1;
+ scores.force_last_added = TRUE;
- /* set access direction value for certain elements from pre-defined list */
- for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
- element_info[access_direction_list[i].element].access_direction =
- access_direction_list[i].direction;
+ scores.entry[scores.last_added] = last_added_entry;
+ }
}
-
-/*
- =============================================================================
- InitGame()
- -----------------------------------------------------------------------------
- initialize and start new game
- =============================================================================
-*/
-
-void InitGame()
+static int getElementMoveStepsizeExt(int x, int y, int direction)
{
- boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
- boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
- boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
- int i, j, k, x, y;
+ int element = Tile[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int horiz_move = (dx != 0);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
- InitGameEngine();
+ // special values for move stepsize for spring and things on conveyor belt
+ if (horiz_move)
+ {
+ if (CAN_FALL(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ }
-#if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
- printf("Using new amoeba code.\n");
-#else
- printf("Using old amoeba code.\n");
-#endif
-#endif
-#endif
+ return step;
+}
- /* don't play tapes over network */
- network_playing = (options.network && !tape.playing);
+static int getElementMoveStepsize(int x, int y)
+{
+ return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
- for (i = 0; i < MAX_PLAYERS; i++)
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+ if (player->GfxAction != action || player->GfxDir != dir)
{
- struct PlayerInfo *player = &stored_player[i];
+ player->GfxAction = action;
+ player->GfxDir = dir;
+ player->Frame = 0;
+ player->StepFrame = 0;
+ }
+}
- player->index_nr = i;
- player->index_bit = (1 << i);
- player->element_nr = EL_PLAYER_1 + i;
+static void ResetGfxFrame(int x, int y)
+{
+ // profiling showed that "autotest" spends 10~20% of its time in this function
+ if (DrawingDeactivatedField())
+ return;
- player->present = FALSE;
- player->active = FALSE;
+ int element = Tile[x][y];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+}
- player->action = 0;
- player->effective_action = 0;
- player->programmed_action = 0;
+static void ResetGfxAnimation(int x, int y)
+{
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
- player->score = 0;
- player->gems_still_needed = level.gems_needed;
- player->sokobanfields_still_needed = 0;
- player->lights_still_needed = 0;
- player->friends_still_needed = 0;
+ ResetGfxFrame(x, y);
+}
- for (j = 0; j < MAX_KEYS; j++)
- player->key[j] = FALSE;
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
- player->dynabomb_count = 0;
- player->dynabomb_size = 1;
- player->dynabombs_left = 0;
- player->dynabomb_xl = FALSE;
+static void InitMovingField(int x, int y, int direction)
+{
+ int element = Tile[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int newx = x + dx;
+ int newy = y + dy;
+ boolean is_moving_before, is_moving_after;
- player->MovDir = MV_NO_MOVING;
- player->MovPos = 0;
- player->GfxPos = 0;
- player->GfxDir = MV_NO_MOVING;
- player->GfxAction = ACTION_DEFAULT;
- player->Frame = 0;
- player->StepFrame = 0;
+ // check if element was/is moving or being moved before/after mode change
+ is_moving_before = (WasJustMoving[x][y] != 0);
+ is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
- player->use_murphy_graphic = FALSE;
+ // reset animation only for moving elements which change direction of moving
+ // or which just started or stopped moving
+ // (else CEs with property "can move" / "not moving" are reset each frame)
+ if (is_moving_before != is_moving_after ||
+ direction != MovDir[x][y])
+ ResetGfxAnimation(x, y);
- player->block_last_field = FALSE;
- player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
+ MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
- player->actual_frame_counter = 0;
+ GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+ direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
- player->step_counter = 0;
+ // this is needed for CEs with property "can move" / "not moving"
- player->last_move_dir = MV_NO_MOVING;
+ if (is_moving_after)
+ {
+ if (Tile[newx][newy] == EL_EMPTY)
+ Tile[newx][newy] = EL_BLOCKED;
- player->is_waiting = FALSE;
- player->is_moving = FALSE;
- player->is_auto_moving = FALSE;
- player->is_digging = FALSE;
- player->is_snapping = FALSE;
- player->is_collecting = FALSE;
- player->is_pushing = FALSE;
- player->is_switching = FALSE;
- player->is_dropping = FALSE;
+ MovDir[newx][newy] = MovDir[x][y];
- player->is_bored = FALSE;
- player->is_sleeping = FALSE;
+ CustomValue[newx][newy] = CustomValue[x][y];
- player->frame_counter_bored = -1;
- player->frame_counter_sleeping = -1;
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
+ }
+}
- player->anim_delay_counter = 0;
- player->post_delay_counter = 0;
+void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
+{
+ int direction = MovDir[x][y];
+ int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
+ int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
- player->action_waiting = ACTION_DEFAULT;
- player->last_action_waiting = ACTION_DEFAULT;
- player->special_action_bored = ACTION_DEFAULT;
- player->special_action_sleeping = ACTION_DEFAULT;
+ *goes_to_x = newx;
+ *goes_to_y = newy;
+}
- player->num_special_action_bored = 0;
- player->num_special_action_sleeping = 0;
+void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
+{
+ int oldx = x, oldy = y;
+ int direction = MovDir[x][y];
- /* determine number of special actions for bored and sleeping animation */
- for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
- {
- boolean found = FALSE;
+ if (direction == MV_LEFT)
+ oldx++;
+ else if (direction == MV_RIGHT)
+ oldx--;
+ else if (direction == MV_UP)
+ oldy++;
+ else if (direction == MV_DOWN)
+ oldy--;
- for (k = 0; k < NUM_DIRECTIONS; k++)
- if (el_act_dir2img(player->element_nr, j, k) !=
- el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
- found = TRUE;
+ *comes_from_x = oldx;
+ *comes_from_y = oldy;
+}
- if (found)
- player->num_special_action_bored++;
- else
- break;
- }
- for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
- {
- boolean found = FALSE;
+static int MovingOrBlocked2Element(int x, int y)
+{
+ int element = Tile[x][y];
- for (k = 0; k < NUM_DIRECTIONS; k++)
- if (el_act_dir2img(player->element_nr, j, k) !=
- el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
- found = TRUE;
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
- if (found)
- player->num_special_action_sleeping++;
- else
- break;
- }
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Tile[oldx][oldy];
+ }
+ else
+ return element;
+}
- player->switch_x = -1;
- player->switch_y = -1;
+static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
+{
+ // like MovingOrBlocked2Element(), but if element is moving
+ // and (x,y) is the field the moving element is just leaving,
+ // return EL_BLOCKED instead of the element value
+ int element = Tile[x][y];
- player->show_envelope = 0;
+ if (IS_MOVING(x, y))
+ {
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Tile[oldx][oldy];
+ }
+ else
+ return EL_BLOCKED;
+ }
+ else
+ return element;
+}
- player->move_delay_reset_counter = 0;
+static void RemoveField(int x, int y)
+{
+ Tile[x][y] = EL_EMPTY;
- player->push_delay = 0;
- player->push_delay_value = game.initial_push_delay_value;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
- player->drop_delay = 0;
+ CustomValue[x][y] = 0;
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ AmoebaNr[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ Pushed[x][y] = FALSE;
- player->shield_normal_time_left = 0;
- player->shield_deadly_time_left = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NONE;
+}
- player->inventory_infinite_element = EL_UNDEFINED;
- player->inventory_size = 0;
+static void RemoveMovingField(int x, int y)
+{
+ int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Tile[x][y];
+ int next_element = EL_UNDEFINED;
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
+ return;
- player->LevelSolved = FALSE;
- player->GameOver = FALSE;
- }
+ if (IS_MOVING(x, y))
+ {
+ Moving2Blocked(x, y, &newx, &newy);
- network_player_action_received = FALSE;
+ if (Tile[newx][newy] != EL_BLOCKED)
+ {
+ // element is moving, but target field is not free (blocked), but
+ // already occupied by something different (example: acid pool);
+ // in this case, only remove the moving field, but not the target
-#if defined(PLATFORM_UNIX)
- /* initial null action */
- if (network_playing)
- SendToServer_MovePlayer(MV_NO_MOVING);
-#endif
+ RemoveField(oldx, oldy);
- ZX = ZY = -1;
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- FrameCounter = 0;
- TimeFrames = 0;
- TimePlayed = 0;
- TimeLeft = level.time;
- TapeTime = 0;
+ TEST_DrawLevelField(oldx, oldy);
- ScreenMovDir = MV_NO_MOVING;
- ScreenMovPos = 0;
- ScreenGfxPos = 0;
+ return;
+ }
+ }
+ else if (element == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ return;
+ }
- ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
+ if (element == EL_BLOCKED &&
+ (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
+ Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+ Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+ Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
+ Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
+ next_element = get_next_element(Tile[oldx][oldy]);
- AllPlayersGone = FALSE;
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
- game.yamyam_content_nr = 0;
- game.magic_wall_active = FALSE;
- game.magic_wall_time_left = 0;
- game.light_time_left = 0;
- game.timegate_time_left = 0;
- game.switchgate_pos = 0;
- game.balloon_dir = MV_NO_MOVING;
- game.gravity = level.initial_gravity;
- game.explosions_delayed = TRUE;
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- game.envelope_active = FALSE;
+ if (next_element != EL_UNDEFINED)
+ Tile[oldx][oldy] = next_element;
- for (i = 0; i < NUM_BELTS; i++)
- {
- game.belt_dir[i] = MV_NO_MOVING;
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
- }
+ TEST_DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(newx, newy);
+}
- for (i = 0; i < MAX_NUM_AMOEBA; i++)
- AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+void DrawDynamite(int x, int y)
+{
+ int sx = SCREENX(x), sy = SCREENY(y);
+ int graphic = el2img(Tile[x][y]);
+ int frame;
- for (x = 0; x < lev_fieldx; x++)
- {
- for (y = 0; y < lev_fieldy; y++)
- {
- Feld[x][y] = level.field[x][y];
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
- AmoebaNr[x][y] = 0;
- WasJustMoving[x][y] = 0;
- WasJustFalling[x][y] = 0;
- Stop[x][y] = FALSE;
- Pushed[x][y] = FALSE;
+ if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+ return;
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
- ExplodePhase[x][y] = 0;
- ExplodeDelay[x][y] = 0;
- ExplodeField[x][y] = EX_TYPE_NONE;
+ if (Back[x][y])
+ DrawLevelElement(x, y, Back[x][y]);
+ else if (Store[x][y])
+ DrawLevelElement(x, y, Store[x][y]);
+ else if (game.use_masked_elements)
+ DrawLevelElement(x, y, EL_EMPTY);
- RunnerVisit[x][y] = 0;
- PlayerVisit[x][y] = 0;
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- GfxFrame[x][y] = 0;
- GfxRandom[x][y] = INIT_GFX_RANDOM();
- GfxElement[x][y] = EL_UNDEFINED;
- GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
- }
- }
+ if (Back[x][y] || Store[x][y] || game.use_masked_elements)
+ DrawGraphicThruMask(sx, sy, graphic, frame);
+ else
+ DrawGraphic(sx, sy, graphic, frame);
+}
- for (y = 0; y < lev_fieldy; y++)
+static void CheckDynamite(int x, int y)
+{
+ if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
{
- for (x = 0; x < lev_fieldx; x++)
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] != 0)
{
- if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
- emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
- emulate_sb = FALSE;
- if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
- emulate_sp = FALSE;
+ DrawDynamite(x, y);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
- InitField(x, y, TRUE);
+ return;
}
}
- InitBeltMovement();
+ StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+ Bang(x, y);
+}
- /* initialize explosion and ignition delay */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+ boolean num_checked_players = 0;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (!IS_CUSTOM_ELEMENT(i))
+ if (stored_player[i].active)
{
- int num_phase = 8;
- int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
- game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
- game.emulation == EMU_SUPAPLEX ? 3 : 2);
- int last_phase = (num_phase + 1) * delay;
- int half_phase = (num_phase / 2) * delay;
+ int sx = stored_player[i].jx;
+ int sy = stored_player[i].jy;
- element_info[i].explosion_delay = last_phase - 1;
- element_info[i].ignition_delay = half_phase;
+ if (num_checked_players == 0)
+ {
+ *sx1 = *sx2 = sx;
+ *sy1 = *sy2 = sy;
+ }
+ else
+ {
+ *sx1 = MIN(*sx1, sx);
+ *sy1 = MIN(*sy1, sy);
+ *sx2 = MAX(*sx2, sx);
+ *sy2 = MAX(*sy2, sy);
+ }
-#if 0
- if (i == EL_BLACK_ORB)
- element_info[i].ignition_delay = 0;
-#else
- if (i == EL_BLACK_ORB)
- element_info[i].ignition_delay = 1;
-#endif
+ num_checked_players++;
}
+ }
+}
-#if 0
- if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
- element_info[i].explosion_delay = 1;
+static boolean checkIfAllPlayersFitToScreen_RND(void)
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
- if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
- element_info[i].ignition_delay = 1;
-#endif
- }
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- /* correct non-moving belts to start moving left */
- for (i = 0; i < NUM_BELTS; i++)
- if (game.belt_dir[i] == MV_NO_MOVING)
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+ return (sx2 - sx1 < SCR_FIELDX &&
+ sy2 - sy1 < SCR_FIELDY);
+}
- /* check if any connected player was not found in playfield */
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
- if (player->connected && !player->present)
- {
- for (j = 0; j < MAX_PLAYERS; j++)
- {
- struct PlayerInfo *some_player = &stored_player[j];
- int jx = some_player->jx, jy = some_player->jy;
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- /* assign first free player found that is present in the playfield */
- if (some_player->present && !some_player->connected)
- {
- player->present = TRUE;
- player->active = TRUE;
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
- some_player->present = FALSE;
- some_player->active = FALSE;
+static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
+{
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int new_scroll_x, new_scroll_y;
-#if 0
- player->element_nr = some_player->element_nr;
-#endif
+ if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ // case 1: quick relocation inside visible screen (without scrolling)
- StorePlayer[jx][jy] = player->element_nr;
- player->jx = player->last_jx = jx;
- player->jy = player->last_jy = jy;
+ RedrawPlayfield();
- break;
- }
- }
- }
+ return;
}
- if (tape.playing)
+ if (!level.shifted_relocation || center_screen)
{
- /* when playing a tape, eliminate all players which do not participate */
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- if (stored_player[i].active && !tape.player_participates[i])
- {
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
+ // relocation _with_ centering of screen
- player->active = FALSE;
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
- }
- }
+ new_scroll_x = SCROLL_POSITION_X(x);
+ new_scroll_y = SCROLL_POSITION_Y(y);
}
- else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ else
{
- /* when in single player mode, eliminate all but the first active player */
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- if (stored_player[i].active)
- {
- for (j = i + 1; j < MAX_PLAYERS; j++)
- {
- if (stored_player[j].active)
- {
- struct PlayerInfo *player = &stored_player[j];
- int jx = player->jx, jy = player->jy;
+ // relocation _without_ centering of screen
- player->active = FALSE;
- player->present = FALSE;
+ int center_scroll_x = SCROLL_POSITION_X(old_x);
+ int center_scroll_y = SCROLL_POSITION_Y(old_y);
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
- }
- }
- }
- }
+ // for new screen position, apply previous offset to center position
+ new_scroll_x = SCROLL_POSITION_X(offset_x);
+ new_scroll_y = SCROLL_POSITION_Y(offset_y);
}
- /* when recording the game, store which players take part in the game */
- if (tape.recording)
+ if (quick_relocation)
{
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- tape.player_participates[i] = TRUE;
- }
+ // case 2: quick relocation (redraw without visible scrolling)
- if (options.debug)
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+ scroll_x = new_scroll_x;
+ scroll_y = new_scroll_y;
- printf("Player %d: present == %d, connected == %d, active == %d.\n",
- i+1,
- player->present,
- player->connected,
- player->active);
- if (local_player == player)
- printf("Player %d is local player.\n", i+1);
- }
- }
+ RedrawPlayfield();
- if (BorderElement == EL_EMPTY)
- {
- SBX_Left = 0;
- SBX_Right = lev_fieldx - SCR_FIELDX;
- SBY_Upper = 0;
- SBY_Lower = lev_fieldy - SCR_FIELDY;
- }
- else
- {
- SBX_Left = -1;
- SBX_Right = lev_fieldx - SCR_FIELDX + 1;
- SBY_Upper = -1;
- SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+ return;
}
- if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
- SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
-
- if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
- SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
-
- /* if local player not found, look for custom element that might create
- the player (make some assumptions about the right custom element) */
- if (!local_player->present)
- {
- int start_x = 0, start_y = 0;
- int found_rating = 0;
- int found_element = EL_UNDEFINED;
+ // case 3: visible relocation (with scrolling to new position)
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
- {
- int element = Feld[x][y];
- int content;
- int xx, yy;
- boolean is_player;
+ ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
- if (!IS_CUSTOM_ELEMENT(element))
- continue;
+ SetVideoFrameDelay(wait_delay_value);
- if (CAN_CHANGE(element))
- {
- for (i = 0; i < element_info[element].num_change_pages; i++)
- {
- content = element_info[element].change_page[i].target_element;
- is_player = ELEM_IS_PLAYER(content);
+ while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
+ {
+ int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+ int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
- if (is_player && (found_rating < 3 || element < found_element))
- {
- start_x = x;
- start_y = y;
+ if (dx == 0 && dy == 0) // no scrolling needed at all
+ break;
- found_rating = 3;
- found_element = element;
- }
- }
- }
+ scroll_x -= dx;
+ scroll_y -= dy;
- for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
- {
- content = element_info[element].content[xx][yy];
- is_player = ELEM_IS_PLAYER(content);
+ // set values for horizontal/vertical screen scrolling (half tile size)
+ int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
+ int dir_y = (dy != 0 ? MV_VERTICAL : 0);
+ int pos_x = dx * TILEX / 2;
+ int pos_y = dy * TILEY / 2;
+ int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
+ int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
- if (is_player && (found_rating < 2 || element < found_element))
- {
- start_x = x + xx - 1;
- start_y = y + yy - 1;
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
- found_rating = 2;
- found_element = element;
- }
+ // scroll in two steps of half tile size to make things smoother
+ BlitScreenToBitmapExt_RND(window, fx, fy);
- if (!CAN_CHANGE(element))
- continue;
+ // scroll second step to align at full tile size
+ BlitScreenToBitmap(window);
+ }
- for (i = 0; i < element_info[element].num_change_pages; i++)
- {
- content= element_info[element].change_page[i].target_content[xx][yy];
- is_player = ELEM_IS_PLAYER(content);
+ DrawAllPlayers();
+ BackToFront();
- if (is_player && (found_rating < 1 || element < found_element))
- {
- start_x = x + xx - 1;
- start_y = y + yy - 1;
+ SetVideoFrameDelay(frame_delay_value_old);
+}
- found_rating = 1;
- found_element = element;
- }
- }
- }
- }
+static void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+ int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+ int player_nr = GET_PLAYER_NR(el_player);
+ struct PlayerInfo *player = &stored_player[player_nr];
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int old_jx = player->jx;
+ int old_jy = player->jy;
+ int old_element = Tile[old_jx][old_jy];
+ int element = Tile[jx][jy];
+ boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+ int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+ int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
+ int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+ int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
+ int leave_side_horiz = move_dir_horiz;
+ int leave_side_vert = move_dir_vert;
+ int enter_side = enter_side_horiz | enter_side_vert;
+ int leave_side = leave_side_horiz | leave_side_vert;
+
+ if (player->buried) // do not reanimate dead player
+ return;
- scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
- start_x > SBX_Right + MIDPOSX ? SBX_Right :
- start_x - MIDPOSX);
+ if (!player_relocated) // no need to relocate the player
+ return;
- scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- start_y - MIDPOSY);
- }
- else
+ if (IS_PLAYER(jx, jy)) // player already placed at new position
{
-#if 1
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
-
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
-#else
- scroll_x = SBX_Left;
- scroll_y = SBY_Upper;
- if (local_player->jx >= SBX_Left + MIDPOSX)
- scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
- local_player->jx - MIDPOSX :
- SBX_Right);
- if (local_player->jy >= SBY_Upper + MIDPOSY)
- scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
- local_player->jy - MIDPOSY :
- SBY_Lower);
-#endif
+ RemoveField(jx, jy); // temporarily remove newly placed player
+ DrawLevelField(jx, jy);
}
- CloseDoor(DOOR_CLOSE_1);
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ AdvanceFrameAndPlayerCounters(player->index_nr);
- DrawLevel();
- DrawAllPlayers();
+ DrawPlayer(player);
- /* after drawing the level, correct some elements */
- if (game.timegate_time_left == 0)
- CloseAllOpenTimegates();
+ BackToFront_WithFrameDelay(wait_delay_value);
+ }
- if (setup.soft_scrolling)
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+ DrawPlayer(player); // needed here only to cleanup last field
+ DrawLevelField(player->jx, player->jy); // remove player graphic
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
- FadeToFront();
+ player->is_moving = FALSE;
+ }
- /* copy default game door content to main double buffer */
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
- DrawGameDoorValues();
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
- UnmapGameButtons();
- UnmapTapeButtons();
- game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
- game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
- game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
- MapGameButtons();
- MapTapeButtons();
+ Tile[jx][jy] = el_player;
+ InitPlayerField(jx, jy, el_player, TRUE);
- /* copy actual game door content to door double buffer for OpenDoor() */
- BlitBitmap(drawto, bitmap_db_door,
- DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+ /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
+ possible that the relocation target field did not contain a player element,
+ but a walkable element, to which the new player was relocated -- in this
+ case, restore that (already initialized!) element on the player field */
+ if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
+ {
+ Tile[jx][jy] = element; // restore previously existing element
+ }
- OpenDoor(DOOR_OPEN_ALL);
+ // only visually relocate centered player
+ DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+ FALSE, level.instant_relocation);
- PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+ TestIfPlayerTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
- if (setup.sound_music)
- PlayLevelMusic();
+ if (IS_CUSTOM_ELEMENT(element))
+ CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
- KeyboardAutoRepeatOffUnlessAutoplay();
+ CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
- if (options.debug)
+ if (player->is_switching)
{
- for (i = 0; i < MAX_PLAYERS; i++)
- printf("Player %d %sactive.\n",
- i + 1, (stored_player[i].active ? "" : "not "));
- }
+ /* ensure that relocation while still switching an element does not cause
+ a new element to be treated as also switched directly after relocation
+ (this is important for teleporter switches that teleport the player to
+ a place where another teleporter switch is in the same direction, which
+ would then incorrectly be treated as immediately switched before the
+ direction key that caused the switch was released) */
-#if 0
- printf("::: starting game [%d]\n", FrameCounter);
-#endif
+ player->switch_x += jx - old_jx;
+ player->switch_y += jy - old_jy;
+ }
}
-void InitMovDir(int x, int y)
-{
- int i, element = Feld[x][y];
- static int xy[4][2] =
- {
- { 0, +1 },
- { +1, 0 },
- { 0, -1 },
- { -1, 0 }
- };
- static int direction[3][4] =
- {
- { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
- { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
- { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
- };
+static void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+ int last_phase;
+ int border_element;
- switch(element)
- {
- case EL_BUG_RIGHT:
- case EL_BUG_UP:
- case EL_BUG_LEFT:
- case EL_BUG_DOWN:
- Feld[x][y] = EL_BUG;
- MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
- break;
+ // !!! eliminate this variable !!!
+ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
- case EL_SPACESHIP_RIGHT:
- case EL_SPACESHIP_UP:
- case EL_SPACESHIP_LEFT:
- case EL_SPACESHIP_DOWN:
- Feld[x][y] = EL_SPACESHIP;
- MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
- break;
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
- case EL_BD_BUTTERFLY_RIGHT:
- case EL_BD_BUTTERFLY_UP:
- case EL_BD_BUTTERFLY_LEFT:
- case EL_BD_BUTTERFLY_DOWN:
- Feld[x][y] = EL_BD_BUTTERFLY;
- MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
- break;
+ if (phase == EX_PHASE_START) // initialize 'Store[][]' field
+ {
+ int center_element = Tile[ex][ey];
+ int artwork_element, explosion_element; // set these values later
- case EL_BD_FIREFLY_RIGHT:
- case EL_BD_FIREFLY_UP:
- case EL_BD_FIREFLY_LEFT:
- case EL_BD_FIREFLY_DOWN:
- Feld[x][y] = EL_BD_FIREFLY;
- MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
- break;
+ // remove things displayed in background while burning dynamite
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
- case EL_PACMAN_RIGHT:
- case EL_PACMAN_UP:
- case EL_PACMAN_LEFT:
- case EL_PACMAN_DOWN:
- Feld[x][y] = EL_PACMAN;
- MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
- break;
+ 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);
+ Tile[ex][ey] = center_element;
+ }
- case EL_SP_SNIKSNAK:
- MovDir[x][y] = MV_UP;
- break;
+ // now "center_element" is finally determined -- set related values now
+ artwork_element = center_element; // for custom player artwork
+ explosion_element = center_element; // for custom player artwork
- case EL_SP_ELECTRON:
- MovDir[x][y] = MV_LEFT;
- break;
+ if (IS_PLAYER(ex, ey))
+ {
+ int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
- case EL_MOLE_LEFT:
- case EL_MOLE_RIGHT:
- case EL_MOLE_UP:
- case EL_MOLE_DOWN:
- Feld[x][y] = EL_MOLE;
- MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
- break;
+ artwork_element = stored_player[player_nr].artwork_element;
- default:
- if (IS_CUSTOM_ELEMENT(element))
+ if (level.use_explosion_element[player_nr])
{
- struct ElementInfo *ei = &element_info[element];
- int move_direction_initial = ei->move_direction_initial;
- int move_pattern = ei->move_pattern;
+ explosion_element = level.explosion_element[player_nr];
+ artwork_element = explosion_element;
+ }
+ }
- if (move_direction_initial == MV_START_PREVIOUS)
- {
- if (MovDir[x][y] != MV_NO_MOVING)
- return;
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
- move_direction_initial = MV_START_AUTOMATIC;
- }
+ last_phase = element_info[explosion_element].explosion_delay + 1;
- if (move_direction_initial == MV_START_RANDOM)
- MovDir[x][y] = 1 << RND(4);
- else if (move_direction_initial & MV_ANY_DIRECTION)
- MovDir[x][y] = move_direction_initial;
- else if (move_pattern == MV_ALL_DIRECTIONS ||
- move_pattern == MV_TURNING_LEFT ||
- move_pattern == MV_TURNING_RIGHT ||
- move_pattern == MV_TURNING_LEFT_RIGHT ||
- move_pattern == MV_TURNING_RIGHT_LEFT ||
- move_pattern == MV_TURNING_RANDOM)
- MovDir[x][y] = 1 << RND(4);
- else if (move_pattern == MV_HORIZONTAL)
- MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
- else if (move_pattern == MV_VERTICAL)
- MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
- else if (move_pattern & MV_ANY_DIRECTION)
- MovDir[x][y] = element_info[element].move_pattern;
- else if (move_pattern == MV_ALONG_LEFT_SIDE ||
- move_pattern == MV_ALONG_RIGHT_SIDE)
- {
-#if 1
- /* use random direction as default start direction */
- if (game.engine_version >= VERSION_IDENT(3,1,0,2))
- MovDir[x][y] = 1 << RND(4);
-#endif
+ for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+ {
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
+ int element;
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
+ if (!IN_LEV_FIELD(x, y) ||
+ (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+ (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
+ continue;
- if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
- {
- if (move_pattern == MV_ALONG_RIGHT_SIDE)
- MovDir[x][y] = direction[0][i];
- else
- MovDir[x][y] = direction[1][i];
+ element = Tile[x][y];
- break;
- }
- }
- }
- }
- else
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
- MovDir[x][y] = 1 << RND(4);
+ element = MovingOrBlocked2Element(x, y);
- if (element != EL_BUG &&
- element != EL_SPACESHIP &&
- element != EL_BD_BUTTERFLY &&
- element != EL_BD_FIREFLY)
- break;
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
+ }
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
+ // indestructible elements can only explode in center (but not flames)
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+ mode == EX_TYPE_BORDER)) ||
+ element == EL_FLAMES)
+ continue;
- if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
- {
- if (element == EL_BUG || element == EL_BD_BUTTERFLY)
- {
- MovDir[x][y] = direction[0][i];
- break;
- }
- else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
- {
- MovDir[x][y] = direction[1][i];
- break;
- }
- }
+ /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
+ behaviour, for example when touching a yamyam that explodes to rocks
+ with active deadly shield, a rock is created under the player !!! */
+ // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
+#if 0
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+ (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+ (x == ex && y == ey && mode != EX_TYPE_BORDER)))
+#else
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ // re-activate things under the bomb like gate or penguin
+ Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ Back[x][y] = 0;
}
+
+ continue;
}
- break;
- }
- GfxDir[x][y] = MovDir[x][y];
-}
+ // save walkable background elements while explosion on same tile
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey || mode == EX_TYPE_BORDER))
+ Back[x][y] = element;
-void InitAmoebaNr(int x, int y)
-{
- int i;
- int group_nr = AmoebeNachbarNr(x, y);
+ // ignite explodable elements reached by other explosion
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
- if (group_nr == 0)
- {
- for (i = 1; i < MAX_NUM_AMOEBA; i++)
- {
- if (AmoebaCnt[i] == 0)
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
{
- group_nr = i;
- break;
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
}
- }
- }
- AmoebaNr[x][y] = group_nr;
- AmoebaCnt[group_nr]++;
- AmoebaCnt2[group_nr]++;
-}
+ RemoveField(x, y);
-void GameWon()
-{
- int hi_pos;
- boolean raise_level = FALSE;
+ if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+ {
+ int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
- if (local_player->MovPos)
- return;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+ if (PLAYERINFO(ex, ey)->use_murphy)
+ Store[x][y] = EL_EMPTY;
+ }
+
+ // !!! check this case -- currently needed for rnd_rado_negundo_v,
+ // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
+ else if (IS_PLAYER_ELEMENT(center_element))
+ Store[x][y] = EL_EMPTY;
+ else if (center_element == EL_YAMYAM)
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
+ else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content.e[xx][yy];
#if 1
- if (tape.auto_play) /* tape might already be stopped here */
- tape.auto_play_level_solved = TRUE;
+ // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+ // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+ // otherwise) -- FIX THIS !!!
+ else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
+ Store[x][y] = element_info[element].content.e[1][1];
#else
- if (tape.playing && tape.auto_play)
- tape.auto_play_level_solved = TRUE;
+ else if (!CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content.e[1][1];
#endif
+ else
+ Store[x][y] = EL_EMPTY;
- local_player->LevelSolved = FALSE;
+ if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+ center_element == EL_AMOEBA_TO_DIAMOND)
+ Store2[x][y] = element;
- PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+ Tile[x][y] = EL_EXPLOSION;
+ GfxElement[x][y] = artwork_element;
- if (TimeLeft)
- {
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ ExplodePhase[x][y] = 1;
+ ExplodeDelay[x][y] = last_phase;
- while (TimeLeft > 0)
- {
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
- if (TimeLeft > 0 && !(TimeLeft % 10))
- RaiseScore(level.score[SC_TIME_BONUS]);
- if (TimeLeft > 100 && !(TimeLeft % 10))
- TimeLeft -= 10;
- else
- TimeLeft--;
+ Stop[x][y] = TRUE;
+ }
+
+ if (center_element == EL_YAMYAM)
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+
+ return;
+ }
+
+ if (Stop[ex][ey])
+ return;
+
+ x = ex;
+ y = ey;
+
+ if (phase == 1)
+ GfxFrame[x][y] = 0; // restart explosion animation
+
+ last_phase = ExplodeDelay[x][y];
+
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+ // this can happen if the player leaves an explosion just in time
+ if (GfxElement[x][y] == EL_UNDEFINED)
+ GfxElement[x][y] = EL_EMPTY;
- DrawGameValue_Time(TimeLeft);
+ border_element = Store2[x][y];
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ border_element = StorePlayer[x][y];
- BackToFront();
+ if (phase == element_info[border_element].ignition_delay ||
+ phase == last_phase)
+ {
+ boolean border_explosion = FALSE;
- if (!tape.playing)
- Delay(10);
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+ !PLAYER_EXPLOSION_PROTECTED(x, y))
+ {
+ KillPlayerUnlessExplosionProtected(x, y);
+ border_explosion = TRUE;
+ }
+ else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+ {
+ Tile[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ border_explosion = TRUE;
+ }
+ else if (border_element == EL_AMOEBA_TO_DIAMOND)
+ {
+ AmoebaToDiamond(x, y);
+ Store2[x][y] = 0;
+ border_explosion = TRUE;
}
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
+ // if an element just explodes due to another explosion (chain-reaction),
+ // do not immediately end the new explosion when it was the last frame of
+ // the explosion (as it would be done in the following "if"-statement!)
+ if (border_explosion && phase == last_phase)
+ return;
}
- else if (level.time == 0) /* level without time limit */
+
+ if (phase == last_phase)
{
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ int element;
- while (TimePlayed < 999)
- {
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
- if (TimePlayed < 999 && !(TimePlayed % 10))
- RaiseScore(level.score[SC_TIME_BONUS]);
- if (TimePlayed < 900 && !(TimePlayed % 10))
- TimePlayed += 10;
- else
- TimePlayed++;
+ element = Tile[x][y] = Store[x][y];
+ Store[x][y] = Store2[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
- DrawGameValue_Time(TimePlayed);
+ // player can escape from explosions and might therefore be still alive
+ if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+ element <= EL_PLAYER_IS_EXPLODING_4)
+ {
+ int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+ int explosion_element = EL_PLAYER_1 + player_nr;
+ int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+ int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
- BackToFront();
+ if (level.use_explosion_element[player_nr])
+ explosion_element = level.explosion_element[player_nr];
- if (!tape.playing)
- Delay(10);
+ Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+ element_info[explosion_element].content.e[xx][yy]);
}
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- }
+ // restore probably existing indestructible background element
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Tile[x][y] = Back[x][y];
+ Back[x][y] = 0;
- /* close exit door after last player */
- if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
- {
- int element = Feld[ExitX][ExitY];
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NONE;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
- Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- EL_SP_EXIT_CLOSING);
+ CustomValue[x][y] = 0;
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
- }
+ InitField_WithBug2(x, y, FALSE);
- /* Hero disappears */
- DrawLevelField(ExitX, ExitY);
- BackToFront();
+ TEST_DrawLevelField(x, y);
- if (tape.playing)
- return;
+ TestIfElementTouchesCustomElement(x, y);
- CloseDoor(DOOR_CLOSE_1);
+ if (GFX_CRUMBLED(element))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
- if (tape.recording)
- {
- TapeStop();
- SaveTape(tape.level_nr); /* Ask to save tape */
- }
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+ StorePlayer[x][y] = 0;
- if (level_nr == leveldir_current->handicap_level)
- {
- leveldir_current->handicap_level++;
- SaveLevelSetup_SeriesInfo();
+ if (IS_PLAYER_ELEMENT(element))
+ RelocatePlayer(x, y, element);
}
+ else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- if (level_editor_test_game)
- local_player->score = -1; /* no highscore when playing from editor */
- else if (level_nr < leveldir_current->last_level)
- raise_level = TRUE; /* advance to next level */
+ if (phase == delay)
+ TEST_DrawLevelFieldCrumbled(x, y);
- if ((hi_pos = NewHiScore()) >= 0)
- {
- game_status = GAME_MODE_SCORES;
- DrawHallOfFame(hi_pos);
- if (raise_level)
+ if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
- level_nr++;
- TapeErase();
+ DrawLevelElement(x, y, Back[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
}
- }
- else
- {
- game_status = GAME_MODE_MAIN;
- if (raise_level)
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
{
- level_nr++;
- TapeErase();
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
}
- DrawMainMenu();
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+ DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
-
- BackToFront();
}
-int NewHiScore()
+static void DynaExplode(int ex, int ey)
{
- int k, l;
- int position = -1;
-
- LoadScore(level_nr);
-
- if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
- local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
- return -1;
-
- for (k = 0; k < MAX_SCORE_ENTRIES; k++)
+ int i, j;
+ int dynabomb_element = Tile[ex][ey];
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
+ static int xy[4][2] =
{
- if (local_player->score > highscore[k].Score)
- {
- /* player has made it to the hall of fame */
-
- if (k < MAX_SCORE_ENTRIES - 1)
- {
- int m = MAX_SCORE_ENTRIES - 1;
-
-#ifdef ONE_PER_NAME
- for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (!strcmp(setup.player_name, highscore[l].Name))
- m = l;
- if (m == k) /* player's new highscore overwrites his old one */
- goto put_into_list;
-#endif
-
- for (l = m; l > k; l--)
- {
- strcpy(highscore[l].Name, highscore[l - 1].Name);
- highscore[l].Score = highscore[l - 1].Score;
- }
- }
-
-#ifdef ONE_PER_NAME
- put_into_list:
-#endif
- 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_PLAYER_NAME_LEN))
- break; /* player already there with a higher score */
-#endif
-
- }
-
- if (position >= 0)
- SaveScore(level_nr);
-
- return position;
-}
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
-void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
-{
- if (player->GfxAction != action || player->GfxDir != dir)
+ if (IS_ACTIVE_BOMB(dynabomb_element))
{
-#if 0
- printf("Player frame reset! (%d => %d, %d => %d)\n",
- player->GfxAction, action, player->GfxDir, dir);
-#endif
-
- player->GfxAction = action;
- player->GfxDir = dir;
- player->Frame = 0;
- player->StepFrame = 0;
+ player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
}
-}
-
-static void ResetRandomAnimationValue(int x, int y)
-{
- GfxRandom[x][y] = INIT_GFX_RANDOM();
-}
-static void ResetGfxAnimation(int x, int y)
-{
- GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MovDir[x][y];
-}
+ Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
-void InitMovingField(int x, int y, int direction)
-{
- int element = Feld[x][y];
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int newx = x + dx;
- int newy = y + dy;
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ for (j = 1; j <= dynabomb_size; j++)
+ {
+ int x = ex + j * xy[i][0];
+ int y = ey + j * xy[i][1];
+ int element;
- if (!WasJustMoving[x][y] || direction != MovDir[x][y])
- ResetGfxAnimation(x, y);
+ if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
+ break;
- MovDir[newx][newy] = MovDir[x][y] = direction;
- GfxDir[x][y] = direction;
+ element = Tile[x][y];
- if (Feld[newx][newy] == EL_EMPTY)
- Feld[newx][newy] = EL_BLOCKED;
+ // do not restart explosions of fields with active bombs
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
- if (direction == MV_DOWN && CAN_FALL(element))
- GfxAction[x][y] = ACTION_FALLING;
- else
- GfxAction[x][y] = ACTION_MOVING;
+ Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
- GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxRandom[newx][newy] = GfxRandom[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
- GfxDir[newx][newy] = GfxDir[x][y];
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !IS_DIGGABLE(element) && !dynabomb_xl)
+ break;
+ }
+ }
}
-void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
+void Bang(int x, int y)
{
- int direction = MovDir[x][y];
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
-
- *goes_to_x = newx;
- *goes_to_y = newy;
-}
+ int element = MovingOrBlocked2Element(x, y);
+ int explosion_type = EX_TYPE_NORMAL;
-void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
-{
- int oldx = x, oldy = y;
- int direction = MovDir[x][y];
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
- if (direction == MV_LEFT)
- oldx++;
- else if (direction == MV_RIGHT)
- oldx--;
- else if (direction == MV_UP)
- oldy++;
- else if (direction == MV_DOWN)
- oldy--;
+ element = Tile[x][y] = player->initial_element;
- *comes_from_x = oldx;
- *comes_from_y = oldy;
-}
+ if (level.use_explosion_element[player->index_nr])
+ {
+ int explosion_element = level.explosion_element[player->index_nr];
-int MovingOrBlocked2Element(int x, int y)
-{
- int element = Feld[x][y];
+ if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+ explosion_type = EX_TYPE_CROSS;
+ else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+ explosion_type = EX_TYPE_CENTER;
+ }
+ }
- if (element == EL_BLOCKED)
+ switch (element)
{
- int oldx, oldy;
+ case EL_BUG:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_MOLE:
+ RaiseScoreElement(element);
+ break;
- Blocked2Moving(x, y, &oldx, &oldy);
- return Feld[oldx][oldy];
- }
- else
- return element;
-}
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ case EL_DYNABOMB_INCREASE_NUMBER:
+ case EL_DYNABOMB_INCREASE_SIZE:
+ case EL_DYNABOMB_INCREASE_POWER:
+ explosion_type = EX_TYPE_DYNA;
+ break;
-static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
-{
- /* like MovingOrBlocked2Element(), but if element is moving
- and (x,y) is the field the moving element is just leaving,
- return EL_BLOCKED instead of the element value */
- int element = Feld[x][y];
+ case EL_DC_LANDMINE:
+ explosion_type = EX_TYPE_CENTER;
+ break;
- if (IS_MOVING(x, y))
- {
- if (element == EL_BLOCKED)
- {
- int oldx, oldy;
+ case EL_PENGUIN:
+ case EL_LAMP:
+ case EL_LAMP_ACTIVE:
+ case EL_AMOEBA_TO_DIAMOND:
+ if (!IS_PLAYER(x, y)) // penguin and player may be at same field
+ explosion_type = EX_TYPE_CENTER;
+ break;
- Blocked2Moving(x, y, &oldx, &oldy);
- return Feld[oldx][oldy];
- }
- else
- return EL_BLOCKED;
+ default:
+ if (element_info[element].explosion_type == EXPLODES_CROSS)
+ explosion_type = EX_TYPE_CROSS;
+ else if (element_info[element].explosion_type == EXPLODES_1X1)
+ explosion_type = EX_TYPE_CENTER;
+ break;
}
+
+ if (explosion_type == EX_TYPE_DYNA)
+ DynaExplode(x, y);
else
- return element;
+ Explode(x, y, EX_PHASE_START, explosion_type);
+
+ CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}
-static void RemoveField(int x, int y)
+static void SplashAcid(int x, int y)
{
- Feld[x][y] = EL_EMPTY;
-
- MovPos[x][y] = 0;
- MovDir[x][y] = 0;
- MovDelay[x][y] = 0;
+ if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+ (!IN_LEV_FIELD(x - 1, y - 2) ||
+ !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+ Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
- AmoebaNr[x][y] = 0;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
- Pushed[x][y] = FALSE;
+ if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+ (!IN_LEV_FIELD(x + 1, y - 2) ||
+ !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+ Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
- GfxElement[x][y] = EL_UNDEFINED;
- GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
}
-void RemoveMovingField(int x, int y)
+static void InitBeltMovement(void)
{
- int oldx = x, oldy = y, newx = x, newy = y;
- int element = Feld[x][y];
- int next_element = EL_UNDEFINED;
-
- if (element != EL_BLOCKED && !IS_MOVING(x, y))
- return;
-
- if (IS_MOVING(x, y))
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ static int belt_base_active_element[4] =
{
- Moving2Blocked(x, y, &newx, &newy);
-#if 0
- if (Feld[newx][newy] != EL_BLOCKED)
- return;
-#else
- if (Feld[newx][newy] != EL_BLOCKED)
- {
- /* element is moving, but target field is not free (blocked), but
- already occupied by something different (example: acid pool);
- in this case, only remove the moving field, but not the target */
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
- RemoveField(oldx, oldy);
+ int x, y, i, j;
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+ // set frame order for belt animation graphic according to belt direction
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ int belt_nr = i;
- DrawLevelField(oldx, oldy);
+ for (j = 0; j < NUM_BELT_PARTS; j++)
+ {
+ int element = belt_base_active_element[belt_nr] + j;
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
- return;
+ if (game.belt_dir[i] == MV_LEFT)
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
+ else
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
-#endif
- }
- else if (element == EL_BLOCKED)
- {
- Blocked2Moving(x, y, &oldx, &oldy);
- if (!IS_MOVING(oldx, oldy))
- return;
}
- if (element == EL_BLOCKED &&
- (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
- Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
- Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
- Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
- next_element = get_next_element(Feld[oldx][oldy]);
-
- RemoveField(oldx, oldy);
- RemoveField(newx, newy);
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Tile[x][y];
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
- if (next_element != EL_UNDEFINED)
- Feld[oldx][oldy] = next_element;
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Tile[x][y] - belt_base_element[belt_nr];
- DrawLevelField(oldx, oldy);
- DrawLevelField(newx, newy);
+ Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
+ }
+ }
}
-void DrawDynamite(int x, int y)
+static void ToggleBeltSwitch(int x, int y)
{
- int sx = SCREENX(x), sy = SCREENY(y);
- int graphic = el2img(Feld[x][y]);
- int frame;
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+ static int belt_base_switch_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT
+ };
+ static int belt_move_dir[4] =
+ {
+ MV_LEFT,
+ MV_NONE,
+ MV_RIGHT,
+ MV_NONE,
+ };
- if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
- return;
+ int element = Tile[x][y];
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
+ int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+ int belt_dir = belt_move_dir[belt_dir_nr];
+ int xx, yy, i;
- if (IS_WALKABLE_INSIDE(Back[x][y]))
+ if (!IS_BELT_SWITCH(element))
return;
- if (Back[x][y])
- DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
- else if (Store[x][y])
- DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ game.belt_dir[belt_nr] = belt_dir;
- frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ if (belt_dir_nr == 3)
+ belt_dir_nr = 1;
-#if 1
- if (Back[x][y] || Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic, frame);
- else
- DrawGraphic(sx, sy, graphic, frame);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
- else if (Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic, frame);
- else
- DrawGraphic(sx, sy, graphic, frame);
-#endif
-}
+ // set frame order for belt animation graphic according to belt direction
+ for (i = 0; i < NUM_BELT_PARTS; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
-void CheckDynamite(int x, int y)
-{
- if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
+ if (belt_dir == MV_LEFT)
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
+ else
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
+ }
+
+ SCAN_PLAYFIELD(xx, yy)
{
- MovDelay[x][y]--;
+ int element = Tile[xx][yy];
- if (MovDelay[x][y] != 0)
+ if (IS_BELT_SWITCH(element))
{
- DrawDynamite(x, y);
- PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
- return;
+ if (e_belt_nr == belt_nr)
+ {
+ Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ TEST_DrawLevelField(xx, yy);
+ }
}
- }
+ else if (IS_BELT(element) && belt_dir != MV_NONE)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
-#if 1
- StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-#else
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
- Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
- StopSound(SND_DYNAMITE_ACTIVE);
- else
- StopSound(SND_DYNABOMB_ACTIVE);
-#endif
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
- Bang(x, y);
+ Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+ {
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
+
+ Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+ }
}
-void RelocatePlayer(int x, int y, int element_raw)
+static void ToggleSwitchgateSwitch(int x, int y)
{
- int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
- struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
- boolean ffwd_delay = (tape.playing && tape.fast_forward);
- boolean no_delay = (tape.warp_forward);
- int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int old_jx, old_jy;
-
- if (player->GameOver) /* do not reanimate dead player */
- return;
+ int xx, yy;
- RemoveField(x, y); /* temporarily remove newly placed player */
- DrawLevelField(x, y);
+ game.switchgate_pos = !game.switchgate_pos;
- if (player->present)
+ SCAN_PLAYFIELD(xx, yy)
{
- while (player->MovPos)
- {
- ScrollPlayer(player, SCROLL_GO_ON);
- ScrollScreen(NULL, SCROLL_GO_ON);
- FrameCounter++;
+ int element = Tile[xx][yy];
- DrawPlayer(player);
-
- BackToFront();
- Delay(wait_delay_value);
+ if (element == EL_SWITCHGATE_SWITCH_UP)
+ {
+ Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+ {
+ Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+ {
+ Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
}
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
- DrawPlayer(player); /* needed here only to cleanup last field */
- DrawLevelField(player->jx, player->jy); /* remove player graphic */
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Tile[xx][yy] = EL_SWITCHGATE_OPENING;
- player->is_moving = FALSE;
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+ }
}
+}
- old_jx = player->jx;
- old_jy = player->jy;
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+ element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
+}
- Feld[x][y] = element;
- InitPlayerField(x, y, element, TRUE);
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+ element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
+}
- if (player != local_player) /* do not visually relocate other players */
- return;
+static void RedrawAllLightSwitchesAndInvisibleElements(void)
+{
+ int x, y;
- if (level.instant_relocation)
+ SCAN_PLAYFIELD(x, y)
{
-#if 1
- int offset = (setup.scroll_delay ? 3 : 0);
- int jx = local_player->jx;
- int jy = local_player->jy;
+ int element = Tile[x][y];
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ if (element == EL_LIGHT_SWITCH &&
+ game.light_time_left > 0)
{
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
-
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ TEST_DrawLevelField(x, y);
}
- else
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+ game.light_time_left == 0)
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
-
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ Tile[x][y] = EL_LIGHT_SWITCH;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER &&
+ game.light_time_left > 0)
+ {
+ Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Tile[x][y] = EL_EMC_DRIPPER;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ TEST_DrawLevelField(x, y);
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ // uncrumble neighbour fields, if needed
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
-#else
- scroll_x += (local_player->jx - old_jx);
- scroll_y += (local_player->jy - old_jy);
-
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
-#endif
+ TEST_DrawLevelField(x, y);
- RedrawPlayfield(TRUE, 0,0,0,0);
+ // re-crumble neighbour fields, if needed
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
}
- else
+}
+
+static void RedrawAllInvisibleElementsForLenses(void)
+{
+ int x, y;
+
+ SCAN_PLAYFIELD(x, y)
{
-#if 1
-#if 0
- int offset = (setup.scroll_delay ? 3 : 0);
- int jx = local_player->jx;
- int jy = local_player->jy;
-#endif
- int scroll_xx = -999, scroll_yy = -999;
+ int element = Tile[x][y];
+
+ if (element == EL_EMC_DRIPPER &&
+ game.lenses_time_left > 0)
+ {
+ Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.lenses_time_left == 0)
+ {
+ Tile[x][y] = EL_EMC_DRIPPER;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.lenses_time_left > 0)
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ TEST_DrawLevelField(x, y);
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ // uncrumble neighbour fields, if needed
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
+ if (game.lenses_time_left == 0)
+ Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
- scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ TEST_DrawLevelField(x, y);
+
+ // re-crumble neighbour fields, if needed
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ }
+}
- scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+static void RedrawAllInvisibleElementsForMagnifier(void)
+{
+ int x, y;
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Tile[x][y];
-#if 1
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
-#else
- if (scroll_xx == scroll_x && scroll_yy == scroll_y)
- break;
-#endif
+ if (element == EL_EMC_FAKE_GRASS &&
+ game.magnify_time_left > 0)
+ {
+ Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+ game.magnify_time_left == 0)
+ {
+ Tile[x][y] = EL_EMC_FAKE_GRASS;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY(element) &&
+ game.magnify_time_left > 0)
+ {
+ Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
+ element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
+ IS_EM_GATE_GRAY(element) ?
+ element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
+ IS_EMC_GATE_GRAY(element) ?
+ element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ IS_DC_GATE_GRAY(element) ?
+ EL_DC_GATE_WHITE_GRAY_ACTIVE :
+ element);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY_ACTIVE(element) &&
+ game.magnify_time_left == 0)
+ {
+ Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+ element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
+ IS_EM_GATE_GRAY_ACTIVE(element) ?
+ element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
+ IS_EMC_GATE_GRAY_ACTIVE(element) ?
+ element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ IS_DC_GATE_GRAY_ACTIVE(element) ?
+ EL_DC_GATE_WHITE_GRAY :
+ element);
+ TEST_DrawLevelField(x, y);
+ }
+ }
+}
- scroll_x -= dx;
- scroll_y -= dy;
+static void ToggleLightSwitch(int x, int y)
+{
+ int element = Tile[x][y];
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH ?
+ level.time_light * FRAMES_PER_SECOND : 0);
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
- }
-#else
- int scroll_xx = -999, scroll_yy = -999;
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ int element = Tile[xx][yy];
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
+ Tile[xx][yy] = EL_TIMEGATE_OPENING;
+ PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
+ }
- scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ {
+ Tile[xx][yy] = EL_TIMEGATE_SWITCH;
+ TEST_DrawLevelField(xx, yy);
+ }
+ */
- scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ }
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+ Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+ EL_DC_TIMEGATE_SWITCH_ACTIVE);
+}
-#if 1
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
-#else
- if (scroll_xx == scroll_x && scroll_yy == scroll_y)
- break;
-#endif
+static void Impact(int x, int y)
+{
+ boolean last_line = (y == lev_fieldy - 1);
+ boolean object_hit = FALSE;
+ boolean impact = (last_line || object_hit);
+ int element = Tile[x][y];
+ int smashed = EL_STEELWALL;
- scroll_x -= dx;
- scroll_y -= dy;
+ if (!last_line) // check if element below was hit
+ {
+ if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
+ return;
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+ MovDir[x][y + 1] != MV_DOWN ||
+ MovPos[x][y + 1] <= TILEY / 2));
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ // do not smash moving elements that left the smashed field in time
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+ object_hit = FALSE;
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
+#if USE_QUICKSAND_IMPACT_BUGFIX
+ if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
+ Tile[x][y + 2] = EL_ROCK;
+ TEST_DrawLevelField(x, y + 2);
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ object_hit = TRUE;
}
-#endif
- }
-}
-void Explode(int ex, int ey, int phase, int mode)
-{
- int x, y;
-#if 0
- int num_phase = 9;
+ if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+ Tile[x][y + 2] = EL_ROCK;
+ TEST_DrawLevelField(x, y + 2);
+
+ object_hit = TRUE;
+ }
#endif
- /* !!! eliminate this variable !!! */
- int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x, y + 1);
-#if 1
- int last_phase;
-#else
- int last_phase = num_phase * delay;
- int half_phase = (num_phase / 2) * delay;
- int first_phase_after_start = EX_PHASE_START + 1;
-#endif
- int border_element;
+ impact = (last_line || object_hit);
+ }
- if (game.explosions_delayed)
+ if (!last_line && smashed == EL_ACID) // element falls into acid
{
- ExplodeField[ex][ey] = mode;
+ SplashAcid(x, y + 1);
return;
}
- if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ // !!! not sufficient for all cases -- see EL_PEARL below !!!
+ // only reset graphic animation if graphic really changes after impact
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
- int center_element = Feld[ex][ey];
-
-#if 0
- printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
-#endif
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
-#if 0
- /* --- This is only really needed (and now handled) in "Impact()". --- */
- /* do not explode moving elements that left the explode field in time */
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- center_element == EL_EMPTY &&
- (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
- return;
-#endif
+ if (impact && CAN_EXPLODE_IMPACT(element))
+ {
+ Bang(x, y);
+ return;
+ }
+ else if (impact && element == EL_PEARL &&
+ smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
+ {
+ ResetGfxAnimation(x, y);
- if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
- PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+ Tile[x][y] = EL_PEARL_BREAKING;
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
+ {
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
- /* remove things displayed in background while burning dynamite */
- if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
- Back[ex][ey] = 0;
+ return;
+ }
- if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ if (impact && element == EL_AMOEBA_DROP)
+ {
+ if (object_hit && IS_PLAYER(x, y + 1))
+ KillPlayerUnlessEnemyProtected(x, y + 1);
+ else if (object_hit && smashed == EL_PENGUIN)
+ Bang(x, y + 1);
+ else
{
- /* put moving element to center field (and let it explode there) */
- center_element = MovingOrBlocked2Element(ex, ey);
- RemoveMovingField(ex, ey);
- Feld[ex][ey] = center_element;
- }
-
-#if 1
-
-#if 1
- last_phase = element_info[center_element].explosion_delay + 1;
-#else
- last_phase = element_info[center_element].explosion_delay;
-#endif
+ Tile[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
-#if 0
- printf("::: %d -> %d\n", center_element, last_phase);
-#endif
-#endif
+ ResetRandomAnimationValue(x, y);
+ }
+ return;
+ }
- for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+ if (object_hit) // check which object was hit
+ {
+ if ((CAN_PASS_MAGIC_WALL(element) &&
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ smashed == EL_DC_MAGIC_WALL))
{
- int xx = x - ex + 1;
- int yy = y - ey + 1;
- int element;
-
-#if 1
-#if 1
- if (!IN_LEV_FIELD(x, y) ||
- (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
- (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
- continue;
-#else
- if (!IN_LEV_FIELD(x, y) ||
- (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
- continue;
-#endif
-#else
- if (!IN_LEV_FIELD(x, y) ||
- ((mode != EX_TYPE_NORMAL ||
- center_element == EL_AMOEBA_TO_DIAMOND) &&
- (x != ex || y != ey)))
- continue;
-#endif
-
- element = Feld[x][y];
+ int xx, yy;
+ int activated_magic_wall =
+ (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+ smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+ EL_DC_MAGIC_WALL_ACTIVE);
- if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ // activate magic wall / mill
+ SCAN_PLAYFIELD(xx, yy)
{
- element = MovingOrBlocked2Element(x, y);
-
- if (!IS_EXPLOSION_PROOF(element))
- RemoveMovingField(x, y);
+ if (Tile[xx][yy] == smashed)
+ Tile[xx][yy] = activated_magic_wall;
}
-#if 1
-
-#if 0
- if (IS_EXPLOSION_PROOF(element))
- continue;
-#else
- /* indestructible elements can only explode in center (but not flames) */
- if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
- element == EL_FLAMES)
- continue;
-#endif
+ game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+ game.magic_wall_active = TRUE;
-#else
- if ((IS_INDESTRUCTIBLE(element) &&
- (game.engine_version < VERSION_IDENT(2,2,0,0) ||
- (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
- element == EL_FLAMES)
- continue;
-#endif
+ PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
+ SND_MAGIC_WALL_ACTIVATING :
+ smashed == EL_BD_MAGIC_WALL ?
+ SND_BD_MAGIC_WALL_ACTIVATING :
+ SND_DC_MAGIC_WALL_ACTIVATING));
+ }
- if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ if (IS_PLAYER(x, y + 1))
+ {
+ if (CAN_SMASH_PLAYER(element))
{
- if (IS_ACTIVE_BOMB(element))
+ KillPlayerUnlessEnemyProtected(x, y + 1);
+ return;
+ }
+ }
+ else if (smashed == EL_PENGUIN)
+ {
+ if (CAN_SMASH_PLAYER(element))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ }
+ else if (element == EL_BD_DIAMOND)
+ {
+ if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ }
+ else if (((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE)) ||
+ (element == EL_SP_INFOTRON &&
+ smashed == EL_SP_DISK_YELLOW))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (CAN_SMASH_EVERYTHING(element))
+ {
+ if (IS_CLASSIC_ENEMY(smashed) ||
+ CAN_EXPLODE_SMASHED(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+ {
+ if (smashed == EL_LAMP ||
+ smashed == EL_LAMP_ACTIVE)
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (smashed == EL_NUT)
{
- /* re-activate things under the bomb like gate or penguin */
- Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
- Store[x][y] = 0;
+ Tile[x][y + 1] = EL_NUT_BREAKING;
+ PlayLevelSound(x, y, SND_NUT_BREAKING);
+ RaiseScoreElement(EL_NUT);
+ return;
}
+ else if (smashed == EL_PEARL)
+ {
+ ResetGfxAnimation(x, y);
- continue;
+ Tile[x][y + 1] = EL_PEARL_BREAKING;
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (smashed == EL_DIAMOND)
+ {
+ Tile[x][y + 1] = EL_DIAMOND_BREAKING;
+ PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
+ return;
+ }
+ else if (IS_BELT_SWITCH(smashed))
+ {
+ ToggleBeltSwitch(x, y + 1);
+ }
+ else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+ smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+ smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+ smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y + 1);
+ }
+ else if (smashed == EL_LIGHT_SWITCH ||
+ smashed == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y + 1);
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+
+ CheckElementChangeBySide(x, y + 1, smashed, element,
+ CE_SWITCHED, CH_SIDE_TOP);
+ CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+ CH_SIDE_TOP);
+ }
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
}
+ }
+ }
- /* save walkable background elements while explosion on same tile */
-#if 0
- if (IS_INDESTRUCTIBLE(element))
- Back[x][y] = element;
-#else
- if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
- Back[x][y] = element;
-#endif
+ // play sound of magic wall / mill
+ if (!last_line &&
+ (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+ Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
+ {
+ if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
+ else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+ else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
+
+ return;
+ }
+
+ // play sound of object that hits the ground
+ if (last_line || object_hit)
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+}
+
+static void TurnRoundExt(int x, int y)
+{
+ static struct
+ {
+ int dx, dy;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
+ static struct
+ {
+ int left, right, back;
+ } turn[] =
+ {
+ { 0, 0, 0 },
+ { MV_DOWN, MV_UP, MV_RIGHT },
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
+ };
- /* ignite explodable elements reached by other explosion */
- if (element == EL_EXPLOSION)
- element = Store2[x][y];
+ int element = Tile[x][y];
+ int move_pattern = element_info[element].move_pattern;
-#if 1
- if (AmoebaNr[x][y] &&
- (element == EL_AMOEBA_FULL ||
- element == EL_BD_AMOEBA ||
- element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[x][y]]--;
- AmoebaCnt2[AmoebaNr[x][y]]--;
- }
+ int old_move_dir = MovDir[x][y];
+ int left_dir = turn[old_move_dir].left;
+ int right_dir = turn[old_move_dir].right;
+ int back_dir = turn[old_move_dir].back;
- RemoveField(x, y);
-#endif
+ int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
+ int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
+ int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
+ int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
- if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
- {
- switch(StorePlayer[ex][ey])
- {
- case EL_PLAYER_2:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
- break;
- case EL_PLAYER_3:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
- break;
- case EL_PLAYER_4:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
- break;
- case EL_PLAYER_1:
- default:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
- break;
- }
+ int left_x = x + left_dx, left_y = y + left_dy;
+ int right_x = x + right_dx, right_y = y + right_dy;
+ int move_x = x + move_dx, move_y = y + move_dy;
-#if 1
- if (PLAYERINFO(ex, ey)->use_murphy_graphic)
- Store[x][y] = EL_EMPTY;
-#else
- if (game.emulation == EMU_SUPAPLEX)
- Store[x][y] = EL_EMPTY;
-#endif
- }
- else if (center_element == EL_MOLE)
- Store[x][y] = EL_EMERALD_RED;
- else if (center_element == EL_PENGUIN)
- Store[x][y] = EL_EMERALD_PURPLE;
- else if (center_element == EL_BUG)
- Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
- else if (center_element == EL_BD_BUTTERFLY)
- Store[x][y] = EL_BD_DIAMOND;
- else if (center_element == EL_SP_ELECTRON)
- Store[x][y] = EL_SP_INFOTRON;
- else if (center_element == EL_AMOEBA_TO_DIAMOND)
- Store[x][y] = level.amoeba_content;
- else if (center_element == EL_YAMYAM)
- Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
- else if (IS_CUSTOM_ELEMENT(center_element) &&
- element_info[center_element].content[xx][yy] != EL_EMPTY)
- Store[x][y] = element_info[center_element].content[xx][yy];
- else if (element == EL_WALL_EMERALD)
- Store[x][y] = EL_EMERALD;
- else if (element == EL_WALL_DIAMOND)
- Store[x][y] = EL_DIAMOND;
- else if (element == EL_WALL_BD_DIAMOND)
- Store[x][y] = EL_BD_DIAMOND;
- else if (element == EL_WALL_EMERALD_YELLOW)
- Store[x][y] = EL_EMERALD_YELLOW;
- else if (element == EL_WALL_EMERALD_RED)
- Store[x][y] = EL_EMERALD_RED;
- else if (element == EL_WALL_EMERALD_PURPLE)
- Store[x][y] = EL_EMERALD_PURPLE;
- else if (element == EL_WALL_PEARL)
- Store[x][y] = EL_PEARL;
- else if (element == EL_WALL_CRYSTAL)
- Store[x][y] = EL_CRYSTAL;
- else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
- Store[x][y] = element_info[element].content[1][1];
- else
- Store[x][y] = EL_EMPTY;
+ int xx, yy;
- if (x != ex || y != ey ||
- center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
- Store2[x][y] = element;
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
-#if 0
- if (AmoebaNr[x][y] &&
- (element == EL_AMOEBA_FULL ||
- element == EL_BD_AMOEBA ||
- element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[x][y]]--;
- AmoebaCnt2[AmoebaNr[x][y]]--;
- }
+ if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = left_dir;
-#if 1
- RemoveField(x, y);
-#else
- MovDir[x][y] = MovPos[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y];
- AmoebaNr[x][y] = 0;
-#endif
-#endif
+ if (element == EL_BUG && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
- Feld[x][y] = EL_EXPLOSION;
-#if 1
- GfxElement[x][y] = center_element;
-#else
- GfxElement[x][y] = EL_UNDEFINED;
-#endif
+ if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
- ExplodePhase[x][y] = 1;
-#if 1
- ExplodeDelay[x][y] = last_phase;
-#endif
+ if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
-#if 0
-#if 1
- GfxFrame[x][y] = 0; /* animation does not start until next frame */
-#else
- GfxFrame[x][y] = -1; /* animation does not start until next frame */
-#endif
-#endif
+ if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+ MovDir[x][y] = right_dir;
- Stop[x][y] = TRUE;
- }
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_YAMYAM)
+ {
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
- if (center_element == EL_YAMYAM)
- game.yamyam_content_nr =
- (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
- return;
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
+ else if (element == EL_DARK_YAMYAM)
+ {
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ right_x, right_y);
- if (Stop[ex][ey])
- return;
-
- x = ex;
- y = ey;
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
-#if 1
- if (phase == 1)
- GfxFrame[x][y] = 0; /* restart explosion animation */
-#endif
+ MovDelay[x][y] = 16 + 16 * RND(3);
+ }
+ else if (element == EL_PACMAN)
+ {
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
-#if 0
- printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
-#endif
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
-#if 1
- last_phase = ExplodeDelay[x][y];
-#endif
+ MovDelay[x][y] = 6 + RND(40);
+ }
+ else if (element == EL_PIG)
+ {
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
+ boolean should_turn_left, should_turn_right, should_move_on;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
- ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+ should_turn_left = (can_turn_left &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+ y + back_dy + left_dy)));
+ should_turn_right = (can_turn_right &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+ y + back_dy + right_dy)));
+ should_move_on = (can_move_on &&
+ (!can_turn_left ||
+ !can_turn_right ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+ y + move_dy + left_dy) ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+ y + move_dy + right_dy)));
-#ifdef DEBUG
+ if (should_turn_left || should_turn_right || should_move_on)
+ {
+ if (should_turn_left && should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
+ rnd < 2 * rnd_value / 3 ? right_dir :
+ old_move_dir);
+ else if (should_turn_left && should_turn_right)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (should_turn_left && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
+ else if (should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
+ else if (should_turn_left)
+ MovDir[x][y] = left_dir;
+ else if (should_turn_right)
+ MovDir[x][y] = right_dir;
+ else if (should_move_on)
+ MovDir[x][y] = old_move_dir;
+ }
+ else 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;
- /* activate this even in non-DEBUG version until cause for crash in
- getGraphicAnimationFrame() (see below) is found and eliminated */
-#endif
-#if 1
+ xx = x + move_xy[MovDir[x][y]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
- if (GfxElement[x][y] == EL_UNDEFINED)
- {
- printf("\n\n");
- printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
- printf("Explode(): This should never happen!\n");
- printf("\n\n");
+ if (!IN_LEV_FIELD(xx, yy) ||
+ (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
+ MovDir[x][y] = old_move_dir;
- GfxElement[x][y] = EL_EMPTY;
+ MovDelay[x][y] = 0;
}
-#endif
+ else if (element == EL_DRAGON)
+ {
+ boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
-#if 1
+ 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;
- border_element = Store2[x][y];
- if (IS_PLAYER(x, y))
- border_element = StorePlayer[x][y];
+ xx = x + move_xy[MovDir[x][y]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
-#if 0
- printf("::: phase == %d\n", phase);
-#endif
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
- if (phase == element_info[border_element].ignition_delay ||
- phase == last_phase)
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_MOLE)
{
- boolean border_explosion = FALSE;
-
-#if 1
- if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
-#else
- if (IS_PLAYER(x, y))
-#endif
- {
- KillHeroUnlessExplosionProtected(x, y);
- border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: IS_PLAYER\n");
-#endif
- }
- else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+ boolean can_move_on =
+ (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
+ IS_AMOEBOID(Tile[move_x][move_y]) ||
+ Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
+ if (!can_move_on)
{
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- border_explosion = TRUE;
+ boolean can_turn_left =
+ (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
+ IS_AMOEBOID(Tile[left_x][left_y])));
-#if 0
- if (phase == last_phase)
- printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
-#endif
- }
- else if (border_element == EL_AMOEBA_TO_DIAMOND)
- {
- AmoebeUmwandeln(x, y);
- Store2[x][y] = 0;
- border_explosion = TRUE;
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+ IS_AMOEBOID(Tile[right_x][right_y])));
-#if 0
- if (phase == last_phase)
- printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
- element_info[border_element].explosion_delay,
- element_info[border_element].ignition_delay,
- phase);
-#endif
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = left_dir;
+ else
+ MovDir[x][y] = right_dir;
}
-#if 1
- /* if an element just explodes due to another explosion (chain-reaction),
- do not immediately end the new explosion when it was the last frame of
- the explosion (as it would be done in the following "if"-statement!) */
- if (border_explosion && phase == last_phase)
- return;
-#endif
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
}
-
-#else
-
- if (phase == first_phase_after_start)
+ else if (element == EL_BALLOON)
{
- int element = Store2[x][y];
-
- if (element == EL_BLACK_ORB)
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- }
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = 0;
}
- else if (phase == half_phase)
+ else if (element == EL_SPRING)
{
- int element = Store2[x][y];
-
- if (IS_PLAYER(x, y))
- KillHeroUnlessExplosionProtected(x, y);
- else if (CAN_EXPLODE_BY_EXPLOSION(element))
+ if (MovDir[x][y] & MV_HORIZONTAL)
{
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
+ if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+ !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ {
+ Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+ ResetGfxAnimation(move_x, move_y);
+ TEST_DrawLevelField(move_x, move_y);
+
+ MovDir[x][y] = back_dir;
+ }
+ else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ MovDir[x][y] = MV_NONE;
}
- else if (element == EL_AMOEBA_TO_DIAMOND)
- AmoebeUmwandeln(x, y);
- }
-#endif
- if (phase == last_phase)
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN ||
+ element == EL_EMC_ANDROID)
{
- int element;
+ int attr_x = -1, attr_y = -1;
-#if 0
- printf("::: done: phase == %d\n", phase);
-#endif
+ if (game.all_players_gone)
+ {
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
+ }
+ else
+ {
+ int i;
-#if 0
- printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
- element = Feld[x][y] = Store[x][y];
- Store[x][y] = Store2[x][y] = 0;
- GfxElement[x][y] = EL_UNDEFINED;
+ if (!player->active)
+ continue;
- /* player can escape from explosions and might therefore be still alive */
- if (element >= EL_PLAYER_IS_EXPLODING_1 &&
- element <= EL_PLAYER_IS_EXPLODING_4)
- Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
- EL_EMPTY :
- element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
- element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
- element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
- EL_EMERALD_PURPLE);
-
- /* restore probably existing indestructible background element */
- if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
- element = Feld[x][y] = Back[x][y];
- Back[x][y] = 0;
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- GfxDir[x][y] = MV_NO_MOVING;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
+ if (element == EL_ROBOT &&
+ game.robot_wheel_x >= 0 &&
+ game.robot_wheel_y >= 0 &&
+ (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
+ game.engine_version < VERSION_IDENT(3,1,0,0)))
+ {
+ attr_x = game.robot_wheel_x;
+ attr_y = game.robot_wheel_y;
+ }
-#if 1
- InitField_WithBug2(x, y, FALSE);
-#else
- InitField(x, y, FALSE);
-#if 1
- /* !!! not needed !!! */
-#if 1
- if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
- CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
- InitMovDir(x, y);
-#else
- if (CAN_MOVE(element))
- InitMovDir(x, y);
-#endif
-#endif
-#endif
- DrawLevelField(x, y);
+ if (element == EL_PENGUIN)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- TestIfElementTouchesCustomElement(x, y);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int ex = x + xy[i][0];
+ int ey = y + xy[i][1];
- if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
+ Tile[ex][ey] == EL_EM_EXIT_OPEN ||
+ Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
+ Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
- if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
- StorePlayer[x][y] = 0;
+ MovDir[x][y] = MV_NONE;
+ if (attr_x < x)
+ MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
- if (ELEM_IS_PLAYER(element))
- RelocatePlayer(x, y, element);
- }
-#if 1
- else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#else
- else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#endif
- {
-#if 1
- int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-#else
- int stored = Store[x][y];
- int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
- stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
- IMG_SP_EXPLOSION);
-#endif
-#if 1
- int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#else
- int frame = getGraphicAnimationFrame(graphic, phase - delay);
-#endif
+ if (element == EL_ROBOT)
+ {
+ int newx, newy;
-#if 0
- printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
-#endif
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
-#if 0
- printf("::: %d / %d [%d - %d]\n",
- GfxFrame[x][y], phase - delay, phase, delay);
-#endif
+ if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+ MovDelay[x][y] = 8 + 8 * !RND(3);
+ else
+ MovDelay[x][y] = 16;
+ }
+ else if (element == EL_PENGUIN)
+ {
+ int newx, newy;
-#if 0
- printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
- element_info[GfxElement[x][y]].token_name,
- graphic);
-#endif
+ MovDelay[x][y] = 1;
- if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
- if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
- {
- DrawLevelElement(x, y, Back[x][y]);
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
- }
- else if (IS_WALKABLE_UNDER(Back[x][y]))
- {
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- DrawLevelElementThruMask(x, y, Back[x][y]);
- }
- else if (!IS_WALKABLE_INSIDE(Back[x][y]))
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- }
-}
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
-void DynaExplode(int ex, int ey)
-{
- int i, j;
- int dynabomb_element = Feld[ex][ey];
- int dynabomb_size = 1;
- boolean dynabomb_xl = FALSE;
- struct PlayerInfo *player;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- if (IS_ACTIVE_BOMB(dynabomb_element))
- {
- player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
- dynabomb_size = player->dynabomb_size;
- dynabomb_xl = player->dynabomb_xl;
- player->dynabombs_left++;
- }
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
+ if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- for (j = 1; j <= dynabomb_size; j++)
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else if (element == EL_SATELLITE)
{
- int x = ex + j * xy[i][0];
- int y = ey + j * xy[i][1];
- int element;
+ int newx, newy;
- if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
- break;
+ MovDelay[x][y] = 1;
- element = Feld[x][y];
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
- /* do not restart explosions of fields with active bombs */
- if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
- continue;
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+ return;
-#if 1
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- !CAN_GROW_INTO(element) && !dynabomb_xl)
- break;
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- element != EL_SAND && !dynabomb_xl)
- break;
-#endif
- }
- }
-}
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
-void Bang(int x, int y)
-{
-#if 1
- int element = MovingOrBlocked2Element(x, y);
-#else
- int element = Feld[x][y];
-#endif
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+ return;
-#if 1
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
-#else
- if (IS_PLAYER(x, y))
-#endif
- {
- struct PlayerInfo *player = PLAYERINFO(x, y);
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else if (element == EL_EMC_ANDROID)
+ {
+ static int check_pos[16] =
+ {
+ -1, // 0 => (invalid)
+ 7, // 1 => MV_LEFT
+ 3, // 2 => MV_RIGHT
+ -1, // 3 => (invalid)
+ 1, // 4 => MV_UP
+ 0, // 5 => MV_LEFT | MV_UP
+ 2, // 6 => MV_RIGHT | MV_UP
+ -1, // 7 => (invalid)
+ 5, // 8 => MV_DOWN
+ 6, // 9 => MV_LEFT | MV_DOWN
+ 4, // 10 => MV_RIGHT | MV_DOWN
+ -1, // 11 => (invalid)
+ -1, // 12 => (invalid)
+ -1, // 13 => (invalid)
+ -1, // 14 => (invalid)
+ -1, // 15 => (invalid)
+ };
+ static struct
+ {
+ int dx, dy;
+ int dir;
+ } check_xy[8] =
+ {
+ { -1, -1, MV_LEFT | MV_UP },
+ { 0, -1, MV_UP },
+ { +1, -1, MV_RIGHT | MV_UP },
+ { +1, 0, MV_RIGHT },
+ { +1, +1, MV_RIGHT | MV_DOWN },
+ { 0, +1, MV_DOWN },
+ { -1, +1, MV_LEFT | MV_DOWN },
+ { -1, 0, MV_LEFT },
+ };
+ int start_pos, check_order;
+ boolean can_clone = FALSE;
+ int i;
- element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
- player->element_nr);
- }
+ // check if there is any free field around current position
+ for (i = 0; i < 8; i++)
+ {
+ int newx = x + check_xy[i].dx;
+ int newy = y + check_xy[i].dy;
-#if 0
-#if 1
- PlayLevelSoundAction(x, y, ACTION_EXPLODING);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
- else
- PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
-#endif
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ can_clone = TRUE;
-#if 0
- if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
- element = EL_EMPTY;
-#endif
+ break;
+ }
+ }
- switch(element)
- {
- case EL_BUG:
- case EL_SPACESHIP:
- case EL_BD_BUTTERFLY:
- case EL_BD_FIREFLY:
- case EL_YAMYAM:
- case EL_DARK_YAMYAM:
- case EL_ROBOT:
- case EL_PACMAN:
- case EL_MOLE:
- RaiseScoreElement(element);
- Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
- break;
- case EL_DYNABOMB_PLAYER_1_ACTIVE:
- case EL_DYNABOMB_PLAYER_2_ACTIVE:
- case EL_DYNABOMB_PLAYER_3_ACTIVE:
- case EL_DYNABOMB_PLAYER_4_ACTIVE:
- case EL_DYNABOMB_INCREASE_NUMBER:
- case EL_DYNABOMB_INCREASE_SIZE:
- case EL_DYNABOMB_INCREASE_POWER:
- DynaExplode(x, y);
- break;
- case EL_PENGUIN:
- case EL_LAMP:
- case EL_LAMP_ACTIVE:
-#if 1
- case EL_AMOEBA_TO_DIAMOND:
-#endif
- if (IS_PLAYER(x, y))
- Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
- else
- Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
- break;
- default:
- if (CAN_EXPLODE_CROSS(element))
-#if 1
- Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
-#else
- DynaExplode(x, y);
-#endif
- else if (CAN_EXPLODE_1X1(element))
- Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
- else
- Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
- break;
- }
+ if (can_clone) // randomly find an element to clone
+ {
+ can_clone = FALSE;
- CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
-}
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
-void SplashAcid(int x, int y)
-{
-#if 1
- if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
- (!IN_LEV_FIELD(x - 1, y - 2) ||
- !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
- Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
- if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
- (!IN_LEV_FIELD(x + 1, y - 2) ||
- !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
- Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
+ if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+ {
+ element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+ element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
- PlayLevelSound(x, y, SND_ACID_SPLASHING);
-#else
- /* input: position of element entering acid (obsolete) */
+ Store[x][y] = Tile[newx][newy];
- int element = Feld[x][y];
+ can_clone = TRUE;
- if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
- return;
+ break;
+ }
+ }
+ }
- if (element != EL_ACID_SPLASH_LEFT &&
- element != EL_ACID_SPLASH_RIGHT)
- {
- PlayLevelSound(x, y, SND_ACID_SPLASHING);
+ if (can_clone) // randomly find a direction to move
+ {
+ can_clone = FALSE;
- if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
- (!IN_LEV_FIELD(x - 1, y - 1) ||
- !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
- Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
- if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
- (!IN_LEV_FIELD(x + 1, y - 1) ||
- !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
- Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
- }
-#endif
-}
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
-static void InitBeltMovement()
-{
- static int belt_base_element[4] =
- {
- EL_CONVEYOR_BELT_1_LEFT,
- EL_CONVEYOR_BELT_2_LEFT,
- EL_CONVEYOR_BELT_3_LEFT,
- EL_CONVEYOR_BELT_4_LEFT
- };
- static int belt_base_active_element[4] =
- {
- EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
- EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
- EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
- EL_CONVEYOR_BELT_4_LEFT_ACTIVE
- };
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_clone_time * 8 + 1;
- int x, y, i, j;
+ can_clone = TRUE;
- /* set frame order for belt animation graphic according to belt direction */
- for (i = 0; i < NUM_BELTS; i++)
- {
- int belt_nr = i;
+ break;
+ }
+ }
+ }
- for (j = 0; j < NUM_BELT_PARTS; j++)
- {
- int element = belt_base_active_element[belt_nr] + j;
- int graphic = el2img(element);
+ if (can_clone) // cloning and moving successful
+ return;
- if (game.belt_dir[i] == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
- else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
- }
- }
+ // cannot clone -- try to move towards player
- for (y = 0; y < lev_fieldy; y++)
- {
- for (x = 0; x < lev_fieldx; x++)
- {
- int element = Feld[x][y];
+ start_pos = check_pos[MovDir[x][y] & 0x0f];
+ check_order = (RND(2) ? -1 : +1);
- for (i = 0; i < NUM_BELTS; i++)
+ for (i = 0; i < 3; i++)
{
- if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
- {
- int e_belt_nr = getBeltNrFromBeltElement(element);
- int belt_nr = i;
+ // first check start_pos, then previous/next or (next/previous) pos
+ int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IS_PLAYER(newx, newy))
+ break;
- if (e_belt_nr == belt_nr)
- {
- int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_move_time * 8 + 1;
- Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
- }
+ break;
}
}
}
}
-}
-
-static void ToggleBeltSwitch(int x, int y)
-{
- static int belt_base_element[4] =
- {
- EL_CONVEYOR_BELT_1_LEFT,
- EL_CONVEYOR_BELT_2_LEFT,
- EL_CONVEYOR_BELT_3_LEFT,
- EL_CONVEYOR_BELT_4_LEFT
- };
- static int belt_base_active_element[4] =
- {
- EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
- EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
- EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
- EL_CONVEYOR_BELT_4_LEFT_ACTIVE
- };
- static int belt_base_switch_element[4] =
- {
- EL_CONVEYOR_BELT_1_SWITCH_LEFT,
- EL_CONVEYOR_BELT_2_SWITCH_LEFT,
- EL_CONVEYOR_BELT_3_SWITCH_LEFT,
- EL_CONVEYOR_BELT_4_SWITCH_LEFT
- };
- static int belt_move_dir[4] =
+ else if (move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT ||
+ move_pattern == MV_TURNING_LEFT_RIGHT ||
+ move_pattern == MV_TURNING_RIGHT_LEFT ||
+ move_pattern == MV_TURNING_RANDOM ||
+ move_pattern == MV_ALL_DIRECTIONS)
{
- MV_LEFT,
- MV_NO_MOVING,
- MV_RIGHT,
- MV_NO_MOVING,
- };
-
- int element = Feld[x][y];
- int belt_nr = getBeltNrFromBeltSwitchElement(element);
- int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
- int belt_dir = belt_move_dir[belt_dir_nr];
- int xx, yy, i;
+ boolean can_turn_left =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
- if (!IS_BELT_SWITCH(element))
- return;
+ if (element_info[element].move_stepsize == 0) // "not moving"
+ return;
- game.belt_dir_nr[belt_nr] = belt_dir_nr;
- game.belt_dir[belt_nr] = belt_dir;
+ if (move_pattern == MV_TURNING_LEFT)
+ MovDir[x][y] = left_dir;
+ else if (move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = right_dir;
+ else if (move_pattern == MV_TURNING_LEFT_RIGHT)
+ MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
+ else if (move_pattern == MV_TURNING_RIGHT_LEFT)
+ MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
+ else if (move_pattern == MV_TURNING_RANDOM)
+ MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
+ can_turn_right && !can_turn_left ? right_dir :
+ RND(2) ? left_dir : right_dir);
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
- if (belt_dir_nr == 3)
- belt_dir_nr = 1;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_HORIZONTAL ||
+ move_pattern == MV_VERTICAL)
+ {
+ if (move_pattern & old_move_dir)
+ MovDir[x][y] = back_dir;
+ else if (move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
- /* set frame order for belt animation graphic according to belt direction */
- for (i = 0; i < NUM_BELT_PARTS; i++)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern & MV_ANY_DIRECTION)
+ {
+ MovDir[x][y] = move_pattern;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern & MV_WIND_DIRECTION)
{
- int element = belt_base_active_element[belt_nr] + i;
- int graphic = el2img(element);
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_ALONG_LEFT_SIDE)
+ {
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
- if (belt_dir == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
- else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
+ else if (move_pattern == MV_ALONG_RIGHT_SIDE)
+ {
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = left_dir;
- for (yy = 0; yy < lev_fieldy; yy++)
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_TOWARDS_PLAYER ||
+ move_pattern == MV_AWAY_FROM_PLAYER)
{
- for (xx = 0; xx < lev_fieldx; xx++)
- {
- int element = Feld[xx][yy];
+ int attr_x = -1, attr_y = -1;
+ int newx, newy;
+ boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
- if (IS_BELT_SWITCH(element))
- {
- int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+ if (game.all_players_gone)
+ {
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
+ }
+ else
+ {
+ int i;
- if (e_belt_nr == belt_nr)
- {
- Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawLevelField(xx, yy);
- }
- }
- else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- int e_belt_nr = getBeltNrFromBeltElement(element);
-
- if (e_belt_nr == belt_nr)
- {
- int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
- Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
- }
- }
- else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
- {
- int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+ if (!player->active)
+ continue;
- if (e_belt_nr == belt_nr)
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
{
- int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
-
- Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ attr_x = jx;
+ attr_y = jy;
}
}
}
- }
-}
-static void ToggleSwitchgateSwitch(int x, int y)
-{
- int xx, yy;
+ MovDir[x][y] = MV_NONE;
+ if (attr_x < x)
+ MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
- game.switchgate_pos = !game.switchgate_pos;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- for (yy = 0; yy < lev_fieldy; yy++)
- {
- for (xx = 0; xx < lev_fieldx; xx++)
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
{
- int element = Feld[xx][yy];
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
- if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
- }
- else if (element == EL_SWITCHGATE_OPEN ||
- element == EL_SWITCHGATE_OPENING)
- {
- Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
- PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-#else
- PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
- }
- else if (element == EL_SWITCHGATE_CLOSED ||
- element == EL_SWITCHGATE_CLOSING)
+ if (element_info[element].move_stepsize == 0) // "not moving"
{
- Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
- PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-#else
- PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
- }
- }
- }
-}
-
-static int getInvisibleActiveFromInvisibleElement(int element)
-{
- return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
- element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
- element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
- element);
-}
+ first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+ MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-static int getInvisibleFromInvisibleActiveElement(int element)
-{
- return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
- element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
- element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
- element);
-}
+ return;
+ }
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
- int x, y;
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- for (y = 0; y < lev_fieldy; y++)
- {
- for (x = 0; x < lev_fieldx; x++)
- {
- int element = Feld[x][y];
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- if (element == EL_LIGHT_SWITCH &&
- game.light_time_left > 0)
- {
- Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
- DrawLevelField(x, y);
- }
- else if (element == EL_LIGHT_SWITCH_ACTIVE &&
- game.light_time_left == 0)
- {
- Feld[x][y] = EL_LIGHT_SWITCH;
- DrawLevelField(x, y);
- }
- else if (element == EL_INVISIBLE_STEELWALL ||
- element == EL_INVISIBLE_WALL ||
- element == EL_INVISIBLE_SAND)
- {
- if (game.light_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- DrawLevelField(x, y);
- }
- else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
- element == EL_INVISIBLE_WALL_ACTIVE ||
- element == EL_INVISIBLE_SAND_ACTIVE)
- {
- if (game.light_time_left == 0)
- Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- DrawLevelField(x, y);
- }
+ MovDir[x][y] = old_move_dir;
}
}
-}
+ else if (move_pattern == MV_WHEN_PUSHED ||
+ move_pattern == MV_WHEN_DROPPED)
+ {
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = MV_NONE;
-static void ToggleLightSwitch(int x, int y)
-{
- int element = Feld[x][y];
+ MovDelay[x][y] = 0;
+ }
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ static int test_xy[7][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 },
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ };
+ static int test_dir[7] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN,
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ };
+ boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+ int move_preference = -1000000; // start with very low preference
+ int new_move_dir = MV_NONE;
+ int start_test = RND(4);
+ int i;
- game.light_time_left =
- (element == EL_LIGHT_SWITCH ?
- level.time_light * FRAMES_PER_SECOND : 0);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int move_dir = test_dir[start_test + i];
+ int move_dir_preference;
- RedrawAllLightSwitchesAndInvisibleElements();
-}
+ xx = x + test_xy[start_test + i][0];
+ yy = y + test_xy[start_test + i][1];
-static void ActivateTimegateSwitch(int x, int y)
-{
- int xx, yy;
+ if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+ (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
+ {
+ new_move_dir = move_dir;
- game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+ break;
+ }
- for (yy = 0; yy < lev_fieldy; yy++)
- {
- for (xx = 0; xx < lev_fieldx; xx++)
- {
- int element = Feld[xx][yy];
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+ continue;
+
+ move_dir_preference = -1 * RunnerVisit[xx][yy];
+ if (hunter_mode && PlayerVisit[xx][yy] > 0)
+ move_dir_preference = PlayerVisit[xx][yy];
- if (element == EL_TIMEGATE_CLOSED ||
- element == EL_TIMEGATE_CLOSING)
+ if (move_dir_preference > move_preference)
{
- Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+ // prefer field that has not been visited for the longest time
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
}
-
- /*
- else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ else if (move_dir_preference == move_preference &&
+ move_dir == old_move_dir)
{
- Feld[xx][yy] = EL_TIMEGATE_SWITCH;
- DrawLevelField(xx, yy);
+ // prefer last direction when all directions are preferred equally
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
}
- */
-
}
- }
-
- Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
-}
-
-inline static int getElementMoveStepsize(int x, int y)
-{
- int element = Feld[x][y];
- int direction = MovDir[x][y];
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int horiz_move = (dx != 0);
- int sign = (horiz_move ? dx : dy);
- int step = sign * element_info[element].move_stepsize;
- /* special values for move stepsize for spring and things on conveyor belt */
- if (horiz_move)
- {
-#if 0
- if (element == EL_SPRING)
- step = sign * MOVE_STEPSIZE_NORMAL * 2;
- else if (CAN_FALL(element) && !CAN_MOVE(element) &&
- y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
- step = sign * MOVE_STEPSIZE_NORMAL / 2;
-#else
- if (CAN_FALL(element) &&
- y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
- step = sign * MOVE_STEPSIZE_NORMAL / 2;
- else if (element == EL_SPRING)
- step = sign * MOVE_STEPSIZE_NORMAL * 2;
-#endif
+ MovDir[x][y] = new_move_dir;
+ if (old_move_dir != new_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
-
- return step;
}
-void Impact(int x, int y)
+static void TurnRound(int x, int y)
{
- boolean lastline = (y == lev_fieldy-1);
- boolean object_hit = FALSE;
- boolean impact = (lastline || object_hit);
- int element = Feld[x][y];
- int smashed = EL_STEELWALL;
-
- if (!lastline) /* check if element below was hit */
- {
- if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
- return;
-
- object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
- MovDir[x][y + 1] != MV_DOWN ||
- MovPos[x][y + 1] <= TILEY / 2));
-
-#if 0
- object_hit = !IS_FREE(x, y + 1);
-#endif
-
- /* do not smash moving elements that left the smashed field in time */
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
- ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
- object_hit = FALSE;
-
- if (object_hit)
- smashed = MovingOrBlocked2Element(x, y + 1);
+ int direction = MovDir[x][y];
- impact = (lastline || object_hit);
- }
+ TurnRoundExt(x, y);
- if (!lastline && smashed == EL_ACID) /* element falls into acid */
- {
- SplashAcid(x, y + 1);
- return;
- }
+ GfxDir[x][y] = MovDir[x][y];
- /* only reset graphic animation if graphic really changes after impact */
- if (impact &&
- el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
- {
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
- }
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
- if (impact && CAN_EXPLODE_IMPACT(element))
- {
- Bang(x, y);
- return;
- }
- else if (impact && element == EL_PEARL)
- {
- Feld[x][y] = EL_PEARL_BREAKING;
- PlayLevelSound(x, y, SND_PEARL_BREAKING);
- return;
- }
- else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
- {
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
- return;
- }
+ ResetGfxFrame(x, y);
+}
- if (impact && element == EL_AMOEBA_DROP)
+static boolean JustBeingPushed(int x, int y)
+{
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (object_hit && IS_PLAYER(x, y + 1))
- KillHeroUnlessEnemyProtected(x, y + 1);
- else if (object_hit && smashed == EL_PENGUIN)
- Bang(x, y + 1);
- else
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && player->is_pushing && player->MovPos)
{
- Feld[x][y] = EL_AMOEBA_GROWING;
- Store[x][y] = EL_AMOEBA_WET;
+ int next_jx = player->jx + (player->jx - player->last_jx);
+ int next_jy = player->jy + (player->jy - player->last_jy);
- ResetRandomAnimationValue(x, y);
+ if (x == next_jx && y == next_jy)
+ return TRUE;
}
- return;
}
- if (object_hit) /* check which object was hit */
- {
- if (CAN_PASS_MAGIC_WALL(element) &&
- (smashed == EL_MAGIC_WALL ||
- smashed == EL_BD_MAGIC_WALL))
- {
- int xx, yy;
- int activated_magic_wall =
- (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
- EL_BD_MAGIC_WALL_ACTIVE);
+ return FALSE;
+}
- /* activate magic wall / mill */
- for (yy = 0; yy < lev_fieldy; yy++)
- for (xx = 0; xx < lev_fieldx; xx++)
- if (Feld[xx][yy] == smashed)
- Feld[xx][yy] = activated_magic_wall;
+static void StartMoving(int x, int y)
+{
+ boolean started_moving = FALSE; // some elements can fall _and_ move
+ int element = Tile[x][y];
- game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
- game.magic_wall_active = TRUE;
+ if (Stop[x][y])
+ return;
- PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
- SND_MAGIC_WALL_ACTIVATING :
- SND_BD_MAGIC_WALL_ACTIVATING));
- }
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
- if (IS_PLAYER(x, y + 1))
- {
- if (CAN_SMASH_PLAYER(element))
- {
- KillHeroUnlessEnemyProtected(x, y + 1);
- return;
- }
- }
- else if (smashed == EL_PENGUIN)
- {
- if (CAN_SMASH_PLAYER(element))
- {
- Bang(x, y + 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))
return;
- }
- }
- else if (element == EL_BD_DIAMOND)
+
+ if (element == EL_QUICKSAND_FULL)
{
- if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ if (IS_FREE(x, y + 1))
{
- Bang(x, y + 1);
- return;
- }
- }
- else if (((element == EL_SP_INFOTRON ||
- element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK ||
- smashed == EL_SP_ELECTRON ||
- smashed == EL_SP_DISK_ORANGE)) ||
- (element == EL_SP_INFOTRON &&
- smashed == EL_SP_DISK_YELLOW))
- {
- Bang(x, y + 1);
- return;
- }
-#if 0
- else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
- {
- Bang(x, y + 1);
- return;
- }
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Tile[x][y] = EL_QUICKSAND_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+ if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+ Store[x][y] = EL_ROCK;
+#else
+ Store[x][y] = EL_ROCK;
#endif
- else if (CAN_SMASH_EVERYTHING(element))
- {
- if (IS_CLASSIC_ENEMY(smashed) ||
- CAN_EXPLODE_SMASHED(smashed))
- {
- Bang(x, y + 1);
- return;
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
- else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+ else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
{
- if (smashed == EL_LAMP ||
- smashed == EL_LAMP_ACTIVE)
- {
- Bang(x, y + 1);
- return;
- }
- else if (smashed == EL_NUT)
- {
- Feld[x][y + 1] = EL_NUT_BREAKING;
- PlayLevelSound(x, y, SND_NUT_BREAKING);
- RaiseScoreElement(EL_NUT);
- return;
- }
- else if (smashed == EL_PEARL)
- {
- Feld[x][y + 1] = EL_PEARL_BREAKING;
- PlayLevelSound(x, y, SND_PEARL_BREAKING);
- return;
- }
- else if (smashed == EL_DIAMOND)
+ if (!MovDelay[x][y])
{
- Feld[x][y + 1] = EL_DIAMOND_BREAKING;
- PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
- return;
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
}
- else if (IS_BELT_SWITCH(smashed))
+
+ if (MovDelay[x][y])
{
- ToggleBeltSwitch(x, y + 1);
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
}
- else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
- smashed == EL_SWITCHGATE_SWITCH_DOWN)
+
+ Tile[x][y] = EL_QUICKSAND_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
{
- ToggleSwitchgateSwitch(x, y + 1);
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
}
- else if (smashed == EL_LIGHT_SWITCH ||
- smashed == EL_LIGHT_SWITCH_ACTIVE)
+
+ if (MovDelay[x][y])
{
- ToggleLightSwitch(x, y + 1);
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
}
- else
- {
-#if 0
- TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
- CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+ Tile[x][y] = EL_QUICKSAND_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
- CheckTriggeredElementChangeSide(x, y + 1, smashed,
- CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
- CheckElementChangeSide(x, y + 1, smashed, element,
- CE_SWITCHED, CH_SIDE_TOP);
- }
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
}
- else
+ }
+ else if (element == EL_QUICKSAND_FAST_FULL)
+ {
+ if (IS_FREE(x, y + 1))
{
- CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+ if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+ Store[x][y] = EL_ROCK;
+#else
+ Store[x][y] = EL_ROCK;
+#endif
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
- }
- }
+ else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
- /* play sound of magic wall / mill */
- if (!lastline &&
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
- {
- if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
- PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
- else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
- PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
- return;
- }
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
- /* play sound of object that hits the ground */
- if (lastline || object_hit)
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-}
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
-inline static void TurnRoundExt(int x, int y)
-{
- static struct
- {
- int x, y;
- } move_xy[] =
- {
- { 0, 0 },
- { -1, 0 },
- { +1, 0 },
- { 0, 0 },
- { 0, -1 },
- { 0, 0 }, { 0, 0 }, { 0, 0 },
- { 0, +1 }
- };
- static struct
- {
- int left, right, back;
- } turn[] =
- {
- { 0, 0, 0 },
- { MV_DOWN, MV_UP, MV_RIGHT },
- { MV_UP, MV_DOWN, MV_LEFT },
- { 0, 0, 0 },
- { MV_LEFT, MV_RIGHT, MV_DOWN },
- { 0, 0, 0 },
- { 0, 0, 0 },
- { 0, 0, 0 },
- { MV_RIGHT, MV_LEFT, MV_UP }
- };
+ Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
- int element = Feld[x][y];
- int move_pattern = element_info[element].move_pattern;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
- int old_move_dir = MovDir[x][y];
- int left_dir = turn[old_move_dir].left;
- int right_dir = turn[old_move_dir].right;
- int back_dir = turn[old_move_dir].back;
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
- int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
- int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
- int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
- int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
- int left_x = x + left_dx, left_y = y + left_dy;
- int right_x = x + right_dx, right_y = y + right_dy;
- int move_x = x + move_dx, move_y = y + move_dy;
+ Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
- int xx, yy;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (element == EL_BUG || element == EL_BD_BUTTERFLY)
- {
- TestIfBadThingTouchesOtherBadThing(x, y);
+ Tile[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
- if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
- MovDir[x][y] = right_dir;
- else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = left_dir;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (element == EL_BUG && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 9;
- else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
- MovDelay[x][y] = 1;
- }
-#if 0
- else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
- {
- TestIfBadThingTouchesOtherBadThing(x, y);
+ Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
+ Store[x][y] = element;
- if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
- MovDir[x][y] = left_dir;
- else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = right_dir;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (element == EL_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if ((element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON)
- && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 9;
- else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
- MovDelay[x][y] = 1;
- }
-#else
- else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
- {
- TestIfBadThingTouchesOtherBadThing(x, y);
+ Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED(Store[x][y]);
+ }
+ else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
- if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
- MovDir[x][y] = left_dir;
- else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = right_dir;
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
- if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 9;
- else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
- MovDelay[x][y] = 1;
- }
- else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
- {
- TestIfBadThingTouchesOtherBadThing(x, y);
+ Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
+ Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (element == EL_BD_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
- MovDir[x][y] = left_dir;
- else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
- MovDir[x][y] = right_dir;
+ Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED_BD(Store[x][y]);
+ }
+ else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
- if (MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 9;
- }
-#endif
- else if (element == EL_YAMYAM)
- {
- boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
- if (can_turn_left && can_turn_right)
- MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
- else if (can_turn_left)
- MovDir[x][y] = (RND(2) ? left_dir : back_dir);
- else if (can_turn_right)
- MovDir[x][y] = (RND(2) ? right_dir : back_dir);
- else
- MovDir[x][y] = back_dir;
+ Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+ Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (element == EL_DC_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- MovDelay[x][y] = 16 + 16 * RND(3);
- }
- else if (element == EL_DARK_YAMYAM)
- {
- boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
- left_x, left_y);
- boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
- right_x, right_y);
+ Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED_DC(Store[x][y]);
+ }
+ else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
- if (can_turn_left && can_turn_right)
- MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
- else if (can_turn_left)
- MovDir[x][y] = (RND(2) ? left_dir : back_dir);
- else if (can_turn_right)
- MovDir[x][y] = (RND(2) ? right_dir : back_dir);
- else
- MovDir[x][y] = back_dir;
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
- MovDelay[x][y] = 16 + 16 * RND(3);
- }
- else if (element == EL_PACMAN)
- {
- boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
+ Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+ Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if ((CAN_PASS_MAGIC_WALL(element) &&
+ (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
- if (can_turn_left && can_turn_right)
- MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
- else if (can_turn_left)
- MovDir[x][y] = (RND(2) ? left_dir : back_dir);
- else if (can_turn_right)
- MovDir[x][y] = (RND(2) ? right_dir : back_dir);
- else
- MovDir[x][y] = back_dir;
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- MovDelay[x][y] = 6 + RND(40);
- }
- else if (element == EL_PIG)
- {
- boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
- boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
- boolean should_turn_left, should_turn_right, should_move_on;
- int rnd_value = 24;
- int rnd = RND(rnd_value);
+ Tile[x][y] =
+ (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+ EL_DC_MAGIC_WALL_FILLING);
+ Store[x][y] = element;
+ }
+ else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
+ {
+ SplashAcid(x, y + 1);
- should_turn_left = (can_turn_left &&
- (!can_move_on ||
- IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
- y + back_dy + left_dy)));
- should_turn_right = (can_turn_right &&
- (!can_move_on ||
- IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
- y + back_dy + right_dy)));
- should_move_on = (can_move_on &&
- (!can_turn_left ||
- !can_turn_right ||
- IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
- y + move_dy + left_dy) ||
- IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
- y + move_dy + right_dy)));
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (should_turn_left || should_turn_right || should_move_on)
- {
- if (should_turn_left && should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
- rnd < 2 * rnd_value / 3 ? right_dir :
- old_move_dir);
- else if (should_turn_left && should_turn_right)
- MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
- else if (should_turn_left && should_move_on)
- MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
- else if (should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
- else if (should_turn_left)
- MovDir[x][y] = left_dir;
- else if (should_turn_right)
- MovDir[x][y] = right_dir;
- else if (should_move_on)
- MovDir[x][y] = old_move_dir;
+ Store[x][y] = EL_ACID;
}
- else 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;
+ else if (
+ (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+ CAN_FALL(element) && WasJustFalling[x][y] &&
+ (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+
+ (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Tile[x][y + 1] == EL_BLOCKED)))
+ {
+ /* this is needed for a special case not covered by calling "Impact()"
+ from "ContinueMoving()": if an element moves to a tile directly below
+ another element which was just falling on that tile (which was empty
+ in the previous frame), the falling element above would just stop
+ instead of smashing the element below (in previous version, the above
+ element was just checked for "moving" instead of "falling", resulting
+ in incorrect smashes caused by horizontal movement of the above
+ element; also, the case of the player being the element to smash was
+ simply not covered here... :-/ ) */
- xx = x + move_xy[MovDir[x][y]].x;
- yy = y + move_xy[MovDir[x][y]].y;
+ CheckCollision[x][y] = 0;
+ CheckImpact[x][y] = 0;
- if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
- MovDir[x][y] = old_move_dir;
+ Impact(x, y);
+ }
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NONE)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
+ {
+ if (WasJustFalling[x][y]) // prevent animation from being restarted
+ MovDir[x][y] = MV_DOWN;
- MovDelay[x][y] = 0;
- }
- else if (element == EL_DRAGON)
- {
- boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
- boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
- int rnd_value = 24;
- int rnd = RND(rnd_value);
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ else if (element == EL_AMOEBA_DROP)
+ {
+ Tile[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+ (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
+ element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+ {
+ boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
+ (IS_FREE(x - 1, y + 1) ||
+ Tile[x - 1][y + 1] == EL_ACID));
+ boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+ (IS_FREE(x + 1, y + 1) ||
+ Tile[x + 1][y + 1] == EL_ACID));
+ boolean can_fall_any = (can_fall_left || can_fall_right);
+ boolean can_fall_both = (can_fall_left && can_fall_right);
+ int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
+ if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
+ {
+ if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
- 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;
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = FALSE;
+ }
- xx = x + move_xy[MovDir[x][y]].x;
- yy = y + move_xy[MovDir[x][y]].y;
+ if (can_fall_both)
+ {
+ if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; // slip down on left side
+ else
+ can_fall_left = !(can_fall_right = RND(2));
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
- xx, yy, Feld[xx][yy],
- FrameCounter);
-#endif
+ can_fall_both = FALSE;
+ }
-#if 1
- if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
- MovDir[x][y] = old_move_dir;
-#else
- if (!IS_FREE(xx, yy))
- MovDir[x][y] = old_move_dir;
-#endif
+ if (can_fall_any)
+ {
+ // if not determined otherwise, prefer left side for slipping down
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
+ {
+ boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
+ boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
+ int belt_dir = game.belt_dir[belt_nr];
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
+ if ((belt_dir == MV_LEFT && left_is_free) ||
+ (belt_dir == MV_RIGHT && right_is_free))
+ {
+ int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
- MovDelay[x][y] = 0;
- }
- else if (element == EL_MOLE)
- {
- boolean can_move_on =
- (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
- IS_AMOEBOID(Feld[move_x][move_y]) ||
- Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
- if (!can_move_on)
- {
- boolean can_turn_left =
- (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
- IS_AMOEBOID(Feld[left_x][left_y])));
+ InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
- boolean can_turn_right =
- (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
- IS_AMOEBOID(Feld[right_x][right_y])));
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][y] = TRUE;
- if (can_turn_left && can_turn_right)
- MovDir[x][y] = (RND(2) ? left_dir : right_dir);
- else if (can_turn_left)
- MovDir[x][y] = left_dir;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ }
else
- MovDir[x][y] = right_dir;
+ {
+ MovDir[x][y] = 0; // if element was moving, stop it
+ }
}
-
- if (MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 9;
- }
- else if (element == EL_BALLOON)
- {
- MovDir[x][y] = game.balloon_dir;
- MovDelay[x][y] = 0;
}
- else if (element == EL_SPRING)
- {
-#if 0
- if (MovDir[x][y] & MV_HORIZONTAL &&
- !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = MV_NO_MOVING;
-#else
- if (MovDir[x][y] & MV_HORIZONTAL &&
- (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
- SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
- MovDir[x][y] = MV_NO_MOVING;
-#endif
- MovDelay[x][y] = 0;
- }
- else if (element == EL_ROBOT ||
- element == EL_SATELLITE ||
- element == EL_PENGUIN)
+ // not "else if" because of elements that can fall and move (EL_SPRING)
+ if (CAN_MOVE(element) && !started_moving)
{
- int attr_x = -1, attr_y = -1;
+ int move_pattern = element_info[element].move_pattern;
+ int newx, newy;
+
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+ return;
- if (AllPlayersGone)
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
{
- attr_x = ExitX;
- attr_y = ExitY;
+ WasJustMoving[x][y] = 0;
+ CheckCollision[x][y] = 0;
+
+ TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+
+ if (Tile[x][y] != element) // element has changed
+ return;
}
- else
+
+ if (!MovDelay[x][y]) // start new movement phase
{
- int i;
+ // all objects that can change their move direction after each step
+ // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (element != EL_YAMYAM &&
+ element != EL_DARK_YAMYAM &&
+ element != EL_PACMAN &&
+ !(move_pattern & MV_ANY_DIRECTION) &&
+ move_pattern != MV_TURNING_LEFT &&
+ move_pattern != MV_TURNING_RIGHT &&
+ move_pattern != MV_TURNING_LEFT_RIGHT &&
+ move_pattern != MV_TURNING_RIGHT_LEFT &&
+ move_pattern != MV_TURNING_RANDOM)
{
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
-
- if (!player->active)
- continue;
+ TurnRound(x, y);
- if (attr_x == -1 ||
- ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
- {
- attr_x = jx;
- attr_y = jy;
- }
+ if (MovDelay[x][y] && (element == EL_BUG ||
+ element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON ||
+ element == EL_MOLE))
+ TEST_DrawLevelField(x, y);
}
}
- if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+ if (MovDelay[x][y]) // wait some time before next movement
{
- attr_x = ZX;
- attr_y = ZY;
- }
+ MovDelay[x][y]--;
- if (element == EL_PENGUIN)
- {
- int i;
- static int xy[4][2] =
+ if (element == EL_ROBOT ||
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
{
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
+ }
+ else if (element == EL_SP_ELECTRON)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_DRAGON)
{
- int ex = x + xy[i][0];
- int ey = y + xy[i][1];
+ 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 ? IMG_FLAMES_1_LEFT :
+ dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
+ dir == MV_UP ? IMG_FLAMES_1_UP :
+ dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+ GfxAction[x][y] = ACTION_ATTACKING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
+
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
- if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ for (i = 1; i <= 3; i++)
{
- attr_x = ex;
- attr_y = ey;
- break;
+ int xx = x + i * dx;
+ int yy = y + i * dy;
+ int sx = SCREENX(xx);
+ int sy = SCREENY(yy);
+ int flame_graphic = graphic + (i - 1);
+
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
+ break;
+
+ if (MovDelay[x][y])
+ {
+ int flamed = MovingOrBlocked2Element(xx, yy);
+
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+ Bang(xx, yy);
+ else
+ RemoveMovingField(xx, yy);
+
+ ChangeDelay[xx][yy] = 0;
+
+ Tile[xx][yy] = EL_FLAMES;
+
+ if (IN_SCR_FIELD(sx, sy))
+ {
+ TEST_DrawLevelFieldCrumbled(xx, yy);
+ DrawGraphic(sx, sy, flame_graphic, frame);
+ }
+ }
+ else
+ {
+ if (Tile[xx][yy] == EL_FLAMES)
+ Tile[xx][yy] = EL_EMPTY;
+ TEST_DrawLevelField(xx, yy);
+ }
}
}
- }
- MovDir[x][y] = MV_NO_MOVING;
- if (attr_x < x)
- MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
- else if (attr_x > x)
- MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
- if (attr_y < y)
- MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
- else if (attr_y > y)
- MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+ if (MovDelay[x][y]) // element still has to wait some time
+ {
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
+
+ return;
+ }
+ }
- if (element == EL_ROBOT)
- {
- int newx, newy;
+ // now make next step
- if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
- MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ Moving2Blocked(x, y, &newx, &newy); // get next screen position
- if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
- MovDelay[x][y] = 8 + 8 * !RND(3);
- else
- MovDelay[x][y] = 16;
- }
- else if (element == EL_PENGUIN)
+ if (DONT_COLLIDE_WITH(element) &&
+ IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+ !PLAYER_ENEMY_PROTECTED(newx, newy))
{
- int newx, newy;
+ TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
- MovDelay[x][y] = 1;
+ return;
+ }
- if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ else if (CAN_MOVE_INTO_ACID(element) &&
+ IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
+ !IS_MV_DIAGONAL(MovDir[x][y]) &&
+ (MovDir[x][y] == MV_DOWN ||
+ game.engine_version >= VERSION_IDENT(3,1,0,0)))
+ {
+ SplashAcid(newx, newy);
+ Store[x][y] = EL_ACID;
+ }
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+ {
+ if (Tile[newx][newy] == EL_EXIT_OPEN ||
+ Tile[newx][newy] == EL_EM_EXIT_OPEN ||
+ Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
+ Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
{
- boolean first_horiz = RND(2);
- int new_move_dir = MovDir[x][y];
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
- MovDir[x][y] =
- new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
+ if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
- if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
- return;
+ game.friends_still_needed--;
+ if (!game.friends_still_needed &&
+ !game.GameOver &&
+ game.all_players_gone)
+ LevelSolved();
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ return;
+ }
+ else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
+ {
+ if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+ TEST_DrawLevelField(newx, newy);
+ else
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ GfxAction[x][y] = ACTION_WAITING;
- if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
- return;
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
- MovDir[x][y] = old_move_dir;
return;
}
}
- else /* (element == EL_SATELLITE) */
+ else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
{
- int newx, newy;
+ if (IS_FOOD_PIG(Tile[newx][newy]))
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Tile[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+ }
- MovDelay[x][y] = 1;
+ PlayLevelSound(x, y, SND_PIG_DIGGING);
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
- if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ return;
+ }
+ }
+ else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+ {
+ if (Store[x][y] != EL_EMPTY)
{
- boolean first_horiz = RND(2);
- int new_move_dir = MovDir[x][y];
+ boolean can_clone = FALSE;
+ int xx, yy;
- MovDir[x][y] =
- new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ // check if element to clone is still there
+ for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
+ {
+ if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
+ {
+ can_clone = TRUE;
- if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
- return;
+ break;
+ }
+ }
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ // cannot clone or target field not free anymore -- do not clone
+ if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ Store[x][y] = EL_EMPTY;
+ }
- if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
- return;
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ if (IS_MV_DIAGONAL(MovDir[x][y]))
+ {
+ int diagonal_move_dir = MovDir[x][y];
+ int stored = Store[x][y];
+ int change_delay = 8;
+ int graphic;
- MovDir[x][y] = old_move_dir;
- return;
- }
- }
- }
- else if (move_pattern == MV_TURNING_LEFT ||
- move_pattern == MV_TURNING_RIGHT ||
- move_pattern == MV_TURNING_LEFT_RIGHT ||
- move_pattern == MV_TURNING_RIGHT_LEFT ||
- move_pattern == MV_TURNING_RANDOM ||
- move_pattern == MV_ALL_DIRECTIONS)
- {
- boolean can_turn_left =
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right =
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+ // android is moving diagonally
- if (move_pattern == MV_TURNING_LEFT)
- MovDir[x][y] = left_dir;
- else if (move_pattern == MV_TURNING_RIGHT)
- MovDir[x][y] = right_dir;
- else if (move_pattern == MV_TURNING_LEFT_RIGHT)
- MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
- else if (move_pattern == MV_TURNING_RIGHT_LEFT)
- MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
- else if (move_pattern == MV_TURNING_RANDOM)
- MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
- can_turn_right && !can_turn_left ? right_dir :
- RND(2) ? left_dir : right_dir);
- else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
- else if (can_turn_left)
- MovDir[x][y] = (RND(2) ? left_dir : back_dir);
- else if (can_turn_right)
- MovDir[x][y] = (RND(2) ? right_dir : back_dir);
- else
- MovDir[x][y] = back_dir;
+ CreateField(x, y, EL_DIAGONAL_SHRINKING);
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- }
- else if (move_pattern == MV_HORIZONTAL ||
- move_pattern == MV_VERTICAL)
- {
- if (move_pattern & old_move_dir)
- MovDir[x][y] = back_dir;
- else if (move_pattern == MV_HORIZONTAL)
- MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
- else if (move_pattern == MV_VERTICAL)
- MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+ Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
+ GfxElement[x][y] = EL_EMC_ANDROID;
+ GfxAction[x][y] = ACTION_SHRINKING;
+ GfxDir[x][y] = diagonal_move_dir;
+ ChangeDelay[x][y] = change_delay;
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- }
- else if (move_pattern & MV_ANY_DIRECTION)
- {
- MovDir[x][y] = move_pattern;
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- }
- else if (move_pattern == MV_ALONG_LEFT_SIDE)
- {
- if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
- MovDir[x][y] = left_dir;
- else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = right_dir;
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+ GfxDir[x][y]);
- if (MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- }
- else if (move_pattern == MV_ALONG_RIGHT_SIDE)
- {
- if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
- MovDir[x][y] = right_dir;
- else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = left_dir;
+ DrawLevelGraphicAnimation(x, y, graphic);
+ PlayLevelSoundAction(x, y, ACTION_SHRINKING);
- if (MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- }
- else if (move_pattern == MV_TOWARDS_PLAYER ||
- move_pattern == MV_AWAY_FROM_PLAYER)
- {
- int attr_x = -1, attr_y = -1;
- int newx, newy;
- boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+ if (Tile[newx][newy] == EL_ACID)
+ {
+ SplashAcid(newx, newy);
- if (AllPlayersGone)
- {
- attr_x = ExitX;
- attr_y = ExitY;
- }
- else
- {
- int i;
+ return;
+ }
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
+ CreateField(newx, newy, EL_DIAGONAL_GROWING);
- if (!player->active)
- continue;
+ Store[newx][newy] = EL_EMC_ANDROID;
+ GfxElement[newx][newy] = EL_EMC_ANDROID;
+ GfxAction[newx][newy] = ACTION_GROWING;
+ GfxDir[newx][newy] = diagonal_move_dir;
+ ChangeDelay[newx][newy] = change_delay;
- if (attr_x == -1 ||
- ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ graphic = el_act_dir2img(GfxElement[newx][newy],
+ GfxAction[newx][newy], GfxDir[newx][newy]);
+
+ DrawLevelGraphicAnimation(newx, newy, graphic);
+ PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+
+ return;
+ }
+ else
{
- attr_x = jx;
- attr_y = jy;
+ Tile[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+
+ PlayLevelSoundAction(x, y, ACTION_DIGGING);
}
}
+ else if (!IS_FREE(newx, newy))
+ {
+ return;
+ }
}
+ else if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ if (!DigFieldByCE(newx, newy, element))
+ return;
- MovDir[x][y] = MV_NO_MOVING;
- if (attr_x < x)
- MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
- else if (attr_x > x)
- MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
- if (attr_y < y)
- MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
- else if (attr_y > y)
- MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+ if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ RunnerVisit[x][y] = FrameCounter;
+ PlayerVisit[x][y] /= 8; // expire player visit path
+ }
+ }
+ else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
+ {
+ if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ return;
+ }
+ else
+ {
+ boolean 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_STEELWALL);
+ int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+ MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
- if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
- {
- boolean first_horiz = RND(2);
- int new_move_dir = MovDir[x][y];
+ if ((wanna_flame ||
+ IS_CLASSIC_ENEMY(element1) ||
+ IS_CLASSIC_ENEMY(element2)) &&
+ element1 != EL_DRAGON && element2 != EL_DRAGON &&
+ element1 != EL_FLAMES && element2 != EL_FLAMES)
+ {
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_ATTACKING;
- MovDir[x][y] =
- new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
- if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
- return;
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ MovDelay[x][y] = 50;
- if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
- return;
+ Tile[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
+ Tile[newx1][newy1] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
+ Tile[newx2][newy2] = EL_FLAMES;
- MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
}
- }
- else if (move_pattern == MV_WHEN_PUSHED ||
- move_pattern == MV_WHEN_DROPPED)
- {
- if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = MV_NO_MOVING;
-
- MovDelay[x][y] = 0;
- }
- else if (move_pattern & MV_MAZE_RUNNER_STYLE)
- {
- static int test_xy[7][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 },
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- };
- static int test_dir[7] =
+ else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ Tile[newx][newy] == EL_DIAMOND)
{
- MV_UP,
- MV_LEFT,
- MV_RIGHT,
- MV_DOWN,
- MV_UP,
- MV_LEFT,
- MV_RIGHT,
- };
- boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
- int move_preference = -1000000; /* start with very low preference */
- int new_move_dir = MV_NO_MOVING;
- int start_test = RND(4);
- int i;
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Tile[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+ }
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
+ }
+ else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
{
- int move_dir = test_dir[start_test + i];
- int move_dir_preference;
-
- xx = x + test_xy[start_test + i][0];
- yy = y + test_xy[start_test + i][1];
+ if (AmoebaNr[newx][newy])
+ {
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Tile[newx][newy] == EL_AMOEBA_FULL ||
+ Tile[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ }
- if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
- (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+ if (IS_MOVING(newx, newy))
{
- new_move_dir = move_dir;
+ RemoveMovingField(newx, newy);
+ }
+ else
+ {
+ Tile[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+ }
- break;
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+ }
+ else if ((element == EL_PACMAN || element == EL_MOLE)
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
+ {
+ if (AmoebaNr[newx][newy])
+ {
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Tile[newx][newy] == EL_AMOEBA_FULL ||
+ Tile[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
}
- if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
- continue;
+ if (element == EL_MOLE)
+ {
+ Tile[newx][newy] = EL_AMOEBA_SHRINKING;
+ PlayLevelSound(x, y, SND_MOLE_DIGGING);
- move_dir_preference = -1 * RunnerVisit[xx][yy];
- if (hunter_mode && PlayerVisit[xx][yy] > 0)
- move_dir_preference = PlayerVisit[xx][yy];
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ TEST_DrawLevelField(x, y);
- if (move_dir_preference > move_preference)
- {
- /* prefer field that has not been visited for the longest time */
- move_preference = move_dir_preference;
- new_move_dir = move_dir;
+ MovDelay[newx][newy] = 0; // start amoeba shrinking delay
+
+ return; // wait for shrinking amoeba
}
- else if (move_dir_preference == move_preference &&
- move_dir == old_move_dir)
+ else // element == EL_PACMAN
{
- /* prefer last direction when all directions are preferred equally */
- move_preference = move_dir_preference;
- new_move_dir = move_dir;
+ Tile[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+ PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
+ else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+ (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
+ (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+ {
+ // wait for shrinking amoeba to completely disappear
+ return;
+ }
+ else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+ {
+ // object was running against a wall
- MovDir[x][y] = new_move_dir;
- if (old_move_dir != new_move_dir)
- MovDelay[x][y] = 9;
- }
-}
+ TurnRound(x, y);
-static void TurnRound(int x, int y)
-{
- int direction = MovDir[x][y];
+ if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
+ DrawLevelElementAnimation(x, y, element);
-#if 0
- GfxDir[x][y] = MovDir[x][y];
-#endif
+ if (DONT_TOUCH(element))
+ TestIfBadThingTouchesPlayer(x, y);
- TurnRoundExt(x, y);
+ return;
+ }
-#if 1
- GfxDir[x][y] = MovDir[x][y];
-#endif
+ InitMovingField(x, y, MovDir[x][y]);
- if (direction != MovDir[x][y])
- GfxFrame[x][y] = 0;
+ PlayLevelSoundAction(x, y, ACTION_MOVING);
+ }
-#if 1
- if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
-#else
- if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_WAITING;
-#endif
+ if (MovDir[x][y])
+ ContinueMoving(x, y);
}
-static boolean JustBeingPushed(int x, int y)
+void ContinueMoving(int x, int y)
{
- int i;
+ int element = Tile[x][y];
+ struct ElementInfo *ei = &element_info[element];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int newx = x + dx, newy = y + dy;
+ int stored = Store[x][y];
+ int stored_new = Store[newx][newy];
+ boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
+ boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+ boolean last_line = (newy == lev_fieldy - 1);
+ boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (pushed_by_player) // special case: moving object pushed by player
{
- struct PlayerInfo *player = &stored_player[i];
+ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+ }
+ else if (use_step_delay) // special case: moving object has step delay
+ {
+ if (!MovDelay[x][y])
+ MovPos[x][y] += getElementMoveStepsize(x, y);
- if (player->active && player->is_pushing && player->MovPos)
+ if (MovDelay[x][y])
+ MovDelay[x][y]--;
+ else
+ MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
+
+ if (MovDelay[x][y])
{
- int next_jx = player->jx + (player->jx - player->last_jx);
- int next_jy = player->jy + (player->jy - player->last_jy);
+ TEST_DrawLevelField(x, y);
- if (x == next_jx && y == next_jy)
- return TRUE;
+ return; // element is still waiting
}
}
+ else // normal case: generically moving object
+ {
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+ }
- return FALSE;
-}
-
-void StartMoving(int x, int y)
-{
-#if 0
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
- boolean started_moving = FALSE; /* some elements can fall _and_ move */
- int element = Feld[x][y];
-
- if (Stop[x][y])
- return;
-
-#if 1
- if (MovDelay[x][y] == 0)
- GfxAction[x][y] = ACTION_DEFAULT;
-#else
- /* !!! this should be handled more generic (not only for mole) !!! */
- if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
- GfxAction[x][y] = ACTION_DEFAULT;
-#endif
-
- if (CAN_FALL(element) && y < lev_fieldy - 1)
+ if (ABS(MovPos[x][y]) < TILEX)
{
- if ((x > 0 && IS_PLAYER(x - 1, y)) ||
- (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
- if (JustBeingPushed(x, y))
- return;
+ TEST_DrawLevelField(x, y);
- if (element == EL_QUICKSAND_FULL)
- {
- if (IS_FREE(x, y + 1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ return; // element is still moving
+ }
- Feld[x][y] = EL_QUICKSAND_EMPTYING;
- Store[x][y] = EL_ROCK;
-#if 1
- PlayLevelSoundAction(x, y, ACTION_EMPTYING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
-#endif
- }
- else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY + 1;
+ // element reached destination field
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ Tile[x][y] = EL_EMPTY;
+ Tile[newx][newy] = element;
+ MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
- Feld[x][y] = EL_QUICKSAND_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FULL;
- Store[x][y + 1] = Store[x][y];
- Store[x][y] = 0;
-#if 1
- PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
- }
- }
- else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
- Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ if (Store[x][y] == EL_ACID) // element is moving into acid pool
+ {
+ element = Tile[newx][newy] = EL_ACID;
+ }
+ else if (element == EL_MOLE)
+ {
+ Tile[x][y] = EL_SAND;
- Feld[x][y] = EL_QUICKSAND_FILLING;
- Store[x][y] = element;
-#if 1
- PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
- }
- else if (element == EL_MAGIC_WALL_FULL)
- {
- if (IS_FREE(x, y + 1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ else if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Tile[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_EMPTYING)
+ {
+ Tile[x][y] = get_next_element(element);
+ element = Tile[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_FAST_FILLING)
+ {
+ element = Tile[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_FAST_EMPTYING)
+ {
+ Tile[x][y] = get_next_element(element);
+ element = Tile[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_FILLING)
+ {
+ element = Tile[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Tile[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Tile[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = Store[x][y];
- Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
- Store[x][y] = EL_CHANGED(Store[x][y]);
- }
- else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ InitField(newx, newy, FALSE);
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Tile[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Tile[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = Store[x][y];
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ InitField(newx, newy, FALSE);
+ }
+ else if (element == EL_DC_MAGIC_WALL_FILLING)
+ {
+ element = Tile[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+ {
+ Tile[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = Store[x][y];
- Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
- Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
- Store[x][y + 1] = EL_CHANGED(Store[x][y]);
- Store[x][y] = 0;
- }
- }
- else if (element == EL_BD_MAGIC_WALL_FULL)
- {
- if (IS_FREE(x, y + 1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ InitField(newx, newy, FALSE);
+ }
+ else if (element == EL_AMOEBA_DROPPING)
+ {
+ Tile[x][y] = get_next_element(element);
+ element = Tile[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_SOKOBAN_OBJECT)
+ {
+ if (Back[x][y])
+ Tile[x][y] = Back[x][y];
- Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
- Store[x][y] = EL_CHANGED2(Store[x][y]);
- }
- else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ if (Back[newx][newy])
+ Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ Back[x][y] = Back[newx][newy] = 0;
+ }
- Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
- Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
- Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
- Store[x][y] = 0;
- }
- }
- else if (CAN_PASS_MAGIC_WALL(element) &&
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ Store[x][y] = EL_EMPTY;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
- Feld[x][y] =
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
- EL_BD_MAGIC_WALL_FILLING);
- Store[x][y] = element;
- }
-#if 0
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
-#else
- else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-#endif
- {
- SplashAcid(x, y + 1);
+ MovDelay[newx][newy] = 0;
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ if (CAN_CHANGE_OR_HAS_ACTION(element))
+ {
+ // copy element change control values to new field
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ ChangePage[newx][newy] = ChangePage[x][y];
+ ChangeCount[newx][newy] = ChangeCount[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+ }
- Store[x][y] = EL_ACID;
-#if 0
- /* !!! TEST !!! better use "_FALLING" etc. !!! */
- GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
- }
-#if 1
- else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
- (Feld[x][y + 1] == EL_BLOCKED)) ||
- (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
- CAN_SMASH(element) && WasJustFalling[x][y] &&
- (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
+ CustomValue[newx][newy] = CustomValue[x][y];
-#else
-#if 1
- else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y] && !Pushed[x][y + 1])
-#else
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y])
-#endif
-#endif
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
- {
- /* this is needed for a special case not covered by calling "Impact()"
- from "ContinueMoving()": if an element moves to a tile directly below
- another element which was just falling on that tile (which was empty
- in the previous frame), the falling element above would just stop
- instead of smashing the element below (in previous version, the above
- element was just checked for "moving" instead of "falling", resulting
- in incorrect smashes caused by horizontal movement of the above
- element; also, the case of the player being the element to smash was
- simply not covered here... :-/ ) */
+ CustomValue[x][y] = 0;
-#if 0
- WasJustMoving[x][y] = 0;
- WasJustFalling[x][y] = 0;
-#endif
+ // copy animation control values to new field
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
+ GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
+ GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
- Impact(x, y);
- }
- else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.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) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
- {
- if (WasJustFalling[x][y]) /* prevent animation from being restarted */
- MovDir[x][y] = MV_DOWN;
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
- }
- else if (element == EL_AMOEBA_DROP)
- {
- Feld[x][y] = EL_AMOEBA_GROWING;
- Store[x][y] = EL_AMOEBA_WET;
- }
- /* Store[x][y + 1] must be zero, because:
- (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
- */
-#if 0
-#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) && !WasJustMoving[x][y + 1] &&
- element != EL_DX_SUPABOMB)
-#endif
-#else
- else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
- (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
- !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
- element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
- {
- boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
- (IS_FREE(x - 1, y + 1) ||
- Feld[x - 1][y + 1] == EL_ACID));
- boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
- (IS_FREE(x + 1, y + 1) ||
- Feld[x + 1][y + 1] == EL_ACID));
- boolean can_fall_any = (can_fall_left || can_fall_right);
- boolean can_fall_both = (can_fall_left && can_fall_right);
+ // some elements can leave other elements behind after moving
+ if (ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+ (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+ {
+ int move_leave_element = ei->move_leave_element;
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
- {
- int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+ // this makes it possible to leave the removed element again
+ if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
- if (slippery_type == SLIPPERY_ONLY_LEFT)
- can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ONLY_RIGHT)
- can_fall_left = FALSE;
- else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
- can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
- can_fall_left = FALSE;
+ Tile[x][y] = move_leave_element;
- can_fall_any = (can_fall_left || can_fall_right);
- can_fall_both = (can_fall_left && can_fall_right);
- }
+ if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = direction;
- if (can_fall_any)
- {
- if (can_fall_both &&
- (game.emulation != EMU_BOULDERDASH &&
- element != EL_BD_ROCK && element != EL_BD_DIAMOND))
- can_fall_left = !(can_fall_right = RND(2));
+ InitField(x, y, FALSE);
- InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
- started_moving = TRUE;
- }
- }
-#if 0
- else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
-#else
- else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-#endif
- {
- boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
- boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
- int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
- int belt_dir = game.belt_dir[belt_nr];
+ if (GFX_CRUMBLED(Tile[x][y]))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
- if ((belt_dir == MV_LEFT && left_is_free) ||
- (belt_dir == MV_RIGHT && right_is_free))
- {
-#if 1
- int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
-#endif
+ if (IS_PLAYER_ELEMENT(move_leave_element))
+ RelocatePlayer(x, y, move_leave_element);
+ }
- InitMovingField(x, y, belt_dir);
- started_moving = TRUE;
+ // do this after checking for left-behind element
+ ResetGfxAnimation(x, y); // reset animation values for old field
-#if 1
- Pushed[x][y] = TRUE;
- Pushed[nextx][y] = TRUE;
-#endif
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN &&
+ (element == EL_SPRING ||
+ element_info[element].move_pattern == MV_WHEN_PUSHED ||
+ element_info[element].move_pattern == MV_WHEN_DROPPED)))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
- }
- else
- {
- MovDir[x][y] = 0; /* if element was moving, stop it */
- }
- }
- }
+ TEST_DrawLevelField(x, y);
+ TEST_DrawLevelField(newx, newy);
- /* not "else if" because of elements that can fall and move (EL_SPRING) */
- if (CAN_MOVE(element) && !started_moving)
- {
- int move_pattern = element_info[element].move_pattern;
- int newx, newy;
+ Stop[newx][newy] = TRUE; // ignore this element until the next frame
- Moving2Blocked(x, y, &newx, &newy);
+ // prevent pushed element from moving on in pushed direction
+ if (pushed_by_player && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
-#if 1
- if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
- return;
-#else
- if ((element == EL_SATELLITE ||
- element == EL_BALLOON ||
- element == EL_SPRING)
- && JustBeingPushed(x, y))
- return;
-#endif
+ // prevent elements on conveyor belt from moving on in last direction
+ if (pushed_by_conveyor && CAN_FALL(element) &&
+ direction & MV_HORIZONTAL)
+ MovDir[newx][newy] = 0;
-#if 1
- if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
- WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
- (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
- {
-#if 0
- printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
- element, element_info[element].token_name,
- WasJustMoving[x][y],
- HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
- HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
- HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
- HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
-#endif
+ if (!pushed_by_player)
+ {
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
-#if 1
- WasJustMoving[x][y] = 0;
-#endif
+ WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
- TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
-#if 0
- if (Feld[x][y] != element) /* element has changed */
- {
- element = Feld[x][y];
- move_pattern = element_info[element].move_pattern;
+ if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+ CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
- if (!CAN_MOVE(element))
- return;
- }
-#else
- if (Feld[x][y] != element) /* element has changed */
- return;
-#endif
- }
-#endif
+ if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+ CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
+ }
-#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 (DONT_TOUCH(element)) // object may be nasty to player or others
+ {
+ TestIfBadThingTouchesPlayer(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
- if (!MovDelay[x][y]) /* start new movement phase */
- {
- /* all objects that can change their move direction after each step
- (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+ }
- if (element != EL_YAMYAM &&
- element != EL_DARK_YAMYAM &&
- element != EL_PACMAN &&
- !(move_pattern & MV_ANY_DIRECTION) &&
- move_pattern != MV_TURNING_LEFT &&
- move_pattern != MV_TURNING_RIGHT &&
- move_pattern != MV_TURNING_LEFT_RIGHT &&
- move_pattern != MV_TURNING_RIGHT_LEFT &&
- move_pattern != MV_TURNING_RANDOM)
- {
- TurnRound(x, y);
+ // give the player one last chance (one more frame) to move away
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (last_line || (!IS_FREE(x, newy + 1) &&
+ (!IS_PLAYER(x, newy + 1) ||
+ game.engine_version < VERSION_IDENT(3,1,1,0)))))
+ Impact(x, newy);
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
-#endif
+ if (pushed_by_player && !game.use_change_when_pushing_bug)
+ {
+ int push_side = MV_DIR_OPPOSITE(direction);
+ struct PlayerInfo *player = PLAYERINFO(x, y);
- if (MovDelay[x][y] && (element == EL_BUG ||
- element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON ||
- element == EL_MOLE))
- DrawLevelField(x, y);
- }
- }
+ CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, push_side);
+ CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+ player->index_bit, push_side);
+ }
- if (MovDelay[x][y]) /* wait some time before next movement */
- {
- MovDelay[x][y]--;
+ if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
+ MovDelay[newx][newy] = 1;
-#if 0
- if (element == EL_YAMYAM)
- {
- printf("::: %d\n",
- el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
- DrawLevelElementAnimation(x, y, element);
- }
-#endif
+ CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
- if (MovDelay[x][y]) /* element still has to wait some time */
- {
-#if 0
- /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
- ResetGfxAnimation(x, y);
-#endif
+ TestIfElementTouchesCustomElement(x, y); // empty or new element
+ TestIfElementHitsCustomElement(newx, newy, direction);
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
-#if 0
- if (GfxAction[x][y] != ACTION_WAITING)
- printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+ if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
+ IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
+ CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
+ MV_DIR_OPPOSITE(direction));
+}
- GfxAction[x][y] = ACTION_WAITING;
-#endif
- }
+int AmoebaNeighbourNr(int ax, int ay)
+{
+ int i;
+ int element = Tile[ax][ay];
+ int group_nr = 0;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (element == EL_ROBOT ||
-#if 0
- element == EL_PACMAN ||
-#endif
- element == EL_YAMYAM ||
- element == EL_DARK_YAMYAM)
- {
-#if 0
- DrawLevelElementAnimation(x, y, element);
-#else
- DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
- PlayLevelSoundAction(x, y, ACTION_WAITING);
- }
- else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_DRAGON)
- {
- 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 ? IMG_FLAMES_1_LEFT :
- dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
- dir == MV_UP ? IMG_FLAMES_1_UP :
- dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int x = ax + xy[i][0];
+ int y = ay + xy[i][1];
-#if 0
- printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- GfxAction[x][y] = ACTION_ATTACKING;
+ if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
+ group_nr = AmoebaNr[x][y];
+ }
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ return group_nr;
+}
- PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+static void AmoebaMerge(int ax, int ay)
+{
+ int i, x, y, xx, yy;
+ int new_group_nr = AmoebaNr[ax][ay];
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- for (i = 1; i <= 3; i++)
- {
- int xx = x + i * dx;
- int yy = y + i * dy;
- int sx = SCREENX(xx);
- int sy = SCREENY(yy);
- int flame_graphic = graphic + (i - 1);
+ if (new_group_nr == 0)
+ return;
- if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
- break;
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
- if (MovDelay[x][y])
- {
- int flamed = MovingOrBlocked2Element(xx, yy);
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- /* !!! */
-#if 0
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
- Bang(xx, yy);
- else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
- RemoveMovingField(xx, yy);
- else
- RemoveField(xx, yy);
-#else
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
- Bang(xx, yy);
- else
- RemoveMovingField(xx, yy);
-#endif
+ if ((Tile[x][y] == EL_AMOEBA_FULL ||
+ Tile[x][y] == EL_BD_AMOEBA ||
+ Tile[x][y] == EL_AMOEBA_DEAD) &&
+ AmoebaNr[x][y] != new_group_nr)
+ {
+ int old_group_nr = AmoebaNr[x][y];
-#if 0
- if (ChangeDelay[xx][yy])
- printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
- Feld[xx][yy] == EL_BLOCKED));
-#endif
+ if (old_group_nr == 0)
+ return;
-#if 1
- ChangeDelay[xx][yy] = 0;
-#endif
- Feld[xx][yy] = EL_FLAMES;
- if (IN_SCR_FIELD(sx, sy))
- {
- DrawLevelFieldCrumbledSand(xx, yy);
- DrawGraphic(sx, sy, flame_graphic, frame);
- }
- }
- else
- {
- if (Feld[xx][yy] == EL_FLAMES)
- Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
- }
- }
- }
+ AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+ AmoebaCnt[old_group_nr] = 0;
+ AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+ AmoebaCnt2[old_group_nr] = 0;
- if (MovDelay[x][y]) /* element still has to wait some time */
+ SCAN_PLAYFIELD(xx, yy)
{
- PlayLevelSoundAction(x, y, ACTION_WAITING);
-
- return;
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
}
-
-#if 0
- /* special case of "moving" animation of waiting elements (FIX THIS !!!);
- for all other elements GfxAction will be set by InitMovingField() */
- if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
- GfxAction[x][y] = ACTION_MOVING;
-#endif
}
+ }
+}
- /* now make next step */
+void AmoebaToDiamond(int ax, int ay)
+{
+ int i, x, y;
- Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+ if (Tile[ax][ay] == EL_AMOEBA_DEAD)
+ {
+ int group_nr = AmoebaNr[ax][ay];
- if (DONT_COLLIDE_WITH(element) &&
- IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
- !PLAYER_ENEMY_PROTECTED(newx, newy))
+#ifdef DEBUG
+ if (group_nr == 0)
{
-#if 1
- TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
+ Debug("game:playing:AmoebaToDiamond", "This should never happen!");
return;
-#else
- /* player killed by element which is deadly when colliding with */
- MovDir[x][y] = 0;
- KillHero(PLAYERINFO(newx, newy));
- return;
-#endif
-
}
-#if 1
-#if 1
- else if (CAN_MOVE_INTO_ACID(element) &&
- IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
- (MovDir[x][y] == MV_DOWN ||
- game.engine_version >= VERSION_IDENT(3,1,0,0)))
-#else
- else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
- IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
#endif
-#else
- else if ((element == EL_PENGUIN ||
- element == EL_ROBOT ||
- element == EL_SATELLITE ||
- element == EL_BALLOON ||
- IS_CUSTOM_ELEMENT(element)) &&
- IN_LEV_FIELD(newx, newy) &&
- MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
-#endif
- {
- SplashAcid(newx, newy);
- Store[x][y] = EL_ACID;
- }
- else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+ SCAN_PLAYFIELD(x, y)
{
- if (Feld[newx][newy] == EL_EXIT_OPEN)
- {
-#if 1
- RemoveField(x, y);
- DrawLevelField(x, y);
-#else
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
-#endif
-
- PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
- if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
- DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
-
- local_player->friends_still_needed--;
- if (!local_player->friends_still_needed &&
- !local_player->GameOver && AllPlayersGone)
- local_player->LevelSolved = local_player->GameOver = TRUE;
-
- return;
- }
- else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
- {
- if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
- DrawLevelField(newx, newy);
- else
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
- }
- else if (!IS_FREE(newx, newy))
+ if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
- GfxAction[x][y] = ACTION_WAITING;
-
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
-
- return;
+ AmoebaNr[x][y] = 0;
+ Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
}
}
- else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+
+ PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(ax, ay);
+ }
+ else
+ {
+ static int xy[4][2] =
{
- if (IS_FOOD_PIG(Feld[newx][newy]))
- {
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- PlayLevelSound(x, y, SND_PIG_DIGGING);
- }
- else if (!IS_FREE(newx, newy))
- {
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
- return;
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
+ {
+ PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(x, y);
}
}
+ }
+}
-#if 1
-
- /*
- else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
- */
+static void AmoebaToDiamondBD(int ax, int ay, int new_element)
+{
+ int x, y;
+ int group_nr = AmoebaNr[ax][ay];
+ boolean done = FALSE;
- else if (IS_CUSTOM_ELEMENT(element) &&
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
+ Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
-#if 0
- &&
- !IS_FREE(newx, newy)
+ return;
+ }
#endif
-)
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (AmoebaNr[x][y] == group_nr &&
+ (Tile[x][y] == EL_AMOEBA_DEAD ||
+ Tile[x][y] == EL_BD_AMOEBA ||
+ Tile[x][y] == EL_AMOEBA_GROWING))
{
- int new_element = Feld[newx][newy];
-
-#if 0
- printf("::: '%s' digs '%s' [%d]\n",
- element_info[element].token_name,
- element_info[Feld[newx][newy]].token_name,
- StorePlayer[newx][newy]);
-#endif
+ AmoebaNr[x][y] = 0;
+ Tile[x][y] = new_element;
+ InitField(x, y, FALSE);
+ TEST_DrawLevelField(x, y);
+ done = TRUE;
+ }
+ }
- if (!IS_FREE(newx, newy))
- {
- int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
- IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
- ACTION_BREAKING);
+ if (done)
+ PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
+}
- /* no element can dig solid indestructible elements */
- if (IS_INDESTRUCTIBLE(new_element) &&
- !IS_DIGGABLE(new_element) &&
- !IS_COLLECTIBLE(new_element))
- return;
+static void AmoebaGrowing(int x, int y)
+{
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
- if (AmoebaNr[newx][newy] &&
- (new_element == EL_AMOEBA_FULL ||
- new_element == EL_BD_AMOEBA ||
- new_element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[newx][newy]]--;
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- }
+ if (!MovDelay[x][y]) // start new growing cycle
+ {
+ MovDelay[x][y] = 7;
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- RemoveField(newx, newy);
- DrawLevelField(newx, newy);
- }
+ if (DelayReached(&sound_delay, sound_delay_value))
+ {
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+ sound_delay_value = 30;
+ }
+ }
- PlayLevelSoundAction(x, y, action);
- }
+ if (MovDelay[x][y]) // wait some time before growing bigger
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+ 6 - MovDelay[x][y]);
-#if 1
-#if 1
- Store[newx][newy] = EL_EMPTY;
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- Store[newx][newy] = element_info[element].move_leave_element;
-#else
- Store[newx][newy] = EL_EMPTY;
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
- element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
- Store[newx][newy] = element_info[element].move_leave_element;
-#endif
-#else
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- element_info[element].can_leave_element = TRUE;
-#endif
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+ }
- if (move_pattern & MV_MAZE_RUNNER_STYLE)
- {
- RunnerVisit[x][y] = FrameCounter;
- PlayerVisit[x][y] /= 8; /* expire player visit path */
- }
+ if (!MovDelay[x][y])
+ {
+ Tile[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ TEST_DrawLevelField(x, y);
}
+ }
+}
-#endif
+static void AmoebaShrinking(int x, int y)
+{
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
- else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
+ if (!MovDelay[x][y]) // start new shrinking cycle
+ {
+ MovDelay[x][y] = 7;
+
+ if (DelayReached(&sound_delay, sound_delay_value))
+ sound_delay_value = 30;
+ }
+
+ if (MovDelay[x][y]) // wait some time before shrinking
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- if (!IS_FREE(newx, newy))
- {
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+ 6 - MovDelay[x][y]);
- return;
- }
- else
- {
- boolean 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_STEELWALL);
- int element2 = (IN_LEV_FIELD(newx2, newy2) ?
- MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ }
- if ((wanna_flame ||
- IS_CLASSIC_ENEMY(element1) ||
- IS_CLASSIC_ENEMY(element2)) &&
- element1 != EL_DRAGON && element2 != EL_DRAGON &&
- element1 != EL_FLAMES && element2 != EL_FLAMES)
- {
-#if 1
- ResetGfxAnimation(x, y);
- GfxAction[x][y] = ACTION_ATTACKING;
-#endif
+ if (!MovDelay[x][y])
+ {
+ Tile[x][y] = EL_EMPTY;
+ TEST_DrawLevelField(x, y);
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ // don't let mole enter this field in this cycle;
+ // (give priority to objects falling to this field from above)
+ Stop[x][y] = TRUE;
+ }
+ }
+}
- PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+static void AmoebaReproduce(int ax, int ay)
+{
+ int i;
+ int element = Tile[ax][ay];
+ int graphic = el2img(element);
+ int newax = ax, neway = ay;
+ boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- MovDelay[x][y] = 50;
+ if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
+ {
+ Tile[ax][ay] = EL_AMOEBA_DEAD;
+ TEST_DrawLevelField(ax, ay);
+ return;
+ }
- /* !!! */
-#if 0
- RemoveField(newx, newy);
-#endif
- Feld[newx][newy] = EL_FLAMES;
- if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx1, newy1);
-#endif
- Feld[newx1][newy1] = EL_FLAMES;
- }
- if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx2, newy2);
-#endif
- Feld[newx2][newy2] = EL_FLAMES;
- }
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- return;
- }
- }
- }
- else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- Feld[newx][newy] == EL_DIAMOND)
- {
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- }
+ if (!MovDelay[ax][ay]) // start making new amoeba field
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
- PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
- }
- else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
- {
- if (AmoebaNr[newx][newy])
- {
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBA_FULL ||
- Feld[newx][newy] == EL_BD_AMOEBA)
- AmoebaCnt[AmoebaNr[newx][newy]]--;
- }
+ if (MovDelay[ax][ay]) // wait some time before making new amoeba
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
-#if 0
- /* !!! test !!! */
- if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
-#else
- if (IS_MOVING(newx, newy))
-#endif
- {
- RemoveMovingField(newx, newy);
- }
- else
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- }
+ if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
+ {
+ int start = RND(4);
+ int x = ax + xy[start][0];
+ int y = ay + xy[start][1];
- PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
- }
- else if ((element == EL_PACMAN || element == EL_MOLE)
- && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
+ if (!IN_LEV_FIELD(x, y))
+ return;
+
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Tile[x][y]) ||
+ Tile[x][y] == EL_QUICKSAND_EMPTY ||
+ Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
- if (AmoebaNr[newx][newy])
- {
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBA_FULL ||
- Feld[newx][newy] == EL_BD_AMOEBA)
- AmoebaCnt[AmoebaNr[newx][newy]]--;
- }
+ newax = x;
+ neway = y;
+ }
- if (element == EL_MOLE)
- {
- Feld[newx][newy] = EL_AMOEBA_SHRINKING;
- PlayLevelSound(x, y, SND_MOLE_DIGGING);
+ if (newax == ax && neway == ay)
+ return;
+ }
+ else // normal or "filled" (BD style) amoeba
+ {
+ int start = RND(4);
+ boolean waiting_for_player = FALSE;
- ResetGfxAnimation(x, y);
- GfxAction[x][y] = ACTION_DIGGING;
- DrawLevelField(x, y);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int j = (start + i) % 4;
+ int x = ax + xy[j][0];
+ int y = ay + xy[j][1];
- MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- return; /* wait for shrinking amoeba */
- }
- else /* element == EL_PACMAN */
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Tile[x][y]) ||
+ Tile[x][y] == EL_QUICKSAND_EMPTY ||
+ Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- PlayLevelSound(x, y, SND_PACMAN_DIGGING);
+ newax = x;
+ neway = y;
+ break;
}
+ else if (IS_PLAYER(x, y))
+ waiting_for_player = TRUE;
}
- else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
- (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
- (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+
+ if (newax == ax && neway == ay) // amoeba cannot grow
{
- /* wait for shrinking amoeba to completely disappear */
+ if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+ {
+ Tile[ax][ay] = EL_AMOEBA_DEAD;
+ TEST_DrawLevelField(ax, ay);
+ AmoebaCnt[AmoebaNr[ax][ay]]--;
+
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
+ {
+ if (element == EL_AMOEBA_FULL)
+ AmoebaToDiamond(ax, ay);
+ else if (element == EL_BD_AMOEBA)
+ AmoebaToDiamondBD(ax, ay, level.amoeba_content);
+ }
+ }
return;
}
- else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+ else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
{
- /* object was running against a wall */
+ // amoeba gets larger by growing in some direction
- TurnRound(x, y);
+ int new_group_nr = AmoebaNr[ax][ay];
-#if 1
- if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
- DrawLevelElementAnimation(x, y, element);
-#else
- if (element == EL_BUG ||
- element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK)
- DrawLevelField(x, y);
- else if (element == EL_MOLE)
- DrawLevelField(x, y);
- else if (element == EL_BD_BUTTERFLY ||
- element == EL_BD_FIREFLY)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SATELLITE)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimationIfNeeded(x, y, element);
+#ifdef DEBUG
+ if (new_group_nr == 0)
+ {
+ Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
+ newax, neway);
+ Debug("game:playing:AmoebaReproduce", "This should never happen!");
+
+ return;
+ }
#endif
- if (DONT_TOUCH(element))
- TestIfBadThingTouchesHero(x, y);
+ AmoebaNr[newax][neway] = new_group_nr;
+ AmoebaCnt[new_group_nr]++;
+ AmoebaCnt2[new_group_nr]++;
-#if 0
- PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
+ // if amoeba touches other amoeba(s) after growing, unify them
+ AmoebaMerge(newax, neway);
- return;
+ if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+ {
+ AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
+ return;
+ }
}
+ }
- InitMovingField(x, y, MovDir[x][y]);
+ if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
+ (neway == lev_fieldy - 1 && newax != ax))
+ {
+ Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
+ Store[newax][neway] = element;
+ }
+ else if (neway == ay || element == EL_EMC_DRIPPER)
+ {
+ Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
- PlayLevelSoundAction(x, y, ACTION_MOVING);
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+ }
+ else
+ {
+ InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
+ Tile[ax][ay] = EL_AMOEBA_DROPPING;
+ Store[ax][ay] = EL_AMOEBA_DROP;
+ ContinueMoving(ax, ay);
+ return;
}
- if (MovDir[x][y])
- ContinueMoving(x, y);
+ TEST_DrawLevelField(newax, neway);
}
-void ContinueMoving(int x, int y)
+static void Life(int ax, int ay)
{
- int element = Feld[x][y];
- int stored = Store[x][y];
- struct ElementInfo *ei = &element_info[element];
- int direction = MovDir[x][y];
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int newx = x + dx, newy = y + dy;
-#if 0
- int nextx = newx + dx, nexty = newy + dy;
-#endif
-#if 1
- boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
- boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
-#else
- boolean pushed_by_player = Pushed[x][y];
-#endif
+ int x1, y1, x2, y2;
+ int life_time = 40;
+ int element = Tile[ax][ay];
+ int graphic = el2img(element);
+ int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+ level.biomaze);
+ boolean changed = FALSE;
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- MovPos[x][y] += getElementMoveStepsize(x, y);
+ if (Stop[ax][ay])
+ return;
-#if 0
- if (pushed_by_player && IS_PLAYER(x, y))
+ if (!MovDelay[ax][ay]) // start new "game of life" cycle
+ MovDelay[ax][ay] = life_time;
+
+ if (MovDelay[ax][ay]) // wait some time before next cycle
{
- /* special case: moving object pushed by player */
- MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
}
-#else
- if (pushed_by_player) /* special case: moving object pushed by player */
- MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-#endif
- if (ABS(MovPos[x][y]) < TILEX)
+ for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
{
- DrawLevelField(x, y);
+ int xx = ax+x1, yy = ay+y1;
+ int old_element = Tile[xx][yy];
+ int num_neighbours = 0;
- return; /* element is still moving */
- }
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
- /* element reached destination field */
+ for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+ {
+ int x = xx+x2, y = yy+y2;
- Feld[x][y] = EL_EMPTY;
- Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+ if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+ continue;
- if (element == EL_MOLE)
- {
- Feld[x][y] = EL_SAND;
+ boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
+ boolean is_neighbour = FALSE;
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- else if (element == EL_QUICKSAND_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_QUICKSAND_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_MAGIC_WALL_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_MAGIC_WALL_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- if (!game.magic_wall_active)
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_BD_MAGIC_WALL_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_BD_MAGIC_WALL_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- if (!game.magic_wall_active)
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_AMOEBA_DROPPING)
- {
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_SOKOBAN_OBJECT)
- {
- if (Back[x][y])
- Feld[x][y] = Back[x][y];
+ if (level.use_life_bugs)
+ is_neighbour =
+ (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]));
+ else
+ is_neighbour =
+ (Last[x][y] == element || is_player_cell);
- if (Back[newx][newy])
- Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+ if (is_neighbour)
+ num_neighbours++;
+ }
- Back[x][y] = Back[newx][newy] = 0;
- }
- else if (Store[x][y] == EL_ACID)
- {
- element = Feld[newx][newy] = EL_ACID;
- }
-#if 0
- else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
- ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
- Store[x][y] != EL_EMPTY))
- {
- /* some elements can leave other elements behind after moving */
+ boolean is_free = FALSE;
- Feld[x][y] = ei->move_leave_element;
- InitField(x, y, FALSE);
+ if (level.use_life_bugs)
+ is_free = (IS_FREE(xx, yy));
+ else
+ is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (xx == ax && yy == ay) // field in the middle
+ {
+ if (num_neighbours < life_parameter[0] ||
+ num_neighbours > life_parameter[1])
+ {
+ Tile[xx][yy] = EL_EMPTY;
+ if (Tile[xx][yy] != old_element)
+ TEST_DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
+ { // free border field
+ if (num_neighbours >= life_parameter[2] &&
+ num_neighbours <= life_parameter[3])
+ {
+ Tile[xx][yy] = element;
+ MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+ if (Tile[xx][yy] != old_element)
+ TEST_DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
}
-#endif
- Store[x][y] = EL_EMPTY;
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- MovDelay[newx][newy] = 0;
+ if (changed)
+ PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ SND_GAME_OF_LIFE_GROWING);
+}
+
+static void InitRobotWheel(int x, int y)
+{
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
- if (CAN_CHANGE(element))
+static void RunRobotWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
+
+static void StopRobotWheel(int x, int y)
+{
+ if (game.robot_wheel_x == x &&
+ game.robot_wheel_y == y)
{
- /* copy element change control values to new field */
- ChangeDelay[newx][newy] = ChangeDelay[x][y];
- ChangePage[newx][newy] = ChangePage[x][y];
- Changed[newx][newy] = Changed[x][y];
- ChangeEvent[newx][newy] = ChangeEvent[x][y];
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
+ game.robot_wheel_active = FALSE;
}
+}
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+static void InitTimegateWheel(int x, int y)
+{
+ ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+}
- /* copy animation control values to new field */
- GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
- GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
+static void RunTimegateWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
- Pushed[x][y] = Pushed[newx][newy] = FALSE;
+static void InitMagicBallDelay(int x, int y)
+{
+ ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+}
- ResetGfxAnimation(x, y); /* reset animation values for old field */
+static void ActivateMagicBall(int bx, int by)
+{
+ int x, y;
-#if 1
- if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
- ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
- stored != EL_EMPTY))
+ if (level.ball_random)
{
- /* some elements can leave other elements behind after moving */
+ int pos_border = RND(8); // select one of the eight border elements
+ int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+ int xx = pos_content % 3;
+ int yy = pos_content / 3;
- Feld[x][y] = ei->move_leave_element;
- InitField(x, y, FALSE);
+ x = bx - 1 + xx;
+ y = by - 1 + yy;
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
}
-#endif
-
-#if 0
- /* some elements can leave other elements behind after moving */
- if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
- ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
- ei->can_leave_element_last))
+ else
{
- Feld[x][y] = ei->move_leave_element;
- InitField(x, y, FALSE);
+ for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+ {
+ int xx = x - bx + 1;
+ int yy = y - by + 1;
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ }
}
- ei->can_leave_element_last = ei->can_leave_element;
- ei->can_leave_element = FALSE;
-#endif
-
-#if 0
- /* 2.1.1 (does not work correctly for spring) */
- if (!CAN_MOVE(element))
- MovDir[newx][newy] = 0;
-#else
-
-#if 0
- /* (does not work for falling objects that slide horizontally) */
- if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
- MovDir[newx][newy] = 0;
-#else
- /*
- if (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
- MovDir[newx][newy] = 0;
- */
+ game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+}
-#if 0
- if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && direction == MV_DOWN))
- GfxDir[x][y] = MovDir[newx][newy] = 0;
-#else
- if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && direction == MV_DOWN &&
- (element == EL_SPRING ||
- element_info[element].move_pattern == MV_WHEN_PUSHED ||
- element_info[element].move_pattern == MV_WHEN_DROPPED)))
- GfxDir[x][y] = MovDir[newx][newy] = 0;
-#endif
+static void CheckExit(int x, int y)
+{
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
+ {
+ int element = Tile[x][y];
+ int graphic = el2img(element);
-#endif
-#endif
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ return;
+ }
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- /* prevent pushed element from moving on in pushed direction */
- if (pushed_by_player && CAN_MOVE(element) &&
- element_info[element].move_pattern & MV_ANY_DIRECTION &&
- !(element_info[element].move_pattern & direction))
- TurnRound(newx, newy);
+ Tile[x][y] = EL_EXIT_OPENING;
-#if 1
- /* prevent elements on conveyor belt from moving on in last direction */
- if (pushed_by_conveyor && CAN_FALL(element) &&
- direction & MV_HORIZONTAL)
- MovDir[newx][newy] = 0;
-#endif
+ PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+}
- if (!pushed_by_player)
+static void CheckExitEM(int x, int y)
+{
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
- WasJustMoving[newx][newy] = 3;
+ int element = Tile[x][y];
+ int graphic = el2img(element);
- if (CAN_FALL(element) && direction == MV_DOWN)
- WasJustFalling[newx][newy] = 3;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
}
- if (DONT_TOUCH(element)) /* object may be nasty to player or others */
- {
- TestIfBadThingTouchesHero(newx, newy);
- TestIfBadThingTouchesFriend(newx, newy);
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- if (!IS_CUSTOM_ELEMENT(element))
- TestIfBadThingTouchesOtherBadThing(newx, newy);
- }
- else if (element == EL_PENGUIN)
- TestIfFriendTouchesBadThing(newx, newy);
+ Tile[x][y] = EL_EM_EXIT_OPENING;
- if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
- Impact(x, newy);
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
-#if 1
- TestIfElementTouchesCustomElement(x, y); /* empty or new element */
-#endif
+static void CheckExitSteel(int x, int y)
+{
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
+ {
+ int element = Tile[x][y];
+ int graphic = el2img(element);
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
- ChangeElement(newx, newy, ChangePage[newx][newy]);
-#endif
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 1
+ return;
+ }
- TestIfElementHitsCustomElement(newx, newy, direction);
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
-#else
+ Tile[x][y] = EL_STEEL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+static void CheckExitSteelEM(int x, int y)
+{
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
- int hitting_element = Feld[newx][newy];
+ int element = Tile[x][y];
+ int graphic = el2img(element);
- /* !!! fix side (direction) orientation here and elsewhere !!! */
- CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
- direction);
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- if (IN_LEV_FIELD(nextx, nexty))
- {
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
- int touched_element = MovingOrBlocked2Element(nextx, nexty);
- boolean object_hit = (!IS_MOVING(nextx, nexty) ||
- MovDir[nextx][nexty] != direction ||
- ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+ return;
+ }
- if (object_hit)
- {
- int i;
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- CheckElementChangeSide(nextx, nexty, touched_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
+ Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
- {
- for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[hitting_element].change_page[i];
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
- change->trigger_side & touched_side &&
- change->trigger_element == touched_element)
- {
- CheckElementChangePage(newx, newy, hitting_element,
- touched_element, CE_OTHER_IS_HITTING, i);
- break;
- }
- }
- }
+static void CheckExitSP(int x, int y)
+{
+ if (game.gems_still_needed > 0)
+ {
+ int element = Tile[x][y];
+ int graphic = el2img(element);
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
- {
- for (i = 0; i < element_info[touched_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[touched_element].change_page[i];
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
- change->trigger_side & hitting_side &&
- change->trigger_element == hitting_element)
- {
- CheckElementChangePage(nextx, nexty, touched_element,
- hitting_element, CE_OTHER_GETS_HIT, i);
- break;
- }
- }
- }
- }
- }
-#endif
+ return;
}
-#endif
- TestIfPlayerTouchesCustomElement(newx, newy);
- TestIfElementTouchesCustomElement(newx, newy);
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
+
+ Tile[x][y] = EL_SP_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
-int AmoebeNachbarNr(int ax, int ay)
+static void CloseAllOpenTimegates(void)
{
- int i;
- int element = Feld[ax][ay];
- int group_nr = 0;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ int x, y;
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ SCAN_PLAYFIELD(x, y)
{
- int x = ax + xy[i][0];
- int y = ay + xy[i][1];
+ int element = Tile[x][y];
- if (!IN_LEV_FIELD(x, y))
- continue;
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Tile[x][y] = EL_TIMEGATE_CLOSING;
- if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
- group_nr = AmoebaNr[x][y];
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
+ }
}
-
- return group_nr;
}
-void AmoebenVereinigen(int ax, int ay)
+static void DrawTwinkleOnField(int x, int y)
{
- int i, x, y, xx, yy;
- int new_group_nr = AmoebaNr[ax][ay];
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+ return;
- if (new_group_nr == 0)
+ if (Tile[x][y] == EL_BD_DIAMOND)
return;
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ if (MovDelay[x][y] == 0) // next animation frame
+ MovDelay[x][y] = 11 * !GetSimpleRandom(500);
+
+ if (MovDelay[x][y] != 0) // wait some time before next frame
{
- x = ax + xy[i][0];
- y = ay + xy[i][1];
+ MovDelay[x][y]--;
- if (!IN_LEV_FIELD(x, y))
- continue;
+ DrawLevelElementAnimation(x, y, Tile[x][y]);
- if ((Feld[x][y] == EL_AMOEBA_FULL ||
- Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBA_DEAD) &&
- AmoebaNr[x][y] != new_group_nr)
+ if (MovDelay[x][y] != 0)
{
- int old_group_nr = AmoebaNr[x][y];
-
- if (old_group_nr == 0)
- return;
-
- AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
- AmoebaCnt[old_group_nr] = 0;
- AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
- AmoebaCnt2[old_group_nr] = 0;
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
- for (yy = 0; yy < lev_fieldy; yy++)
- {
- for (xx = 0; xx < lev_fieldx; xx++)
- {
- if (AmoebaNr[xx][yy] == old_group_nr)
- AmoebaNr[xx][yy] = new_group_nr;
- }
- }
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
}
}
}
-void AmoebeUmwandeln(int ax, int ay)
+static void MauerWaechst(int x, int y)
{
- int i, x, y;
+ int delay = 6;
+
+ if (!MovDelay[x][y]) // next animation frame
+ MovDelay[x][y] = 3 * delay;
- if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+ if (MovDelay[x][y]) // wait some time before next frame
{
- int group_nr = AmoebaNr[ax][ay];
+ MovDelay[x][y]--;
-#ifdef DEBUG
- if (group_nr == 0)
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandeln(): This should never happen!\n");
- return;
+ int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
+ int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
-#endif
- for (y = 0; y < lev_fieldy; y++)
+ if (!MovDelay[x][y])
{
- for (x = 0; x < lev_fieldx; x++)
+ if (MovDir[x][y] == MV_LEFT)
{
- if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
- }
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
+ TEST_DrawLevelField(x - 1, y);
+ }
+ else if (MovDir[x][y] == MV_RIGHT)
+ {
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
+ TEST_DrawLevelField(x + 1, y);
+ }
+ else if (MovDir[x][y] == MV_UP)
+ {
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
+ TEST_DrawLevelField(x, y - 1);
}
+ else
+ {
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
+ TEST_DrawLevelField(x, y + 1);
+ }
+
+ Tile[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+ TEST_DrawLevelField(x, y);
}
- PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
- SND_AMOEBA_TURNING_TO_GEM :
- SND_AMOEBA_TURNING_TO_ROCK));
- Bang(ax, ay);
}
- else
+}
+
+static void MauerAbleger(int ax, int ay)
+{
+ int element = Tile[ax][ay];
+ int graphic = el2img(element);
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean new_wall = FALSE;
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+ if (!MovDelay[ax][ay]) // start building new wall
+ MovDelay[ax][ay] = 6;
+
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+ unten_frei = TRUE;
+ if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+ links_frei = TRUE;
+ if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+ rechts_frei = TRUE;
+
+ if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY)
+ {
+ if (oben_frei)
{
- x = ax + xy[i][0];
- y = ay + xy[i][1];
+ Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax][ay-1] = element;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+ new_wall = TRUE;
+ }
+ if (unten_frei)
+ {
+ Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax][ay+1] = element;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
+ new_wall = TRUE;
+ }
+ }
- if (!IN_LEV_FIELD(x, y))
- continue;
+ if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_BD_EXPANDABLE_WALL)
+ {
+ if (links_frei)
+ {
+ Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax-1][ay] = element;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
+ new_wall = TRUE;
+ }
- if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
- {
- PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
- SND_AMOEBA_TURNING_TO_GEM :
- SND_AMOEBA_TURNING_TO_ROCK));
- Bang(x, y);
- }
+ if (rechts_frei)
+ {
+ Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax+1][ay] = element;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
+ new_wall = TRUE;
}
}
+
+ if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+ TEST_DrawLevelField(ax, ay);
+
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
+ rechts_massiv = TRUE;
+
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_EXPANDABLE_WALL_VERTICAL))
+ Tile[ax][ay] = EL_WALL;
+
+ if (new_wall)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+static void MauerAblegerStahl(int ax, int ay)
{
- int x, y;
- int group_nr = AmoebaNr[ax][ay];
- boolean done = FALSE;
+ int element = Tile[ax][ay];
+ int graphic = el2img(element);
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean new_wall = FALSE;
-#ifdef DEBUG
- if (group_nr == 0)
- {
- printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandelnBD(): This should never happen!\n");
- return;
- }
-#endif
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+ if (!MovDelay[ax][ay]) // start building new wall
+ MovDelay[ax][ay] = 6;
- for (y = 0; y < lev_fieldy; y++)
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
- for (x = 0; x < lev_fieldx; x++)
- {
- if (AmoebaNr[x][y] == group_nr &&
- (Feld[x][y] == EL_AMOEBA_DEAD ||
- Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBA_GROWING))
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
- InitField(x, y, FALSE);
- DrawLevelField(x, y);
- done = TRUE;
- }
- }
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
}
- if (done)
- PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
- SND_BD_AMOEBA_TURNING_TO_ROCK :
- SND_BD_AMOEBA_TURNING_TO_GEM));
-}
-
-void AmoebeWaechst(int x, int y)
-{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+ unten_frei = TRUE;
+ if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+ links_frei = TRUE;
+ if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+ rechts_frei = TRUE;
- if (!MovDelay[x][y]) /* start new growing cycle */
+ if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
{
- MovDelay[x][y] = 7;
-
- if (DelayReached(&sound_delay, sound_delay_value))
+ if (oben_frei)
{
-#if 1
- PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
- if (Store[x][y] == EL_BD_AMOEBA)
- PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
- else
- PlayLevelSound(x, y, SND_AMOEBA_GROWING);
-#endif
- sound_delay_value = 30;
+ Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Store[ax][ay-1] = element;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+ new_wall = TRUE;
+ }
+ if (unten_frei)
+ {
+ Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Store[ax][ay+1] = element;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+ new_wall = TRUE;
}
}
- if (MovDelay[x][y]) /* wait some time before growing bigger */
+ if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ if (links_frei)
{
- int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
- 6 - MovDelay[x][y]);
-
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+ Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Store[ax-1][ay] = element;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+ new_wall = TRUE;
}
- if (!MovDelay[x][y])
+ if (rechts_frei)
{
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- DrawLevelField(x, y);
+ Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Store[ax+1][ay] = element;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+ new_wall = TRUE;
}
}
+
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
+ rechts_massiv = TRUE;
+
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+ Tile[ax][ay] = EL_STEELWALL;
+
+ if (new_wall)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
-void AmoebaDisappearing(int x, int y)
+static void CheckForDragon(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
-
- if (!MovDelay[x][y]) /* start new shrinking cycle */
+ int i, j;
+ boolean dragon_found = FALSE;
+ static int xy[4][2] =
{
- MovDelay[x][y] = 7;
-
- if (DelayReached(&sound_delay, sound_delay_value))
- sound_delay_value = 30;
- }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (MovDelay[x][y]) /* wait some time before shrinking */
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ for (j = 0; j < 4; j++)
{
- int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
- 6 - MovDelay[x][y]);
+ int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ if (IN_LEV_FIELD(xx, yy) &&
+ (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
+ {
+ if (Tile[xx][yy] == EL_DRAGON)
+ dragon_found = TRUE;
+ }
+ else
+ break;
}
+ }
- if (!MovDelay[x][y])
+ if (!dragon_found)
+ {
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
-
- /* don't let mole enter this field in this cycle;
- (give priority to objects falling to this field from above) */
- Stop[x][y] = TRUE;
+ 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) && Tile[xx][yy] == EL_FLAMES)
+ {
+ Tile[xx][yy] = EL_EMPTY;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else
+ break;
+ }
}
}
}
-void AmoebeAbleger(int ax, int ay)
+static void InitBuggyBase(int x, int y)
+{
+ int element = Tile[x][y];
+ int activating_delay = FRAMES_PER_SECOND / 4;
+
+ ChangeDelay[x][y] =
+ (element == EL_SP_BUGGY_BASE ?
+ 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVATING ?
+ activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVE ?
+ 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
+
+static void WarnBuggyBase(int x, int y)
{
int i;
- int element = Feld[ax][ay];
- int graphic = el2img(element);
- int newax = ax, neway = ay;
static int xy[4][2] =
{
{ 0, -1 },
{ 0, +1 }
};
- if (!level.amoeba_speed)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
- return;
- }
-
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
- if (!MovDelay[ax][ay]) /* start making new amoeba field */
- MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+ if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
+ {
+ PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
- if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
+ break;
+ }
}
+}
- if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
- {
- int start = RND(4);
- int x = ax + xy[start][0];
- int y = ay + xy[start][1];
+static void InitTrap(int x, int y)
+{
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
- if (!IN_LEV_FIELD(x, y))
- return;
+static void ActivateTrap(int x, int y)
+{
+ PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
-#if 1
- if (IS_FREE(x, y) ||
- CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (IS_FREE(x, y) ||
- Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- }
-#endif
+static void ChangeActiveTrap(int x, int y)
+{
+ int graphic = IMG_TRAP_ACTIVE;
- if (newax == ax && neway == ay)
- return;
- }
- else /* normal or "filled" (BD style) amoeba */
- {
- int start = RND(4);
- boolean waiting_for_player = FALSE;
+ // if new animation frame was drawn, correct crumbled sand border
+ if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ TEST_DrawLevelFieldCrumbled(x, y);
+}
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int j = (start + i) % 4;
- int x = ax + xy[j][0];
- int y = ay + xy[j][1];
+static int getSpecialActionElement(int element, int number, int base_element)
+{
+ return (element != EL_EMPTY ? element :
+ number != -1 ? base_element + number - 1 :
+ EL_EMPTY);
+}
- if (!IN_LEV_FIELD(x, y))
- continue;
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+ int value_min, int value_max)
+{
+ int value_new = (operator == CA_MODE_SET ? operand :
+ operator == CA_MODE_ADD ? value_old + operand :
+ operator == CA_MODE_SUBTRACT ? value_old - operand :
+ operator == CA_MODE_MULTIPLY ? value_old * operand :
+ operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
+ operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
+ value_old);
+
+ return (value_new < value_min ? value_min :
+ value_new > value_max ? value_max :
+ value_new);
+}
-#if 1
- if (IS_FREE(x, y) ||
- CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- break;
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (IS_FREE(x, y) ||
- Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- break;
- }
-#endif
- else if (IS_PLAYER(x, y))
- waiting_for_player = TRUE;
- }
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
+{
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int target_element = change->target_element;
+ int action_type = change->action_type;
+ int action_mode = change->action_mode;
+ int action_arg = change->action_arg;
+ int action_element = change->action_element;
+ int i;
- if (newax == ax && neway == ay) /* amoeba cannot grow */
- {
- if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
- {
- Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
- AmoebaCnt[AmoebaNr[ax][ay]]--;
+ if (!change->has_action)
+ return;
- if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
- {
- if (element == EL_AMOEBA_FULL)
- AmoebeUmwandeln(ax, ay);
- else if (element == EL_BD_AMOEBA)
- AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
- }
- }
+ // ---------- determine action paramater values -----------------------------
+
+ int level_time_value =
+ (level.time > 0 ? TimeLeft :
+ TimePlayed);
+
+ int action_arg_element_raw =
+ (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
+ action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
+ EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+ int action_arg_direction =
+ (action_arg >= CA_ARG_DIRECTION_LEFT &&
+ action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+ action_arg == CA_ARG_DIRECTION_TRIGGER ?
+ change->actual_trigger_side :
+ action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+ MV_DIR_OPPOSITE(change->actual_trigger_side) :
+ MV_NONE);
+
+ int action_arg_number_min =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
+ CA_ARG_MIN);
+
+ int action_arg_number_max =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
+ action_type == CA_SET_LEVEL_GEMS ? 999 :
+ action_type == CA_SET_LEVEL_TIME ? 9999 :
+ action_type == CA_SET_LEVEL_SCORE ? 99999 :
+ action_type == CA_SET_CE_VALUE ? 9999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
+ CA_ARG_MAX);
+
+ int action_arg_number_reset =
+ (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
+ action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
+ action_type == CA_SET_LEVEL_TIME ? level.time :
+ action_type == CA_SET_LEVEL_SCORE ? 0 :
+ action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
+ action_type == CA_SET_CE_SCORE ? 0 :
+ 0);
+
+ int action_arg_number =
+ (action_arg <= CA_ARG_MAX ? action_arg :
+ action_arg >= CA_ARG_SPEED_NOT_MOVING &&
+ action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+ action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+ action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
+ action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
+ action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
+ action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+ action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
+ action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
+ action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+ action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
+ action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
+ action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+ action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
+ action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+ action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
+ action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
+ -1);
+
+ int action_arg_number_old =
+ (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
+ action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+ action_type == CA_SET_LEVEL_SCORE ? game.score :
+ action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
+ 0);
+
+ int action_arg_number_new =
+ getModifiedActionNumber(action_arg_number_old,
+ action_mode, action_arg_number,
+ action_arg_number_min, action_arg_number_max);
+
+ int trigger_player_bits =
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
+
+ int action_arg_player_bits =
+ (action_arg >= CA_ARG_PLAYER_1 &&
+ action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+ action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
+ PLAYER_BITS_ANY);
+
+ // ---------- execute action -----------------------------------------------
+
+ switch (action_type)
+ {
+ case CA_NO_ACTION:
+ {
return;
}
- else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+
+ // ---------- level actions ----------------------------------------------
+
+ case CA_RESTART_LEVEL:
{
- /* amoeba gets larger by growing in some direction */
+ game.restart_level = TRUE;
- int new_group_nr = AmoebaNr[ax][ay];
+ break;
+ }
-#ifdef DEBUG
- if (new_group_nr == 0)
- {
- printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
- printf("AmoebeAbleger(): This should never happen!\n");
- return;
- }
-#endif
+ case CA_SHOW_ENVELOPE:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_ENVELOPE_1);
- AmoebaNr[newax][neway] = new_group_nr;
- AmoebaCnt[new_group_nr]++;
- AmoebaCnt2[new_group_nr]++;
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
- /* if amoeba touches other amoeba(s) after growing, unify them */
- AmoebenVereinigen(newax, neway);
+ break;
+ }
- if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+ case CA_SET_LEVEL_TIME:
+ {
+ if (level.time > 0) // only modify limited time value
{
- AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
- return;
+ TimeLeft = action_arg_number_new;
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
}
+
+ break;
}
- }
- if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
- (neway == lev_fieldy - 1 && newax != ax))
- {
- Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
- Store[newax][neway] = element;
- }
- else if (neway == ay)
- {
- Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
-#if 1
- PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-#else
- PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
-#endif
- }
- else
- {
- InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
- Feld[ax][ay] = EL_AMOEBA_DROPPING;
- Store[ax][ay] = EL_AMOEBA_DROP;
- ContinueMoving(ax, ay);
- return;
- }
+ case CA_SET_LEVEL_SCORE:
+ {
+ game.score = action_arg_number_new;
- DrawLevelField(newax, neway);
-}
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
-void Life(int ax, int ay)
-{
- int x1, y1, x2, y2;
- static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
- int life_time = 40;
- int element = Feld[ax][ay];
- int graphic = el2img(element);
- boolean changed = FALSE;
+ DisplayGameControlValues();
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+ break;
+ }
- if (Stop[ax][ay])
- return;
+ case CA_SET_LEVEL_GEMS:
+ {
+ game.gems_still_needed = action_arg_number_new;
- if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
- MovDelay[ax][ay] = life_time;
+ game.snapshot.collected_item = TRUE;
- if (MovDelay[ax][ay]) /* wait some time before next cycle */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
- for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
- {
- int xx = ax+x1, yy = ay+y1;
- int nachbarn = 0;
+ DisplayGameControlValues();
- if (!IN_LEV_FIELD(xx, yy))
- continue;
+ break;
+ }
- for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+ case CA_SET_LEVEL_WIND:
{
- int x = xx+x2, y = yy+y2;
-
- if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
- continue;
+ game.wind_direction = action_arg_direction;
- if (((Feld[x][y] == element ||
- (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
- !Stop[x][y]) ||
- (IS_FREE(x, y) && Stop[x][y]))
- nachbarn++;
+ break;
}
- if (xx == ax && yy == ay) /* field in the middle */
+ case CA_SET_LEVEL_RANDOM_SEED:
{
- if (nachbarn < life[0] || nachbarn > life[1])
- {
- Feld[xx][yy] = EL_EMPTY;
- if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
- Stop[xx][yy] = TRUE;
- changed = TRUE;
- }
- }
-#if 1
- else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
- { /* free border field */
- if (nachbarn >= life[2] && nachbarn <= life[3])
- {
- Feld[xx][yy] = element;
- MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
- if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
- Stop[xx][yy] = TRUE;
- changed = TRUE;
- }
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
- { /* free border field */
- if (nachbarn >= life[2] && nachbarn <= life[3])
- {
- Feld[xx][yy] = element;
- MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
- if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
- Stop[xx][yy] = TRUE;
- changed = TRUE;
- }
+ // ensure that setting a new random seed while playing is predictable
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
+
+ break;
}
-#endif
- }
- if (changed)
- PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
- SND_GAME_OF_LIFE_GROWING);
-}
+ // ---------- player actions ---------------------------------------------
-static void InitRobotWheel(int x, int y)
-{
- ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
+ case CA_MOVE_PLAYER:
+ case CA_MOVE_PLAYER_NEW:
+ {
+ // automatically move to the next field in specified direction
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (trigger_player_bits & (1 << i))
+ if (action_type == CA_MOVE_PLAYER ||
+ stored_player[i].MovPos == 0)
+ stored_player[i].programmed_action = action_arg_direction;
-static void RunRobotWheel(int x, int y)
-{
- PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
-}
+ break;
+ }
-static void StopRobotWheel(int x, int y)
-{
- if (ZX == x && ZY == y)
- ZX = ZY = -1;
-}
+ case CA_EXIT_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ ExitPlayer(&stored_player[i]);
-static void InitTimegateWheel(int x, int y)
-{
- ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
+ if (game.players_still_needed == 0)
+ LevelSolved();
-static void RunTimegateWheel(int x, int y)
-{
- PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-}
+ break;
+ }
-void CheckExit(int x, int y)
-{
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
- {
- int element = Feld[x][y];
- int graphic = el2img(element);
+ case CA_KILL_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ KillPlayer(&stored_player[i]);
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+ }
- return;
- }
+ case CA_SET_PLAYER_KEYS:
+ {
+ int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_KEY_1);
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
- return;
+ if (IS_KEY(element))
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].key[KEY_NR(element)] = key_state;
- Feld[x][y] = EL_EXIT_OPENING;
+ DrawGameDoorValues();
+ }
+ }
+ }
- PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
-}
+ break;
+ }
-void CheckExitSP(int x, int y)
-{
- if (local_player->gems_still_needed > 0)
- {
- int element = Feld[x][y];
- int graphic = el2img(element);
+ case CA_SET_PLAYER_SPEED:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int move_stepsize = TILEX / stored_player[i].move_delay_value;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ if (action_arg == CA_ARG_SPEED_FASTER &&
+ stored_player[i].cannot_move)
+ {
+ action_arg_number = STEPSIZE_VERY_SLOW;
+ }
+ else if (action_arg == CA_ARG_SPEED_SLOWER ||
+ action_arg == CA_ARG_SPEED_FASTER)
+ {
+ action_arg_number = 2;
+ action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+ CA_MODE_MULTIPLY);
+ }
+ else if (action_arg == CA_ARG_NUMBER_RESET)
+ {
+ action_arg_number = level.initial_player_stepsize[i];
+ }
- return;
- }
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
- return;
+ SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+ }
+ }
- Feld[x][y] = EL_SP_EXIT_OPENING;
+ break;
+ }
- PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
-}
+ case CA_SET_PLAYER_SHIELD:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ if (action_arg == CA_ARG_SHIELD_OFF)
+ {
+ stored_player[i].shield_normal_time_left = 0;
+ stored_player[i].shield_deadly_time_left = 0;
+ }
+ else if (action_arg == CA_ARG_SHIELD_NORMAL)
+ {
+ stored_player[i].shield_normal_time_left = 999999;
+ }
+ else if (action_arg == CA_ARG_SHIELD_DEADLY)
+ {
+ stored_player[i].shield_normal_time_left = 999999;
+ stored_player[i].shield_deadly_time_left = 999999;
+ }
+ }
+ }
-static void CloseAllOpenTimegates()
-{
- int x, y;
+ break;
+ }
- for (y = 0; y < lev_fieldy; y++)
- {
- for (x = 0; x < lev_fieldx; x++)
+ case CA_SET_PLAYER_GRAVITY:
{
- int element = Feld[x][y];
-
- if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- Feld[x][y] = EL_TIMEGATE_CLOSING;
-#if 1
- PlayLevelSoundAction(x, y, ACTION_CLOSING);
-#else
- PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
-#endif
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].gravity =
+ (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+ stored_player[i].gravity);
+ }
}
+
+ break;
}
- }
-}
-void EdelsteinFunkeln(int x, int y)
-{
- if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
- return;
+ case CA_SET_PLAYER_ARTWORK:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int artwork_element = action_arg_element;
- if (Feld[x][y] == EL_BD_DIAMOND)
- return;
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ stored_player[i].element_nr);
- if (MovDelay[x][y] == 0) /* next animation frame */
- MovDelay[x][y] = 11 * !SimpleRND(500);
+ if (stored_player[i].artwork_element != artwork_element)
+ stored_player[i].Frame = 0;
- if (MovDelay[x][y] != 0) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
+ stored_player[i].artwork_element = artwork_element;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
+ SetPlayerWaiting(&stored_player[i], FALSE);
- DrawLevelElementAnimation(x, y, Feld[x][y]);
+ // set number of special actions for bored and sleeping animation
+ stored_player[i].num_special_action_bored =
+ get_num_special_action(artwork_element,
+ ACTION_BORING_1, ACTION_BORING_LAST);
+ stored_player[i].num_special_action_sleeping =
+ get_num_special_action(artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+ }
+ }
- if (MovDelay[x][y] != 0)
+ break;
+ }
+
+ case CA_SET_PLAYER_INVENTORY:
{
- int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
- 10 - MovDelay[x][y]);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
+ if (action_arg == CA_ARG_ELEMENT_TARGET ||
+ action_arg == CA_ARG_ELEMENT_TRIGGER ||
+ action_arg == CA_ARG_ELEMENT_ACTION)
+ {
+ int element = inventory_element;
+ int collect_count = element_info[element].collect_count_initial;
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
- }
- }
-}
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+ action_arg == CA_ARG_INVENTORY_RM_ACTION)
+ {
+ if (player->inventory_infinite_element != EL_UNDEFINED &&
+ IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+ action_arg_element_raw))
+ player->inventory_infinite_element = EL_UNDEFINED;
-void MauerWaechst(int x, int y)
-{
- int delay = 6;
+ for (k = 0, j = 0; j < player->inventory_size; j++)
+ {
+ if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+ action_arg_element_raw))
+ player->inventory_element[k++] = player->inventory_element[j];
+ }
+
+ player->inventory_size = k;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+ {
+ if (player->inventory_size > 0)
+ {
+ for (j = 0; j < player->inventory_size - 1; j++)
+ player->inventory_element[j] = player->inventory_element[j + 1];
+
+ player->inventory_size--;
+ }
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+ {
+ if (player->inventory_size > 0)
+ player->inventory_size--;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ }
+ }
+ }
+ }
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 3 * delay;
+ break;
+ }
- if (MovDelay[x][y]) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
+ // ---------- CE actions -------------------------------------------------
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ case CA_SET_CE_VALUE:
{
- int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
- int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+ int last_ce_value = CustomValue[x][y];
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- }
+ CustomValue[x][y] = action_arg_number_new;
- if (!MovDelay[x][y])
- {
- if (MovDir[x][y] == MV_LEFT)
+ if (CustomValue[x][y] != last_ce_value)
{
- if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
- DrawLevelField(x - 1, y);
- }
- else if (MovDir[x][y] == MV_RIGHT)
- {
- if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
- DrawLevelField(x + 1, y);
- }
- else if (MovDir[x][y] == MV_UP)
- {
- if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
- DrawLevelField(x, y - 1);
- }
- else
- {
- if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
- DrawLevelField(x, y + 1);
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+ if (CustomValue[x][y] == 0)
+ {
+ // reset change counter (else CE_VALUE_GETS_ZERO would not work)
+ ChangeCount[x][y] = 0; // allow at least one more change
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ }
}
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
- DrawLevelField(x, y);
+ break;
}
- }
-}
-void MauerAbleger(int ax, int ay)
-{
- int element = Feld[ax][ay];
- int graphic = el2img(element);
- boolean oben_frei = FALSE, unten_frei = FALSE;
- boolean links_frei = FALSE, rechts_frei = FALSE;
- boolean oben_massiv = FALSE, unten_massiv = FALSE;
- boolean links_massiv = FALSE, rechts_massiv = FALSE;
- boolean new_wall = FALSE;
+ case CA_SET_CE_SCORE:
+ {
+ int last_ce_score = ei->collect_score;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+ ei->collect_score = action_arg_number_new;
- if (!MovDelay[ax][ay]) /* start building new wall */
- MovDelay[ax][ay] = 6;
+ if (ei->collect_score != last_ce_score)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
- if (MovDelay[ax][ay]) /* wait some time before building new wall */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ if (ei->collect_score == 0)
+ {
+ int xx, yy;
- if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
- oben_frei = TRUE;
- if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
- unten_frei = TRUE;
- if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
- links_frei = TRUE;
- if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
- rechts_frei = TRUE;
+ // reset change counter (else CE_SCORE_GETS_ZERO would not work)
+ ChangeCount[x][y] = 0; // allow at least one more change
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+ /*
+ This is a very special case that seems to be a mixture between
+ CheckElementChange() and CheckTriggeredElementChange(): while
+ the first one only affects single elements that are triggered
+ directly, the second one affects multiple elements in the playfield
+ that are triggered indirectly by another element. This is a third
+ case: Changing the CE score always affects multiple identical CEs,
+ so every affected CE must be checked, not only the single CE for
+ which the CE score was changed in the first place (as every instance
+ of that CE shares the same CE score, and therefore also can change)!
+ */
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Tile[xx][yy] == element)
+ CheckElementChange(xx, yy, element, EL_UNDEFINED,
+ CE_SCORE_GETS_ZERO);
+ }
+ }
+ }
- if (element == EL_EXPANDABLE_WALL_VERTICAL ||
- element == EL_EXPANDABLE_WALL_ANY)
- {
- if (oben_frei)
- {
- Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax][ay-1] = element;
- GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
- if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
- IMG_EXPANDABLE_WALL_GROWING_UP, 0);
- new_wall = TRUE;
- }
- if (unten_frei)
- {
- Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax][ay+1] = element;
- GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
- if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
- IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
- new_wall = TRUE;
+ break;
}
- }
- if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
- element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_EXPANDABLE_WALL)
- {
- if (links_frei)
+ case CA_SET_CE_ARTWORK:
{
- Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax-1][ay] = element;
- GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
- IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
- new_wall = TRUE;
- }
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
- if (rechts_frei)
- {
- Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax+1][ay] = element;
- GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
- IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
- new_wall = TRUE;
- }
- }
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
- if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
- if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
- oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
- unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
- links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
- rechts_massiv = TRUE;
+ ei->gfx_element = artwork_element;
- if (((oben_massiv && unten_massiv) ||
- element == EL_EXPANDABLE_WALL_HORIZONTAL ||
- element == EL_EXPANDABLE_WALL) &&
- ((links_massiv && rechts_massiv) ||
- element == EL_EXPANDABLE_WALL_VERTICAL))
- Feld[ax][ay] = EL_WALL;
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Tile[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
- if (new_wall)
-#if 1
- PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
- PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
-}
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
-void CheckForDragon(int x, int y)
-{
- int i, j;
- boolean dragon_found = FALSE;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ break;
+ }
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- for (j = 0; j < 4; j++)
+ // ---------- engine actions ---------------------------------------------
+
+ case CA_SET_ENGINE_SCAN_MODE:
{
- int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+ InitPlayfieldScanMode(action_arg);
- if (IN_LEV_FIELD(xx, yy) &&
- (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
- {
- if (Feld[xx][yy] == EL_DRAGON)
- dragon_found = TRUE;
- }
- else
- break;
+ break;
}
- }
- if (!dragon_found)
- {
- for (i = 0; i < NUM_DIRECTIONS; 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_FLAMES)
- {
- Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
- }
- else
- break;
- }
- }
+ default:
+ break;
}
}
-static void InitBuggyBase(int x, int y)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
- int element = Feld[x][y];
- int activating_delay = FRAMES_PER_SECOND / 4;
-
- ChangeDelay[x][y] =
- (element == EL_SP_BUGGY_BASE ?
- 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
- element == EL_SP_BUGGY_BASE_ACTIVATING ?
- activating_delay :
- element == EL_SP_BUGGY_BASE_ACTIVE ?
- 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
-}
+ int old_element = Tile[x][y];
+ int new_element = GetElementFromGroupElement(element);
+ int previous_move_direction = MovDir[x][y];
+ int last_ce_value = CustomValue[x][y];
+ boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
+ boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+ IS_WALKABLE(old_element));
-static void WarnBuggyBase(int x, int y)
-{
- int i;
- static int xy[4][2] =
+ if (!add_player_onto_element)
{
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ RemoveMovingField(x, y);
+ else
+ RemoveField(x, y);
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int xx = x + xy[i][0], yy = y + xy[i][1];
+ Tile[x][y] = new_element;
- if (IS_PLAYER(xx, yy))
- {
- PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
- break;
- }
- }
-}
+ if (element_info[new_element].use_last_ce_value)
+ CustomValue[x][y] = last_ce_value;
-static void InitTrap(int x, int y)
-{
- ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-}
+ InitField_WithBug1(x, y, FALSE);
-static void ActivateTrap(int x, int y)
-{
- PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
-}
+ new_element = Tile[x][y]; // element may have changed
-static void ChangeActiveTrap(int x, int y)
-{
- int graphic = IMG_TRAP_ACTIVE;
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
- /* if new animation frame was drawn, correct crumbled sand border */
- if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawLevelFieldCrumbledSand(x, y);
-}
+ TEST_DrawLevelField(x, y);
-static void ChangeElementNowExt(int x, int y, int target_element)
-{
- int previous_move_direction = MovDir[x][y];
+ if (GFX_CRUMBLED(new_element))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
- /* check if element under player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+ // check if element under the player changes from accessible to unaccessible
+ // (needed for special case of dropping element which then changes)
+ // (must be checked after creating new element for walkable group elements)
+ if (IS_PLAYER(x, y) && !player_explosion_protected &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
Bang(x, y);
+
return;
}
- RemoveField(x, y);
- Feld[x][y] = target_element;
+ // "ChangeCount" not set yet to allow "entered by player" change one time
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
-
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ if (is_change)
+ ChangeCount[x][y]++; // count number of changes in the same frame
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
- MovDir[x][y] = previous_move_direction;
+ TestIfBadThingTouchesPlayer(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+}
-#if 1
- InitField_WithBug1(x, y, FALSE);
-#else
- InitField(x, y, FALSE);
- if (CAN_MOVE(Feld[x][y]))
- InitMovDir(x, y);
-#endif
+static void CreateField(int x, int y, int element)
+{
+ CreateFieldExt(x, y, element, FALSE);
+}
- DrawLevelField(x, y);
+static void CreateElementFromChange(int x, int y, int element)
+{
+ element = GET_VALID_RUNTIME_ELEMENT(element);
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ {
+ int old_element = Tile[x][y];
- TestIfBadThingTouchesHero(x, y);
- TestIfPlayerTouchesCustomElement(x, y);
- TestIfElementTouchesCustomElement(x, y);
+ // prevent changed element from moving in same engine frame
+ // unless both old and new element can either fall or move
+ if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+ (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+ Stop[x][y] = TRUE;
+ }
- if (ELEM_IS_PLAYER(target_element))
- RelocatePlayer(x, y, target_element);
+ CreateFieldExt(x, y, element, TRUE);
}
-static boolean ChangeElementNow(int x, int y, int element, int page)
+static boolean ChangeElement(int x, int y, int element, int page)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int ce_value = CustomValue[x][y];
+ int ce_score = ei->collect_score;
int target_element;
+ int old_element = Tile[x][y];
- /* always use default change event to prevent running into a loop */
- if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
- ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+ // always use default change event to prevent running into a loop
+ if (ChangeEvent[x][y] == -1)
+ ChangeEvent[x][y] = CE_DELAY;
- if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
+ if (ChangeEvent[x][y] == CE_DELAY)
{
- /* reset actual trigger element and player */
+ // reset actual trigger element, trigger player and action element
change->actual_trigger_element = EL_EMPTY;
- change->actual_trigger_player = EL_PLAYER_1;
+ change->actual_trigger_player = EL_EMPTY;
+ change->actual_trigger_player_bits = CH_PLAYER_NONE;
+ change->actual_trigger_side = CH_SIDE_NONE;
+ change->actual_trigger_ce_value = 0;
+ change->actual_trigger_ce_score = 0;
}
- /* do not change already changed elements with same change event */
-#if 0
- if (Changed[x][y] & ChangeEvent[x][y])
- return FALSE;
-#else
- if (Changed[x][y])
+ // do not change elements more than a specified maximum number of changes
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
return FALSE;
-#endif
-
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
- CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
+ ChangeCount[x][y]++; // count number of changes in the same frame
if (change->explode)
{
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
boolean is_empty;
+ boolean is_walkable;
boolean is_diggable;
+ boolean is_collectible;
+ boolean is_removable;
boolean is_destructible;
int ex = x + xx - 1;
int ey = y + yy - 1;
- int content_element = change->target_content[xx][yy];
+ int content_element = change->target_content.e[xx][yy];
int e;
can_replace[xx][yy] = TRUE;
- if (ex == x && ey == y) /* do not check changing element itself */
+ if (ex == x && ey == y) // do not check changing element itself
continue;
if (content_element == EL_EMPTY_SPACE)
{
- can_replace[xx][yy] = FALSE; /* do not replace border with space */
+ can_replace[xx][yy] = FALSE; // do not replace border with space
continue;
}
continue;
}
- e = Feld[ex][ey];
+ e = Tile[ex][ey];
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
e = MovingOrBlocked2Element(ex, ey);
-#if 1
- is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
- IS_WALKABLE(content_element)));
- is_diggable = (is_empty || IS_DIGGABLE(e));
+ is_empty = (IS_FREE(ex, ey) ||
+ (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+
+ is_walkable = (is_empty || IS_WALKABLE(e));
+ is_diggable = (is_empty || IS_DIGGABLE(e));
+ is_collectible = (is_empty || IS_COLLECTIBLE(e));
is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+ is_removable = (is_diggable || is_collectible);
can_replace[xx][yy] =
- ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
- (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
- (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
+ (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+ (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
+ (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+ (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
+ (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
+ (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+ !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
if (!can_replace[xx][yy])
complete_replace = FALSE;
-#else
- empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
- IS_WALKABLE(content_element)));
-#if 1
- half_destructible = (empty_for_element || IS_DIGGABLE(e));
-#else
- half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
-#endif
-
- if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
- (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
- (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
- {
- can_replace[xx][yy] = FALSE;
- complete_replace = FALSE;
- }
-#endif
}
if (!change->only_if_complete || complete_replace)
ChangeEvent[ex][ey] = ChangeEvent[x][y];
- content_element = change->target_content[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change);
+ content_element = change->target_content.e[xx][yy];
+ target_element = GET_TARGET_ELEMENT(element, content_element, change,
+ ce_value, ce_score);
- ChangeElementNowExt(ex, ey, target_element);
+ CreateElementFromChange(ex, ey, target_element);
something_has_changed = TRUE;
- /* for symmetry reasons, freeze newly created border elements */
+ // for symmetry reasons, freeze newly created border elements
if (ex != x || ey != y)
- Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ Stop[ex][ey] = TRUE; // no more moving in this frame
}
}
if (something_has_changed)
+ {
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+ }
}
}
else
{
- target_element = GET_TARGET_ELEMENT(change->target_element, change);
+ target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+ ce_value, ce_score);
+
+ if (element == EL_DIAGONAL_GROWING ||
+ element == EL_DIAGONAL_SHRINKING)
+ {
+ target_element = Store[x][y];
+
+ Store[x][y] = EL_EMPTY;
+ }
- ChangeElementNowExt(x, y, target_element);
+ // special case: element changes to player (and may be kept if walkable)
+ if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
+ CreateElementFromChange(x, y, EL_EMPTY);
+
+ CreateElementFromChange(x, y, target_element);
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
+ // this uses direct change before indirect change
+ CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+
return TRUE;
}
-static void ChangeElement(int x, int y, int page)
+static void HandleElementChange(int x, int y, int page)
{
int element = MovingOrBlocked2Element(x, y);
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ boolean handle_action_before_change = FALSE;
#ifdef DEBUG
- if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+ !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
{
- printf("\n\n");
- printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
- x, y, element, element_info[element].token_name);
- printf("ChangeElement(): This should never happen!\n");
- printf("\n\n");
+ Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
+ x, y, element, element_info[element].token_name);
+ Debug("game:playing:HandleElementChange", "This should never happen!");
}
#endif
- /* this can happen with classic bombs on walkable, changing elements */
- if (!CAN_CHANGE(element))
+ // this can happen with classic bombs on walkable, changing elements
+ if (!CAN_CHANGE_OR_HAS_ACTION(element))
{
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
-
return;
}
- if (ChangeDelay[x][y] == 0) /* initialize element change */
+ if (ChangeDelay[x][y] == 0) // initialize element change
{
- ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
- RND(change->delay_random * change->delay_frames)) + 1;
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ if (change->can_change)
+ {
+ // !!! not clear why graphic animation should be reset at all here !!!
+ // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
+ // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
- if (change->pre_change_function)
- change->pre_change_function(x, y);
+ /*
+ GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
+
+ When using an animation frame delay of 1 (this only happens with
+ "sp_zonk.moving.left/right" in the classic graphics), the default
+ (non-moving) animation shows wrong animation frames (while the
+ moving animation, like "sp_zonk.moving.left/right", is correct,
+ so this graphical bug never shows up with the classic graphics).
+ For an animation with 4 frames, this causes wrong frames 0,0,1,2
+ be drawn instead of the correct frames 0,1,2,3. This is caused by
+ "GfxFrame[][]" being reset *twice* (in two successive frames) after
+ an element change: First when the change delay ("ChangeDelay[][]")
+ counter has reached zero after decrementing, then a second time in
+ the next frame (after "GfxFrame[][]" was already incremented) when
+ "ChangeDelay[][]" is reset to the initial delay value again.
+
+ This causes frame 0 to be drawn twice, while the last frame won't
+ be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
+
+ As some animations may already be cleverly designed around this bug
+ (at least the "Snake Bite" snake tail animation does this), it cannot
+ simply be fixed here without breaking such existing animations.
+ Unfortunately, it cannot easily be detected if a graphics set was
+ designed "before" or "after" the bug was fixed. As a workaround,
+ a new graphics set option "game.graphics_engine_version" was added
+ to be able to specify the game's major release version for which the
+ graphics set was designed, which can then be used to decide if the
+ bugfix should be used (version 4 and above) or not (version 3 or
+ below, or if no version was specified at all, as with old sets).
+
+ (The wrong/fixed animation frames can be tested with the test level set
+ "test_gfxframe" and level "000", which contains a specially prepared
+ custom element at level position (x/y) == (11/9) which uses the zonk
+ animation mentioned above. Using "game.graphics_engine_version: 4"
+ fixes the wrong animation frames, showing the correct frames 0,1,2,3.
+ This can also be seen from the debug output for this test element.)
+ */
+
+ // when a custom element is about to change (for example by change delay),
+ // do not reset graphic animation when the custom element is moving
+ if (game.graphics_engine_version < 4 &&
+ !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+ }
+
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+ }
}
ChangeDelay[x][y]--;
- if (ChangeDelay[x][y] != 0) /* continue element change */
+ if (ChangeDelay[x][y] != 0) // continue element change
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ if (change->can_change)
+ {
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- if (change->change_function)
- change->change_function(x, y);
+ if (change->change_function)
+ change->change_function(x, y);
+ }
}
- else /* finish element change */
+ else // finish element change
{
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ if (ChangePage[x][y] != -1) // remember page from delayed change
{
page = ChangePage[x][y];
ChangePage[x][y] = -1;
change = &ei->change_page[page];
}
-#if 0
- if (IS_MOVING(x, y) && !change->explode)
-#else
- if (IS_MOVING(x, y)) /* never change a running system ;-) */
-#endif
+ if (IS_MOVING(x, y)) // never change a running system ;-)
{
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
+ ChangeDelay[x][y] = 1; // try change after next move step
+ ChangePage[x][y] = page; // remember page to use for change
return;
}
- if (ChangeElementNow(x, y, element, page))
+ // special case: set new level random seed before changing element
+ if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+ handle_action_before_change = TRUE;
+
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+
+ if (change->can_change)
{
- if (change->post_change_function)
- change->post_change_function(x, y);
+ if (ChangeElement(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
}
+
+ if (change->has_action && !handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
}
}
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
int trigger_element,
int trigger_event,
int trigger_player,
int trigger_side,
int trigger_page)
{
- int i, j, x, y;
+ boolean change_done_any = FALSE;
int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+ int i;
- if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+ if (!(trigger_events[trigger_element][trigger_event]))
return FALSE;
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
+ boolean change_done = FALSE;
+ int p;
- boolean change_element = FALSE;
- int page = 0;
-
- if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
continue;
- for (j = 0; j < element_info[element].num_change_pages; j++)
+ for (p = 0; p < element_info[element].num_change_pages; p++)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[j];
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
- if (change->can_change &&
- change->events & CH_EVENT_BIT(trigger_event) &&
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
change->trigger_side & trigger_side &&
change->trigger_player & trigger_player &&
change->trigger_page & trigger_page_bits &&
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
-#if 0
- if (!(change->events & CH_EVENT_BIT(trigger_event)))
- printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
- trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
-#endif
-
- change_element = TRUE;
- page = j;
-
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-
- break;
- }
- }
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
- if (!change_element)
- continue;
+ if ((change->can_change && !change_done) || change->has_action)
+ {
+ int x, y;
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
- {
-#if 0
- if (x == lx && y == ly) /* do not change trigger element itself */
- continue;
-#endif
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (Tile[x][y] == element)
+ {
+ if (change->can_change && !change_done)
+ {
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
+
+ HandleElementChange(x, y, p);
+ }
+ else if (change->has_action)
+ {
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+ }
+ }
- if (Feld[x][y] == element)
- {
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
- ChangeElement(x, y, page);
+ if (change->can_change)
+ {
+ change_done = TRUE;
+ change_done_any = TRUE;
+ }
+ }
}
}
}
- return TRUE;
+ RECURSION_LOOP_DETECTION_END();
+
+ return change_done_any;
}
static boolean CheckElementChangeExt(int x, int y,
int trigger_element,
int trigger_event,
int trigger_player,
- int trigger_side,
- int trigger_page)
+ int trigger_side)
{
- if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ boolean change_done = FALSE;
+ int p;
+
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
return FALSE;
- if (Feld[x][y] == EL_BLOCKED)
+ if (Tile[x][y] == EL_BLOCKED)
{
Blocked2Moving(x, y, &x, &y);
- element = Feld[x][y];
+ element = Tile[x][y];
}
-#if 1
- if (Feld[x][y] != element) /* check if element has already changed */
- {
-#if 0
- printf("::: %d ('%s') != %d ('%s') [%d]\n",
- Feld[x][y], element_info[Feld[x][y]].token_name,
- element, element_info[element].token_name,
- trigger_event);
-#endif
+ // check if element has already changed or is about to change after moving
+ if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+ Tile[x][y] != element) ||
+ (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+ (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+ ChangePage[x][y] != -1)))
return FALSE;
- }
-#endif
-#if 1
- if (trigger_page < 0)
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
+ for (p = 0; p < element_info[element].num_change_pages; p++)
{
- boolean change_element = FALSE;
- int i;
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
+
+ /* check trigger element for all events where the element that is checked
+ for changing interacts with a directly adjacent element -- this is
+ different to element changes that affect other elements to change on the
+ whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
+ boolean check_trigger_element =
+ (trigger_event == CE_TOUCHING_X ||
+ trigger_event == CE_HITTING_X ||
+ trigger_event == CE_HIT_BY_X ||
+ trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
- for (i = 0; i < element_info[element].num_change_pages; i++)
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ (!check_trigger_element ||
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
- struct ElementChangeInfo *change = &element_info[element].change_page[i];
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[x][y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+
+ // special case: trigger element not at (x,y) position for some events
+ if (check_trigger_element)
+ {
+ static struct
+ {
+ int dx, dy;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
+
+ int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+ int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
+
+ change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+ }
- if (change->can_change &&
- change->events & CH_EVENT_BIT(trigger_event) &&
- change->trigger_side & trigger_side &&
- change->trigger_player & trigger_player)
+ if (change->can_change && !change_done)
{
- change_element = TRUE;
- trigger_page = i;
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ HandleElementChange(x, y, p);
- break;
+ change_done = TRUE;
+ }
+ else if (change->has_action)
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
}
-
- if (!change_element)
- return FALSE;
- }
- else
- {
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[trigger_page];
-
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1; /* unused */
}
-#else
-
- /* !!! this check misses pages with same event, but different side !!! */
-
- if (trigger_page < 0)
- trigger_page = element_info[element].event_page_nr[trigger_event];
-
- if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
- return FALSE;
-#endif
-
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
- ChangeElement(x, y, trigger_page);
+ RECURSION_LOOP_DETECTION_END();
- return TRUE;
+ return change_done;
}
static void PlayPlayerSound(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element = player->element_nr;
+ int sound_element = player->artwork_element;
int last_action = player->last_action_waiting;
int action = player->action_waiting;
if (player->is_waiting)
{
if (action != last_action)
- PlayLevelSoundElementAction(jx, jy, element, action);
+ PlayLevelSoundElementAction(jx, jy, sound_element, action);
else
- PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
}
else
{
if (action != last_action)
- StopSound(element_info[element].sound[last_action]);
+ StopSound(element_info[sound_element].sound[last_action]);
if (last_action == ACTION_SLEEPING)
- PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+ PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
}
}
-static void PlayAllPlayersSound()
+static void PlayAllPlayersSound(void)
{
int i;
boolean last_waiting = player->is_waiting;
int move_dir = player->MovDir;
+ player->dir_waiting = move_dir;
player->last_action_waiting = player->action_waiting;
if (is_waiting)
{
- if (!last_waiting) /* not waiting -> waiting */
+ if (!last_waiting) // not waiting -> waiting
{
player->is_waiting = TRUE;
player->frame_counter_bored =
FrameCounter +
game.player_boring_delay_fixed +
- SimpleRND(game.player_boring_delay_random);
+ GetSimpleRandom(game.player_boring_delay_random);
player->frame_counter_sleeping =
FrameCounter +
game.player_sleeping_delay_fixed +
- SimpleRND(game.player_sleeping_delay_random);
+ GetSimpleRandom(game.player_sleeping_delay_random);
- InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+ InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
}
if (game.player_sleeping_delay_fixed +
player->is_bored ? ACTION_BORING :
ACTION_WAITING);
+ if (player->is_sleeping && player->use_murphy)
+ {
+ // special case for sleeping Murphy when leaning against non-free tile
+
+ if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+ (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx - 1, player->jy)))
+ move_dir = MV_LEFT;
+ else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+ (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx + 1, player->jy)))
+ move_dir = MV_RIGHT;
+ else
+ player->is_sleeping = FALSE;
+
+ player->dir_waiting = move_dir;
+ }
+
if (player->is_sleeping)
{
if (player->num_special_action_sleeping > 0)
last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
last_special_action + 1 : ACTION_SLEEPING);
int special_graphic =
- el_act_dir2img(player->element_nr, special_action, move_dir);
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
player->anim_delay_counter =
graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
player->post_delay_counter =
graphic_info[special_graphic].post_delay_fixed +
- SimpleRND(graphic_info[special_graphic].post_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
player->special_action_sleeping = special_action;
}
if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
{
int special_action =
- ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
int special_graphic =
- el_act_dir2img(player->element_nr, special_action, move_dir);
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
player->anim_delay_counter =
graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
player->post_delay_counter =
graphic_info[special_graphic].post_delay_fixed +
- SimpleRND(graphic_info[special_graphic].post_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
player->special_action_bored = special_action;
}
}
else if (player->post_delay_counter > 0)
{
- player->post_delay_counter--;
+ player->post_delay_counter--;
+ }
+ }
+ }
+ }
+ else if (last_waiting) // waiting -> not waiting
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->dir_waiting = player->MovDir;
+ player->action_waiting = ACTION_DEFAULT;
+
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+ }
+}
+
+static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
+{
+ if ((!player->is_moving && player->was_moving) ||
+ (player->MovPos == 0 && player->was_moving) ||
+ (player->is_snapping && !player->was_snapping) ||
+ (player->is_dropping && !player->was_dropping))
+ {
+ if (!CheckSaveEngineSnapshotToList())
+ return;
+
+ player->was_moving = FALSE;
+ player->was_snapping = TRUE;
+ player->was_dropping = TRUE;
+ }
+ else
+ {
+ if (player->is_moving)
+ player->was_moving = TRUE;
+
+ if (!player->is_snapping)
+ player->was_snapping = FALSE;
+
+ if (!player->is_dropping)
+ player->was_dropping = FALSE;
+ }
+
+ static struct MouseActionInfo mouse_action_last = { 0 };
+ struct MouseActionInfo mouse_action = player->effective_mouse_action;
+ boolean new_released = (!mouse_action.button && mouse_action_last.button);
+
+ if (new_released)
+ CheckSaveEngineSnapshotToList();
+
+ mouse_action_last = mouse_action;
+}
+
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ // as it is called "single step mode", just return to pause mode when the
+ // player stopped moving after one tile (or never starts moving at all)
+ // (reverse logic needed here in case single step mode used in team mode)
+ if (player->is_moving ||
+ player->is_pushing ||
+ player->is_dropping_pressed ||
+ player->effective_mouse_action.button)
+ game.enter_single_step_mode = FALSE;
+ }
+
+ CheckSaveEngineSnapshot(player);
+}
+
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ if (!player->active || tape.pausing)
+ return 0;
+
+ if (player_action)
+ {
+ if (button1)
+ SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ DropElement(player);
+
+ MovePlayer(player, dx, dy);
+ }
+
+ CheckSingleStepMode(player);
+
+ SetPlayerWaiting(player, FALSE);
+
+ return player_action;
+ }
+ else
+ {
+ // no actions for this player (no input at player's configured device)
+
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovementWhenNotMoving(player);
+
+ if (player->MovPos == 0)
+ SetPlayerWaiting(player, TRUE);
+
+ if (player->MovPos == 0) // needed for tape.playing
+ player->is_moving = FALSE;
+
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
+
+ CheckSingleStepMode(player);
+
+ return 0;
+ }
+}
+
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+ byte *tape_action)
+{
+ if (!tape.use_mouse_actions)
+ return;
+
+ mouse_action->lx = tape_action[TAPE_ACTION_LX];
+ mouse_action->ly = tape_action[TAPE_ACTION_LY];
+ mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
+}
+
+static void SetTapeActionFromMouseAction(byte *tape_action,
+ struct MouseActionInfo *mouse_action)
+{
+ if (!tape.use_mouse_actions)
+ return;
+
+ tape_action[TAPE_ACTION_LX] = mouse_action->lx;
+ tape_action[TAPE_ACTION_LY] = mouse_action->ly;
+ tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
+}
+
+static void CheckLevelSolved(void)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (game_em.level_solved &&
+ !game_em.game_over) // game won
+ {
+ LevelSolved();
+
+ game_em.game_over = TRUE;
+
+ game.all_players_gone = TRUE;
+ }
+
+ if (game_em.game_over) // game lost
+ game.all_players_gone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.level_solved &&
+ !game_sp.game_over) // game won
+ {
+ LevelSolved();
+
+ game_sp.game_over = TRUE;
+
+ game.all_players_gone = TRUE;
+ }
+
+ if (game_sp.game_over) // game lost
+ game.all_players_gone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (game_mm.level_solved &&
+ !game_mm.game_over) // game won
+ {
+ LevelSolved();
+
+ game_mm.game_over = TRUE;
+
+ game.all_players_gone = TRUE;
+ }
+
+ if (game_mm.game_over) // game lost
+ game.all_players_gone = TRUE;
+ }
+}
+
+static void CheckLevelTime(void)
+{
+ int i;
+
+ if (TimeFrames >= FRAMES_PER_SECOND)
+ {
+ TimeFrames = 0;
+ TapeTime++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
+
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
+ }
+
+ if (!game.LevelSolved && !level.use_step_counter)
+ {
+ TimePlayed++;
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
+
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+ /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+ is reset from other values in UpdateGameDoorValues() -- FIX THIS */
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ if (!TimeLeft && setup.time_limit)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_em.lev->killed_out_of_time = TRUE;
+ else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
}
}
+ else if (game.no_time_limit && !game.all_players_gone)
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+ }
+
+ game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
}
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
- else if (last_waiting) /* waiting -> not waiting */
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+
+ UpdateAndDisplayGameControlValues();
+}
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+ int i;
+
+ // advance frame counters (global frame counter and time frame counter)
+ FrameCounter++;
+ TimeFrames++;
+
+ // advance player counters (counters for move delay, move animation etc.)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- player->is_waiting = FALSE;
- player->is_bored = FALSE;
- player->is_sleeping = FALSE;
+ boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+ int move_delay_value = stored_player[i].move_delay_value;
+ int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
- player->frame_counter_bored = -1;
- player->frame_counter_sleeping = -1;
+ if (!advance_player_counters) // not all players may be affected
+ continue;
- player->anim_delay_counter = 0;
- player->post_delay_counter = 0;
+ if (move_frames == 0) // less than one move per game frame
+ {
+ int stepsize = TILEX / move_delay_value;
+ int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+ int count = (stored_player[i].is_moving ?
+ ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
- player->action_waiting = ACTION_DEFAULT;
+ if (count % delay == 0)
+ move_frames = 1;
+ }
- player->special_action_bored = ACTION_DEFAULT;
- player->special_action_sleeping = ACTION_DEFAULT;
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
+
+ // due to bugs in previous versions, counter must count up, not down
+ if (stored_player[i].push_delay != -1)
+ stored_player[i].push_delay++;
+
+ if (stored_player[i].drop_delay > 0)
+ stored_player[i].drop_delay--;
+
+ if (stored_player[i].is_dropping_pressed)
+ stored_player[i].drop_pressed_delay++;
}
}
-#if 1
-static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+void StartGameActions(boolean init_network_game, boolean record_tape,
+ int random_seed)
{
-#if 0
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
-#endif
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
- int left = player_action & JOY_LEFT;
- int right = player_action & JOY_RIGHT;
- int up = player_action & JOY_UP;
- int down = player_action & JOY_DOWN;
- int button1 = player_action & JOY_BUTTON_1;
- int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
+ unsigned int new_random_seed = InitRND(random_seed);
-#if 0
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
-#endif
+ if (record_tape)
+ TapeStartRecording(new_random_seed);
-#if 0
- printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
+ if (init_network_game)
+ {
+ SendToServer_LevelFile();
+ SendToServer_StartPlaying();
- if (!player->active || tape.pausing)
- return 0;
+ return;
+ }
+
+ InitGame();
+}
+static void GameActionsExt(void)
+{
#if 0
- printf("::: [%d %d %d %d] [%d %d]\n",
- left, right, up, down, button1, button2);
+ static unsigned int game_frame_delay = 0;
#endif
+ unsigned int game_frame_delay_value;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
+ byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
+ int i;
- if (player_action)
+ // detect endless loops, caused by custom element programming
+ if (recursion_loop_detected && recursion_loop_depth == 0)
{
-#if 0
- printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
-#endif
+ char *message = getStringCat3("Internal Error! Element ",
+ EL_NAME(recursion_loop_element),
+ " caused endless loop! Quit the game?");
-#if 0
- /* !!! TEST !!! */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
-#endif
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
- {
- if (button2)
- dropped = DropElement(player);
+ Warn("element '%s' caused endless loop in game engine",
+ EL_NAME(recursion_loop_element));
- moved = MovePlayer(player, dx, dy);
- }
+ RequestQuitGameExt(FALSE, level_editor_test_game, message);
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
+ recursion_loop_detected = FALSE; // if game should be continued
- SetPlayerWaiting(player, FALSE);
+ free(message);
-#if 1
- return player_action;
-#else
- stored_player_action[player->index_nr] = player_action;
-#endif
+ return;
}
- else
- {
-#if 0
- printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-#endif
- /* no actions for this player (no input at player's configured device) */
+ if (game.restart_level)
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
- CheckGravityMovementWhenNotMoving(player);
+ CheckLevelSolved();
- if (player->MovPos == 0)
- SetPlayerWaiting(player, TRUE);
+ if (game.LevelSolved && !game.LevelSolved_GameEnd)
+ GameWon();
- if (player->MovPos == 0) /* needed for tape.playing */
- player->is_moving = FALSE;
+ if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
+ TapeStop();
- player->is_dropping = FALSE;
+ if (game_status != GAME_MODE_PLAYING) // status might have changed
+ return;
- return 0;
+ game_frame_delay_value =
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+
+ if (tape.playing && tape.warp_forward && !tape.pausing)
+ game_frame_delay_value = 0;
+
+ SetVideoFrameDelay(game_frame_delay_value);
+
+ // (de)activate virtual buttons depending on current game status
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ {
+ if (game.all_players_gone) // if no players there to be controlled anymore
+ SetOverlayActive(FALSE);
+ else if (!tape.playing) // if game continues after tape stopped playing
+ SetOverlayActive(TRUE);
}
#if 0
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
- {
- printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+#if 0
+ // ---------- main game synchronization point ----------
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
-#endif
-}
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ Debug("game:playing:skip", "skip == %d", skip);
#else
+ // ---------- main game synchronization point ----------
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
-{
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
- int left = player_action & JOY_LEFT;
- int right = player_action & JOY_RIGHT;
- int up = player_action & JOY_UP;
- int down = player_action & JOY_DOWN;
- int button1 = player_action & JOY_BUTTON_1;
- int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
+#endif
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
+ if (network_playing && !network_player_action_received)
+ {
+ // try to get network player actions in time
- printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+ // last chance to get network player actions without main loop delay
+ HandleNetworking();
- if (!player->active || tape.pausing)
+ // game was quit by network peer
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ // check if network player actions still missing and game still running
+ if (!network_player_action_received && !checkGameEnded())
+ return; // failed to get network player actions in time
+
+ // do not yet reset "network_player_action_received" (for tape.pausing)
+ }
+
+ if (tape.pausing)
return;
- if (player_action)
- {
- printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+ // at this point we know that we really continue executing the game
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
- {
- if (button2)
- dropped = DropElement(player);
+ network_player_action_received = FALSE;
- moved = MovePlayer(player, dx, dy);
- }
+ // when playing tape, read previously recorded player input from tape data
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
+ local_player->effective_mouse_action = local_player->mouse_action;
- stored_player_action[player->index_nr] = player_action;
+ if (recorded_player_action != NULL)
+ SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
+ recorded_player_action);
+
+ // TapePlayAction() may return NULL when toggling to "pause before death"
+ if (tape.pausing)
+ return;
+
+ if (tape.set_centered_player)
+ {
+ game.centered_player_nr_next = tape.centered_player_nr_next;
+ game.set_centered_player = TRUE;
}
- else
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+ summarized_player_action |= stored_player[i].action;
- /* no actions for this player (no input at player's configured device) */
+ if (!network_playing && (game.team_mode || tape.playing))
+ stored_player[i].effective_action = stored_player[i].action;
+ }
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
- CheckGravityMovementWhenNotMoving(player);
+ if (network_playing && !checkGameEnded())
+ SendToServer_MovePlayer(summarized_player_action);
- if (player->MovPos == 0)
- InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+ // summarize all actions at local players mapped input device position
+ // (this allows using different input devices in single player mode)
+ if (!network.enabled && !game.team_mode)
+ stored_player[map_player_action[local_player->index_nr]].effective_action =
+ summarized_player_action;
- if (player->MovPos == 0) /* needed for tape.playing */
- player->is_moving = FALSE;
+ // summarize all actions at centered player in local team mode
+ if (tape.recording &&
+ setup.team_mode && !network.enabled &&
+ setup.input_on_focus &&
+ game.centered_player_nr != -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[map_player_action[i]].effective_action =
+ (i == game.centered_player_nr ? summarized_player_action : 0);
}
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ if (recorded_player_action != NULL)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = recorded_player_action[i];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+ tape_action[i] = stored_player[i].effective_action;
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
+ /* (this may happen in the RND game engine if a player was not present on
+ the playfield on level start, but appeared later from a custom element */
+ if (setup.team_mode &&
+ tape.recording &&
+ tape_action[i] &&
+ !tape.player_participates[i])
+ tape.player_participates[i] = TRUE;
}
-}
-#endif
-void GameActions()
-{
- static unsigned long action_delay = 0;
- unsigned long action_delay_value;
- int magic_wall_x = 0, magic_wall_y = 0;
- int i, x, y, element, graphic;
- byte *recorded_player_action;
- byte summarized_player_action = 0;
-#if 1
- byte tape_action[MAX_PLAYERS];
-#endif
+ SetTapeActionFromMouseAction(tape_action,
+ &local_player->effective_mouse_action);
- if (game_status != GAME_MODE_PLAYING)
- return;
+ // only record actions from input devices, but not programmed actions
+ if (tape.recording)
+ TapeRecordAction(tape_action);
- action_delay_value =
- (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ // remember if game was played (especially after tape stopped playing)
+ if (!tape.playing && summarized_player_action)
+ game.GamePlayed = TRUE;
- if (tape.playing && tape.warp_forward && !tape.pausing)
- action_delay_value = 0;
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ // !!! also map player actions in single player mode !!!
+ // if (game.team_mode)
+ if (1)
+ {
+ byte mapped_action[MAX_PLAYERS];
- /* ---------- main game synchronization point ---------- */
+#if DEBUG_PLAYER_ACTIONS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+#endif
- WaitUntilDelayReached(&action_delay, action_delay_value);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ mapped_action[i] = stored_player[map_player_action[i]].effective_action;
- if (network_playing && !network_player_action_received)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = mapped_action[i];
+
+#if DEBUG_PLAYER_ACTIONS
+ DebugContinued("", "=> ");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+ DebugContinued("game:playing:player", "\n");
+#endif
+ }
+#if DEBUG_PLAYER_ACTIONS
+ else
{
- /*
-#ifdef DEBUG
- printf("DEBUG: try to get network player actions in time\n");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+ DebugContinued("game:playing:player", "\n");
+ }
#endif
- */
-
-#if defined(PLATFORM_UNIX)
- /* last chance to get network player actions without main loop delay */
- HandleNetworking();
#endif
- if (game_status != GAME_MODE_PLAYING)
- return;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ // allow engine snapshot in case of changed movement attempt
+ if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+ (stored_player[i].effective_action & KEY_MOTION))
+ game.snapshot.changed_action = TRUE;
+
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (stored_player[i].effective_action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
+
+ game.snapshot.last_action[i] = stored_player[i].effective_action;
+ }
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ GameActions_EM_Main();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ GameActions_MM_Main();
+ }
+ else
+ {
+ GameActions_RND_Main();
+ }
+
+ BlitScreenToBitmap(backbuffer);
+
+ CheckLevelSolved();
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
+
+ if (global.show_frames_per_second)
+ {
+ static unsigned int fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
- if (!network_player_action_received)
+ fps_frames++;
+
+ if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
{
- /*
-#ifdef DEBUG
- printf("DEBUG: failed to get network player actions in time\n");
-#endif
- */
- return;
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+
+ fps_frames = 0;
+ fps_counter = Counter();
+
+ // always draw FPS to screen after FPS value was updated
+ redraw_mask |= REDRAW_FPS;
}
+
+ // only draw FPS if no screen areas are deactivated (invisible warp mode)
+ if (GetDrawDeactivationMask() == REDRAW_NONE)
+ redraw_mask |= REDRAW_FPS;
}
+}
+
+static void GameActions_CheckSaveEngineSnapshot(void)
+{
+ if (!game.snapshot.save_snapshot)
+ return;
+
+ // clear flag for saving snapshot _before_ saving snapshot
+ game.snapshot.save_snapshot = FALSE;
+
+ SaveEngineSnapshotToList();
+}
+
+void GameActions(void)
+{
+ GameActionsExt();
+
+ GameActions_CheckSaveEngineSnapshot();
+}
- if (tape.pausing)
- return;
+void GameActions_EM_Main(void)
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
-#if 0
- printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
- recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+ GameActions_EM(effective_action, warp_mode);
+}
-#if 1
- if (recorded_player_action == NULL && tape.pausing)
- return;
-#endif
+void GameActions_SP_Main(void)
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
-#if 0
- printf("::: %d\n", stored_player[0].action);
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
-#if 0
- if (recorded_player_action != NULL)
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].action = recorded_player_action[i];
-#endif
+ GameActions_SP(effective_action, warp_mode);
for (i = 0; i < MAX_PLAYERS; i++)
{
- summarized_player_action |= stored_player[i].action;
+ if (stored_player[i].force_dropping)
+ stored_player[i].action |= KEY_BUTTON_DROP;
- if (!network_playing)
- stored_player[i].effective_action = stored_player[i].action;
+ stored_player[i].force_dropping = FALSE;
}
+}
-#if defined(PLATFORM_UNIX)
- if (network_playing)
- SendToServer_MovePlayer(summarized_player_action);
-#endif
+void GameActions_MM_Main(void)
+{
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
- if (!options.network && !setup.team_mode)
- local_player->effective_action = summarized_player_action;
+ GameActions_MM(local_player->effective_mouse_action, warp_mode);
+}
-#if 1
- if (recorded_player_action != NULL)
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].effective_action = recorded_player_action[i];
-#endif
+void GameActions_RND_Main(void)
+{
+ GameActions_RND();
+}
-#if 1
- for (i = 0; i < MAX_PLAYERS; i++)
+void GameActions_RND(void)
+{
+ static struct MouseActionInfo mouse_action_last = { 0 };
+ struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic, last_gfx_frame;
+
+ InitPlayfieldScanModeVars();
+
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
- tape_action[i] = stored_player[i].effective_action;
+ SCAN_PLAYFIELD(x, y)
+ {
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
+ }
+ }
+
+ if (game.set_centered_player)
+ {
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ // switching to "all players" only possible if all players fit to screen
+ if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+
+ // do not switch focus to non-existing (or non-active) player
+ if (game.centered_player_nr_next >= 0 &&
+ !stored_player[game.centered_player_nr_next].active)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
}
- /* only save actions from input devices, but not programmed actions */
- if (tape.recording)
- TapeRecordAction(tape_action);
-#endif
+ if (game.set_centered_player &&
+ ScreenMovPos == 0) // screen currently aligned at tile position
+ {
+ int sx, sy;
+
+ if (game.centered_player_nr_next == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = stored_player[game.centered_player_nr_next].jx;
+ sy = stored_player[game.centered_player_nr_next].jy;
+ }
+
+ game.centered_player_nr = game.centered_player_nr_next;
+ game.set_centered_player = FALSE;
+
+ DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawGameDoorValues();
+ }
+
+ // check single step mode (set flag and clear again if any player is active)
+ game.enter_single_step_mode =
+ (tape.single_step && tape.recording && !tape.pausing);
for (i = 0; i < MAX_PLAYERS; i++)
{
CheckGravityMovement(&stored_player[i]);
#endif
-#if 1
- /* overwrite programmed action with tape action */
- if (stored_player[i].programmed_action)
- actual_player_action = stored_player[i].programmed_action;
-#endif
-
-#if 0
- if (stored_player[i].programmed_action)
- printf("::: %d\n", stored_player[i].programmed_action);
-#endif
-
- if (recorded_player_action)
- {
-#if 0
- if (stored_player[i].programmed_action &&
- stored_player[i].programmed_action != recorded_player_action[i])
- printf("::: %d: %d <-> %d\n", i,
- stored_player[i].programmed_action, recorded_player_action[i]);
-#endif
-
-#if 0
- actual_player_action = recorded_player_action[i];
-#endif
- }
-
-#if 0
- /* overwrite tape action with programmed action */
+ // overwrite programmed action with tape action
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
-#endif
-
-#if 0
- if (i == 0)
- printf("::: action: %d: %x [%d]\n",
- stored_player[i].MovPos, actual_player_action, FrameCounter);
-#endif
-#if 1
PlayerActions(&stored_player[i], actual_player_action);
-#else
- tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
-
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
-#endif
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
-#if 0
- if (tape.recording)
- TapeRecordAction(tape_action);
-#endif
-
- network_player_action_received = FALSE;
+ // single step pause mode may already have been toggled by "ScrollPlayer()"
+ if (game.enter_single_step_mode && !tape.pausing)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
ScrollScreen(NULL, SCROLL_GO_ON);
-#if 0
- FrameCounter++;
- TimeFrames++;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].Frame++;
-#endif
-
-#if 1
- /* for downwards compatibility, the following code emulates a fixed bug that
+ /* for backwards compatibility, the following code emulates a fixed bug that
occured when pushing elements (causing elements that just made their last
pushing step to already (if possible) make their first falling step in the
same game frame, which is bad); this code is also needed to use the famous
used also in newer levels, but in this case the buggy pushing code is only
affecting the "spring" element and no other elements */
-#if 1
if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
-#else
- if (game.engine_version < VERSION_IDENT(2,2,0,7))
-#endif
{
for (i = 0; i < MAX_PLAYERS; i++)
{
int x = player->jx;
int y = player->jy;
-#if 1
if (player->active && player->is_pushing && player->is_moving &&
IS_MOVING(x, y) &&
(game.engine_version < VERSION_IDENT(2,2,0,7) ||
- Feld[x][y] == EL_SPRING))
-#else
- if (player->active && player->is_pushing && player->is_moving &&
- IS_MOVING(x, y))
-#endif
+ Tile[x][y] == EL_SPRING))
{
ContinueMoving(x, y);
- /* continue moving after pushing (this is actually a bug) */
+ // continue moving after pushing (this is actually a bug)
if (!IS_MOVING(x, y))
- {
Stop[x][y] = FALSE;
- }
}
}
}
-#endif
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ SCAN_PLAYFIELD(x, y)
{
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ Last[x][y] = Tile[x][y];
+
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
+
+ // this must be handled before main playfield loop
+ if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] <= 0)
+ RemoveField(x, y);
+ }
+
+ if (Tile[x][y] == EL_ELEMENT_SNAPPING)
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] <= 0)
+ {
+ int element = Store[x][y];
+ int move_direction = MovDir[x][y];
+ int player_index_bit = Store2[x][y];
+
+ Store[x][y] = 0;
+ Store2[x][y] = 0;
+
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+
+ TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
+
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
+ }
+ }
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
{
- printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
- printf("GameActions(): This should never happen!\n");
+ Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
+ x, y);
+ Debug("game:playing:GameActions_RND", "This should never happen!");
ChangePage[x][y] = -1;
}
WasJustMoving[x][y]--;
if (WasJustFalling[x][y] > 0)
WasJustFalling[x][y]--;
+ if (CheckCollision[x][y] > 0)
+ CheckCollision[x][y]--;
+ if (CheckImpact[x][y] > 0)
+ CheckImpact[x][y]--;
GfxFrame[x][y]++;
-#if 1
/* reset finished pushing action (not done in ContinueMoving() to allow
- continous pushing animation for elements with zero push delay) */
+ continuous pushing animation for elements with zero push delay) */
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
-#endif
#if DEBUG
if (IS_BLOCKED(x, y))
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");
+ Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
+ Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
+ Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
+ Debug("game:playing:GameActions_RND", "This should never happen!");
}
}
#endif
}
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ if (mouse_action.button)
{
- element = Feld[x][y];
-#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#else
- graphic = el2img(element);
-#endif
+ int new_button = (mouse_action.button && mouse_action_last.button == 0);
+ int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
-#if 0
- if (element == -1)
- {
- printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+ x = mouse_action.lx;
+ y = mouse_action.ly;
+ element = Tile[x][y];
- element = graphic = 0;
+ if (new_button)
+ {
+ CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+ CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+ ch_button);
}
-#endif
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
+ CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+ CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+ ch_button);
+ }
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Tile[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ last_gfx_frame = GfxFrame[x][y];
+
+ ResetGfxFrame(x, y);
+
+ if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
+ DrawLevelGraphicAnimation(x, y, graphic);
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(GfxFrame[x][y], graphic))
SetRandomAnimationValue(x, y);
-#if 1
PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
if (IS_INACTIVE(element))
{
continue;
}
-#if 1
- /* this may take place after moving, so 'element' may have changed */
-#if 0
- if (IS_CHANGING(x, y))
-#else
+ // this may take place after moving, so 'element' may have changed
if (IS_CHANGING(x, y) &&
(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
-#endif
{
-#if 0
- ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
- element_info[element].event_page_nr[CE_DELAY]);
-#else
- ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
-#endif
+ int page = element_info[element].event_page_nr[CE_DELAY];
- element = Feld[x][y];
+ HandleElementChange(x, y, page);
+
+ element = Tile[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
-#endif
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
-#if 1
- element = Feld[x][y];
+ element = Tile[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d, %d [%d]\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
- GfxAction[x][y]);
-#endif
-#if 0
- if (element == EL_YAMYAM)
- printf("::: %d, %d, %d\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y) &&
!Stop[x][y])
- {
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- if (element == EL_BUG)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
-
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
- }
-
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- EdelsteinFunkeln(x, y);
+ TEST_DrawTwinkleOnField(x, y);
+ }
+ else if (element == EL_ACID)
+ {
+ if (!Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
}
- else if ((element == EL_ACID ||
- element == EL_EXIT_OPEN ||
+ else if ((element == EL_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN ||
element == EL_SP_TERMINAL ||
element == EL_SP_TERMINAL_ACTIVE ||
element == EL_EXTRA_TIME ||
ContinueMoving(x, y);
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
-#if 0
- else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
-#endif
else if (element == EL_AMOEBA_GROWING)
- AmoebeWaechst(x, y);
+ AmoebaGrowing(x, y);
else if (element == EL_AMOEBA_SHRINKING)
- AmoebaDisappearing(x, y);
+ AmoebaShrinking(x, y);
#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x, y);
+ AmoebaReproduce(x, y);
#endif
else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
Life(x, y);
else if (element == EL_EXIT_CLOSED)
CheckExit(x, y);
+ else if (element == EL_EM_EXIT_CLOSED)
+ CheckExitEM(x, y);
+ else if (element == EL_STEEL_EXIT_CLOSED)
+ CheckExitSteel(x, y);
+ else if (element == EL_EM_STEEL_EXIT_CLOSED)
+ CheckExitSteelEM(x, y);
else if (element == EL_SP_EXIT_CLOSED)
CheckExitSP(x, y);
- else if (element == EL_EXPANDABLE_WALL_GROWING)
+ else if (element == EL_EXPANDABLE_WALL_GROWING ||
+ element == EL_EXPANDABLE_STEELWALL_GROWING)
MauerWaechst(x, y);
else if (element == EL_EXPANDABLE_WALL ||
element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_VERTICAL ||
- element == EL_EXPANDABLE_WALL_ANY)
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_BD_EXPANDABLE_WALL)
MauerAbleger(x, y);
+ else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
+ MauerAblegerStahl(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
-#if 0
- else if (IS_AUTO_CHANGING(element))
- ChangeElement(x, y);
-#endif
else if (element == EL_EXPLOSION)
- ; /* drawing of correct explosion animation is handled separately */
+ ; // drawing of correct explosion animation is handled separately
+ else if (element == EL_ELEMENT_SNAPPING ||
+ element == EL_DIAGONAL_SHRINKING ||
+ element == EL_DIAGONAL_GROWING)
+ {
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ }
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- /* this may take place after moving, so 'element' may have changed */
- if (IS_AUTO_CHANGING(Feld[x][y]))
- ChangeElement(x, y);
-#endif
-
if (IS_BELT_ACTIVE(element))
PlayLevelSoundAction(x, y, ACTION_ACTIVE);
{
int jx = local_player->jx, jy = local_player->jy;
- /* play the element sound at the position nearest to the player */
+ // play the element sound at the position nearest to the player
if ((element == EL_MAGIC_WALL_FULL ||
element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_EMPTYING ||
element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
- element == EL_BD_MAGIC_WALL_EMPTYING) &&
- ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ element == EL_BD_MAGIC_WALL_EMPTYING ||
+ element == EL_DC_MAGIC_WALL_FULL ||
+ element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_EMPTYING) &&
+ ABS(x - jx) + ABS(y - jy) <
+ ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
{
magic_wall_x = x;
magic_wall_y = y;
}
#if USE_NEW_AMOEBA_CODE
- /* new experimental amoeba growth stuff */
-#if 1
+ // new experimental amoeba growth stuff
if (!(FrameCounter % 8))
-#endif
{
- static unsigned long random = 1684108901;
+ static unsigned int random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
-#if 0
- x = (random >> 10) % lev_fieldx;
- y = (random >> 20) % lev_fieldy;
-#else
x = RND(lev_fieldx);
y = RND(lev_fieldy);
-#endif
- element = Feld[x][y];
+ element = Tile[x][y];
-#if 1
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
CAN_GROW_INTO(element) ||
element == EL_QUICKSAND_EMPTY ||
+ element == EL_QUICKSAND_FAST_EMPTY ||
element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT))
{
- if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
- Feld[x][y] = EL_AMOEBA_DROP;
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (!IS_PLAYER(x,y) &&
- (element == EL_EMPTY ||
- element == EL_SAND ||
- element == EL_QUICKSAND_EMPTY ||
- element == EL_ACID_SPLASH_LEFT ||
- element == EL_ACID_SPLASH_RIGHT))
- {
- if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
- Feld[x][y] = EL_AMOEBA_DROP;
+ if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
+ Tile[x][y] = EL_AMOEBA_DROP;
}
-#endif
random = random * 129 + 1;
}
}
#endif
-#if 0
- if (game.explosions_delayed)
-#endif
- {
- game.explosions_delayed = FALSE;
-
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
- {
- element = Feld[x][y];
+ game.explosions_delayed = FALSE;
- if (ExplodeField[x][y])
- Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
- else if (element == EL_EXPLOSION)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Tile[x][y];
- ExplodeField[x][y] = EX_TYPE_NONE;
- }
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
- game.explosions_delayed = TRUE;
+ ExplodeField[x][y] = EX_TYPE_NONE;
}
+ game.explosions_delayed = TRUE;
+
if (game.magic_wall_active)
{
if (!(game.magic_wall_time_left % 4))
{
- int element = Feld[magic_wall_x][magic_wall_y];
+ int element = Tile[magic_wall_x][magic_wall_y];
if (element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_EMPTYING)
PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ else if (element == EL_DC_MAGIC_WALL_FULL ||
+ element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_EMPTYING)
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
else
PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
{
game.magic_wall_time_left--;
+
if (!game.magic_wall_time_left)
{
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ SCAN_PLAYFIELD(x, y)
{
- element = Feld[x][y];
+ element = Tile[x][y];
if (element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ Tile[x][y] = EL_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_FULL)
+ {
+ Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
}
}
CloseAllOpenTimegates();
}
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- if (player->shield_deadly_time_left)
- PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
- else if (player->shield_normal_time_left)
- PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
- }
- }
-
- if (TimeFrames >= FRAMES_PER_SECOND)
- {
- TimeFrames = 0;
- TapeTime++;
-
- if (!level.use_step_counter)
- {
- TimePlayed++;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
-
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
- }
-
- if (TimeLeft > 0)
- {
- TimeLeft--;
-
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ if (game.lenses_time_left > 0)
+ {
+ game.lenses_time_left--;
- DrawGameValue_Time(TimeLeft);
+ if (game.lenses_time_left == 0)
+ RedrawAllInvisibleElementsForLenses();
+ }
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
- }
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
- }
+ if (game.magnify_time_left > 0)
+ {
+ game.magnify_time_left--;
- if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ if (game.magnify_time_left == 0)
+ RedrawAllInvisibleElementsForMagnifier();
}
- DrawAllPlayers();
- PlayAllPlayersSound();
-
- if (options.debug) /* calculate frames per second */
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- static unsigned long fps_counter = 0;
- static int fps_frames = 0;
- unsigned long fps_delay_ms = Counter() - fps_counter;
+ struct PlayerInfo *player = &stored_player[i];
- fps_frames++;
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_deadly_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ }
+ }
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+#if USE_DELAYED_GFX_REDRAW
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
{
- global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
- fps_frames = 0;
- fps_counter = Counter();
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+ DrawLevelField(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+ DrawLevelFieldCrumbled(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+ DrawLevelFieldCrumbledNeighbours(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+ DrawTwinkleOnField(x, y);
}
- redraw_mask |= REDRAW_FPS;
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
-
-#if 0
- if (stored_player[0].jx != stored_player[0].last_jx ||
- stored_player[0].jy != stored_player[0].last_jy)
- printf("::: %d, %d, %d, %d, %d\n",
- stored_player[0].MovDir,
- stored_player[0].MovPos,
- stored_player[0].GfxPos,
- stored_player[0].Frame,
- stored_player[0].StepFrame);
#endif
-#if 1
- FrameCounter++;
- TimeFrames++;
+ DrawAllPlayers();
+ PlayAllPlayersSound();
for (i = 0; i < MAX_PLAYERS; i++)
{
- int move_frames =
- MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
-
- stored_player[i].Frame += move_frames;
+ struct PlayerInfo *player = &stored_player[i];
- if (stored_player[i].MovPos != 0)
- stored_player[i].StepFrame += move_frames;
+ if (player->show_envelope != 0 && (!player->active ||
+ player->MovPos == 0))
+ {
+ ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
- if (stored_player[i].drop_delay > 0)
- stored_player[i].drop_delay--;
+ player->show_envelope = 0;
+ }
}
-#endif
-#if 1
- if (local_player->show_envelope != 0 && local_player->MovPos == 0)
- {
- ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+ // use random number generator in every frame to make it less predictable
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+ RND(1);
- local_player->show_envelope = 0;
- }
-#endif
+ mouse_action_last = mouse_action;
}
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
{
int min_x = x, min_y = y, max_x = x, max_y = y;
+ int scr_fieldx = getScreenFieldSizeX();
+ int scr_fieldy = getScreenFieldSizeY();
int i;
for (i = 0; i < MAX_PLAYERS; i++)
max_y = MAX(max_y, jy);
}
- return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+ return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
}
-static boolean AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen(void)
{
int i;
void ScrollLevel(int dx, int dy)
{
- int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+ int scroll_offset = 2 * TILEX_VAR;
int x, y;
BlitBitmap(drawto_field, drawto_field,
- FX + TILEX * (dx == -1) - softscroll_offset,
- FY + TILEY * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset);
+ FX + TILEX_VAR * (dx == -1) - scroll_offset,
+ FY + TILEY_VAR * (dy == -1) - scroll_offset,
+ SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
+ SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
+ FX + TILEX_VAR * (dx == 1) - scroll_offset,
+ FY + TILEY_VAR * (dy == 1) - scroll_offset);
- if (dx)
+ if (dx != 0)
{
x = (dx == 1 ? BX1 : BX2);
for (y = BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
- if (dy)
+ if (dy != 0)
{
y = (dy == 1 ? BY1 : BY2);
for (x = BX1; x <= BX2; x++)
redraw_mask |= REDRAW_FIELD;
}
-#if 0
-static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
-{
- int nextx = x + dx, nexty = y + dy;
- int element = Feld[x][y];
-
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
- return FALSE;
-
- return TRUE;
-}
-#endif
-
static boolean canFallDown(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
return (IN_LEV_FIELD(jx, jy + 1) &&
(IS_FREE(jx, jy + 1) ||
- (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
- IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
- !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+ (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+ IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
+ !IS_WALKABLE_INSIDE(Tile[jx][jy]));
}
static boolean canPassField(int x, int y, int move_dir)
int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
int nextx = x + dx;
int nexty = y + dy;
- int element = Feld[x][y];
+ int element = Tile[x][y];
return (IS_PASSABLE_FROM(element, opposite_dir) &&
!CAN_MOVE(element) &&
IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
- IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+ IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
(level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
}
int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
int newx = x + dx;
int newy = y + dy;
-#if 0
- int nextx = newx + dx;
- int nexty = newy + dy;
-#endif
-#if 1
return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
- (IS_DIGGABLE(Feld[newx][newy]) ||
- IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
+ (IS_DIGGABLE(Tile[newx][newy]) ||
+ IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
canPassField(newx, newy, move_dir)));
-#else
- return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
- (IS_DIGGABLE(Feld[newx][newy]) ||
- IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
- (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
- !CAN_MOVE(Feld[newx][newy]) &&
- IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
- IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
- (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
-#endif
}
static void CheckGravityMovement(struct PlayerInfo *player)
{
- if (game.gravity && !player->programmed_action)
+ if (player->gravity && !player->programmed_action)
{
-#if 1
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
-#else
- int move_dir_horizontal = player->action & MV_HORIZONTAL;
- int move_dir_vertical = player->action & MV_VERTICAL;
-#endif
-
-#if 1
- boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
-#else
- boolean player_is_snapping = player->action & JOY_BUTTON_1;
-#endif
-
+ boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
int jx = player->jx, jy = player->jy;
-
boolean player_is_moving_to_valid_field =
(!player_is_snapping &&
(canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
-
-#if 0
- int move_dir =
- (player->last_move_dir & MV_HORIZONTAL ?
- (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
- (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-#endif
-
-#if 0
- int opposite_dir = MV_DIR_OPPOSITE(move_dir);
- int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
- int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
- int new_jx = jx + dx, new_jy = jy + dy;
- int nextx = new_jx + dx, nexty = new_jy + dy;
-#endif
-
-#if 1
-
-#if 1
boolean player_can_fall_down = canFallDown(player);
-#else
- boolean player_can_fall_down =
- (IN_LEV_FIELD(jx, jy + 1) &&
- (IS_FREE(jx, jy + 1) ||
- (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
-#endif
-
-#else
- boolean player_can_fall_down =
- (IN_LEV_FIELD(jx, jy + 1) &&
- (IS_FREE(jx, jy + 1)));
-#endif
-
-#if 0
- boolean player_is_moving_to_valid_field =
- (
-#if 1
- !player_is_snapping &&
-#endif
-
-#if 1
- IN_LEV_FIELD(new_jx, new_jy) &&
- (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
- (IS_SP_PORT(Feld[new_jx][new_jy]) &&
- element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
- IN_LEV_FIELD(nextx, nexty) &&
- element_info[Feld[nextx][nexty]].access_direction & move_dir))
-#else
- IN_LEV_FIELD(new_jx, new_jy) &&
- (Feld[new_jx][new_jy] == EL_SP_BASE ||
- Feld[new_jx][new_jy] == EL_SAND ||
- (IS_SP_PORT(Feld[new_jx][new_jy]) &&
- canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
- /* !!! extend EL_SAND to anything diggable !!! */
-#endif
- );
-#endif
-
-#if 0
- boolean player_is_standing_on_valid_field =
- (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
- (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
-#endif
-
-#if 0
- printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
- player_can_fall_down,
- player_is_standing_on_valid_field,
- player_is_moving_to_valid_field,
- (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
- player->effective_action,
- player->can_fall_into_acid);
-#endif
if (player_can_fall_down &&
-#if 0
- !player_is_standing_on_valid_field &&
-#endif
!player_is_moving_to_valid_field)
- {
-#if 0
- printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
- jx, jy, FrameCounter);
-#endif
-
player->programmed_action = MV_DOWN;
- }
}
}
static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
{
-#if 1
return CheckGravityMovement(player);
-#endif
- if (game.gravity && !player->programmed_action)
+ if (player->gravity && !player->programmed_action)
{
int jx = player->jx, jy = player->jy;
boolean field_under_player_is_free =
(IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
boolean player_is_standing_on_valid_field =
- (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
- (IS_WALKABLE(Feld[jx][jy]) &&
- !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+ (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
+ (IS_WALKABLE(Tile[jx][jy]) &&
+ !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
if (field_under_player_is_free && !player_is_standing_on_valid_field)
player->programmed_action = MV_DOWN;
boolean MovePlayerOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
-#if 0
- static int trigger_sides[4][2] =
- {
- /* enter side leave side */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
- };
- int move_direction = (dx == -1 ? MV_LEFT :
- dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
- int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
int jx = player->jx, jy = player->jy;
int new_jx = jx + dx, new_jy = jy + dy;
- int element;
int can_move;
+ boolean player_can_move = !player->cannot_move;
if (!player->active || (!dx && !dy))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
player->MovDir = (dx < 0 ? MV_LEFT :
dx > 0 ? MV_RIGHT :
dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ dy > 0 ? MV_DOWN : MV_NONE);
if (!IN_LEV_FIELD(new_jx, new_jy))
- return MF_NO_ACTION;
-
- if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
- return MF_NO_ACTION;
-
-#if 0
- element = MovingOrBlocked2Element(new_jx, new_jy);
-#else
- element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-#endif
+ return MP_NO_ACTION;
- if (DONT_RUN_INTO(element))
+ if (!player_can_move)
{
- if (element == EL_ACID && dx == 0 && dy == 1)
+ if (player->MovPos == 0)
{
- SplashAcid(new_jx, new_jy);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryHero(player);
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
}
- else
- TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MF_MOVING;
}
+ if (!network.enabled && game.centered_player_nr == -1 &&
+ !AllPlayersInSight(player, new_jx, new_jy))
+ return MP_NO_ACTION;
+
can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
- if (can_move != MF_MOVING)
+ if (can_move != MP_MOVING)
return can_move;
- /* check if DigField() has caused relocation of the player */
+ // check if DigField() has caused relocation of the player
if (player->jx != jx || player->jy != jy)
- return MF_NO_ACTION;
+ return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->jy = new_jy;
StorePlayer[new_jx][new_jy] = player->element_nr;
+ if (player->move_delay_value_next != -1)
+ {
+ player->move_delay_value = player->move_delay_value_next;
+ player->move_delay_value_next = -1;
+ }
+
player->MovPos =
(dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
player->step_counter++;
-#if 0
- player->drop_delay = 0;
-#endif
-
PlayerVisit[jx][jy] = FrameCounter;
- ScrollPlayer(player, SCROLL_INIT);
-
-#if 0
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
- leave_side);
- CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
- }
+ player->is_moving = TRUE;
- if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
- {
- CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_OTHER_GETS_ENTERED, enter_side);
- CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_ENTERED_BY_PLAYER, enter_side);
- }
+#if 1
+ // should better be called in MovePlayer(), but this breaks some tapes
+ ScrollPlayer(player, SCROLL_INIT);
#endif
- return MF_MOVING;
+ return MP_MOVING;
}
boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
- int moved = MF_NO_ACTION;
+ int moved = MP_NO_ACTION;
-#if 1
if (!player->active)
return FALSE;
return FALSE;
}
-#else
- if (!player->active || (!dx && !dy))
- return FALSE;
-#endif
-#if 0
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !tape.playing)
- return FALSE;
-#else
-
-#if 1
- if (!FrameReached(&player->move_delay, player->move_delay_value))
- return FALSE;
-#else
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ if (player->move_delay > 0)
return FALSE;
-#endif
-#endif
+ player->move_delay = -1; // set to "uninitialized" value
- /* store if player is automatically moved to next field */
- player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+ // store if player is automatically moved to next field
+ player->is_auto_moving = (player->programmed_action != MV_NONE);
- /* remove the last programmed player action */
+ // remove the last programmed player action
player->programmed_action = 0;
if (player->MovPos)
{
- /* should only happen if pre-1.2 tape recordings are played */
- /* this is only for backward compatibility */
+ // should only happen if pre-1.2 tape recordings are played
+ // this is only for backward compatibility
int original_move_delay_value = player->move_delay_value;
#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
- tape.counter);
+ Debug("game:playing:MovePlayer",
+ "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
+ tape.counter);
#endif
- /* scroll remaining steps with finest movement resolution */
+ // scroll remaining steps with finest movement resolution
player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
while (player->MovPos)
{
ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
- FrameCounter++;
+
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+
DrawAllPlayers();
- BackToFront();
+ BackToFront_WithFrameDelay(0);
}
player->move_delay_value = original_move_delay_value;
}
+ player->is_active = FALSE;
+
if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
+ if (!moved && !player->is_active)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+
jx = player->jx;
jy = player->jy;
- if (moved & MF_MOVING && !ScreenMovPos &&
- (player == local_player || !options.network))
+ if (moved & MP_MOVING && !ScreenMovPos &&
+ (player->index_nr == game.centered_player_nr ||
+ game.centered_player_nr == -1))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (setup.scroll_delay ? 3 : 0);
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
- /* actual player has left the screen -- scroll in that direction */
- if (jx != old_jx) /* player has moved horizontally */
+ // actual player has left the screen -- scroll in that direction
+ if (jx != old_jx) // player has moved horizontally
scroll_x += (jx - old_jx);
- else /* player has moved vertically */
+ else // player has moved vertically
scroll_y += (jy - old_jy);
}
else
{
- if (jx != old_jx) /* player has moved horizontally */
+ int offset_raw = game.scroll_delay_value;
+
+ if (jx != old_jx) // player has moved horizontally
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
+ int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
+ int new_scroll_x = jx - MIDPOSX + offset_x;
+
+ if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
+ scroll_x = new_scroll_x;
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ // don't scroll over playfield boundaries
+ scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
- /* don't scroll more than one field at a time */
+ // don't scroll more than one field at a time
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
- /* don't scroll against the player's moving direction */
+ // don't scroll against the player's moving direction
if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
(player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
scroll_x = old_scroll_x;
}
- else /* player has moved vertically */
+ else // player has moved vertically
{
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
+ int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
+ int new_scroll_y = jy - MIDPOSY + offset_y;
- /* don't scroll over playfield boundaries */
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
+ scroll_y = new_scroll_y;
- /* don't scroll more than one field at a time */
+ // don't scroll over playfield boundaries
+ scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
+
+ // don't scroll more than one field at a time
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
- /* don't scroll against the player's moving direction */
+ // don't scroll against the player's moving direction
if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
(player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
scroll_y = old_scroll_y;
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- if (!options.network && !AllPlayersInVisibleScreen())
+ if (!network.enabled && game.centered_player_nr == -1 &&
+ !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
}
}
-#if 0
-#if 1
- InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
- if (!(moved & MF_MOVING) && !player->is_pushing)
- player->Frame = 0;
-#endif
-#endif
-
player->StepFrame = 0;
- if (moved & MF_MOVING)
+ if (moved & MP_MOVING)
{
if (old_jx != jx && old_jy == jy)
player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "crumbled sand" */
+ TEST_DrawLevelField(jx, jy); // for "crumbled sand"
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
-#if 1
player->is_snapping = FALSE;
-#endif
-
-#if 1
player->is_switching = FALSE;
-#endif
-
player->is_dropping = FALSE;
-
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
#if 0
- /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
- {
- static int trigger_sides[4][2] =
- {
- /* enter side leave side */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
- };
- int move_direction = player->MovDir;
- int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-
-#if 1
- CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
- CE_OTHER_GETS_LEFT,
- player->index_bit, leave_side);
-
- if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
- CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
- CE_LEFT_BY_PLAYER,
- player->index_bit, leave_side);
-
- CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
- CE_OTHER_GETS_ENTERED,
- player->index_bit, enter_side);
-
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
-#endif
-
- }
+ // should better be called here than above, but this breaks some tapes
+ ScrollPlayer(player, SCROLL_INIT);
#endif
-
-
}
else
{
CheckGravityMovementWhenNotMoving(player);
- /*
- player->last_move_dir = MV_NO_MOVING;
- */
player->is_moving = FALSE;
+
+ /* at this point, the player is allowed to move, but cannot move right now
+ (e.g. because of something blocking the way) -- ensure that the player
+ is also allowed to move in the next frame (in old versions before 3.1.1,
+ the player was forced to wait again for eight frames before next try) */
+
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+ player->move_delay = 0; // allow direct movement in the next frame
}
+ if (player->move_delay == -1) // not yet initialized by DigField()
+ player->move_delay = player->move_delay_value;
+
if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
}
if (!player->active)
- RemoveHero(player);
+ RemovePlayer(player);
return moved;
}
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
- if (!player->active || !player->MovPos)
+ if (!player->active)
+ return;
+
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
return;
if (mode == SCROLL_INIT)
player->actual_frame_counter = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (Feld[last_jx][last_jy] == EL_EMPTY)
- Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+ if ((player->block_last_field || player->block_delay_adjustment > 0) &&
+ Tile[last_jx][last_jy] == EL_EMPTY)
+ {
+ int last_field_block_delay = 0; // start with no blocking at all
+ int block_delay_adjustment = player->block_delay_adjustment;
-#if 0
- DrawPlayer(player);
-#endif
+ // if player blocks last field, add delay for exactly one move
+ if (player->block_last_field)
+ {
+ last_field_block_delay += player->move_delay_value;
- return;
+ // when blocking enabled, prevent moving up despite gravity
+ if (player->gravity && player->MovDir == MV_UP)
+ block_delay_adjustment = -1;
+ }
+
+ // add block delay adjustment (also possible when not blocking)
+ last_field_block_delay += block_delay_adjustment;
+
+ Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+ MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
+ }
+
+ if (player->MovPos != 0) // player has not yet reached destination
+ return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
- player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-
- if (!player->block_last_field &&
- Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
- Feld[last_jx][last_jy] = EL_EMPTY;
-
- /* before DrawPlayer() to draw correct player graphic for this case */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
+ if (player->MovPos != 0)
+ {
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-#if 0
- DrawPlayer(player); /* needed here only to cleanup last field */
-#endif
+ // before DrawPlayer() to draw correct player graphic for this case
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+ }
- if (player->MovPos == 0) /* player reached destination field */
+ if (player->MovPos == 0) // player reached destination field
{
-#if 1
if (player->move_delay_reset_counter > 0)
{
player->move_delay_reset_counter--;
if (player->move_delay_reset_counter == 0)
{
- /* continue with normal speed after quickly moving through gate */
+ // continue with normal speed after quickly moving through gate
HALVE_PLAYER_SPEED(player);
- /* be able to make the next move without delay */
+ // be able to make the next move without delay
player->move_delay = 0;
}
}
-#else
- if (IS_PASSABLE(Feld[last_jx][last_jy]))
- {
- /* continue with normal speed after quickly moving through gate */
- HALVE_PLAYER_SPEED(player);
-
- /* be able to make the next move without delay */
- player->move_delay = 0;
- }
-#endif
-
- if (player->block_last_field &&
- Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
- Feld[last_jx][last_jy] = EL_EMPTY;
player->last_jx = jx;
player->last_jy = jy;
- if (Feld[jx][jy] == EL_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
+ if (Tile[jx][jy] == EL_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_EXIT_OPENING ||
+ Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+ Tile[jx][jy] == EL_SP_EXIT_OPEN ||
+ Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
{
- DrawPlayer(player); /* needed here only to cleanup last field */
- RemoveHero(player);
+ ExitPlayer(player);
- if (local_player->friends_still_needed == 0 ||
- IS_SP_ELEMENT(Feld[jx][jy]))
- player->LevelSolved = player->GameOver = TRUE;
+ if (game.players_still_needed == 0 &&
+ (game.friends_still_needed == 0 ||
+ IS_SP_ELEMENT(Tile[jx][jy])))
+ LevelSolved();
}
-#if 1
- /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
- /* this breaks one level: "machine", level 000 */
+ // this breaks one level: "machine", level 000
{
- static int trigger_sides[4][2] =
- {
- /* enter side leave side */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
- };
int move_direction = player->MovDir;
- int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int leave_side = move_direction;
int old_jx = last_jx;
int old_jy = last_jy;
+ int old_element = Tile[old_jx][old_jy];
+ int new_element = Tile[jx][jy];
-#if 1
- CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
- CE_OTHER_GETS_LEFT,
- player->index_bit, leave_side);
-
- if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
- CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
- CE_LEFT_BY_PLAYER,
- player->index_bit, leave_side);
-
- CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
- CE_OTHER_GETS_ENTERED,
- player->index_bit, enter_side);
-
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
-#endif
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
+
+ if (IS_CUSTOM_ELEMENT(new_element))
+ CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+ CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+ CE_MOVE_OF_X, move_direction);
}
-#endif
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
-#if 1
- TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
-#endif
+
+ /* needed because pushed element has not yet reached its destination,
+ so it would trigger a change event at its previous field location */
+ if (!player->is_pushing)
+ TestIfElementTouchesCustomElement(jx, jy); // for empty space
+
+ if (level.finish_dig_collect &&
+ (player->is_digging || player->is_collecting))
+ {
+ int last_element = player->last_removed_element;
+ int move_direction = player->MovDir;
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
+ CE_PLAYER_COLLECTS_X);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
+ player->index_bit, enter_side);
+
+ player->last_removed_element = EL_UNDEFINED;
+ }
if (!player->active)
- RemoveHero(player);
+ RemovePlayer(player);
}
if (level.use_step_counter)
TimePlayed++;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
-
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
- }
-
if (TimeLeft > 0)
{
TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
- DrawGameValue_Time(TimeLeft);
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- if (!TimeLeft && setup.time_limit)
+ DisplayGameControlValues();
+
+ if (!TimeLeft && setup.time_limit && !game.LevelSolved)
for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
+ }
+ else if (game.no_time_limit && !game.all_players_gone)
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+ DisplayGameControlValues();
}
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
}
if (tape.single_step && tape.recording && !tape.pausing &&
!player->programmed_action)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ if (!player->programmed_action)
+ CheckSaveEngineSnapshot(player);
}
}
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static unsigned long screen_frame_counter = 0;
+ static unsigned int screen_frame_counter = 0;
if (mode == SCROLL_INIT)
{
- /* set scrolling step size according to actual player's moving speed */
+ // set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
screen_frame_counter = FrameCounter;
redraw_mask |= REDRAW_FIELD;
}
else
- ScreenMovDir = MV_NO_MOVING;
+ ScreenMovDir = MV_NONE;
}
void TestIfPlayerTouchesCustomElement(int x, int y)
};
static int trigger_sides[4][2] =
{
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
static int touch_dir[4] =
{
MV_UP | MV_DOWN,
MV_LEFT | MV_RIGHT
};
- int center_element = Feld[x][y]; /* should always be non-moving! */
+ int center_element = Tile[x][y]; // should always be non-moving!
int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y))
+ if (IS_PLAYER(x, y)) // player found at center element
{
struct PlayerInfo *player = PLAYERINFO(x, y);
if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
+ border_element = Tile[xx][yy]; // may be moving!
else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
- border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = Tile[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
border_element = MovingOrBlocked2Element(xx, yy);
else
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
+
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, border_side);
+ CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+ CE_PLAYER_TOUCHES_X,
+ player->index_bit, border_side);
- CheckTriggeredElementChangePlayer(xx, yy, border_element,
- CE_OTHER_GETS_TOUCHED,
- player->index_bit, border_side);
- CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, border_side);
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(x, y)->initial_element;
+
+ CheckElementChangeBySide(xx, yy, border_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
}
- else if (IS_PLAYER(xx, yy))
+ else if (IS_PLAYER(xx, yy)) // player found at border element
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
}
- CheckTriggeredElementChangePlayer(x, y, center_element,
- CE_OTHER_GETS_TOUCHED,
- player->index_bit, center_side);
- CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, center_side);
+ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, center_side);
+ CheckTriggeredElementChangeByPlayer(x, y, center_element,
+ CE_PLAYER_TOUCHES_X,
+ player->index_bit, center_side);
+
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, center_side);
+ }
break;
}
};
static int trigger_sides[4][2] =
{
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
static int touch_dir[4] =
{
MV_LEFT | MV_RIGHT
};
boolean change_center_element = FALSE;
- int center_element_change_page = 0;
- int center_element = Feld[x][y]; /* should always be non-moving! */
- int border_trigger_element;
- int i, j;
+ int center_element = Tile[x][y]; // should always be non-moving!
+ int border_element_old[NUM_DIRECTIONS];
+ int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
- int center_side = trigger_sides[i][0];
- int border_side = trigger_sides[i][1];
int border_element;
+ border_element_old[i] = -1;
+
if (!IN_LEV_FIELD(xx, yy))
continue;
if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
+ border_element = Tile[xx][yy]; // may be moving!
else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
- border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = Tile[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
border_element = MovingOrBlocked2Element(xx, yy);
else
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
- /* check for change of center element (but change it only once) */
- if (IS_CUSTOM_ELEMENT(center_element) &&
- HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
- !change_center_element)
- {
- for (j = 0; j < element_info[center_element].num_change_pages; j++)
- {
- struct ElementChangeInfo *change =
- &element_info[center_element].change_page[j];
-
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
- change->trigger_side & border_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
-#else
- change->trigger_element == border_element
-#endif
- )
- {
- change_center_element = TRUE;
- center_element_change_page = j;
- border_trigger_element = border_element;
-
- break;
- }
- }
- }
-
- /* check for change of border element */
- if (IS_CUSTOM_ELEMENT(border_element) &&
- HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
- {
- for (j = 0; j < element_info[border_element].num_change_pages; j++)
- {
- struct ElementChangeInfo *change =
- &element_info[border_element].change_page[j];
-
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
- change->trigger_side & center_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
-#else
- change->trigger_element == center_element
-#endif
- )
- {
-#if 0
- printf("::: border_element %d, %d\n", x, y);
-#endif
-
- CheckElementChangePage(xx, yy, border_element, center_element,
- CE_OTHER_IS_TOUCHING, j);
- break;
- }
- }
- }
+ border_element_old[i] = border_element;
}
- if (change_center_element)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
-#if 0
- printf("::: center_element %d, %d\n", x, y);
-#endif
-
- CheckElementChangePage(x, y, center_element, border_trigger_element,
- CE_OTHER_IS_TOUCHING, center_element_change_page);
- }
-}
-
-void TestIfElementHitsCustomElement(int x, int y, int direction)
-{
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int hitx = x + dx, hity = y + dy;
- int hitting_element = Feld[x][y];
- int touched_element;
-#if 0
- boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
- !IS_FREE(hitx, hity) &&
- (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2));
-#endif
-
- if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
- return;
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = trigger_sides[i][0];
+ int border_element = border_element_old[i];
-#if 0
- if (IN_LEV_FIELD(hitx, hity) && !object_hit)
- return;
-#endif
+ if (border_element == -1)
+ continue;
- touched_element = (IN_LEV_FIELD(hitx, hity) ?
- MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+ // check for change of border element
+ CheckElementChangeBySide(xx, yy, border_element, center_element,
+ CE_TOUCHING_X, center_side);
- CheckElementChangeSide(x, y, hitting_element, touched_element,
- CE_HITTING_SOMETHING, direction);
+ // (center element cannot be player, so we dont have to check this here)
+ }
- if (IN_LEV_FIELD(hitx, hity))
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
-#if 0
- int touched_element = MovingOrBlocked2Element(hitx, hity);
-#endif
-#if 1
- boolean object_hit = (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2);
-
- object_hit = TRUE;
-#endif
-
- if (object_hit)
- {
- int i;
-
- CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
-
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
- {
- for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[hitting_element].change_page[i];
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_side = trigger_sides[i][1];
+ int border_element = border_element_old[i];
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
- change->trigger_side & touched_side &&
-
-#if 1
- IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
- change->trigger_element == touched_element
-#endif
- )
- {
- CheckElementChangePage(x, y, hitting_element, touched_element,
- CE_OTHER_IS_HITTING, i);
- break;
- }
- }
- }
+ if (border_element == -1)
+ continue;
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
- {
- for (i = 0; i < element_info[touched_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[touched_element].change_page[i];
+ // check for change of center element (but change it only once)
+ if (!change_center_element)
+ change_center_element =
+ CheckElementChangeBySide(x, y, center_element, border_element,
+ CE_TOUCHING_X, border_side);
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
- change->trigger_side & hitting_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
- change->trigger_element == hitting_element
-#endif
- )
- {
- CheckElementChangePage(hitx, hity, touched_element,
- hitting_element, CE_OTHER_GETS_HIT, i);
- break;
- }
- }
- }
+ if (IS_PLAYER(xx, yy))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
}
}
}
-#if 0
-void TestIfElementSmashesCustomElement(int x, int y, int direction)
+void TestIfElementHitsCustomElement(int x, int y, int direction)
{
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int hitx = x + dx, hity = y + dy;
- int hitting_element = Feld[x][y];
+ int hitting_element = Tile[x][y];
int touched_element;
-#if 0
- boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
- !IS_FREE(hitx, hity) &&
- (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2));
-#endif
if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
return;
-#if 0
- if (IN_LEV_FIELD(hitx, hity) && !object_hit)
- return;
-#endif
-
touched_element = (IN_LEV_FIELD(hitx, hity) ?
MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
- CheckElementChangeSide(x, y, hitting_element, touched_element,
- EP_CAN_SMASH_EVERYTHING, direction);
-
if (IN_LEV_FIELD(hitx, hity))
{
int opposite_direction = MV_DIR_OPPOSITE(direction);
int hitting_side = direction;
int touched_side = opposite_direction;
-#if 0
- int touched_element = MovingOrBlocked2Element(hitx, hity);
-#endif
-#if 1
boolean object_hit = (!IS_MOVING(hitx, hity) ||
MovDir[hitx][hity] != direction ||
ABS(MovPos[hitx][hity]) <= TILEY / 2);
object_hit = TRUE;
-#endif
if (object_hit)
{
- int i;
-
- CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
- CE_SMASHED_BY_SOMETHING, opposite_direction);
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_X, touched_side);
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
- {
- for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[hitting_element].change_page[i];
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_X, hitting_side);
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
- change->trigger_side & touched_side &&
-
-#if 1
- IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
- change->trigger_element == touched_element
-#endif
- )
- {
- CheckElementChangePage(x, y, hitting_element, touched_element,
- CE_OTHER_IS_SMASHING, i);
- break;
- }
- }
- }
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+ if (IS_PLAYER(hitx, hity))
{
- for (i = 0; i < element_info[touched_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[touched_element].change_page[i];
-
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
- change->trigger_side & hitting_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
- change->trigger_element == hitting_element
-#endif
- )
- {
- CheckElementChangePage(hitx, hity, touched_element,
- hitting_element, CE_OTHER_GETS_SMASHED, i);
- break;
- }
- }
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+ CheckElementChangeBySide(x, y, hitting_element, player_element,
+ CE_HITTING_X, touched_side);
}
}
}
+
+ // "hitting something" is also true when hitting the playfield border
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
}
-#endif
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
+
+ int bad_element = -1;
static int test_xy[4][2] =
{
{ 0, -1 },
test_x = good_x + test_xy[i][0];
test_y = good_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
-#if 0
- test_element = Feld[test_x][test_y];
-#else
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
-#endif
/* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
{
kill_x = test_x;
kill_y = test_y;
+ bad_element = test_element;
+
break;
}
}
{
struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
- if (player->shield_deadly_time_left > 0)
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
Bang(kill_x, kill_y);
else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
- KillHero(player);
+ KillPlayer(player);
}
else
Bang(good_x, good_y);
void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
int i, kill_x = -1, kill_y = -1;
- int bad_element = Feld[bad_x][bad_y];
+ int bad_element = Tile[bad_x][bad_y];
static int test_xy[4][2] =
{
{ 0, -1 },
MV_DOWN
};
- if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLOSION) // skip just exploding bad things
return;
for (i = 0; i < NUM_DIRECTIONS; i++)
test_x = bad_x + test_xy[i][0];
test_y = bad_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
- test_element = Feld[test_x][test_y];
+ test_element = Tile[test_x][test_y];
/* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
(DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
- /* good thing is player or penguin that does not move away */
+ // good thing is player or penguin that does not move away
if (IS_PLAYER(test_x, test_y))
{
struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
if (bad_element == EL_ROBOT && player->is_moving)
- continue; /* robot does not kill player if he is moving */
+ continue; // robot does not kill player if he is moving
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
- continue; /* center and border element do not touch */
+ continue; // center and border element do not touch
}
kill_x = test_x;
kill_y = test_y;
+
break;
}
else if (test_element == EL_PENGUIN)
{
kill_x = test_x;
kill_y = test_y;
+
break;
}
}
{
struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
- if (player->shield_deadly_time_left > 0)
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Tile[bad_x][bad_y];
+ int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+ int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
+ int test_x = bad_x + dx, test_y = bad_y + dy;
+ int test_move_dir, test_element;
+ int kill_x = -1, kill_y = -1;
+
+ if (!IN_LEV_FIELD(test_x, test_y))
+ return;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+ test_element = Tile[test_x][test_y];
+
+ if (test_move_dir != bad_move_dir)
+ {
+ // good thing can be player or penguin that does not move away
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+ /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+ player as being hit when he is moving towards the bad thing, because
+ the "get hit by" condition would be lost after the player stops) */
+ if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+ return; // player moves away from bad thing
+
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
Bang(bad_x, bad_y);
else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
- KillHero(player);
+ KillPlayer(player);
}
else
Bang(kill_x, kill_y);
}
}
-void TestIfHeroTouchesBadThing(int x, int y)
+void TestIfPlayerTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}
-void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
{
TestIfGoodThingHitsBadThing(x, y, move_dir);
}
-void TestIfBadThingTouchesHero(int x, int y)
+void TestIfBadThingTouchesPlayer(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}
-void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
+void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
{
TestIfBadThingHitsGoodThing(x, y, move_dir);
}
void TestIfFriendTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}
void TestIfBadThingTouchesFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}
void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
if (!IN_LEV_FIELD(x, y))
continue;
- element = Feld[x][y];
+ element = Tile[x][y];
if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
{
Bang(bad_x, bad_y);
}
-void KillHero(struct PlayerInfo *player)
+void KillPlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
if (!player->active)
return;
- /* remove accessible field at the player's position */
- Feld[jx][jy] = EL_EMPTY;
+#if 0
+ Debug("game:playing:KillPlayer",
+ "0: killed == %d, active == %d, reanimated == %d",
+ player->killed, player->active, player->reanimated);
+#endif
+
+ /* the following code was introduced to prevent an infinite loop when calling
+ -> Bang()
+ -> CheckTriggeredElementChangeExt()
+ -> ExecuteCustomElementAction()
+ -> KillPlayer()
+ -> (infinitely repeating the above sequence of function calls)
+ which occurs when killing the player while having a CE with the setting
+ "kill player X when explosion of <player X>"; the solution using a new
+ field "player->killed" was chosen for backwards compatibility, although
+ clever use of the fields "player->active" etc. would probably also work */
+#if 1
+ if (player->killed)
+ return;
+#endif
+
+ player->killed = TRUE;
- /* deactivate shield (else Bang()/Explode() would not work right) */
+ // remove accessible field at the player's position
+ Tile[jx][jy] = EL_EMPTY;
+
+ // deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+#if 0
+ Debug("game:playing:KillPlayer",
+ "1: killed == %d, active == %d, reanimated == %d",
+ player->killed, player->active, player->reanimated);
+#endif
+
Bang(jx, jy);
- BuryHero(player);
+
+#if 0
+ Debug("game:playing:KillPlayer",
+ "2: killed == %d, active == %d, reanimated == %d",
+ player->killed, player->active, player->reanimated);
+#endif
+
+ if (player->reanimated) // killed player may have been reanimated
+ player->killed = player->reanimated = FALSE;
+ else
+ BuryPlayer(player);
}
-static void KillHeroUnlessEnemyProtected(int x, int y)
+static void KillPlayerUnlessEnemyProtected(int x, int y)
{
if (!PLAYER_ENEMY_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillPlayer(PLAYERINFO(x, y));
}
-static void KillHeroUnlessExplosionProtected(int x, int y)
+static void KillPlayerUnlessExplosionProtected(int x, int y)
{
if (!PLAYER_EXPLOSION_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillPlayer(PLAYERINFO(x, y));
}
-void BuryHero(struct PlayerInfo *player)
+void BuryPlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
if (!player->active)
return;
-#if 1
- PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
-#else
- PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
-#endif
+ PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
PlayLevelSound(jx, jy, SND_GAME_LOSING);
- player->GameOver = TRUE;
- RemoveHero(player);
+ RemovePlayer(player);
+
+ player->buried = TRUE;
+
+ if (game.all_players_gone)
+ game.GameOver = TRUE;
}
-void RemoveHero(struct PlayerInfo *player)
+void RemovePlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
int i, found = FALSE;
- player->present = FALSE;
- player->active = FALSE;
+ player->present = FALSE;
+ player->active = FALSE;
+
+ // required for some CE actions (even if the player is not active anymore)
+ player->MovPos = 0;
+
+ if (!ExplodeField[jx][jy])
+ StorePlayer[jx][jy] = 0;
+
+ if (player->is_moving)
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ found = TRUE;
+
+ if (!found)
+ {
+ game.all_players_gone = TRUE;
+ game.GameOver = TRUE;
+ }
+
+ game.exit_x = game.robot_wheel_x = jx;
+ game.exit_y = game.robot_wheel_y = jy;
+}
+
+void ExitPlayer(struct PlayerInfo *player)
+{
+ DrawPlayer(player); // needed here only to cleanup last field
+ RemovePlayer(player);
+
+ if (game.players_still_needed > 0)
+ game.players_still_needed--;
+}
+
+static void SetFieldForSnapping(int x, int y, int element, int direction,
+ int player_index_bit)
+{
+ struct ElementInfo *ei = &element_info[element];
+ int direction_bit = MV_DIR_TO_BIT(direction);
+ int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
+ int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
+ IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
+
+ Tile[x][y] = EL_ELEMENT_SNAPPING;
+ MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+ MovDir[x][y] = direction;
+ Store[x][y] = element;
+ Store2[x][y] = player_index_bit;
+
+ ResetGfxAnimation(x, y);
- if (!ExplodeField[jx][jy])
- StorePlayer[jx][jy] = 0;
+ GfxElement[x][y] = element;
+ GfxAction[x][y] = action;
+ GfxDir[x][y] = direction;
+ GfxFrame[x][y] = -1;
+}
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- found = TRUE;
+static void TestFieldAfterSnapping(int x, int y, int element, int direction,
+ int player_index_bit)
+{
+ TestIfElementTouchesCustomElement(x, y); // for empty space
- if (!found)
- AllPlayersGone = TRUE;
+ if (level.finish_dig_collect)
+ {
+ int dig_side = MV_DIR_OPPOSITE(direction);
- ExitX = ZX = jx;
- ExitY = ZY = jy;
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player_index_bit, dig_side);
+ }
}
/*
{
int jx, jy, dx, dy, xx, yy;
- if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
return TRUE;
- /* diagonal direction: check alternative direction */
+ // diagonal direction: check alternative direction
jx = player->jx;
jy = player->jy;
dx = x - jx;
xx = jx + (dx == 0 ? real_dx : 0);
yy = jy + (dy == 0 ? real_dy : 0);
- return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
}
/*
=============================================================================
*/
-int DigField(struct PlayerInfo *player,
- int oldx, int oldy, int x, int y,
- int real_dx, int real_dy, int mode)
+static int DigField(struct PlayerInfo *player,
+ int oldx, int oldy, int x, int y,
+ int real_dx, int real_dy, int mode)
{
- static int trigger_sides[4] =
- {
- CH_SIDE_RIGHT, /* moving left */
- CH_SIDE_LEFT, /* moving right */
- CH_SIDE_BOTTOM, /* moving up */
- CH_SIDE_TOP, /* moving down */
- };
-#if 0
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
+ boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+ boolean player_was_pushing = player->is_pushing;
+ boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
+ boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
- int move_direction = (dx == -1 ? MV_LEFT :
+ int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
- int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
- int old_element = Feld[jx][jy];
- int element;
+ int dig_side = MV_DIR_OPPOSITE(move_direction);
+ int old_element = Tile[jx][jy];
+ int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+ int collect_count;
- if (player->MovPos == 0)
+ if (is_player) // function can also be called by EL_PENGUIN
{
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
- if (player->MovPos == 0) /* last pushing move finished */
- player->is_pushing = FALSE;
+ if (player->MovPos == 0) // last pushing move finished
+ player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
- {
- player->is_switching = FALSE;
- player->push_delay = 0;
+ if (mode == DF_NO_PUSH) // player just stopped pushing
+ {
+ player->is_switching = FALSE;
+ player->push_delay = -1;
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
+ }
}
- if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- return MF_NO_ACTION;
+ if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
-#if 0
+ // in case of element dropped at player position, check background
+ else if (Back[jx][jy] != EL_EMPTY &&
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
-#if 0
- if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
- if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
-#endif
+ if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+ return MP_NO_ACTION; // field has no opening in this direction
+
+ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+ return MP_NO_ACTION; // field has no opening in this direction
+
+ if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
- int i = 0;
- int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
- int tube_leave_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
- { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
- };
+ SplashAcid(x, y);
- while (tube_leave_directions[i][0] != tube_element)
- {
- i++;
- if (tube_leave_directions[i][0] == -1) /* should not happen */
- break;
- }
+ Tile[jx][jy] = player->artwork_element;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
- if (!(tube_leave_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
+ return MP_DONT_RUN_INTO;
}
-#else
+ if (player_can_move && DONT_RUN_INTO(element))
+ {
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
- if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
- old_element = Back[jx][jy];
+ return MP_DONT_RUN_INTO;
+ }
-#endif
+ if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+ return MP_NO_ACTION;
- if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
+ collect_count = element_info[element].collect_count_initial;
- if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
+ if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
+ return MP_NO_ACTION;
- element = Feld[x][y];
+ if (game.engine_version < VERSION_IDENT(2,2,0,0))
+ player_can_move = player_can_move_or_snap;
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
game.engine_version >= VERSION_IDENT(2,2,0,0))
- return MF_NO_ACTION;
+ {
+ CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
- switch (element)
+ if (element == EL_DC_LANDMINE)
+ Bang(x, y);
+
+ if (Tile[x][y] != element) // field changed by snapping
+ return MP_ACTION;
+
+ return MP_NO_ACTION;
+ }
+
+ if (player->gravity && is_player && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN &&
+ !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+ return MP_NO_ACTION; // player cannot walk here due to gravity
+
+ if (player_can_move &&
+ IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
{
-#if 0
- case EL_SP_PORT_LEFT:
- case EL_SP_PORT_RIGHT:
- case EL_SP_PORT_UP:
- case EL_SP_PORT_DOWN:
- case EL_SP_PORT_HORIZONTAL:
- case EL_SP_PORT_VERTICAL:
- case EL_SP_PORT_ANY:
- case EL_SP_GRAVITY_PORT_LEFT:
- case EL_SP_GRAVITY_PORT_RIGHT:
- case EL_SP_GRAVITY_PORT_UP:
- case EL_SP_GRAVITY_PORT_DOWN:
-#if 1
- if (!canEnterSupaplexPort(x, y, dx, dy))
- return MF_NO_ACTION;
-#else
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
- return MF_NO_ACTION;
-#endif
+ int sound_element = SND_ELEMENT(element);
+ int sound_action = ACTION_WALKING;
+
+ if (IS_RND_GATE(element))
+ {
+ if (!player->key[RND_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_RND_GATE_GRAY(element))
+ {
+ if (!player->key[RND_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_RND_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPENING ||
+ element == EL_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPENING ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
+ {
+ sound_action = ACTION_PASSING; // player is passing exit
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; // nothing to walk on
+ }
+
+ // play sound from background or player, whatever is available
+ if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+ PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+ else
+ PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
+ }
+ else if (player_can_move &&
+ IS_PASSABLE(element) && canPassField(x, y, move_direction))
+ {
+ if (!ACCESS_FROM(element, opposite_direction))
+ return MP_NO_ACTION; // field not accessible from this direction
+
+ if (CAN_MOVE(element)) // only fixed elements can be passed!
+ return MP_NO_ACTION;
+
+ if (IS_EM_GATE(element))
+ {
+ if (!player->key[EM_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EM_GATE_GRAY(element))
+ {
+ if (!player->key[EM_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EM_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE(element))
+ {
+ if (!player->key[EMC_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (element == EL_DC_GATE_WHITE ||
+ element == EL_DC_GATE_WHITE_GRAY ||
+ element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+ {
+ if (player->num_white_keys == 0)
+ return MP_NO_ACTION;
+ player->num_white_keys--;
+ }
+ else if (IS_SP_PORT(element))
+ {
if (element == EL_SP_GRAVITY_PORT_LEFT ||
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
- game.gravity = !game.gravity;
+ player->gravity = !player->gravity;
+ else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
+ element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_ON_PORT_UP ||
+ element == EL_SP_GRAVITY_ON_PORT_DOWN)
+ player->gravity = TRUE;
+ else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
+ element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_OFF_PORT_UP ||
+ element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+ player->gravity = FALSE;
+ }
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ // automatically move to the next field with double speed
+ player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
+ if (player->move_delay_reset_counter == 0)
+ {
+ player->move_delay_reset_counter = 2; // two double speed steps
DOUBLE_PLAYER_SPEED(player);
-#endif
-
-#if 0
- printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
-#endif
+ }
- PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
- break;
-#endif
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
+ }
+ else if (player_can_move_or_snap && IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
-#if 0
- case EL_TUBE_ANY:
- case EL_TUBE_VERTICAL:
- case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERTICAL_LEFT:
- case EL_TUBE_VERTICAL_RIGHT:
- case EL_TUBE_HORIZONTAL_UP:
- case EL_TUBE_HORIZONTAL_DOWN:
- case EL_TUBE_LEFT_UP:
- case EL_TUBE_LEFT_DOWN:
- case EL_TUBE_RIGHT_UP:
- case EL_TUBE_RIGHT_DOWN:
- {
- int i = 0;
- int tube_enter_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
- };
-
- while (tube_enter_directions[i][0] != element)
- {
- i++;
- if (tube_enter_directions[i][0] == -1) /* should not happen */
- break;
- }
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = GFX_ELEMENT(element);
+ player->is_digging = TRUE;
+ }
- if (!(tube_enter_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
- }
- break;
-#endif
+ // use old behaviour for old levels (digging)
+ if (!level.finish_dig_collect)
+ {
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+ player->index_bit, dig_side);
- default:
+ // if digging triggered player relocation, finish digging tile
+ if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+ }
- if (IS_WALKABLE(element))
- {
- int sound_action = ACTION_WALKING;
+ if (mode == DF_SNAP)
+ {
+ if (level.block_snap_field)
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+ else
+ TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
- if (!ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
+ // use old behaviour for old levels (snapping)
+ if (!level.finish_dig_collect)
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
+ }
+ }
+ else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
+ {
+ RemoveField(x, y);
-#if 1
- if (element == EL_EMPTY_SPACE &&
- game.gravity && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN)
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
+ if (is_player && mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
- if (IS_GATE(element))
- {
- if (!player->key[element - EL_GATE_1])
- return MF_NO_ACTION;
- }
- else if (IS_GATE_GRAY(element))
- {
- if (!player->key[element - EL_GATE_1_GRAY])
- return MF_NO_ACTION;
- }
- else if (element == EL_EXIT_OPEN ||
- element == EL_SP_EXIT_OPEN ||
- element == EL_SP_EXIT_OPENING)
- {
- sound_action = ACTION_PASSING; /* player is passing exit */
- }
- else if (element == EL_EMPTY)
- {
- sound_action = ACTION_MOVING; /* nothing to walk on */
- }
+ if (element == EL_SPEED_PILL)
+ {
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ }
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += level.extra_time;
- /* play sound from background or player, whatever is available */
- if (element_info[element].sound[sound_action] != SND_UNDEFINED)
- PlayLevelSoundElementAction(x, y, element, sound_action);
- else
- PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- break;
- }
- else if (IS_PASSABLE(element))
- {
-#if 1
- if (!canPassField(x, y, move_direction))
- return MF_NO_ACTION;
-#else
+ DisplayGameControlValues();
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+ {
+ player->shield_normal_time_left += level.shield_normal_time;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += level.shield_deadly_time;
+ }
+ else if (element == EL_DYNAMITE ||
+ element == EL_EM_DYNAMITE ||
+ element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
-#if 1
- if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
- !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
- (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
- return MF_NO_ACTION;
-#else
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- return MF_NO_ACTION;
-#endif
+ DrawGameDoorValues();
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if (IS_KEY(element))
+ {
+ player->key[KEY_NR(element)] = TRUE;
-#if 1
- if (!ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
-#else
- if (IS_CUSTOM_ELEMENT(element) &&
- !ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
-#endif
+ DrawGameDoorValues();
+ }
+ else if (element == EL_DC_KEY_WHITE)
+ {
+ player->num_white_keys++;
-#if 1
- if (CAN_MOVE(element)) /* only fixed elements can be passed! */
- return MF_NO_ACTION;
-#endif
+ // display white keys?
+ // DrawGameDoorValues();
+ }
+ else if (IS_ENVELOPE(element))
+ {
+ boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
-#endif
+ if (!wait_for_snapping)
+ player->show_envelope = element;
+ }
+ else if (element == EL_EMC_LENSES)
+ {
+ game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
- if (IS_EM_GATE(element))
- {
- if (!player->key[element - EL_EM_GATE_1])
- return MF_NO_ACTION;
- }
- else if (IS_EM_GATE_GRAY(element))
- {
- if (!player->key[element - EL_EM_GATE_1_GRAY])
- return MF_NO_ACTION;
- }
- else if (IS_SP_PORT(element))
- {
- if (element == EL_SP_GRAVITY_PORT_LEFT ||
- element == EL_SP_GRAVITY_PORT_RIGHT ||
- element == EL_SP_GRAVITY_PORT_UP ||
- element == EL_SP_GRAVITY_PORT_DOWN)
- game.gravity = !game.gravity;
- }
+ RedrawAllInvisibleElementsForLenses();
+ }
+ else if (element == EL_EMC_MAGNIFIER)
+ {
+ game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ RedrawAllInvisibleElementsForMagnifier();
+ }
+ else if (IS_DROPPABLE(element) ||
+ IS_THROWABLE(element)) // can be collected and dropped
+ {
+ int i;
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (i = 0; i < collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
- DOUBLE_PLAYER_SPEED(player);
-#endif
+ DrawGameDoorValues();
+ }
+ else if (collect_count > 0)
+ {
+ game.gems_still_needed -= collect_count;
+ if (game.gems_still_needed < 0)
+ game.gems_still_needed = 0;
- PlayLevelSoundAction(x, y, ACTION_PASSING);
+ game.snapshot.collected_item = TRUE;
- break;
- }
- else if (IS_DIGGABLE(element))
- {
- RemoveField(x, y);
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
- if (mode != DF_SNAP)
- {
-#if 1
- GfxElement[x][y] = GFX_ELEMENT(element);
-#else
- GfxElement[x][y] =
- (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
-#endif
- player->is_digging = TRUE;
- }
+ DisplayGameControlValues();
+ }
- PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ RaiseScoreElement(element);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
+ // use old behaviour for old levels (collecting)
+ if (!level.finish_dig_collect && is_player)
+ {
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
player->index_bit, dig_side);
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ // if collecting triggered player relocation, finish collecting tile
+ if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+ }
- break;
- }
- else if (IS_COLLECTIBLE(element))
- {
- RemoveField(x, y);
+ if (mode == DF_SNAP)
+ {
+ if (level.block_snap_field)
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+ else
+ TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
- if (mode != DF_SNAP)
- {
- GfxElement[x][y] = element;
- player->is_collecting = TRUE;
- }
+ // use old behaviour for old levels (snapping)
+ if (!level.finish_dig_collect)
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
+ }
+ }
+ else if (player_can_move_or_snap && IS_PUSHABLE(element))
+ {
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
+ return MP_NO_ACTION;
+
+ if (CAN_FALL(element) && dy)
+ return MP_NO_ACTION;
+
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && level.use_spring_bug))
+ return MP_NO_ACTION;
+
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MP_NO_ACTION;
+
+ // do not push elements already moving away faster than player
+ if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+ ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+ return MP_NO_ACTION;
+
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
- if (element == EL_SPEED_PILL)
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- else if (element == EL_EXTRA_TIME && level.time > 0)
- {
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
- }
- else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
- {
- player->shield_normal_time_left += 10;
- if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += 10;
- }
- else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
- {
- if (player->inventory_size < MAX_INVENTORY_SIZE)
- player->inventory_element[player->inventory_size++] = element;
+ player->is_pushing = TRUE;
+ player->is_active = TRUE;
- DrawGameValue_Dynamite(local_player->inventory_size);
- }
- else if (element == EL_DYNABOMB_INCREASE_NUMBER)
- {
- player->dynabomb_count++;
- player->dynabombs_left++;
- }
- else if (element == EL_DYNABOMB_INCREASE_SIZE)
- {
- player->dynabomb_size++;
- }
- else if (element == EL_DYNABOMB_INCREASE_POWER)
- {
- player->dynabomb_xl = TRUE;
- }
- else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
- (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
- {
- int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
- element - EL_KEY_1 : element - EL_EM_KEY_1);
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (IS_SB_ELEMENT(element) &&
+ Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+ (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
+ return MP_NO_ACTION;
+
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MP_NO_ACTION;
- player->key[key_nr] = TRUE;
+ if (player->push_delay == -1) // new pushing; restart delay
+ player->push_delay = 0;
- DrawGameValue_Keys(player);
+ if (player->push_delay < player->push_delay_value &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+ {
+ // make sure that there is no move delay before next try to push
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = 0;
- redraw_mask |= REDRAW_DOOR_1;
- }
- else if (IS_ENVELOPE(element))
- {
-#if 1
- player->show_envelope = element;
-#else
- ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
- }
- else if (IS_DROPPABLE(element)) /* can be collected and dropped */
- {
- int i;
+ return MP_NO_ACTION;
+ }
- if (element_info[element].collect_count == 0)
- player->inventory_infinite_element = element;
- else
- for (i = 0; i < element_info[element].collect_count; i++)
- if (player->inventory_size < MAX_INVENTORY_SIZE)
- player->inventory_element[player->inventory_size++] = element;
+ if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+ {
+ if (!DigFieldByCE(nextx, nexty, element))
+ return MP_NO_ACTION;
+ }
- DrawGameValue_Dynamite(local_player->inventory_size);
- }
- else if (element_info[element].collect_count > 0)
- {
- local_player->gems_still_needed -=
- element_info[element].collect_count;
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
+ if (IS_SB_ELEMENT(element))
+ {
+ boolean sokoban_task_solved = FALSE;
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- }
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- RaiseScoreElement(element);
- PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+ IncrementSokobanFieldsNeeded();
+ IncrementSokobanObjectsNeeded();
+ }
- CheckTriggeredElementChangePlayer(x, y, element,
- CE_OTHER_GETS_COLLECTED,
- player->index_bit, dig_side);
+ if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ DecrementSokobanFieldsNeeded();
+ DecrementSokobanObjectsNeeded();
- break;
+ // sokoban object was pushed from empty field to sokoban field
+ if (Back[x][y] == EL_EMPTY)
+ sokoban_task_solved = TRUE;
}
- else if (IS_PUSHABLE(element))
+
+ Tile[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
+
+ if (sokoban_task_solved &&
+ game.sokoban_fields_still_needed == 0 &&
+ game.sokoban_objects_still_needed == 0 &&
+ level.auto_exit_sokoban)
{
- if (mode == DF_SNAP && element != EL_BD_ROCK)
- return MF_NO_ACTION;
+ game.players_still_needed = 0;
- if (CAN_FALL(element) && dy)
- return MF_NO_ACTION;
+ LevelSolved();
- if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
- !(element == EL_SPRING && level.use_spring_bug))
- return MF_NO_ACTION;
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
-#if 1
- if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
- ((move_direction & MV_VERTICAL &&
- ((element_info[element].move_pattern & MV_LEFT &&
- IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
- (element_info[element].move_pattern & MV_RIGHT &&
- IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
- (move_direction & MV_HORIZONTAL &&
- ((element_info[element].move_pattern & MV_UP &&
- IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
- (element_info[element].move_pattern & MV_DOWN &&
- IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
- return MF_NO_ACTION;
-#endif
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
-#if 1
- /* do not push elements already moving away faster than player */
- if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
- ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
- return MF_NO_ACTION;
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
- return MF_NO_ACTION;
-#endif
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
-#if 1
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
- {
- if (player->push_delay_value == -1)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
- else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
- {
- if (!player->is_pushing)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
- /*
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- (game.engine_version < VERSION_IDENT(3,0,7,1) ||
- !player_is_pushing))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- */
-#else
- if (!player->is_pushing &&
- game.engine_version >= VERSION_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#endif
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; // get new value later
-#if 0
- printf("::: push delay: %ld [%d, %d] [%d]\n",
- player->push_delay_value, FrameCounter, game.engine_version,
- player->is_pushing);
-#endif
+ // check for element change _after_ element has been pushed
+ if (game.use_change_when_pushing_bug)
+ {
+ CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
+ player->index_bit, dig_side);
+ }
+ }
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ {
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
+
+ return MP_ACTION;
+ }
- player->is_pushing = TRUE;
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
- if (!(IN_LEV_FIELD(nextx, nexty) &&
- (IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
- return MF_NO_ACTION;
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
- if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+
+ game.robot_wheel_x = x;
+ game.robot_wheel_y = y;
+ game.robot_wheel_active = TRUE;
- if (player->push_delay == 0) /* new pushing; restart delay */
- player->push_delay = FrameCounter;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING && element != EL_BALLOON)
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
+ {
+ Bang(xx, yy);
+ }
+ else if (Tile[xx][yy] == EL_SP_TERMINAL)
{
- /* make sure that there is no move delay before next try to push */
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
- player->move_delay = INITIAL_MOVE_DELAY_OFF;
+ Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- return MF_NO_ACTION;
+ ResetGfxAnimation(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
+ }
+ }
+ else if (IS_BELT_SWITCH(element))
+ {
+ ToggleBeltSwitch(x, y);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN ||
+ element == EL_DC_SWITCHGATE_SWITCH_UP ||
+ element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH ||
+ element == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y);
+ }
+ else if (element == EL_TIMEGATE_SWITCH ||
+ element == EL_DC_TIMEGATE_SWITCH)
+ {
+ ActivateTimegateSwitch(x, y);
+ }
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
+ element == EL_BALLOON_SWITCH_RIGHT ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_NONE ||
+ element == EL_BALLOON_SWITCH_ANY)
+ {
+ game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
+ move_direction);
+ }
+ else if (element == EL_LAMP)
+ {
+ Tile[x][y] = EL_LAMP_ACTIVE;
+ game.lights_still_needed--;
-#if 0
- printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Tile[x][y] = EL_TIME_ORB_EMPTY;
- if (IS_SB_ELEMENT(element))
- {
- if (element == EL_SOKOBAN_FIELD_FULL)
- {
- Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
- }
+ if (level.time > 0 || level.use_time_orb_bug)
+ {
+ TimeLeft += level.time_orb_time;
+ game.no_time_limit = FALSE;
- if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
- {
- Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
- }
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- Feld[x][y] = EL_SOKOBAN_OBJECT;
+ DisplayGameControlValues();
+ }
- if (Back[x][y] == Back[nextx][nexty])
- PlayLevelSoundAction(x, y, ACTION_PUSHING);
- else if (Back[x][y] != 0)
- PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
- ACTION_EMPTYING);
- else
- PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
- ACTION_FILLING);
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
+ element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+ {
+ int xx, yy;
- if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
- }
+ game.ball_active = !game.ball_active;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ int e = Tile[xx][yy];
+
+ if (game.ball_active)
+ {
+ if (e == EL_EMC_MAGIC_BALL)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
+ else if (e == EL_EMC_MAGIC_BALL_SWITCH)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
}
else
- PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ {
+ if (e == EL_EMC_MAGIC_BALL_ACTIVE)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL);
+ else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
+ }
+ }
+ }
- InitMovingField(x, y, move_direction);
- GfxAction[x][y] = ACTION_PUSHING;
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
- if (mode == DF_SNAP)
- ContinueMoving(x, y);
- else
- MovPos[x][y] = (dx != 0 ? dx : dy);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+ player->index_bit, dig_side);
- Pushed[x][y] = TRUE;
- Pushed[nextx][nexty] = TRUE;
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
- if (game.engine_version < VERSION_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- else
- player->push_delay_value = -1; /* get new value later */
+ return MP_ACTION;
+ }
+ else
+ {
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
- CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
- player->index_bit, dig_side);
- CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
- break;
- }
- else if (IS_SWITCHABLE(element))
- {
- if (PLAYER_SWITCHING(player, x, y))
- return MF_ACTION;
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+ player->index_bit, dig_side);
+ }
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ return MP_NO_ACTION;
+ }
- if (element == EL_ROBOT_WHEEL)
- {
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
+ player->push_delay = -1;
- DrawLevelField(x, y);
- }
- else if (element == EL_SP_TERMINAL)
- {
- int xx, yy;
+ if (is_player) // function can also be called by EL_PENGUIN
+ {
+ if (Tile[x][y] != element) // really digged/collected something
+ {
+ player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
- for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
- }
- else if (IS_BELT_SWITCH(element))
- {
- ToggleBeltSwitch(x, y);
- }
- else if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- ToggleSwitchgateSwitch(x, y);
- }
- else if (element == EL_LIGHT_SWITCH ||
- element == EL_LIGHT_SWITCH_ACTIVE)
- {
- ToggleLightSwitch(x, y);
+ player->last_removed_element = element;
+ }
+ }
-#if 0
- PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
-#endif
- }
- else if (element == EL_TIMEGATE_SWITCH)
- {
- ActivateTimegateSwitch(x, y);
- }
- else if (element == EL_BALLOON_SWITCH_LEFT ||
- element == EL_BALLOON_SWITCH_RIGHT ||
- element == EL_BALLOON_SWITCH_UP ||
- element == EL_BALLOON_SWITCH_DOWN ||
- element == EL_BALLOON_SWITCH_ANY)
- {
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
- }
- else if (element == EL_LAMP)
- {
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ return MP_MOVING;
+}
- DrawLevelField(x, y);
- }
- else if (element == EL_TIME_ORB_FULL)
- {
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+ int element = Tile[x][y];
- DrawLevelField(x, y);
+ if (!IS_FREE(x, y))
+ {
+ int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
-#if 0
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
- }
+ // no element can dig solid indestructible elements
+ if (IS_INDESTRUCTIBLE(element) &&
+ !IS_DIGGABLE(element) &&
+ !IS_COLLECTIBLE(element))
+ return FALSE;
- return MF_ACTION;
- }
- else
- {
- if (!PLAYER_SWITCHING(player, x, y))
- {
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
- CheckTriggeredElementChangePlayer(x, y, element,
- CE_OTHER_IS_SWITCHING,
- player->index_bit, dig_side);
- CheckElementChangePlayer(x, y, element, CE_SWITCHED,
- player->index_bit, dig_side);
- }
+ if (IS_MOVING(x, y))
+ RemoveMovingField(x, y);
+ else
+ {
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+ }
- CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
- player->index_bit, dig_side);
- CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
- player->index_bit, dig_side);
- }
+ // if digged element was about to explode, prevent the explosion
+ ExplodeField[x][y] = EX_TYPE_NONE;
- return MF_NO_ACTION;
+ PlayLevelSoundAction(x, y, action);
}
- player->push_delay = 0;
+ Store[x][y] = EL_EMPTY;
- if (Feld[x][y] != element) /* really digged/collected something */
- player->is_collecting = !player->is_digging;
+ // this makes it possible to leave the removed element again
+ if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+ Store[x][y] = element;
- return MF_MOVING;
+ return TRUE;
}
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
- int snap_direction = (dx == -1 ? MV_LEFT :
+ int snap_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
+ boolean can_continue_snapping = (level.continuous_snapping &&
+ WasJustFalling[x][y] < CHECK_DELAY_FALLING);
-#if 0
- if (player->MovPos)
- return FALSE;
-#else
- if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
-#endif
if (!player->active || !IN_LEV_FIELD(x, y))
return FALSE;
return FALSE;
}
- if (player->is_snapping)
+ // prevent snapping with already pressed snap key when not allowed
+ if (player->is_snapping && !can_continue_snapping)
return FALSE;
player->MovDir = snap_direction;
-#if 1
if (player->MovPos == 0)
-#endif
{
player->is_moving = FALSE;
player->is_digging = FALSE;
}
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
- if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+ if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
return FALSE;
player->is_snapping = TRUE;
+ player->is_active = TRUE;
-#if 1
if (player->MovPos == 0)
-#endif
{
player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
}
- DrawLevelField(x, y);
- BackToFront();
+ if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
+
+ TEST_DrawLevelField(x, y);
return TRUE;
}
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
{
- static int trigger_sides[4] =
- {
- CH_SIDE_LEFT, /* dropping left */
- CH_SIDE_RIGHT, /* dropping right */
- CH_SIDE_TOP, /* dropping up */
- CH_SIDE_BOTTOM, /* dropping down */
- };
- int jx = player->jx, jy = player->jy;
+ int old_element, new_element;
+ int dropx = player->jx, dropy = player->jy;
int drop_direction = player->MovDir;
- int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
- int old_element = Feld[jx][jy];
- int drop_element = (player->inventory_size > 0 ?
- player->inventory_element[player->inventory_size - 1] :
- player->inventory_infinite_element != EL_UNDEFINED ?
- player->inventory_infinite_element :
- player->dynabombs_left > 0 ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
- EL_UNDEFINED);
- int new_element = drop_element; /* default: element does not change */
-
- /* check if player is active, not moving and ready to drop */
+ int drop_side = drop_direction;
+ int drop_element = get_next_dropped_element(player);
+
+ /* do not drop an element on top of another element; when holding drop key
+ pressed without moving, dropped element must move away before the next
+ element can be dropped (this is especially important if the next element
+ is dynamite, which can be placed on background for historical reasons) */
+ if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
+ return MP_ACTION;
+
+ if (IS_THROWABLE(drop_element))
+ {
+ dropx += GET_DX_FROM_DIR(drop_direction);
+ dropy += GET_DY_FROM_DIR(drop_direction);
+
+ if (!IN_LEV_FIELD(dropx, dropy))
+ return FALSE;
+ }
+
+ old_element = Tile[dropx][dropy]; // old element at dropping position
+ new_element = drop_element; // default: no change when dropping
+
+ // check if player is active, not moving and ready to drop
if (!player->active || player->MovPos || player->drop_delay > 0)
return FALSE;
- /* check if player has anything that can be dropped */
-#if 1
+ // check if player has anything that can be dropped
if (new_element == EL_UNDEFINED)
return FALSE;
-#else
- if (player->inventory_size == 0 &&
- player->inventory_infinite_element == EL_UNDEFINED &&
- player->dynabombs_left == 0)
+
+ // only set if player has anything that can be dropped
+ player->is_dropping_pressed = TRUE;
+
+ // check if drop key was pressed long enough for EM style dynamite
+ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
return FALSE;
-#endif
- /* check if anything can be dropped at the current position */
+ // check if anything can be dropped at the current position
if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
- /* collected custom elements can only be dropped on empty fields */
-#if 1
+ // collected custom elements can only be dropped on empty fields
if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
return FALSE;
-#else
- if (player->inventory_size > 0 &&
- IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
- && old_element != EL_EMPTY)
- return FALSE;
-#endif
if (old_element != EL_EMPTY)
- Back[jx][jy] = old_element; /* store old element on this field */
+ Back[dropx][dropy] = old_element; // store old element on this field
- ResetGfxAnimation(jx, jy);
- ResetRandomAnimationValue(jx, jy);
+ ResetGfxAnimation(dropx, dropy);
+ ResetRandomAnimationValue(dropx, dropy);
if (player->inventory_size > 0 ||
player->inventory_infinite_element != EL_UNDEFINED)
{
player->inventory_size--;
-#if 0
- new_element = player->inventory_element[player->inventory_size];
-#endif
-
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
if (new_element == EL_DYNAMITE)
new_element = EL_DYNAMITE_ACTIVE;
+ else if (new_element == EL_EM_DYNAMITE)
+ new_element = EL_EM_DYNAMITE_ACTIVE;
else if (new_element == EL_SP_DISK_RED)
new_element = EL_SP_DISK_RED_ACTIVE;
}
- Feld[jx][jy] = new_element;
+ Tile[dropx][dropy] = new_element;
- if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Tile[dropx][dropy]), 0);
- PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
-#if 1
- /* needed if previous element just changed to "empty" in the last frame */
- Changed[jx][jy] = 0; /* allow another change */
-#endif
+ // needed if previous element just changed to "empty" in the last frame
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
-#if 1
- /* !!! TEST ONLY !!! */
- CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
- player->index_bit, drop_side);
- CheckTriggeredElementChangePlayer(jx, jy, new_element,
- CE_OTHER_GETS_DROPPED,
- player->index_bit, drop_side);
-#else
- CheckTriggeredElementChangePlayer(jx, jy, new_element,
- CE_OTHER_GETS_DROPPED,
- player->index_bit, drop_side);
- CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
- player->index_bit, drop_side);
-#endif
+ CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+ player->index_bit, drop_side);
+ CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+ CE_PLAYER_DROPS_X,
+ player->index_bit, drop_side);
- TestIfElementTouchesCustomElement(jx, jy);
+ TestIfElementTouchesCustomElement(dropx, dropy);
}
- else /* player is dropping a dyna bomb */
+ else // player is dropping a dyna bomb
{
player->dynabombs_left--;
-#if 0
- new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
-
- Feld[jx][jy] = new_element;
+ Tile[dropx][dropy] = new_element;
- if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Tile[dropx][dropy]), 0);
- PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
}
+ if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
+ InitField_WithBug1(dropx, dropy, FALSE);
-
-#if 1
-
- if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
- {
-#if 1
- InitField_WithBug1(jx, jy, FALSE);
-#else
- InitField(jx, jy, FALSE);
- if (CAN_MOVE(Feld[jx][jy]))
- InitMovDir(jx, jy);
-#endif
- }
-
- new_element = Feld[jx][jy]; /* element might have changed */
+ new_element = Tile[dropx][dropy]; // element might have changed
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
-#if 0
- int move_stepsize = element_info[new_element].move_stepsize;
-#endif
- int direction, dx, dy, nextx, nexty;
-
- if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
- MovDir[jx][jy] = player->MovDir;
-
- direction = MovDir[jx][jy];
- dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- nextx = jx + dx;
- nexty = jy + dy;
-
- if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
- {
-#if 0
- WasJustMoving[jx][jy] = 3;
-#else
- InitMovingField(jx, jy, direction);
- ContinueMoving(jx, jy);
-#endif
- }
- else
- {
- Changed[jx][jy] = 0; /* allow another change */
-
-#if 1
- TestIfElementHitsCustomElement(jx, jy, direction);
-#else
- CheckElementChangeSide(jx, jy, new_element, touched_element,
- CE_HITTING_SOMETHING, direction);
-#endif
- }
-
-#if 0
- player->drop_delay = 2 * TILEX / move_stepsize + 1;
-#endif
- }
-
-#if 0
- player->drop_delay = 8 + 8 + 8;
-#endif
-
-#if 1
- player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
-#endif
+ if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
+ MovDir[dropx][dropy] = drop_direction;
-#endif
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
+
+ // do not cause impact style collision by dropping elements that can fall
+ CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
+ }
+ player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
player->is_dropping = TRUE;
+ player->drop_pressed_delay = 0;
+ player->is_dropping_pressed = FALSE;
+
+ player->drop_x = dropx;
+ player->drop_y = dropy;
return TRUE;
}
-/* ------------------------------------------------------------------------- */
-/* game sound playing functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// game sound playing functions
+// ----------------------------------------------------------------------------
static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;
-void InitPlayLevelSound()
+void InitPlayLevelSound(void)
{
int num_sounds = getSoundListSize();
static void PlayLevelSoundAction(int x, int y, int action)
{
- PlayLevelSoundElementAction(x, y, Feld[x][y], action);
+ PlayLevelSoundElementAction(x, y, Tile[x][y], action);
}
static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED)
PlayLevelSound(x, y, sound_effect);
static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
StopSound(sound_effect);
}
-static void PlayLevelMusic()
+static int getLevelMusicNr(void)
{
if (levelset.music[level_nr] != MUS_UNDEFINED)
- PlayMusic(levelset.music[level_nr]); /* from config file */
+ return levelset.music[level_nr]; // from config file
else
- PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+ return MAP_NOCONF_MUSIC(level_nr); // from music dir
+}
+
+static void FadeLevelSounds(void)
+{
+ FadeSounds();
+}
+
+static void FadeLevelMusic(void)
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic(void)
+{
+ FadeLevelSounds();
+ FadeLevelMusic();
+}
+
+static void PlayLevelMusic(void)
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ PlayMusicLoop(music_nr);
+}
+
+void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
+{
+ int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
+
+ switch (sample)
+ {
+ case SOUND_blank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+ break;
+
+ case SOUND_roll:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SOUND_stone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SOUND_nut:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SOUND_crack:
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+ break;
+
+ case SOUND_bug:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SOUND_tank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SOUND_android_clone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SOUND_android_move:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SOUND_spring:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SOUND_slurp:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
+ break;
+
+ case SOUND_eater:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+ break;
+
+ case SOUND_eater_eat:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SOUND_alien:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SOUND_collect:
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+ break;
+
+ case SOUND_diamond:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SOUND_squash:
+ // !!! CHECK THIS !!!
+#if 1
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
+ PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
+ break;
+
+ case SOUND_wonderfall:
+ PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+ break;
+
+ case SOUND_drip:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SOUND_push:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SOUND_dirt:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SOUND_acid:
+ PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+ break;
+
+ case SOUND_ball:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SOUND_slide:
+ PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+ break;
+
+ case SOUND_wonder:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SOUND_door:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SOUND_exit_open:
+ PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+ break;
+
+ case SOUND_exit_leave:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SOUND_dynamite:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SOUND_tick:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SOUND_press:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ break;
+
+ case SOUND_wheel:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SOUND_boom:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+ break;
+
+ case SOUND_die:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+ break;
+
+ case SOUND_time:
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+ break;
+
+ default:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+ break;
+ }
+}
+
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+ int element = map_element_SP_to_RND(element_sp);
+ int action = map_action_SP_to_RND(action_sp);
+ int offset = (setup.sp_show_border_elements ? 0 : 1);
+ int x = xx - offset;
+ int y = yy - offset;
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
+{
+ int element = map_element_MM_to_RND(element_mm);
+ int action = map_action_MM_to_RND(action_mm);
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
+
+ if (!IS_MM_ELEMENT(element))
+ element = EL_MM_DEFAULT;
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlaySound_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ PlaySound(sound);
+}
+
+void PlaySoundLoop_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ PlaySoundLoop(sound);
+}
+
+void StopSound_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ StopSound(sound);
}
void RaiseScore(int value)
{
- local_player->score += value;
+ game.score += value;
- DrawGameValue_Score(local_player->score);
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
+
+ DisplayGameControlValues();
}
void RaiseScoreElement(int element)
{
- switch(element)
+ switch (element)
{
case EL_EMERALD:
case EL_BD_DIAMOND:
RaiseScore(level.score[SC_NUT]);
break;
case EL_DYNAMITE:
+ case EL_EM_DYNAMITE:
case EL_SP_DISK_RED:
case EL_DYNABOMB_INCREASE_NUMBER:
case EL_DYNABOMB_INCREASE_SIZE:
RaiseScore(level.score[SC_SHIELD]);
break;
case EL_EXTRA_TIME:
- RaiseScore(level.score[SC_TIME_BONUS]);
+ RaiseScore(level.extra_time_score);
break;
case EL_KEY_1:
case EL_KEY_2:
case EL_KEY_3:
case EL_KEY_4:
+ case EL_EM_KEY_1:
+ case EL_EM_KEY_2:
+ case EL_EM_KEY_3:
+ case EL_EM_KEY_4:
+ case EL_EMC_KEY_5:
+ case EL_EMC_KEY_6:
+ case EL_EMC_KEY_7:
+ case EL_EMC_KEY_8:
+ case EL_DC_KEY_WHITE:
RaiseScore(level.score[SC_KEY]);
break;
default:
RaiseScore(element_info[element].collect_score);
break;
}
-}
+}
+
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
+{
+ if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
+ {
+ if (!quick_quit)
+ {
+ // prevent short reactivation of overlay buttons while closing door
+ SetOverlayActive(FALSE);
+
+ // door may still be open due to skipped or envelope style request
+ CloseDoor(DOOR_CLOSE_1);
+ }
+
+ if (network.enabled)
+ SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
+ else
+ {
+ if (quick_quit)
+ FadeSkipNextFadeIn();
+
+ SetGameStatus(GAME_MODE_MAIN);
+
+ DrawMainMenu();
+ }
+ }
+ else // continue playing the game
+ {
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOff(TRUE);
+
+ OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOn();
+ }
+}
+
+void RequestQuitGame(boolean escape_key_pressed)
+{
+ boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
+ boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
+ level_editor_test_game);
+ boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
+ quick_quit);
+
+ RequestQuitGameExt(skip_request, quick_quit,
+ "Do you really want to quit the game?");
+}
+
+void RequestRestartGame(char *message)
+{
+ game.restart_game_message = NULL;
+
+ boolean has_started_game = hasStartedNetworkGame();
+ int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
+
+ if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
+ {
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ }
+ else
+ {
+ // needed in case of envelope request to close game panel
+ CloseDoor(DOOR_CLOSE_1);
+
+ SetGameStatus(GAME_MODE_MAIN);
+
+ DrawMainMenu();
+ }
+}
+
+void CheckGameOver(void)
+{
+ static boolean last_game_over = FALSE;
+ static int game_over_delay = 0;
+ int game_over_delay_value = 50;
+ boolean game_over = checkGameFailed();
+
+ // do not handle game over if request dialog is already active
+ if (game.request_active)
+ return;
+
+ // do not ask to play again if game was never actually played
+ if (!game.GamePlayed)
+ return;
+
+ if (!game_over)
+ {
+ last_game_over = FALSE;
+ game_over_delay = game_over_delay_value;
+
+ return;
+ }
+
+ if (game_over_delay > 0)
+ {
+ game_over_delay--;
+
+ return;
+ }
+
+ if (last_game_over != game_over)
+ game.restart_game_message = (hasStartedNetworkGame() ?
+ "Game over! Play it again?" :
+ "Game over!");
+
+ last_game_over = game_over;
+}
+
+boolean checkGameSolved(void)
+{
+ // set for all game engines if level was solved
+ return game.LevelSolved_GameEnd;
+}
+
+boolean checkGameFailed(void)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return (game_em.game_over && !game_em.level_solved);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return (game_sp.game_over && !game_sp.level_solved);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return (game_mm.game_over && !game_mm.level_solved);
+ else // GAME_ENGINE_TYPE_RND
+ return (game.GameOver && !game.LevelSolved);
+}
+
+boolean checkGameEnded(void)
+{
+ return (checkGameSolved() || checkGameFailed());
+}
+
+
+// ----------------------------------------------------------------------------
+// random generator functions
+// ----------------------------------------------------------------------------
+
+unsigned int InitEngineRandom_RND(int seed)
+{
+ game.num_random_calls = 0;
+
+ return InitEngineRandom(seed);
+}
+
+unsigned int RND(int max)
+{
+ if (max > 0)
+ {
+ game.num_random_calls++;
+
+ return GetEngineRandom(max);
+ }
+
+ return 0;
+}
+
+
+// ----------------------------------------------------------------------------
+// game engine snapshot handling functions
+// ----------------------------------------------------------------------------
+
+struct EngineSnapshotInfo
+{
+ // runtime values for custom element collect score
+ int collect_score[NUM_CUSTOM_ELEMENTS];
+
+ // runtime values for group element choice position
+ int choice_pos[NUM_GROUP_ELEMENTS];
+
+ // runtime values for belt position animations
+ int belt_graphic[4][NUM_BELT_PARTS];
+ int belt_anim_mode[4][NUM_BELT_PARTS];
+};
+
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
+
+static void SaveEngineSnapshotValues_RND(void)
+{
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+ int i, j;
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ {
+ int element = EL_GROUP_START + i;
+
+ engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
+ }
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < NUM_BELT_PARTS; j++)
+ {
+ int element = belt_base_active_element[i] + j;
+ int graphic = el2img(element);
+ int anim_mode = graphic_info[graphic].anim_mode;
+
+ engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+ engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
+ }
+ }
+}
+
+static void LoadEngineSnapshotValues_RND(void)
+{
+ unsigned int num_random_calls = game.num_random_calls;
+ int i, j;
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+ }
-void RequestQuitGame(boolean ask_if_really_quit)
-{
- if (AllPlayersGone ||
- !ask_if_really_quit ||
- level_editor_test_game ||
- Request("Do you really want to quit the game ?",
- REQ_ASK | REQ_STAY_CLOSED))
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
{
-#if defined(PLATFORM_UNIX)
- if (options.network)
- SendToServer_StopPlaying();
- else
-#endif
+ int element = EL_GROUP_START + i;
+
+ element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
+ }
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < NUM_BELT_PARTS; j++)
{
- game_status = GAME_MODE_MAIN;
- DrawMainMenu();
+ int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+ int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
+
+ graphic_info[graphic].anim_mode = anim_mode;
}
}
- else
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
+ InitRND(tape.random_seed);
+ for (i = 0; i < num_random_calls; i++)
+ RND(1);
+ }
-#if 1
- if (tape.playing && tape.deactivate_display)
- TapeDeactivateDisplayOff(TRUE);
-#endif
+ if (game.num_random_calls != num_random_calls)
+ {
+ Error("number of random calls out of sync");
+ Error("number of random calls should be %d", num_random_calls);
+ Error("number of random calls is %d", game.num_random_calls);
- OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ Fail("this should not happen -- please debug");
+ }
+}
-#if 1
- if (tape.playing && tape.deactivate_display)
- TapeDeactivateDisplayOn();
-#endif
+void FreeEngineSnapshotSingle(void)
+{
+ FreeSnapshotSingle();
+
+ setString(&snapshot_level_identifier, NULL);
+ snapshot_level_nr = -1;
+}
+
+void FreeEngineSnapshotList(void)
+{
+ FreeSnapshotList();
+}
+
+static ListNode *SaveEngineSnapshotBuffers(void)
+{
+ ListNode *buffers = NULL;
+
+ // copy some special values to a structure better suited for the snapshot
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotValues_SP(&buffers);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ SaveEngineSnapshotValues_MM(&buffers);
+
+ // save values stored in special snapshot structure
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
+
+ // save further RND engine values
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
+
+#if 0
+ ListNode *node = engine_snapshot_list_rnd;
+ int num_bytes = 0;
+ while (node != NULL)
+ {
+ num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
+
+ node = node->next;
}
+
+ Debug("game:playing:SaveEngineSnapshotBuffers",
+ "size of engine snapshot: %d bytes", num_bytes);
+#endif
+
+ return buffers;
+}
+
+void SaveEngineSnapshotSingle(void)
+{
+ ListNode *buffers = SaveEngineSnapshotBuffers();
+
+ // finally save all snapshot buffers to single snapshot
+ SaveSnapshotSingle(buffers);
+
+ // save level identification information
+ setString(&snapshot_level_identifier, leveldir_current->identifier);
+ snapshot_level_nr = level_nr;
+}
+
+boolean CheckSaveEngineSnapshotToList(void)
+{
+ boolean save_snapshot =
+ ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
+ game.snapshot.changed_action) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ game.snapshot.collected_item));
+
+ game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
+ game.snapshot.save_snapshot = save_snapshot;
+
+ return save_snapshot;
+}
+
+void SaveEngineSnapshotToList(void)
+{
+ if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+ tape.quick_resume)
+ return;
+
+ ListNode *buffers = SaveEngineSnapshotBuffers();
+
+ // finally save all snapshot buffers to snapshot list
+ SaveSnapshotToList(buffers);
+}
+
+void SaveEngineSnapshotToListInitial(void)
+{
+ FreeEngineSnapshotList();
+
+ SaveEngineSnapshotToList();
+}
+
+static void LoadEngineSnapshotValues(void)
+{
+ // restore special values from snapshot structure
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ LoadEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ LoadEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ LoadEngineSnapshotValues_SP();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ LoadEngineSnapshotValues_MM();
+}
+
+void LoadEngineSnapshotSingle(void)
+{
+ LoadSnapshotSingle();
+
+ LoadEngineSnapshotValues();
+}
+
+static void LoadEngineSnapshot_Undo(int steps)
+{
+ LoadSnapshotFromList_Older(steps);
+
+ LoadEngineSnapshotValues();
+}
+
+static void LoadEngineSnapshot_Redo(int steps)
+{
+ LoadSnapshotFromList_Newer(steps);
+
+ LoadEngineSnapshotValues();
}
+boolean CheckEngineSnapshotSingle(void)
+{
+ return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+ snapshot_level_nr == level_nr);
+}
-/* ---------- new game button stuff ---------------------------------------- */
+boolean CheckEngineSnapshotList(void)
+{
+ return CheckSnapshotList();
+}
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE 30
-#define GAME_BUTTON_YSIZE 30
-#define GAME_BUTTON_XPOS 5
-#define GAME_BUTTON_YPOS 215
-#define SOUND_BUTTON_XPOS 5
-#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+// ---------- new game button stuff -------------------------------------------
static struct
{
- int x, y;
+ int graphic;
+ struct XY *pos;
int gadget_id;
+ boolean *setup_value;
+ boolean allowed_on_tape;
+ boolean is_touch_button;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_STOP,
- "stop game"
+ IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, NULL,
+ TRUE, FALSE, "stop game"
},
{
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
+ IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, NULL,
+ TRUE, FALSE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, NULL,
+ TRUE, FALSE, "play game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
+ GAME_CTRL_ID_UNDO, NULL,
+ TRUE, FALSE, "undo step"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
+ GAME_CTRL_ID_REDO, NULL,
+ TRUE, FALSE, "redo step"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, NULL,
+ TRUE, FALSE, "save game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, NULL,
+ TRUE, FALSE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, NULL,
+ TRUE, FALSE, "load game"
},
{
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
+ IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
+ GAME_CTRL_ID_PANEL_STOP, NULL,
+ FALSE, FALSE, "stop game"
},
{
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
+ GAME_CTRL_ID_PANEL_PAUSE, NULL,
+ FALSE, FALSE, "pause game"
},
{
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
+ GAME_CTRL_ID_PANEL_PLAY, NULL,
+ FALSE, FALSE, "play game"
},
{
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
+ IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
+ GAME_CTRL_ID_TOUCH_STOP, NULL,
+ FALSE, TRUE, "stop game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
+ GAME_CTRL_ID_TOUCH_PAUSE, NULL,
+ FALSE, TRUE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, &setup.sound_music,
+ TRUE, FALSE, "background music on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
+ TRUE, FALSE, "sound loops on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
+ TRUE, FALSE, "normal sounds on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
+ SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
+ FALSE, FALSE, "background music on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
+ SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
+ FALSE, FALSE, "sound loops on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
+ SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
+ FALSE, FALSE, "normal sounds on/off"
}
};
-void CreateGameButtons()
+void CreateGameButtons(void)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ int graphic = gamebutton_info[i].graphic;
+ struct GraphicInfo *gfx = &graphic_info[graphic];
+ struct XY *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
boolean checked;
- unsigned long event_mask;
- int gd_xoffset, gd_yoffset;
- int gd_x1, gd_x2, gd_y1, gd_y2;
+ unsigned int event_mask;
+ boolean is_touch_button = gamebutton_info[i].is_touch_button;
+ boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
+ boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
+ int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
+ int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
+ int gd_x = gfx->src_x;
+ int gd_y = gfx->src_y;
+ int gd_xp = gfx->src_x + gfx->pressed_xoffset;
+ int gd_yp = gfx->src_y + gfx->pressed_yoffset;
+ int gd_xa = gfx->src_x + gfx->active_xoffset;
+ int gd_ya = gfx->src_y + gfx->active_yoffset;
+ int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+ int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
+ int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
+ int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
int id = i;
- gd_xoffset = gamebutton_info[i].x;
- gd_yoffset = gamebutton_info[i].y;
- gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
- gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+ if (gfx->bitmap == NULL)
+ {
+ game_gadget[id] = NULL;
+
+ continue;
+ }
if (id == GAME_CTRL_ID_STOP ||
- id == GAME_CTRL_ID_PAUSE ||
- id == GAME_CTRL_ID_PLAY)
+ id == GAME_CTRL_ID_PANEL_STOP ||
+ id == GAME_CTRL_ID_TOUCH_STOP ||
+ id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_PANEL_PLAY ||
+ id == GAME_CTRL_ID_SAVE ||
+ id == GAME_CTRL_ID_LOAD)
{
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
event_mask = GD_EVENT_RELEASED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ }
+ else if (id == GAME_CTRL_ID_UNDO ||
+ id == GAME_CTRL_ID_REDO)
+ {
+ button_type = GD_TYPE_NORMAL_BUTTON;
+ checked = FALSE;
+ event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
}
else
{
button_type = GD_TYPE_CHECK_BUTTON;
- checked =
- ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
- (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
- (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+ checked = (gamebutton_info[i].setup_value != NULL ?
+ *gamebutton_info[i].setup_value : FALSE);
event_mask = GD_EVENT_PRESSED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
gi = CreateGadget(GDI_CUSTOM_ID, id,
+ GDI_IMAGE_ID, graphic,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, DX + gd_xoffset,
- GDI_Y, DY + gd_yoffset,
- GDI_WIDTH, GAME_BUTTON_XSIZE,
- GDI_HEIGHT, GAME_BUTTON_YSIZE,
+ GDI_X, base_x + x,
+ GDI_Y, base_y + y,
+ GDI_WIDTH, gfx->width,
+ GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_CHECKED, checked,
- GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
- GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
- GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
- GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+ GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+ GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+ GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
+ GDI_DIRECT_DRAW, FALSE,
+ GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
if (gi == NULL)
- Error(ERR_EXIT, "cannot create gadget");
+ Fail("cannot create gadget");
game_gadget[id] = gi;
}
}
-void FreeGameButtons()
+void FreeGameButtons(void)
{
int i;
FreeGadget(game_gadget[i]);
}
-static void MapGameButtons()
+static void UnmapGameButtonsAtSamePosition(int id)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (i != id &&
+ gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+ gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+ UnmapGadget(game_gadget[i]);
+}
+
+static void UnmapGameButtonsAtSamePosition_All(void)
+{
+ if (setup.show_load_save_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ }
+ else if (setup.show_undo_redo_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+ }
+ else
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
+ }
+}
+
+static void MapGameButtonsAtSamePosition(int id)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- MapGadget(game_gadget[i]);
+ if (i != id &&
+ gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+ gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+ MapGadget(game_gadget[i]);
+
+ UnmapGameButtonsAtSamePosition_All();
+}
+
+void MapLoadSaveButtons(void)
+{
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+
+ MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
+ MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
+}
+
+void MapUndoRedoButtons(void)
+{
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+ MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+ MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
}
-void UnmapGameButtons()
+void ModifyPauseButtons(void)
+{
+ static int ids[] =
+ {
+ GAME_CTRL_ID_PAUSE,
+ GAME_CTRL_ID_PAUSE2,
+ GAME_CTRL_ID_PANEL_PAUSE,
+ GAME_CTRL_ID_TOUCH_PAUSE,
+ -1
+ };
+ int i;
+
+ for (i = 0; ids[i] > -1; i++)
+ ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
+}
+
+static void MapGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- UnmapGadget(game_gadget[i]);
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ MapGadget(game_gadget[i]);
+
+ UnmapGameButtonsAtSamePosition_All();
+
+ RedrawGameButtons();
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+static void UnmapGameButtonsExt(boolean on_tape)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ UnmapGadget(game_gadget[i]);
+}
+
+static void RedrawGameButtonsExt(boolean on_tape)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ RedrawGadget(game_gadget[i]);
+}
+
+static void SetGadgetState(struct GadgetInfo *gi, boolean state)
+{
+ if (gi == NULL)
+ return;
+
+ gi->checked = state;
+}
+
+static void RedrawSoundButtonGadget(int id)
+{
+ int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
+ id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
+ id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
+ id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
+ id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
+ id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
+ id);
+
+ SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
+ RedrawGadget(game_gadget[id2]);
+}
+
+void MapGameButtons(void)
+{
+ MapGameButtonsExt(FALSE);
+}
+
+void UnmapGameButtons(void)
+{
+ UnmapGameButtonsExt(FALSE);
+}
+
+void RedrawGameButtons(void)
+{
+ RedrawGameButtonsExt(FALSE);
+}
+
+void MapGameButtonsOnTape(void)
+{
+ MapGameButtonsExt(TRUE);
+}
+
+void UnmapGameButtonsOnTape(void)
+{
+ UnmapGameButtonsExt(TRUE);
+}
+
+void RedrawGameButtonsOnTape(void)
+{
+ RedrawGameButtonsExt(TRUE);
+}
+
+static void GameUndoRedoExt(void)
+{
+ ClearPlayerAction();
+
+ tape.pausing = TRUE;
+
+ RedrawPlayfield();
+ UpdateAndDisplayGameControlValues();
+
+ DrawCompleteVideoDisplay();
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+ DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
+
+ ModifyPauseButtons();
+
+ BackToFront();
+}
+
+static void GameUndo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ int tape_property_bits = tape.property_bits;
+
+ LoadEngineSnapshot_Undo(steps);
+
+ tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
+
+ GameUndoRedoExt();
+}
+
+static void GameRedo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ int tape_property_bits = tape.property_bits;
+
+ LoadEngineSnapshot_Redo(steps);
+
+ tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
+
+ GameUndoRedoExt();
+}
+
+static void HandleGameButtonsExt(int id, int button)
{
- int id = gi->custom_id;
+ static boolean game_undo_executed = FALSE;
+ int steps = BUTTON_STEPSIZE(button);
+ boolean handle_game_buttons =
+ (game_status == GAME_MODE_PLAYING ||
+ (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
- if (game_status != GAME_MODE_PLAYING)
+ if (!handle_game_buttons)
return;
switch (id)
{
case GAME_CTRL_ID_STOP:
- RequestQuitGame(TRUE);
+ case GAME_CTRL_ID_PANEL_STOP:
+ case GAME_CTRL_ID_TOUCH_STOP:
+ if (game_status == GAME_MODE_MAIN)
+ break;
+
+ if (tape.playing)
+ TapeStop();
+ else
+ RequestQuitGame(FALSE);
+
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network)
+ case GAME_CTRL_ID_PAUSE2:
+ case GAME_CTRL_ID_PANEL_PAUSE:
+ case GAME_CTRL_ID_TOUCH_PAUSE:
+ if (network.enabled && game_status == GAME_MODE_PLAYING)
{
-#if defined(PLATFORM_UNIX)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
SendToServer_PausePlaying();
-#endif
}
else
TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+ game_undo_executed = FALSE;
+
break;
case GAME_CTRL_ID_PLAY:
- if (tape.pausing)
+ case GAME_CTRL_ID_PANEL_PLAY:
+ if (game_status == GAME_MODE_MAIN)
+ {
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ }
+ else if (tape.pausing)
{
-#if defined(PLATFORM_UNIX)
- if (options.network)
+ if (network.enabled)
SendToServer_ContinuePlaying();
else
-#endif
- {
- tape.pausing = FALSE;
- DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
- }
+ TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
}
break;
+ case GAME_CTRL_ID_UNDO:
+ // Important: When using "save snapshot when collecting an item" mode,
+ // load last (current) snapshot for first "undo" after pressing "pause"
+ // (else the last-but-one snapshot would be loaded, because the snapshot
+ // pointer already points to the last snapshot when pressing "pause",
+ // which is fine for "every step/move" mode, but not for "every collect")
+ if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ !game_undo_executed)
+ steps--;
+
+ game_undo_executed = TRUE;
+
+ GameUndo(steps);
+ break;
+
+ case GAME_CTRL_ID_REDO:
+ GameRedo(steps);
+ break;
+
+ case GAME_CTRL_ID_SAVE:
+ TapeQuickSave();
+ break;
+
+ case GAME_CTRL_ID_LOAD:
+ TapeQuickLoad();
+ break;
+
case SOUND_CTRL_ID_MUSIC:
+ case SOUND_CTRL_ID_PANEL_MUSIC:
if (setup.sound_music)
{
setup.sound_music = FALSE;
+
FadeMusic();
}
else if (audio.music_available)
SetAudioMode(setup.sound);
- PlayLevelMusic();
+ if (game_status == GAME_MODE_PLAYING)
+ PlayLevelMusic();
}
+
+ RedrawSoundButtonGadget(id);
+
break;
case SOUND_CTRL_ID_LOOPS:
+ case SOUND_CTRL_ID_PANEL_LOOPS:
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
{
setup.sound = setup.sound_loops = TRUE;
+
SetAudioMode(setup.sound);
}
+
+ RedrawSoundButtonGadget(id);
+
break;
case SOUND_CTRL_ID_SIMPLE:
+ case SOUND_CTRL_ID_PANEL_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
{
setup.sound = setup.sound_simple = TRUE;
+
SetAudioMode(setup.sound);
}
+
+ RedrawSoundButtonGadget(id);
+
break;
default:
break;
}
}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ HandleGameButtonsExt(gi->custom_id, gi->event.button);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+ if (key == setup.shortcut.sound_simple)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_loops)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_music)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+}