-/***********************************************************
-* 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
+// http://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"
-/* EXPERIMENTAL STUFF */
+
+// DEBUG SETTINGS
+#define DEBUG_INIT_PLAYER 1
+#define DEBUG_PLAYER_ACTIONS 0
+
+// EXPERIMENTAL STUFF
#define USE_NEW_AMOEBA_CODE FALSE
-/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF ( 1)
-
-#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
-#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
-#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
-#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
-#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
-#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
-#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
-#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
-#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
-#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
-
-#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
-
-/* 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() */
+// 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 Bang()/Explode() */
+// for Bang()/Explode()
#define EX_PHASE_START 0
#define EX_TYPE_NONE 0
#define EX_TYPE_NORMAL (1 << 0)
#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_MIN_SPEED 32
-#define MOVE_DELAY_NORMAL_SPEED 8
-#define MOVE_DELAY_HIGH_SPEED 4
-#define MOVE_DELAY_MAX_SPEED 1
-
-#if 0
-#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))
-#else
-#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))
-#endif
-#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 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() (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_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
- RND(element_info[e].ce_value_random_initial))
-#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))
-
-#if 1
-#define GET_VALID_RUNTIME_ELEMENT(e) \
- ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
-#else
-#define GET_VALID_FILE_ELEMENT(e) \
- ((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e))
-#endif
-
-#define GET_TARGET_ELEMENT(e, ch) \
- ((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))
-
-#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))))
-
-#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, Feld[x][y] == EL_EMC_PLANT)
-
-#define ANDROID_CAN_CLONE_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[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, 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)
-
-#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
- Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
-
-#if 0
-#define GROUP_NR(e) ((e) - EL_GROUP_START)
-#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))
-#endif
-
-#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(Feld[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))
-
-/* 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 void CreateField(int, 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);
-
-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 KillPlayerUnlessEnemyProtected(int, int);
-static void KillPlayerUnlessExplosionProtected(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 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)
-
-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)
-
-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 */
-/* ------------------------------------------------------------------------- */
-
-/* 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);
+#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;
+};
-static void InitRobotWheel(int, int);
-static void RunRobotWheel(int, int);
-static void StopRobotWheel(int, int);
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
-static void InitTimegateWheel(int, int);
-static void RunTimegateWheel(int, int);
+struct GamePanelControlInfo
+{
+ int nr;
-static void InitMagicBallDelay(int, int);
-static void ActivateMagicBall(int, int);
+ struct TextPosInfo *pos;
+ int type;
-static void InitDiagonalMovingElement(int, int);
+ 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_EMC_MAGIC_BALL_ACTIVE,
- EL_EMC_MAGIC_BALL_ACTIVE,
- 0,
- InitMagicBallDelay,
- NULL,
- ActivateMagicBall
+ GAME_PANEL_KEY_1,
+ &game.panel.key[0],
+ TYPE_ELEMENT,
},
{
- EL_EMC_SPRING_BUMPER_ACTIVE,
- EL_EMC_SPRING_BUMPER,
- 8,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_KEY_2,
+ &game.panel.key[1],
+ TYPE_ELEMENT,
},
{
- EL_DIAGONAL_SHRINKING,
- EL_UNDEFINED,
- 0,
- NULL,
- NULL,
- NULL
+ GAME_PANEL_KEY_3,
+ &game.panel.key[2],
+ TYPE_ELEMENT,
},
{
- EL_DIAGONAL_GROWING,
- EL_UNDEFINED,
- 0,
- NULL,
- NULL,
- InitDiagonalMovingElement
+ GAME_PANEL_KEY_4,
+ &game.panel.key[3],
+ 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_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(Feld[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) \
-
-static void InitPlayfieldScanModeVars()
-{
- if (game.use_reverse_scan_direction)
+ GAME_PANEL_KEY_5,
+ &game.panel.key[4],
+ TYPE_ELEMENT,
+ },
{
- 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
+ GAME_PANEL_KEY_6,
+ &game.panel.key[5],
+ TYPE_ELEMENT,
+ },
{
- playfield_scan_start_x = 0;
+ 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,
+
+ 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,
+
+ 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_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) && \
+ 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))))
+
+#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, Feld[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[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, 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 || \
+ Feld[x][y] == EL_EM_EXIT_OPEN || \
+ Feld[x][y] == EL_STEEL_EXIT_OPEN || \
+ Feld[x][y] == EL_EM_STEEL_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)
+
+#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
+ Feld[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(Feld[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 SOUND_CTRL_ID_MUSIC 11
+#define SOUND_CTRL_ID_LOOPS 12
+#define SOUND_CTRL_ID_SIMPLE 13
+#define SOUND_CTRL_ID_PANEL_MUSIC 14
+#define SOUND_CTRL_ID_PANEL_LOOPS 15
+#define SOUND_CTRL_ID_PANEL_SIMPLE 16
+
+#define NUM_GAME_BUTTONS 17
+
+
+// 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)
+
+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)
+
+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 AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(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 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(Feld[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;
+ 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)
+ {
+ Feld[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;
+ }
+
+ Feld[x][y] = EL_PLAYER_1;
+ }
+ }
+
+ if (init_game)
+ {
+ struct PlayerInfo *player = &stored_player[Feld[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] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Feld[x][y];
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("- player element %d activated", player->element_nr);
+ printf(" (local player is %d and currently %s)\n",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
+ }
+ }
+#endif
+
+ Feld[x][y] = EL_EMPTY;
+
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+
+ if (!init_game)
+ {
+ 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 = Feld[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 = Feld[x][y] = EL_PLAYER_1;
+ InitField(x, y, init_game);
+
+ element = Feld[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 && 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;
+
+ 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:
+ 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;
+ 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(Feld[x][y]);
+ int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[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
+ {
+ Feld[x][y] = Feld[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)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
+
+ case EL_EMC_MAGIC_BALL:
+ if (game.ball_state)
+ Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+ break;
+
+ case EL_EMC_MAGIC_BALL_SWITCH:
+ if (game.ball_state)
+ Feld[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
+ Feld[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(Feld[x][y]);
+ }
+ else if (IS_GROUP_ELEMENT(element))
+ {
+ Feld[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(Feld[x][y]))
+ InitMovDir(x, y);
+}
+
+static void InitField_WithBug2(int x, int y, boolean init_game)
+{
+ int old_element = Feld[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 level.native_em_level->ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return level.native_sp_level->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(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+ Error(ERR_EXIT, "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[Feld[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 ?
+ level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->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 ?
+ level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->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 ?
+ level.native_em_level->lev->required :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->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 ?
+ level.native_em_level->lev->required > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->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);
+
+ 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 (level.native_em_level->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 (level.native_em_level->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;
+ }
+
+ 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 = highscore[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_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+ (game.ball_state ? 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);
+
+ 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(el2panelimg(gpc->value),
+ 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;
+
+ 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;
+
+ 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);
+
+ // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+ 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();
+}
+
+#if 0
+static void UpdateGameDoorValues(void)
+{
+ UpdateGameControlValues();
+}
+#endif
+
+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);
+ }
+
+ // --------------------------------------------------------------------------
+ // set flags for bugs and changes according to active game engine version
+ // --------------------------------------------------------------------------
+
+ /*
+ 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));
+
+ 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));
+
+ // --------------------------------------------------------------------------
+
+ // 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);
+
+#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
+
+ // ---------- 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;
+ }
+
+ // ---------- 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 :
+ 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;
+}
+
+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;
+
+ printf("%s:\n", message);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->connected_locally,
+ player->connected_network,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
+}
+#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_sb = TRUE; // unless non-SOKOBAN 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();
+
+ // 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->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.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_state = level.ball_state_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)
+ {
+ Feld[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(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;
+
+ 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_sb ? EMU_SOKOBAN :
+ 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 old_index_nr = local_player->index_nr;
+ int new_index_nr = setup.network_player_nr;
+
+ if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+ {
+ stored_player[old_index_nr].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
+ if (options.debug)
+ printf("Reassigning players ...\n");
+#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
+ if (options.debug)
+ printf("- looking for field player for player %d ...\n", 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
+ if (options.debug)
+ printf("- found player %d\n", 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
+ if (options.debug)
+ printf("- map_player_action[%d] == %d\n",
+ 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
+ printf("::: local_player->present == %d\n", 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;
+
+ 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
+ if (options.debug)
+ printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[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;
+ Feld[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;
+ Feld[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;
}
-}
-
-static void InitPlayfieldScanMode(int mode)
-{
- game.use_reverse_scan_direction =
- (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
- InitPlayfieldScanModeVars();
-}
+ 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;
-static int get_move_delay_from_stepsize(int move_stepsize)
-{
- move_stepsize =
- MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+ if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+ SBX_Left--;
+ if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+ SBY_Upper--;
- /* make sure that stepsize value is always a power of 2 */
- move_stepsize = (1 << log_2(move_stepsize));
+ // 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;
- return TILEX / move_stepsize;
-}
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
+ int content;
+ int xx, yy;
+ boolean is_player;
-static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
- boolean init_game)
-{
- int move_delay = get_move_delay_from_stepsize(move_stepsize);
- boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+ if (level.use_start_element[player_nr] &&
+ level.start_element[player_nr] == element &&
+ found_rating < 4)
+ {
+ start_x = x;
+ start_y = y;
- /* do no immediately change move delay -- the player might just be moving */
- player->move_delay_value_next = move_delay;
+ found_rating = 4;
+ found_element = element;
+ }
- /* information if player can move must be set separately */
- player->cannot_move = cannot_move;
+ if (!IS_CUSTOM_ELEMENT(element))
+ continue;
- if (init_game)
- {
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ 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 = ELEM_IS_PLAYER(content);
- player->move_delay_value_next = -1;
+ if (is_player && (found_rating < 3 ||
+ (found_rating == 3 && element < found_element)))
+ {
+ start_x = x;
+ start_y = y;
- player->move_delay_reset_counter = 0;
- }
-}
+ found_rating = 3;
+ found_element = element;
+ }
+ }
+ }
-void GetPlayerConfig()
-{
- if (!audio.sound_available)
- setup.sound_simple = FALSE;
+ 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 = ELEM_IS_PLAYER(content);
- if (!audio.loops_available)
- setup.sound_loops = FALSE;
+ if (is_player && (found_rating < 2 ||
+ (found_rating == 2 && element < found_element)))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
- if (!audio.music_available)
- setup.sound_music = FALSE;
+ found_rating = 2;
+ found_element = element;
+ }
- if (!video.fullscreen_available)
- setup.fullscreen = FALSE;
+ if (!CAN_CHANGE(element))
+ continue;
- setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+ 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];
- SetAudioMode(setup.sound);
- InitJoysticks();
-}
+ is_player = ELEM_IS_PLAYER(content);
-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);
-}
+ if (is_player && (found_rating < 1 ||
+ (found_rating == 1 && element < found_element)))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
-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);
-}
+ found_rating = 1;
+ found_element = element;
+ }
+ }
+ }
+ }
-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);
-}
+ 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);
+ }
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
- static int belt_base_element[4] =
+ // !!! FIX THIS (START) !!!
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- EL_CONVEYOR_BELT_1_SWITCH_LEFT,
- EL_CONVEYOR_BELT_2_SWITCH_LEFT,
- EL_CONVEYOR_BELT_3_SWITCH_LEFT,
- EL_CONVEYOR_BELT_4_SWITCH_LEFT
- };
+ 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();
- int belt_nr = getBeltNrFromBeltSwitchElement(element);
- int belt_dir_nr = element - belt_base_element[belt_nr];
+ // after drawing the level, correct some elements
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
- return (belt_dir_nr % 3);
-}
+ // blit playfield from scroll buffer to normal back buffer for fading in
+ BlitScreenToBitmap(backbuffer);
+ // !!! FIX THIS (END) !!!
-static int getBeltDirFromBeltSwitchElement(int element)
-{
- static int belt_move_dir[3] =
- {
- MV_LEFT,
- MV_NONE,
- MV_RIGHT
- };
+ DrawMaskedBorder(fade_mask);
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+ FadeIn(fade_mask);
- return belt_move_dir[belt_dir_nr];
-}
+#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
-static void InitPlayerField(int x, int y, int element, boolean init_game)
-{
- if (element == EL_SP_MURPHY)
+ if (!game.restart_level)
{
- if (init_game)
- {
- if (stored_player[0].present)
- {
- Feld[x][y] = EL_SP_MURPHY_CLONE;
-
- return;
- }
- else
- {
- stored_player[0].use_murphy = TRUE;
- }
+ // copy default game door content to main double buffer
- Feld[x][y] = EL_PLAYER_1;
- }
+ // !!! CHECK AGAIN !!!
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
}
- if (init_game)
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
+
+ UpdateAndDisplayGameControlValues();
+
+ if (!game.restart_level)
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
- int jx = player->jx, jy = player->jy;
+ UnmapGameButtons();
+ UnmapTapeButtons();
- player->present = TRUE;
+ FreeGameButtons();
+ CreateGameButtons();
- player->block_last_field = (element == EL_SP_MURPHY ?
- level.sp_block_last_field :
- level.block_last_field);
+ MapGameButtons();
+ MapTapeButtons();
- /* ---------- initialize player's last field block delay --------------- */
+ // copy actual game door content to door double buffer for OpenDoor()
+ BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
- /* always start with reliable default value (no adjustment needed) */
- player->block_delay_adjustment = 0;
+ OpenDoor(DOOR_OPEN_ALL);
- /* 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;
+ KeyboardAutoRepeatOffUnlessAutoplay();
- /* 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 DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status (final)");
+#endif
+ }
- if (!options.network || player->connected)
- {
- player->active = TRUE;
+ UnmapAllGadgets();
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ MapGameButtons();
+ MapTapeButtons();
- StorePlayer[x][y] = Feld[x][y];
+ if (!game.restart_level && !tape.playing)
+ {
+ LevelStats_incPlayed(level_nr);
- 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");
- }
- }
+ SaveLevelSetup_SeriesInfo();
+ }
- Feld[x][y] = EL_EMPTY;
+ game.restart_level = FALSE;
+ game.restart_game_message = NULL;
+ game.request_active = FALSE;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
+ 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();
}
}
-static void InitField(int x, int y, boolean init_game)
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
+ int actual_player_x, int actual_player_y)
{
- int element = Feld[x][y];
+ // this is used for non-R'n'D game engines to update certain engine values
- switch (element)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- 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 = Feld[x][y] = EL_PLAYER_1;
- InitField(x, y, init_game);
+ actual_player_x = correctLevelPosX_EM(actual_player_x);
+ actual_player_y = correctLevelPosY_EM(actual_player_y);
+ }
- element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- InitField(x, y, init_game);
- break;
+ // needed to determine if sounds are played within the visible screen area
+ scroll_x = actual_scroll_x;
+ scroll_y = actual_scroll_y;
- case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
- break;
+ // needed to get player position for "follow finger" playing input method
+ local_player->jx = actual_player_x;
+ local_player->jy = actual_player_y;
+}
- 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;
+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 }
+ };
+ switch (element)
+ {
case EL_BUG_RIGHT:
case EL_BUG_UP:
case EL_BUG_LEFT:
case EL_BUG_DOWN:
- case EL_BUG:
+ Feld[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:
+ Feld[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:
+ Feld[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:
+ Feld[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:
+ Feld[x][y] = EL_PACMAN;
+ MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
+ break;
+
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
+ Feld[x][y] = EL_YAMYAM;
+ MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
+ break;
+
case EL_SP_SNIKSNAK:
+ MovDir[x][y] = MV_UP;
+ break;
+
case EL_SP_ELECTRON:
+ MovDir[x][y] = MV_LEFT;
+ break;
+
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);
+ Feld[x][y] = EL_MOLE;
+ MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
break;
- case EL_AMOEBA_DROP:
- if (y == lev_fieldy - 1)
+ default:
+ if (IS_CUSTOM_ELEMENT(element))
{
- Feld[x][y] = EL_AMOEBA_GROWING;
- Store[x][y] = EL_AMOEBA_WET;
- }
- break;
+ struct ElementInfo *ei = &element_info[element];
+ int move_direction_initial = ei->move_direction_initial;
+ int move_pattern = ei->move_pattern;
- 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;
+ if (move_direction_initial == MV_START_PREVIOUS)
+ {
+ if (MovDir[x][y] != MV_NONE)
+ return;
- case EL_LAMP:
- local_player->lights_still_needed++;
- break;
+ move_direction_initial = MV_START_AUTOMATIC;
+ }
- case EL_PENGUIN:
- local_player->friends_still_needed++;
- break;
+ 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)
+ {
+ // 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_PIG:
- case EL_DRAGON:
- GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
- break;
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
- 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)
+ 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];
+
+ break;
+ }
+ }
+ }
+ }
+ else
{
- int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
- int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
+ MovDir[x][y] = 1 << RND(4);
- 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 */
+ if (element != EL_BUG &&
+ element != EL_SPACESHIP &&
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
+ break;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ 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;
+ }
- case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
- if (init_game)
- Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
- break;
+ GfxDir[x][y] = MovDir[x][y];
+}
- case EL_LIGHT_SWITCH_ACTIVE:
- if (init_game)
- game.light_time_left = level.time_light * FRAMES_PER_SECOND;
- break;
+void InitAmoebaNr(int x, int y)
+{
+ int i;
+ int group_nr = AmoebeNachbarNr(x, y);
- case EL_EMC_MAGIC_BALL:
- if (game.ball_state)
- Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
- break;
+ if (group_nr == 0)
+ {
+ for (i = 1; i < MAX_NUM_AMOEBA; i++)
+ {
+ if (AmoebaCnt[i] == 0)
+ {
+ group_nr = i;
+ break;
+ }
+ }
+ }
- case EL_EMC_MAGIC_BALL_SWITCH:
- if (game.ball_state)
- Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
- break;
+ AmoebaNr[x][y] = group_nr;
+ AmoebaCnt[group_nr]++;
+ AmoebaCnt2[group_nr]++;
+}
- default:
-#if 1
- if (IS_CUSTOM_ELEMENT(element))
- {
- if (CAN_MOVE(element))
- InitMovDir(x, y);
+static void LevelSolved(void)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+ game.players_still_needed > 0)
+ return;
-#if USE_NEW_CUSTOM_VALUE
- if (!element_info[element].use_last_ce_value || init_game)
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
-#endif
+ game.LevelSolved = TRUE;
+ game.GameOver = TRUE;
+
+ game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->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.no_time_limit ? TimePlayed : TimeLeft);
+ game.LevelSolved_CountingScore = game.score_final;
+ game.LevelSolved_CountingHealth = game.health_final;
+}
+
+void GameWon(void)
+{
+ static int time_count_steps;
+ static int time, time_final;
+ static int score, score_final;
+ 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 game_over_delay_value_1 = 50;
+ int game_over_delay_value_2 = 25;
+ int game_over_delay_value_3 = 50;
+
+ if (!game.LevelSolved_GameWon)
+ {
+ int i;
+
+ // do not start end game actions before the player stops moving (to exit)
+ if (local_player->active && local_player->MovPos)
+ return;
+
+ game.LevelSolved_GameWon = TRUE;
+ game.LevelSolved_SaveTape = tape.recording;
+ game.LevelSolved_SaveScore = !tape.playing;
+
+ if (!tape.playing)
+ {
+ LevelStats_incSolved(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+ }
+
+ if (tape.auto_play) // tape might already be stopped here
+ tape.auto_play_level_solved = TRUE;
+
+ TapeStop();
+
+ game_over_delay_1 = 0;
+ game_over_delay_2 = 0;
+ game_over_delay_3 = game_over_delay_value_3;
+
+ time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+ score = score_final = game.score_final;
+ health = health_final = game.health_final;
+
+ if (level.score[SC_TIME_BONUS] > 0)
+ {
+ if (TimeLeft > 0)
+ {
+ time_final = 0;
+ score_final += TimeLeft * level.score[SC_TIME_BONUS];
}
-#else
- if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
- InitMovDir(x, y);
-#endif
- else if (IS_GROUP_ELEMENT(element))
+ else if (game.no_time_limit && TimePlayed < 999)
{
- struct ElementGroupInfo *group = element_info[element].group;
- int last_anim_random_frame = gfx.anim_random_frame;
- int element_pos;
+ time_final = 999;
+ score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+ }
+
+ time_count_steps = MAX(1, ABS(time_final - time) / 100);
+
+ game_over_delay_1 = game_over_delay_value_1;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ health_final = 0;
+ score_final += health * level.score[SC_TIME_BONUS];
+
+ game_over_delay_2 = game_over_delay_value_2;
+ }
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = RND(group->num_elements_resolved);
+ game.score_final = score_final;
+ game.health_final = health_final;
+ }
- element_pos = getAnimationFrame(group->num_elements_resolved, 1,
- group->choice_mode, 0,
- group->choice_pos);
+ if (level_editor_test_game)
+ {
+ time = time_final;
+ score = score_final;
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = last_anim_random_frame;
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
- group->choice_pos++;
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- Feld[x][y] = group->element_resolved[element_pos];
+ DisplayGameControlValues();
+ }
- InitField(x, y, init_game);
- }
- break;
- }
+ 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 = Feld[x][y];
-#if 1
- if (!init_game)
- CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
-#endif
+ // 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)
+ {
-#if 0
+ Feld[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);
-#if USE_NEW_CUSTOM_VALUE
+ PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
+ }
-#if 1
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
-#else
- CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
-#endif
+ // player disappears
+ DrawLevelField(x, y);
+ }
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
-#endif
-}
+ if (player->present)
+ {
+ RemovePlayer(player);
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
-{
- InitField(x, y, init_game);
+ // player disappears
+ DrawLevelField(player->jx, player->jy);
+ }
+ }
+ }
- /* 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);
-}
+ PlaySound(SND_GAME_WINNING);
+ }
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
-{
- int old_element = Feld[x][y];
+ if (game_over_delay_1 > 0)
+ {
+ game_over_delay_1--;
- InitField(x, y, init_game);
+ return;
+ }
- /* 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 (time != time_final)
+ {
+ int time_to_go = ABS(time_final - time);
+ int time_count_dir = (time < time_final ? +1 : -1);
- /* 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"
- */
-}
+ if (time_to_go < time_count_steps)
+ time_count_steps = 1;
-inline void DrawGameValue_Emeralds(int value)
-{
- DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
-}
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * level.score[SC_TIME_BONUS];
-inline void DrawGameValue_Dynamite(int value)
-{
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
-}
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
-{
- int i;
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
- {
- if (key[i])
- DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + i));
+ DisplayGameControlValues();
+
+ if (time == time_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
- MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
}
-}
-inline void DrawGameValue_Score(int value)
-{
- DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
-}
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
-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);
-}
+ return;
+ }
-inline void DrawGameValue_Level(int value)
-{
- if (level_nr < 100)
- DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
- else
+ if (health != health_final)
{
- /* 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 health_count_dir = (health < health_final ? +1 : -1);
- /* 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);
+ health += health_count_dir;
+ score += level.score[SC_TIME_BONUS];
- /* restore the area for displaying emeralds */
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ game.LevelSolved_CountingHealth = health;
+ game.LevelSolved_CountingScore = score;
- /* yes, this is all really ugly :-) */
- }
-}
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
- int key_bits)
-{
- int key[MAX_NUM_KEYS];
- int i;
+ DisplayGameControlValues();
- for (i = 0; i < MAX_NUM_KEYS; i++)
- key[i] = key_bits & (1 << i);
+ 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;
+ }
- DrawGameValue_Level(level_nr);
+ game.panel.active = FALSE;
- DrawGameValue_Emeralds(emeralds);
- DrawGameValue_Dynamite(dynamite);
- DrawGameValue_Score(score);
- DrawGameValue_Time(time);
+ if (game_over_delay_3 > 0)
+ {
+ game_over_delay_3--;
+
+ return;
+ }
- DrawGameValue_Keys(key);
+ GameEnd();
}
-void DrawGameDoorValues()
+void GameEnd(void)
{
- int i;
+ // used instead of "level_nr" (needed for network games)
+ int last_level_nr = levelset.level_nr;
+ int hi_pos;
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game.LevelSolved_GameEnd = TRUE;
+
+ if (game.LevelSolved_SaveTape)
{
- DrawGameDoorValues_EM();
+ // make sure that request dialog to save tape does not open door again
+ if (!global.use_envelope_request)
+ CloseDoor(DOOR_CLOSE_1);
- return;
+ SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
}
- DrawGameValue_Level(level_nr);
+ // if no tape is to be saved, close both doors simultaneously
+ CloseDoor(DOOR_CLOSE_ALL);
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- DrawGameValue_Dynamite(local_player->inventory_size);
- DrawGameValue_Score(local_player->score);
- DrawGameValue_Time(TimeLeft);
+ if (level_editor_test_game)
+ {
+ SetGameStatus(GAME_MODE_MAIN);
- for (i = 0; i < MAX_PLAYERS; i++)
- DrawGameValue_Keys(stored_player[i].key);
-}
+ DrawMainMenu();
-#if 0
-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;
+ return;
+ }
- if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
+ if (!game.LevelSolved_SaveScore)
{
- Error(ERR_WARN, "recursion too deep when resolving group element %d",
- group_element - EL_GROUP_START + 1);
+ SetGameStatus(GAME_MODE_MAIN);
- /* replace element which caused too deep recursion by question mark */
- group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+ DrawMainMenu();
return;
}
- if (recursion_depth == 0) /* initialization */
+ if (level_nr == leveldir_current->handicap_level)
{
- group = element_info[group_element].group;
- group_nr = group_element - EL_GROUP_START;
+ leveldir_current->handicap_level++;
- group->num_elements_resolved = 0;
- group->choice_pos = 0;
+ SaveLevelSetup_SeriesInfo();
}
- for (i = 0; i < actual_group->num_elements; i++)
+ if (setup.increment_levels &&
+ level_nr < leveldir_current->last_level &&
+ !network_playing)
{
- int element = actual_group->element[i];
-
- if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
- break;
+ level_nr++; // advance to next level
+ TapeErase(); // start with empty tape
- if (IS_GROUP_ELEMENT(element))
- resolve_group_element(element, recursion_depth + 1);
- else
+ if (setup.auto_play_next_level)
{
- group->element_resolved[group->num_elements_resolved++] = element;
- element_info[element].in_group[group_nr] = TRUE;
+ LoadLevel(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
}
}
-}
-#endif
-
-/*
- =============================================================================
- InitGameEngine()
- -----------------------------------------------------------------------------
- initialize game engine due to level / tape version number
- =============================================================================
-*/
-
-static void InitGameEngine()
-{
- 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 flags for bugs and changes according to active game engine version */
- /* ---------------------------------------------------------------------- */
-
- /*
- Summary of bugfix/change:
- Fixed handling for custom elements that change when pushed by the player.
- Fixed/changed in version:
- 3.1.0
+ hi_pos = NewHiScore(last_level_nr);
- 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()").
+ if (hi_pos >= 0 && !setup.skip_scores_after_game)
+ {
+ SetGameStatus(GAME_MODE_SCORES);
- 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.
- */
+ DrawHallOfFame(last_level_nr, hi_pos);
+ }
+ else if (setup.auto_play_next_level && setup.increment_levels &&
+ last_level_nr < leveldir_current->last_level &&
+ !network_playing)
+ {
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ }
+ else
+ {
+ SetGameStatus(GAME_MODE_MAIN);
- 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)));
+ DrawMainMenu();
+ }
+}
- /*
- Summary of bugfix/change:
- Fixed handling for blocking the field the player leaves when moving.
+int NewHiScore(int level_nr)
+{
+ int k, l;
+ int position = -1;
+ boolean one_score_entry_per_name = !program.many_scores_per_name;
- Fixed/changed in version:
- 3.1.1
+ LoadScore(level_nr);
- 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.
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
+ game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ return -1;
- Affected levels/tapes:
- (!!! yet to be determined -- probably many !!!)
- */
+ for (k = 0; k < MAX_SCORE_ENTRIES; k++)
+ {
+ if (game.score_final > highscore[k].Score)
+ {
+ // player has made it to the hall of fame
- game.use_block_last_field_bug =
- (game.engine_version < VERSION_IDENT(3,1,1,0));
+ if (k < MAX_SCORE_ENTRIES - 1)
+ {
+ int m = MAX_SCORE_ENTRIES - 1;
- /*
- Summary of bugfix/change:
- Changed behaviour of CE changes with multiple changes per single frame.
+ if (one_score_entry_per_name)
+ {
+ for (l = k; l < MAX_SCORE_ENTRIES; l++)
+ if (strEqual(setup.player_name, highscore[l].Name))
+ m = l;
- Fixed/changed in version:
- 3.2.0-6
+ if (m == k) // player's new highscore overwrites his old one
+ goto put_into_list;
+ }
- Description:
- Before 3.2.0-6, only one single CE change was allowed in each engine frame.
- This resulted in race conditions where CEs seem to behave strange in some
- situations (where triggered CE changes were just skipped because there was
- already a CE change on that tile in the playfield in that engine frame).
- Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
- (The number of changes per frame must be limited in any case, because else
- it is easily possible to define CE changes that would result in an infinite
- loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
- should be set large enough so that it would only be reached in cases where
- the corresponding CE change conditions run into a loop. Therefore, it seems
- to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
- maximal number of change pages for custom elements.)
+ for (l = m; l > k; l--)
+ {
+ strcpy(highscore[l].Name, highscore[l - 1].Name);
+ highscore[l].Score = highscore[l - 1].Score;
+ }
+ }
- Affected levels/tapes:
- Probably many.
- */
+ put_into_list:
-#if USE_ONLY_ONE_CHANGE_PER_FRAME
- game.max_num_changes_per_frame = 1;
-#else
- game.max_num_changes_per_frame =
- (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
-#endif
+ strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+ highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
+ highscore[k].Score = game.score_final;
+ position = k;
- /* ---------------------------------------------------------------------- */
+ break;
+ }
+ else if (one_score_entry_per_name &&
+ !strncmp(setup.player_name, highscore[k].Name,
+ MAX_PLAYER_NAME_LEN))
+ break; // player already there with a higher score
+ }
- /* default scan direction: scan playfield from top/left to bottom/right */
- InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+ if (position >= 0)
+ SaveScore(level_nr);
- /* dynamically adjust element properties according to game engine version */
- InitElementPropertiesEngine(game.engine_version);
+ return position;
+}
-#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
+static int getElementMoveStepsizeExt(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 horiz_move = (dx != 0);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
-#if 0
- /* ---------- recursively resolve group elements ------------------------- */
+ // 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(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ }
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
- element_info[i].in_group[j] = FALSE;
+ return step;
+}
- for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
- resolve_group_element(EL_GROUP_START + i, 0);
-#endif
+static int getElementMoveStepsize(int x, int y)
+{
+ return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
- /* ---------- initialize player's initial move delay --------------------- */
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+ if (player->GfxAction != action || player->GfxDir != dir)
+ {
+ player->GfxAction = action;
+ player->GfxDir = dir;
+ player->Frame = 0;
+ player->StepFrame = 0;
+ }
+}
-#if 1
- /* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- get_move_delay_from_stepsize(level.initial_player_stepsize);
-#else
- /* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
-#endif
+static void ResetGfxFrame(int x, int y)
+{
+ // profiling showed that "autotest" spends 10~20% of its time in this function
+ if (DrawingDeactivatedField())
+ return;
- /* dynamically adjust player properties according to game engine version */
- game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
- game.initial_move_delay_value : 0);
+ int element = Feld[x][y];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- /* ---------- initialize player's initial push delay --------------------- */
+ 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];
+}
- /* 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);
+static void ResetGfxAnimation(int x, int y)
+{
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
- /* ---------- initialize changing elements ------------------------------- */
+ ResetGfxFrame(x, y);
+}
- /* initialize changing elements information */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- struct ElementInfo *ei = &element_info[i];
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
- /* this pointer might have been changed in the level editor */
- ei->change = &ei->change_page[0];
+static 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;
+ boolean is_moving_before, is_moving_after;
- 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;
- }
+ // 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);
- for (j = 0; j < NUM_CHANGE_EVENTS; j++)
- {
- ei->has_change_event[j] = 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);
- ei->event_page_nr[j] = 0;
- ei->event_page[j] = &ei->change_page[0];
- }
- }
+ MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
- /* 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];
+ GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+ direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
- ei->change->target_element = ch_delay->target_element;
- ei->change->delay_fixed = ch_delay->change_delay;
+ // this is needed for CEs with property "can move" / "not moving"
- 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;
+ if (is_moving_after)
+ {
+ if (Feld[newx][newy] == EL_EMPTY)
+ Feld[newx][newy] = EL_BLOCKED;
- ei->change->can_change = TRUE;
- ei->change->can_change_or_has_action = TRUE;
+ MovDir[newx][newy] = MovDir[x][y];
- ei->has_change_event[CE_DELAY] = TRUE;
+ CustomValue[newx][newy] = CustomValue[x][y];
- SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
- SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
}
+}
- /* ---------- initialize internal run-time variables ------------- */
+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);
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
- {
- struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+ *goes_to_x = newx;
+ *goes_to_y = newy;
+}
- 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);
- }
- }
+void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
+{
+ int oldx = x, oldy = y;
+ int direction = MovDir[x][y];
- /* add change events from custom element configuration */
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
- {
- struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+ if (direction == MV_LEFT)
+ oldx++;
+ else if (direction == MV_RIGHT)
+ oldx--;
+ else if (direction == MV_UP)
+ oldy++;
+ else if (direction == MV_DOWN)
+ oldy--;
- for (j = 0; j < ei->num_change_pages; j++)
- {
- if (!ei->change_page[j].can_change_or_has_action)
- continue;
+ *comes_from_x = oldx;
+ *comes_from_y = oldy;
+}
- 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;
+static int MovingOrBlocked2Element(int x, int y)
+{
+ int element = Feld[x][y];
- ei->event_page_nr[k] = j;
- ei->event_page[k] = &ei->change_page[j];
- }
- }
- }
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
}
+ else
+ return element;
+}
- /* ---------- initialize run-time trigger player and element ------------- */
+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];
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ if (IS_MOVING(x, y))
{
- struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
-
- for (j = 0; j < ei->num_change_pages; j++)
+ if (element == EL_BLOCKED)
{
- ei->change_page[j].actual_trigger_element = EL_EMPTY;
- ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
- ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
- ei->change_page[j].actual_trigger_ce_value = 0;
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
}
+ else
+ return EL_BLOCKED;
}
+ else
+ return element;
+}
- /* ---------- 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;
+static void RemoveField(int x, int y)
+{
+ Feld[x][y] = EL_EMPTY;
- /* add trigger events from element change event properties */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- struct ElementInfo *ei = &element_info[i];
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
- for (j = 0; j < ei->num_change_pages; j++)
- {
- if (!ei->change_page[j].can_change_or_has_action)
- continue;
+ CustomValue[x][y] = 0;
- if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
- {
- int trigger_element = ei->change_page[j].trigger_element;
+ AmoebaNr[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ Pushed[x][y] = FALSE;
- 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;
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NONE;
+}
- for (l = 0; l < group->num_elements_resolved; l++)
- trigger_events[group->element_resolved[l]][k] = TRUE;
- }
- else
- trigger_events[trigger_element][k] = TRUE;
- }
- }
- }
- }
- }
+static void RemoveMovingField(int x, int y)
+{
+ int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Feld[x][y];
+ int next_element = EL_UNDEFINED;
- /* ---------- initialize push delay -------------------------------------- */
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
+ return;
- /* initialize push delay values to default */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (IS_MOVING(x, y))
{
- if (!IS_CUSTOM_ELEMENT(i))
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (Feld[newx][newy] != EL_BLOCKED)
{
- element_info[i].push_delay_fixed = game.default_push_delay_fixed;
- element_info[i].push_delay_random = game.default_push_delay_random;
- }
- }
+ // 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
- /* 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;
+ RemoveField(oldx, oldy);
- 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;
- }
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- /* 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);
+ TEST_DrawLevelField(oldx, oldy);
- element_info[i].push_delay_fixed = delay;
- element_info[i].push_delay_random = 0;
- }
+ return;
}
}
+ else if (element == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ return;
+ }
- /* ---------- 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;
+ if (element == EL_BLOCKED &&
+ (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
+ Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
+ next_element = get_next_element(Feld[oldx][oldy]);
- /* 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;
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
- element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
- }
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- /* ---------- initialize collect score ----------------------------------- */
+ if (next_element != EL_UNDEFINED)
+ Feld[oldx][oldy] = next_element;
- /* 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;
+ TEST_DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(newx, newy);
+}
- /* ---------- initialize collect count ----------------------------------- */
+void DrawDynamite(int x, int y)
+{
+ int sx = SCREENX(x), sy = SCREENY(y);
+ int graphic = el2img(Feld[x][y]);
+ int frame;
- /* 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;
+ if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+ return;
- /* 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;
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
- /* ---------- initialize access direction -------------------------------- */
+ 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);
- /* 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;
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- /* 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;
+ if (Back[x][y] || Store[x][y])
+ DrawGraphicThruMask(sx, sy, graphic, frame);
+ else
+ DrawGraphic(sx, sy, graphic, frame);
+}
- /* ---------- initialize explosion content ------------------------------- */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+static void CheckDynamite(int x, int y)
+{
+ if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
{
- if (IS_CUSTOM_ELEMENT(i))
- continue;
+ MovDelay[x][y]--;
- for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+ if (MovDelay[x][y] != 0)
{
- /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+ DrawDynamite(x, y);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
- 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);
+ return;
}
}
+
+ StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+
+ Bang(x, y);
}
-int get_num_special_action(int element, int action_first, int action_last)
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
{
- int num_special_action = 0;
- int i, j;
+ boolean num_checked_players = 0;
+ int i;
- for (i = action_first; i <= action_last; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- boolean found = FALSE;
+ if (stored_player[i].active)
+ {
+ int sx = stored_player[i].jx;
+ int sy = stored_player[i].jy;
- for (j = 0; j < NUM_DIRECTIONS; j++)
- if (el_act_dir2img(element, i, j) !=
- el_act_dir2img(element, ACTION_DEFAULT, j))
- found = TRUE;
+ 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 (found)
- num_special_action++;
- else
- break;
+ num_checked_players++;
+ }
}
+}
- return num_special_action;
+static boolean checkIfAllPlayersFitToScreen_RND(void)
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ return (sx2 - sx1 < SCR_FIELDX &&
+ sy2 - sy1 < SCR_FIELDY);
}
-/*
- =============================================================================
- InitGame()
- -----------------------------------------------------------------------------
- initialize and start new game
- =============================================================================
-*/
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
-void InitGame()
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
+
+static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
{
- 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, x, y;
+ 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;
- InitGameEngine();
+ if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ // case 1: quick relocation inside visible screen (without scrolling)
- /* don't play tapes over network */
- network_playing = (options.network && !tape.playing);
+ RedrawPlayfield();
- for (i = 0; i < MAX_PLAYERS; i++)
+ return;
+ }
+
+ if (!level.shifted_relocation || center_screen)
{
- struct PlayerInfo *player = &stored_player[i];
+ // relocation _with_ centering of screen
- player->index_nr = i;
- player->index_bit = (1 << i);
- player->element_nr = EL_PLAYER_1 + i;
+ new_scroll_x = SCROLL_POSITION_X(x);
+ new_scroll_y = SCROLL_POSITION_Y(y);
+ }
+ else
+ {
+ // relocation _without_ centering of screen
- player->present = FALSE;
- player->active = 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);
- player->action = 0;
- player->effective_action = 0;
- player->programmed_action = 0;
+ // 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);
+ }
- 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;
+ if (quick_relocation)
+ {
+ // case 2: quick relocation (redraw without visible scrolling)
- for (j = 0; j < MAX_NUM_KEYS; j++)
- player->key[j] = FALSE;
+ scroll_x = new_scroll_x;
+ scroll_y = new_scroll_y;
- player->dynabomb_count = 0;
- player->dynabomb_size = 1;
- player->dynabombs_left = 0;
- player->dynabomb_xl = FALSE;
+ RedrawPlayfield();
- player->MovDir = MV_NONE;
- player->MovPos = 0;
- player->GfxPos = 0;
- player->GfxDir = MV_NONE;
- player->GfxAction = ACTION_DEFAULT;
- player->Frame = 0;
- player->StepFrame = 0;
+ return;
+ }
- player->use_murphy = FALSE;
- player->artwork_element =
- (level.use_artwork_element[i] ? level.artwork_element[i] :
- player->element_nr);
+ // case 3: visible relocation (with scrolling to new position)
- player->block_last_field = FALSE; /* initialized in InitPlayerField() */
- player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
- player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
+ SetVideoFrameDelay(wait_delay_value);
- player->actual_frame_counter = 0;
+ 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);
- player->step_counter = 0;
+ if (dx == 0 && dy == 0) // no scrolling needed at all
+ break;
- player->last_move_dir = MV_NONE;
+ scroll_x -= dx;
+ scroll_y -= dy;
- 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;
+ // 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);
- player->is_bored = FALSE;
- player->is_sleeping = FALSE;
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
- player->frame_counter_bored = -1;
- player->frame_counter_sleeping = -1;
+ // scroll in two steps of half tile size to make things smoother
+ BlitScreenToBitmapExt_RND(window, fx, fy);
- player->anim_delay_counter = 0;
- player->post_delay_counter = 0;
+ // scroll second step to align at full tile size
+ BlitScreenToBitmap(window);
+ }
- player->action_waiting = ACTION_DEFAULT;
- player->last_action_waiting = ACTION_DEFAULT;
- player->special_action_bored = ACTION_DEFAULT;
- player->special_action_sleeping = ACTION_DEFAULT;
+ DrawAllPlayers();
+ BackToFront();
- /* 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);
+ SetVideoFrameDelay(frame_delay_value_old);
+}
- player->switch_x = -1;
- player->switch_y = -1;
+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 = Feld[old_jx][old_jy];
+ int element = Feld[jx][jy];
+ boolean player_relocated = (old_jx != jx || old_jy != jy);
- player->drop_x = -1;
- player->drop_y = -1;
+ 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;
+
+ if (!player_relocated) // no need to relocate the player
+ return;
+
+ if (IS_PLAYER(jx, jy)) // player already placed at new position
+ {
+ RemoveField(jx, jy); // temporarily remove newly placed player
+ DrawLevelField(jx, jy);
+ }
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+
+ DrawPlayer(player);
- player->show_envelope = 0;
+ BackToFront_WithFrameDelay(wait_delay_value);
+ }
-#if 1
- SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
-#else
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ DrawPlayer(player); // needed here only to cleanup last field
+ DrawLevelField(player->jx, player->jy); // remove player graphic
- player->move_delay_value_next = -1;
+ player->is_moving = FALSE;
+ }
- player->move_delay_reset_counter = 0;
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
- player->cannot_move = FALSE;
-#endif
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
- player->push_delay = -1; /* initialized when pushing starts */
- player->push_delay_value = game.initial_push_delay_value;
+ Feld[jx][jy] = el_player;
+ InitPlayerField(jx, jy, el_player, TRUE);
- player->drop_delay = 0;
+ /* "InitPlayerField()" above sets Feld[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 (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
+ {
+ Feld[jx][jy] = element; // restore previously existing element
+ }
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ // only visually relocate centered player
+ DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+ FALSE, level.instant_relocation);
- player->shield_normal_time_left = 0;
- player->shield_deadly_time_left = 0;
+ TestIfPlayerTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
- player->inventory_infinite_element = EL_UNDEFINED;
- player->inventory_size = 0;
+ if (IS_CUSTOM_ELEMENT(element))
+ CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
+ CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
+
+ if (player->is_switching)
+ {
+ /* 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) */
- player->LevelSolved = FALSE;
- player->GameOver = FALSE;
+ player->switch_x += jx - old_jx;
+ player->switch_y += jy - old_jy;
}
+}
- network_player_action_received = FALSE;
+static void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+ int last_phase;
+ int border_element;
-#if defined(NETWORK_AVALIABLE)
- /* initial null action */
- if (network_playing)
- SendToServer_MovePlayer(MV_NONE);
-#endif
+ // !!! eliminate this variable !!!
+ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
- ZX = ZY = -1;
- ExitX = ExitY = -1;
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
- FrameCounter = 0;
- TimeFrames = 0;
- TimePlayed = 0;
- TimeLeft = level.time;
- TapeTime = 0;
+ if (phase == EX_PHASE_START) // initialize 'Store[][]' field
+ {
+ int center_element = Feld[ex][ey];
+ int artwork_element, explosion_element; // set these values later
- ScreenMovDir = MV_NONE;
- ScreenMovPos = 0;
- ScreenGfxPos = 0;
+ // remove things displayed in background while burning dynamite
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
- ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ {
+ // put moving element to center field (and let it explode there)
+ center_element = MovingOrBlocked2Element(ex, ey);
+ RemoveMovingField(ex, ey);
+ Feld[ex][ey] = center_element;
+ }
- AllPlayersGone = FALSE;
+ // 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
- 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.wind_direction = level.wind_direction_initial;
- game.gravity = level.initial_gravity;
- game.explosions_delayed = TRUE;
+ if (IS_PLAYER(ex, ey))
+ {
+ int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
- game.lenses_time_left = 0;
- game.magnify_time_left = 0;
+ artwork_element = stored_player[player_nr].artwork_element;
- game.ball_state = level.ball_state_initial;
- game.ball_content_nr = 0;
+ if (level.use_explosion_element[player_nr])
+ {
+ explosion_element = level.explosion_element[player_nr];
+ artwork_element = explosion_element;
+ }
+ }
- game.envelope_active = FALSE;
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
- for (i = 0; i < NUM_BELTS; i++)
- {
- game.belt_dir[i] = MV_NONE;
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
- }
+ last_phase = element_info[explosion_element].explosion_delay + 1;
- for (i = 0; i < MAX_NUM_AMOEBA; i++)
- AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+ 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;
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++)
-#endif
- {
- 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;
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[x][y] = 0; /* initialized in InitField() */
-#endif
- 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;
- Stop[x][y] = FALSE;
- Pushed[x][y] = FALSE;
+ if (!IN_LEV_FIELD(x, y) ||
+ (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+ (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
+ continue;
- ChangeCount[x][y] = 0;
- ChangeEvent[x][y] = -1;
+ element = Feld[x][y];
- ExplodePhase[x][y] = 0;
- ExplodeDelay[x][y] = 0;
- ExplodeField[x][y] = EX_TYPE_NONE;
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ {
+ element = MovingOrBlocked2Element(x, y);
- RunnerVisit[x][y] = 0;
- PlayerVisit[x][y] = 0;
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(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_NONE;
- }
+ // 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 1
- SCAN_PLAYFIELD(x, y)
+ /* 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
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
#endif
- {
- 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;
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ // re-activate things under the bomb like gate or penguin
+ Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ Back[x][y] = 0;
+ }
- InitField(x, y, TRUE);
- }
+ continue;
+ }
- InitBeltMovement();
+ // 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;
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+ // ignite explodable elements reached by other explosion
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
-#if USE_NEW_ALL_SLIPPERY
- /* 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;
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
- /* 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;
+ RemoveField(x, y);
- /* 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;
- }
- }
+ if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+ {
+ int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+
+ 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 (ELEM_IS_PLAYER(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
+ // 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
+ else if (!CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content.e[1][1];
#endif
+ else
+ Store[x][y] = EL_EMPTY;
- /* 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;
+ if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+ center_element == EL_AMOEBA_TO_DIAMOND)
+ Store2[x][y] = element;
- element_info[i].explosion_delay = last_phase - 1;
- element_info[i].ignition_delay = half_phase;
+ Feld[x][y] = EL_EXPLOSION;
+ GfxElement[x][y] = artwork_element;
- if (i == EL_BLACK_ORB)
- element_info[i].ignition_delay = 1;
+ ExplodePhase[x][y] = 1;
+ ExplodeDelay[x][y] = last_phase;
+
+ Stop[x][y] = TRUE;
}
-#if 0
- if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
- element_info[i].explosion_delay = 1;
+ if (center_element == EL_YAMYAM)
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
- if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
- element_info[i].ignition_delay = 1;
-#endif
+ return;
}
- /* 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 */
-
- /* 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 *some_player = &stored_player[j];
- int jx = some_player->jx, jy = some_player->jy;
-
- /* assign first free player found that is present in the playfield */
- if (some_player->present && !some_player->connected)
- {
- player->present = TRUE;
- player->active = TRUE;
+ if (Stop[ex][ey])
+ return;
- some_player->present = FALSE;
- some_player->active = FALSE;
+ x = ex;
+ y = ey;
-#if 0
- player->element_nr = some_player->element_nr;
-#endif
+ if (phase == 1)
+ GfxFrame[x][y] = 0; // restart explosion animation
- player->artwork_element = some_player->artwork_element;
+ last_phase = ExplodeDelay[x][y];
- player->block_last_field = some_player->block_last_field;
- player->block_delay_adjustment = some_player->block_delay_adjustment;
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
- StorePlayer[jx][jy] = player->element_nr;
- player->jx = player->last_jx = jx;
- player->jy = player->last_jy = jy;
+ // this can happen if the player leaves an explosion just in time
+ if (GfxElement[x][y] == EL_UNDEFINED)
+ GfxElement[x][y] = EL_EMPTY;
- break;
- }
- }
- }
- }
+ border_element = Store2[x][y];
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ border_element = StorePlayer[x][y];
- if (tape.playing)
+ if (phase == element_info[border_element].ignition_delay ||
+ phase == last_phase)
{
- /* when playing a tape, eliminate all players which do not participate */
+ boolean border_explosion = FALSE;
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+ !PLAYER_EXPLOSION_PROTECTED(x, y))
{
- 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;
- Feld[jx][jy] = EL_EMPTY;
- }
+ KillPlayerUnlessExplosionProtected(x, y);
+ border_explosion = TRUE;
}
- }
- else if (!options.network && !setup.team_mode) /* && !tape.playing */
- {
- /* when in single player mode, eliminate all but the first active player */
-
- for (i = 0; i < MAX_PLAYERS; i++)
+ else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
- 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;
-
- player->active = FALSE;
- player->present = FALSE;
-
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
- }
- }
- }
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ border_explosion = TRUE;
}
- }
-
- /* when recording the game, store which players take part in the game */
- if (tape.recording)
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- tape.player_participates[i] = TRUE;
- }
-
- if (options.debug)
- {
- for (i = 0; i < MAX_PLAYERS; i++)
+ else if (border_element == EL_AMOEBA_TO_DIAMOND)
{
- struct PlayerInfo *player = &stored_player[i];
-
- 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);
+ AmoebeUmwandeln(x, y);
+ Store2[x][y] = 0;
+ border_explosion = TRUE;
}
- }
- 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 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;
}
- 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)
+ if (phase == last_phase)
{
- int start_x = 0, start_y = 0;
- int found_rating = 0;
- int found_element = EL_UNDEFINED;
- int player_nr = local_player->index_nr;
-
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- int element = Feld[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;
+ int element;
- 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 = ELEM_IS_PLAYER(content);
+ element = Feld[x][y] = Store[x][y];
+ Store[x][y] = Store2[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
- if (is_player && (found_rating < 3 || element < found_element))
- {
- start_x = x;
- start_y = y;
+ // 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);
- found_rating = 3;
- found_element = element;
- }
- }
- }
+ if (level.use_explosion_element[player_nr])
+ explosion_element = level.explosion_element[player_nr];
- 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 = ELEM_IS_PLAYER(content);
+ Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+ element_info[explosion_element].content.e[xx][yy]);
+ }
- if (is_player && (found_rating < 2 || element < found_element))
- {
- start_x = x + xx - 1;
- start_y = y + yy - 1;
+ // 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;
- found_rating = 2;
- found_element = element;
- }
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NONE;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
- if (!CAN_CHANGE(element))
- continue;
+ CustomValue[x][y] = 0;
- 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];
+ InitField_WithBug2(x, y, FALSE);
- is_player = ELEM_IS_PLAYER(content);
+ TEST_DrawLevelField(x, y);
- if (is_player && (found_rating < 1 || element < found_element))
- {
- start_x = x + xx - 1;
- start_y = y + yy - 1;
+ TestIfElementTouchesCustomElement(x, y);
- found_rating = 1;
- found_element = element;
- }
- }
- }
- }
+ if (GFX_CRUMBLED(element))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
- scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
- start_x > SBX_Right + MIDPOSX ? SBX_Right :
- start_x - MIDPOSX);
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+ StorePlayer[x][y] = 0;
- scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- start_y - MIDPOSY);
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
}
- else
+ else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- 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);
- }
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- if (!game.restart_level)
- CloseDoor(DOOR_CLOSE_1);
+ if (phase == delay)
+ TEST_DrawLevelFieldCrumbled(x, y);
- /* !!! FIX THIS (START) !!! */
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- {
- InitGameEngine_EM();
+ 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);
}
- else
- {
- DrawLevel();
- DrawAllPlayers();
-
- /* after drawing the level, correct some elements */
- if (game.timegate_time_left == 0)
- CloseAllOpenTimegates();
-
- if (setup.soft_scrolling)
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+}
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
- FadeToFront();
- }
- /* !!! FIX THIS (END) !!! */
+static 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 (!game.restart_level)
+ if (IS_ACTIVE_BOMB(dynabomb_element))
{
- /* 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);
+ player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
}
- DrawGameDoorValues();
+ Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
- if (!game.restart_level)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- 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();
-
- /* 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);
+ for (j = 1; j <= dynabomb_size; j++)
+ {
+ int x = ex + j * xy[i][0];
+ int y = ey + j * xy[i][1];
+ int element;
- OpenDoor(DOOR_OPEN_ALL);
+ if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+ break;
- PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+ element = Feld[x][y];
- if (setup.sound_music)
- PlayLevelMusic();
+ // do not restart explosions of fields with active bombs
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
- KeyboardAutoRepeatOffUnlessAutoplay();
+ Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
- if (options.debug)
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- printf("Player %d %sactive.\n",
- i + 1, (stored_player[i].active ? "" : "not "));
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !IS_DIGGABLE(element) && !dynabomb_xl)
+ break;
}
}
-
- game.restart_level = FALSE;
-}
-
-void UpdateEngineValues(int actual_scroll_x, int actual_scroll_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;
}
-void InitMovDir(int x, int y)
+void Bang(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 }
- };
+ int element = MovingOrBlocked2Element(x, y);
+ int explosion_type = EX_TYPE_NORMAL;
- switch(element)
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
{
- 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;
+ struct PlayerInfo *player = PLAYERINFO(x, y);
- 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;
+ element = Feld[x][y] = player->initial_element;
- 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 (level.use_explosion_element[player->index_nr])
+ {
+ int explosion_element = level.explosion_element[player->index_nr];
- 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;
+ 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;
+ }
+ }
- 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];
+ 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);
break;
- case EL_SP_SNIKSNAK:
- MovDir[x][y] = MV_UP;
+ 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;
- case EL_SP_ELECTRON:
- MovDir[x][y] = MV_LEFT;
+ case EL_DC_LANDMINE:
+ explosion_type = EX_TYPE_CENTER;
break;
- 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];
+ 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;
default:
- if (IS_CUSTOM_ELEMENT(element))
- {
- struct ElementInfo *ei = &element_info[element];
- int move_direction_initial = ei->move_direction_initial;
- int move_pattern = ei->move_pattern;
-
- if (move_direction_initial == MV_START_PREVIOUS)
- {
- if (MovDir[x][y] != MV_NONE)
- return;
-
- move_direction_initial = MV_START_AUTOMATIC;
- }
-
- 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)
- {
- /* use random direction as default start direction */
- if (game.engine_version >= VERSION_IDENT(3,1,0,0))
- MovDir[x][y] = 1 << RND(4);
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
-
- 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];
-
- break;
- }
- }
- }
- }
- else
- {
- MovDir[x][y] = 1 << RND(4);
-
- if (element != EL_BUG &&
- element != EL_SPACESHIP &&
- element != EL_BD_BUTTERFLY &&
- element != EL_BD_FIREFLY)
- break;
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
-
- 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;
- }
-
- GfxDir[x][y] = MovDir[x][y];
-}
-
-void InitAmoebaNr(int x, int y)
-{
- int i;
- int group_nr = AmoebeNachbarNr(x, y);
-
- if (group_nr == 0)
- {
- for (i = 1; i < MAX_NUM_AMOEBA; i++)
- {
- if (AmoebaCnt[i] == 0)
- {
- group_nr = i;
- break;
- }
- }
+ 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;
}
- AmoebaNr[x][y] = group_nr;
- AmoebaCnt[group_nr]++;
- AmoebaCnt2[group_nr]++;
+ if (explosion_type == EX_TYPE_DYNA)
+ DynaExplode(x, y);
+ else
+ Explode(x, y, EX_PHASE_START, explosion_type);
+
+ CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}
-void GameWon()
+static void SplashAcid(int x, int y)
{
- int hi_pos;
- boolean raise_level = 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))))
+ Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
- if (local_player->MovPos)
- return;
+ 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 (tape.auto_play) /* tape might already be stopped here */
- tape.auto_play_level_solved = TRUE;
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
+}
- local_player->LevelSolved = FALSE;
+static void InitBeltMovement(void)
+{
+ 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
+ };
- PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+ int x, y, i, j;
- if (TimeLeft)
+ // set frame order for belt animation graphic according to belt direction
+ for (i = 0; i < NUM_BELTS; i++)
{
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ int belt_nr = i;
- while (TimeLeft > 0)
+ for (j = 0; j < NUM_BELT_PARTS; j++)
{
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
+ int element = belt_base_active_element[belt_nr] + j;
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
- if (TimeLeft > 100 && TimeLeft % 10 == 0)
+ if (game.belt_dir[i] == MV_LEFT)
{
- TimeLeft -= 10;
- RaiseScore(level.score[SC_TIME_BONUS] * 10);
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
}
else
{
- TimeLeft--;
- RaiseScore(level.score[SC_TIME_BONUS]);
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
}
-
- DrawGameValue_Time(TimeLeft);
-
- BackToFront();
-
- if (!tape.playing)
- Delay(10);
}
-
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
}
- else if (level.time == 0) /* level without time limit */
+
+ SCAN_PLAYFIELD(x, y)
{
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ int element = Feld[x][y];
- while (TimePlayed < 999)
+ for (i = 0; i < NUM_BELTS; i++)
{
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
-
- if (TimePlayed < 900 && TimePlayed % 10 == 0)
- {
- TimePlayed += 10;
- RaiseScore(level.score[SC_TIME_BONUS] * 10);
- }
- else
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
{
- TimePlayed++;
- RaiseScore(level.score[SC_TIME_BONUS]);
- }
-
- DrawGameValue_Time(TimePlayed);
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
- BackToFront();
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
- if (!tape.playing)
- Delay(10);
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
}
-
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
}
+}
- /* close exit door after last player */
- if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
- (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
+static void ToggleBeltSwitch(int x, int y)
+{
+ static int belt_base_element[4] =
{
- int element = Feld[ExitX][ExitY];
-
- Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- EL_SP_EXIT_CLOSING);
-
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
- }
-
- /* player disappears */
- if (ExitX >= 0 && ExitY >= 0)
- DrawLevelField(ExitX, ExitY);
+ 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,
+ };
- BackToFront();
+ 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;
- if (tape.playing)
+ if (!IS_BELT_SWITCH(element))
return;
- CloseDoor(DOOR_CLOSE_1);
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ game.belt_dir[belt_nr] = belt_dir;
- if (tape.recording)
- {
- TapeStop();
- SaveTape(tape.level_nr); /* Ask to save tape */
- }
+ if (belt_dir_nr == 3)
+ belt_dir_nr = 1;
- if (level_nr == leveldir_current->handicap_level)
+ // set frame order for belt animation graphic according to belt direction
+ for (i = 0; i < NUM_BELT_PARTS; i++)
{
- leveldir_current->handicap_level++;
- SaveLevelSetup_SeriesInfo();
- }
-
- 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 */
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
- if ((hi_pos = NewHiScore()) >= 0)
- {
- game_status = GAME_MODE_SCORES;
- DrawHallOfFame(hi_pos);
- if (raise_level)
+ if (belt_dir == MV_LEFT)
{
- level_nr++;
- TapeErase();
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
}
- }
- else
- {
- game_status = GAME_MODE_MAIN;
- if (raise_level)
+ else
{
- level_nr++;
- TapeErase();
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
}
- DrawMainMenu();
}
- BackToFront();
-}
-
-int NewHiScore()
-{
- 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++)
+ SCAN_PLAYFIELD(xx, yy)
{
- if (local_player->score > highscore[k].Score)
+ int element = Feld[xx][yy];
+
+ if (IS_BELT_SWITCH(element))
{
- /* player has made it to the hall of fame */
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
- if (k < MAX_SCORE_ENTRIES - 1)
+ if (e_belt_nr == belt_nr)
{
- int m = MAX_SCORE_ENTRIES - 1;
+ Feld[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);
-#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
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
- for (l = m; l > k; l--)
- {
- strcpy(highscore[l].Name, highscore[l - 1].Name);
- highscore[l].Score = highscore[l - 1].Score;
- }
+ Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ TEST_DrawLevelField(xx, yy);
}
-
-#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;
}
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+ {
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
-#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 (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
}
-
- if (position >= 0)
- SaveScore(level_nr);
-
- return position;
}
-inline static int getElementMoveStepsize(int x, int y)
+static void ToggleSwitchgateSwitch(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;
+ int xx, yy;
- /* special values for move stepsize for spring and things on conveyor belt */
- if (horiz_move)
+ game.switchgate_pos = !game.switchgate_pos;
+
+ SCAN_PLAYFIELD(xx, yy)
{
-#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
- }
+ int element = Feld[xx][yy];
- return step;
-}
+ if (element == EL_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
-{
- if (player->GfxAction != action || player->GfxDir != dir)
- {
-#if 0
- printf("Player frame reset! (%d => %d, %d => %d)\n",
- player->GfxAction, action, player->GfxDir, dir);
-#endif
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
- player->GfxAction = action;
- player->GfxDir = dir;
- player->Frame = 0;
- player->StepFrame = 0;
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+ }
}
}
-static void ResetRandomAnimationValue(int x, int y)
+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);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
{
- GfxRandom[x][y] = INIT_GFX_RANDOM();
+ 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);
}
-static void ResetGfxAnimation(int x, int y)
+static void RedrawAllLightSwitchesAndInvisibleElements(void)
{
-#if 0
- int element, graphic;
-#endif
+ int x, y;
- GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MovDir[x][y];
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
-#if 0
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ if (element == EL_LIGHT_SWITCH &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[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)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- 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;
-#endif
-}
+ TEST_DrawLevelField(x, y);
-void InitMovingField(int x, int y, int direction)
-{
- int element = Feld[x][y];
-#if 0
- int graphic;
-#endif
- 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;
+ // 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)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- if (!WasJustMoving[x][y] || direction != MovDir[x][y])
- ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
- MovDir[x][y] = direction;
- GfxDir[x][y] = direction;
- GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
- ACTION_FALLING : ACTION_MOVING);
+ // re-crumble neighbour fields, if needed
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ }
+}
-#if 0
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+static void RedrawAllInvisibleElementsForLenses(void)
+{
+ int 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;
-#endif
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
- /* this is needed for CEs with property "can move" / "not moving" */
+ if (element == EL_EMC_DRIPPER &&
+ game.lenses_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.lenses_time_left == 0)
+ {
+ Feld[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)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
- {
- if (Feld[newx][newy] == EL_EMPTY)
- Feld[newx][newy] = EL_BLOCKED;
+ TEST_DrawLevelField(x, y);
- MovDir[newx][newy] = MovDir[x][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)
+ {
+ if (game.lenses_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
-#endif
+ TEST_DrawLevelField(x, y);
- GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxRandom[newx][newy] = GfxRandom[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
- GfxDir[newx][newy] = GfxDir[x][y];
+ // re-crumble neighbour fields, if needed
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
}
}
-void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
+static void RedrawAllInvisibleElementsForMagnifier(void)
{
- int direction = MovDir[x][y];
-#if 1
- int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
- int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
-#else
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
-#endif
+ int x, y;
- *goes_to_x = newx;
- *goes_to_y = newy;
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_FAKE_GRASS &&
+ game.magnify_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+ game.magnify_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY(element) &&
+ game.magnify_time_left > 0)
+ {
+ Feld[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)
+ {
+ Feld[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);
+ }
+ }
}
-void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
+static void ToggleLightSwitch(int x, int y)
{
- int oldx = x, oldy = y;
- int direction = MovDir[x][y];
+ int element = Feld[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--;
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH ?
+ level.time_light * FRAMES_PER_SECOND : 0);
- *comes_from_x = oldx;
- *comes_from_y = oldy;
+ RedrawAllLightSwitchesAndInvisibleElements();
}
-int MovingOrBlocked2Element(int x, int y)
+static void ActivateTimegateSwitch(int x, int y)
{
- int element = Feld[x][y];
+ int xx, yy;
- if (element == EL_BLOCKED)
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ SCAN_PLAYFIELD(xx, yy)
{
- int oldx, oldy;
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+ TEST_DrawLevelField(xx, yy);
+ }
+ */
- Blocked2Moving(x, y, &oldx, &oldy);
- return Feld[oldx][oldy];
}
- else
- return element;
+
+ Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+ EL_DC_TIMEGATE_SWITCH_ACTIVE);
}
-static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
+static void Impact(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 */
+ boolean last_line = (y == lev_fieldy - 1);
+ boolean object_hit = FALSE;
+ boolean impact = (last_line || object_hit);
int element = Feld[x][y];
+ int smashed = EL_STEELWALL;
- if (IS_MOVING(x, y))
+ if (!last_line) // check if element below was hit
{
- if (element == EL_BLOCKED)
- {
- int oldx, oldy;
+ if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+ return;
- Blocked2Moving(x, y, &oldx, &oldy);
- return Feld[oldx][oldy];
- }
- else
- return EL_BLOCKED;
- }
- else
- return element;
-}
+ object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+ MovDir[x][y + 1] != MV_DOWN ||
+ MovPos[x][y + 1] <= TILEY / 2));
-static void RemoveField(int x, int y)
-{
- Feld[x][y] = EL_EMPTY;
+ // 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;
- MovPos[x][y] = 0;
- MovDir[x][y] = 0;
- MovDelay[x][y] = 0;
+#if USE_QUICKSAND_IMPACT_BUGFIX
+ if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 2] = EL_ROCK;
+ TEST_DrawLevelField(x, y + 2);
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[x][y] = 0;
-#endif
+ object_hit = TRUE;
+ }
- AmoebaNr[x][y] = 0;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
- Pushed[x][y] = FALSE;
+ if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[x][y + 2] = EL_ROCK;
+ TEST_DrawLevelField(x, y + 2);
-#if 0
- ExplodeField[x][y] = EX_TYPE_NONE;
+ object_hit = TRUE;
+ }
#endif
- GfxElement[x][y] = EL_UNDEFINED;
- GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NONE;
-}
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x, y + 1);
-void RemoveMovingField(int x, int y)
-{
- int oldx = x, oldy = y, newx = x, newy = y;
- int element = Feld[x][y];
- int next_element = EL_UNDEFINED;
+ impact = (last_line || object_hit);
+ }
- if (element != EL_BLOCKED && !IS_MOVING(x, y))
+ if (!last_line && smashed == EL_ACID) // element falls into acid
+ {
+ SplashAcid(x, y + 1);
return;
+ }
- if (IS_MOVING(x, y))
+ // !!! 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))
{
- Moving2Blocked(x, y, &newx, &newy);
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
- 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 */
+ 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);
- RemoveField(oldx, oldy);
+ 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);
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+ return;
+ }
- DrawLevelField(oldx, oldy);
+ 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
+ {
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
- return;
+ ResetRandomAnimationValue(x, y);
}
+ return;
}
- else if (element == EL_BLOCKED)
+
+ if (object_hit) // check which object was hit
{
- Blocked2Moving(x, y, &oldx, &oldy);
- if (!IS_MOVING(oldx, oldy))
+ 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, 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);
+
+ // activate magic wall / mill
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
+ }
+
+ game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+ game.magic_wall_active = TRUE;
+
+ 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 + 1))
+ {
+ if (CAN_SMASH_PLAYER(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)
+ {
+ Feld[x][y + 1] = EL_NUT_BREAKING;
+ PlayLevelSound(x, y, SND_NUT_BREAKING);
+ RaiseScoreElement(EL_NUT);
+ return;
+ }
+ else if (smashed == EL_PEARL)
+ {
+ ResetGfxAnimation(x, y);
- 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]);
+ Feld[x][y + 1] = EL_PEARL_BREAKING;
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (smashed == EL_DIAMOND)
+ {
+ Feld[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);
- RemoveField(oldx, oldy);
- RemoveField(newx, newy);
+ 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);
+ }
+ }
+ }
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+ // play sound of magic wall / mill
+ if (!last_line &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_DC_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);
+ else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
- if (next_element != EL_UNDEFINED)
- Feld[oldx][oldy] = next_element;
+ return;
+ }
- DrawLevelField(oldx, oldy);
- DrawLevelField(newx, newy);
+ // play sound of object that hits the ground
+ if (last_line || object_hit)
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
-void DrawDynamite(int x, int y)
+static void TurnRoundExt(int x, int y)
{
- int sx = SCREENX(x), sy = SCREENY(y);
- int graphic = el2img(Feld[x][y]);
- int frame;
+ 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 }
+ };
- if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
- return;
+ int element = Feld[x][y];
+ int move_pattern = element_info[element].move_pattern;
- if (IS_WALKABLE_INSIDE(Back[x][y]))
- return;
+ 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 (Back[x][y])
- DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
- else if (Store[x][y])
- DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+ 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;
- frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ 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 (Back[x][y] || Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic, frame);
- else
- DrawGraphic(sx, sy, graphic, frame);
-}
+ int xx, yy;
-void CheckDynamite(int x, int y)
-{
- if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
{
- MovDelay[x][y]--;
+ TestIfBadThingTouchesOtherBadThing(x, y);
- if (MovDelay[x][y] != 0)
- {
- DrawDynamite(x, y);
- PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+ 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;
- return;
- }
+ 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);
- StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+ 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;
- Bang(x, y);
-}
+ 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);
-void DrawRelocatePlayer(struct PlayerInfo *player)
-{
- 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 jx = player->jx;
- int jy = player->jy;
+ 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;
- if (level.instant_relocation)
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_YAMYAM)
{
- int offset = (setup.scroll_delay ? 3 : 0);
-
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
- {
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ 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);
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
- }
+ 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
- {
- 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);
+ MovDir[x][y] = back_dir;
+
+ 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 ((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);
+ 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;
- /* 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);
+ 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);
- /* 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 (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;
- RedrawPlayfield(TRUE, 0,0,0,0);
+ MovDelay[x][y] = 6 + RND(40);
}
- else
+ else if (element == EL_PIG)
{
- int scroll_xx = -999, scroll_yy = -999;
+ 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);
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ 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)));
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ if (should_turn_left || should_turn_right || should_move_on)
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
+ 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;
- scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ xx = x + move_xy[MovDir[x][y]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
- scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ if (!IN_LEV_FIELD(xx, yy) ||
+ (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
+ MovDir[x][y] = old_move_dir;
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+ 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);
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
+ 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;
- scroll_x -= dx;
- scroll_y -= dy;
+ xx = x + move_xy[MovDir[x][y]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ 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])));
- /* 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);
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+ IS_AMOEBOID(Feld[right_x][right_y])));
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ 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;
}
- DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
}
-}
-
-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 = Feld[old_jx][old_jy];
- int element = Feld[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->GameOver) /* do not reanimate dead player */
- return;
-
- if (!player_relocated) /* no need to relocate the player */
- return;
-
- if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ else if (element == EL_BALLOON)
{
- RemoveField(jx, jy); /* temporarily remove newly placed player */
- DrawLevelField(jx, jy);
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = 0;
}
-
- if (player->present)
+ else if (element == EL_SPRING)
{
- while (player->MovPos)
+ if (MovDir[x][y] & MV_HORIZONTAL)
{
- ScrollPlayer(player, SCROLL_GO_ON);
- ScrollScreen(NULL, SCROLL_GO_ON);
-
- AdvanceFrameAndPlayerCounters(player->index_nr);
-
- DrawPlayer(player);
+ if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+ !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ {
+ Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+ ResetGfxAnimation(move_x, move_y);
+ TEST_DrawLevelField(move_x, move_y);
- BackToFront();
- Delay(wait_delay_value);
+ 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;
}
- DrawPlayer(player); /* needed here only to cleanup last field */
- DrawLevelField(player->jx, player->jy); /* remove player graphic */
-
- player->is_moving = FALSE;
+ MovDelay[x][y] = 0;
}
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN ||
+ element == EL_EMC_ANDROID)
+ {
+ int attr_x = -1, attr_y = -1;
- 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 (game.all_players_gone)
+ {
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
+ }
+ else
+ {
+ int i;
- Feld[jx][jy] = el_player;
- InitPlayerField(jx, jy, el_player, TRUE);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
- if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
- {
- Feld[jx][jy] = element;
- InitField(jx, jy, FALSE);
- }
+ if (!player->active)
+ continue;
- if (player == local_player) /* only visually relocate local player */
- DrawRelocatePlayer(player);
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
- TestIfPlayerTouchesBadThing(jx, jy);
- TestIfPlayerTouchesCustomElement(jx, jy);
+ if (element == EL_ROBOT &&
+ game.robot_wheel_x >= 0 &&
+ game.robot_wheel_y >= 0 &&
+ (Feld[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 (IS_CUSTOM_ELEMENT(element))
- CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
+ if (element == EL_PENGUIN)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
- player->index_bit, enter_side);
-}
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int ex = x + xy[i][0];
+ int ey = y + xy[i][1];
-void Explode(int ex, int ey, int phase, int mode)
-{
- int x, y;
- int last_phase;
- int border_element;
+ if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
+ Feld[ex][ey] == EL_EM_EXIT_OPEN ||
+ Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
+ Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
- /* !!! eliminate this variable !!! */
- int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ 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 (game.explosions_delayed)
- {
- ExplodeField[ex][ey] = mode;
- return;
- }
+ if (element == EL_ROBOT)
+ {
+ int newx, newy;
- if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
- {
- int center_element = Feld[ex][ey];
- int artwork_element, explosion_element; /* set these values later */
+ 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
- /* --- 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 (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
- /* !!! at this place, the center element may be EL_BLOCKED !!! */
- if (mode == EX_TYPE_NORMAL ||
- mode == EX_TYPE_CENTER ||
- mode == EX_TYPE_CROSS)
- PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
+ MovDelay[x][y] = 1;
- /* remove things displayed in background while burning dynamite */
- if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
- Back[ex][ey] = 0;
+ 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_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
- {
- /* put moving element to center field (and let it explode there) */
- center_element = MovingOrBlocked2Element(ex, ey);
- RemoveMovingField(ex, ey);
- Feld[ex][ey] = center_element;
- }
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- /* 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 */
+ if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- if (IS_PLAYER(ex, ey))
- {
- int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- artwork_element = stored_player[player_nr].artwork_element;
+ if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- if (level.use_explosion_element[player_nr])
- {
- explosion_element = level.explosion_element[player_nr];
- artwork_element = explosion_element;
+ MovDir[x][y] = old_move_dir;
+ return;
}
}
+ else if (element == EL_SATELLITE)
+ {
+ int newx, newy;
-#if 1
- if (mode == EX_TYPE_NORMAL ||
- mode == EX_TYPE_CENTER ||
- mode == EX_TYPE_CROSS)
- PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
+ MovDelay[x][y] = 1;
-#if 1
- last_phase = element_info[explosion_element].explosion_delay + 1;
-#else
- last_phase = element_info[center_element].explosion_delay + 1;
-#endif
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
- 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;
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- 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 (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+ return;
- element = Feld[x][y];
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
- {
- element = MovingOrBlocked2Element(x, y);
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+ return;
- if (!IS_EXPLOSION_PROOF(element))
- RemoveMovingField(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;
- /* 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;
-
- /* 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
+ // check if there is any free field around current position
+ for (i = 0; i < 8; i++)
{
- if (IS_ACTIVE_BOMB(element))
- {
- /* re-activate things under the bomb like gate or penguin */
- Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
- Back[x][y] = 0;
- }
+ int newx = x + check_xy[i].dx;
+ int newy = y + check_xy[i].dy;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ can_clone = TRUE;
- continue;
+ break;
+ }
}
- /* 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;
+ if (can_clone) // randomly find an element to clone
+ {
+ can_clone = FALSE;
- /* ignite explodable elements reached by other explosion */
- if (element == EL_EXPLOSION)
- element = Store2[x][y];
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +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]]--;
- }
+ 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;
- RemoveField(x, y);
+ 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;
- if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
- {
-#if 1
- int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+ Store[x][y] = Feld[newx][newy];
+
+ can_clone = TRUE;
- Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
-#else
- 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;
+ }
}
-#endif
-
- if (PLAYERINFO(ex, ey)->use_murphy)
- Store[x][y] = EL_EMPTY;
}
-#if 1
- /* !!! check this case -- currently needed for rnd_rado_negundo_v,
- !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
- else if (ELEM_IS_PLAYER(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
- /* 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
- else if (!CAN_EXPLODE(element))
- Store[x][y] = element_info[element].content.e[1][1];
-#endif
- else
- Store[x][y] = EL_EMPTY;
-#else
- 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].e[xx][yy];
- else if (IS_CUSTOM_ELEMENT(center_element) &&
- element_info[center_element].content.e[xx][yy] != EL_EMPTY)
- Store[x][y] = element_info[center_element].content.e[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.e[1][1];
- else
- Store[x][y] = EL_EMPTY;
-#endif
-
- if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
- center_element == EL_AMOEBA_TO_DIAMOND)
- Store2[x][y] = element;
-
- Feld[x][y] = EL_EXPLOSION;
- GfxElement[x][y] = artwork_element;
- ExplodePhase[x][y] = 1;
- ExplodeDelay[x][y] = last_phase;
+ if (can_clone) // randomly find a direction to move
+ {
+ can_clone = FALSE;
- Stop[x][y] = TRUE;
- }
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
- if (center_element == EL_YAMYAM)
- game.yamyam_content_nr =
- (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+ 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;
- return;
- }
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_clone_time * 8 + 1;
- if (Stop[ex][ey])
- return;
+ can_clone = TRUE;
- x = ex;
- y = ey;
+ break;
+ }
+ }
+ }
- if (phase == 1)
- GfxFrame[x][y] = 0; /* restart explosion animation */
+ if (can_clone) // cloning and moving successful
+ return;
- last_phase = ExplodeDelay[x][y];
+ // cannot clone -- try to move towards player
- ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+ start_pos = check_pos[MovDir[x][y] & 0x0f];
+ check_order = (RND(2) ? -1 : +1);
-#ifdef DEBUG
+ for (i = 0; i < 3; 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;
- /* activate this even in non-DEBUG version until cause for crash in
- getGraphicAnimationFrame() (see below) is found and eliminated */
+ if (IS_PLAYER(newx, newy))
+ break;
-#endif
-#if 1
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_move_time * 8 + 1;
- if (GfxElement[x][y] == EL_UNDEFINED)
+ break;
+ }
+ }
+ }
+ }
+ 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)
{
- 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");
+ 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);
- GfxElement[x][y] = EL_EMPTY;
- }
-#endif
+ if (element_info[element].move_stepsize == 0) // "not moving"
+ return;
- border_element = Store2[x][y];
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
- border_element = StorePlayer[x][y];
+ 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 (phase == element_info[border_element].ignition_delay ||
- phase == last_phase)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_HORIZONTAL ||
+ move_pattern == MV_VERTICAL)
{
- boolean border_explosion = FALSE;
-
- 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))
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- border_explosion = TRUE;
- }
- else if (border_element == EL_AMOEBA_TO_DIAMOND)
- {
- AmoebeUmwandeln(x, y);
- Store2[x][y] = 0;
- border_explosion = TRUE;
- }
+ 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);
- /* 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;
+ 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)
+ {
+ 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 (phase == last_phase)
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_ALONG_RIGHT_SIDE)
{
- int element;
+ 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;
- element = Feld[x][y] = Store[x][y];
- Store[x][y] = Store2[x][y] = 0;
- GfxElement[x][y] = EL_UNDEFINED;
+ 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);
- /* player can escape from explosions and might therefore be still alive */
- if (element >= EL_PLAYER_IS_EXPLODING_1 &&
- element <= EL_PLAYER_IS_EXPLODING_4)
+ if (game.all_players_gone)
{
- 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);
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
+ }
+ else
+ {
+ int i;
- if (level.use_explosion_element[player_nr])
- explosion_element = level.explosion_element[player_nr];
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
- Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
- element_info[explosion_element].content.e[xx][yy]);
- }
+ if (!player->active)
+ continue;
- /* 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_NONE;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
+ 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);
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[x][y] = 0;
-#endif
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- InitField_WithBug2(x, y, FALSE);
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
- DrawLevelField(x, y);
+ if (element_info[element].move_stepsize == 0) // "not moving"
+ {
+ first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+ MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- TestIfElementTouchesCustomElement(x, y);
+ return;
+ }
- if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
- StorePlayer[x][y] = 0;
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- if (ELEM_IS_PLAYER(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]);
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ return;
- 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]);
+ MovDir[x][y] = old_move_dir;
}
- else if (!IS_WALKABLE_INSIDE(Back[x][y]))
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
-}
-
-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] =
+ else if (move_pattern == MV_WHEN_PUSHED ||
+ move_pattern == MV_WHEN_DROPPED)
{
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = MV_NONE;
- 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++;
+ MovDelay[x][y] = 0;
}
-
- Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
- for (j = 1; j <= dynabomb_size; j++)
+ static int test_xy[7][2] =
{
- int x = ex + j * xy[i][0];
- int y = ey + j * xy[i][1];
- int element;
-
- if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
- break;
+ { 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;
- element = Feld[x][y];
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int move_dir = test_dir[start_test + i];
+ int move_dir_preference;
- /* do not restart explosions of fields with active bombs */
- if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
- continue;
+ xx = x + test_xy[start_test + i][0];
+ yy = y + test_xy[start_test + i][1];
- Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
+ if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+ (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+ {
+ new_move_dir = move_dir;
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- !IS_DIGGABLE(element) && !dynabomb_xl)
break;
- }
- }
-}
-
-void Bang(int x, int y)
-{
- int element = MovingOrBlocked2Element(x, y);
- int explosion_type = EX_TYPE_NORMAL;
-
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
- {
- struct PlayerInfo *player = PLAYERINFO(x, y);
+ }
- element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
- player->element_nr);
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+ continue;
- if (level.use_explosion_element[player->index_nr])
- {
- int explosion_element = level.explosion_element[player->index_nr];
+ move_dir_preference = -1 * RunnerVisit[xx][yy];
+ if (hunter_mode && PlayerVisit[xx][yy] > 0)
+ move_dir_preference = PlayerVisit[xx][yy];
- 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 (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;
+ }
+ else if (move_dir_preference == move_preference &&
+ move_dir == old_move_dir)
+ {
+ // prefer last direction when all directions are preferred equally
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
}
+
+ MovDir[x][y] = new_move_dir;
+ if (old_move_dir != new_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
+}
- 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);
- break;
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
- 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;
+ TurnRoundExt(x, y);
- 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;
+ GfxDir[x][y] = MovDir[x][y];
- 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 (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
- if (explosion_type == EX_TYPE_DYNA)
- DynaExplode(x, y);
- else
- Explode(x, y, EX_PHASE_START, explosion_type);
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
- CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
+ ResetGfxFrame(x, y);
}
-void SplashAcid(int x, int y)
+static boolean JustBeingPushed(int x, int y)
{
- 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;
+ int i;
- 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;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- PlayLevelSound(x, y, SND_ACID_SPLASHING);
+ if (player->active && player->is_pushing && player->MovPos)
+ {
+ int next_jx = player->jx + (player->jx - player->last_jx);
+ int next_jy = player->jy + (player->jy - player->last_jy);
+
+ if (x == next_jx && y == next_jy)
+ return TRUE;
+ }
+ }
+
+ return FALSE;
}
-static void InitBeltMovement()
+static void StartMoving(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
- };
+ boolean started_moving = FALSE; // some elements can fall _and_ move
+ int element = Feld[x][y];
- int x, y, i, j;
+ if (Stop[x][y])
+ return;
- /* set frame order for belt animation graphic according to belt direction */
- for (i = 0; i < NUM_BELTS; i++)
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+ if (CAN_FALL(element) && y < lev_fieldy - 1)
{
- int belt_nr = i;
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
+ if (JustBeingPushed(x, y))
+ return;
- for (j = 0; j < NUM_BELT_PARTS; j++)
+ if (element == EL_QUICKSAND_FULL)
{
- int element = belt_base_active_element[belt_nr] + j;
- int graphic = el2img(element);
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (game.belt_dir[i] == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
- else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ Feld[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
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[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 (element == EL_QUICKSAND_FAST_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
-#if 1
- SCAN_PLAYFIELD(x, y)
+ Feld[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
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ Store[x][y] = EL_ROCK;
#endif
- {
- int element = Feld[x][y];
- for (i = 0; i < NUM_BELTS; i++)
- {
- if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
{
- int e_belt_nr = getBeltNrFromBeltElement(element);
- int belt_nr = i;
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
- if (e_belt_nr == belt_nr)
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
{
- int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
- Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
}
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[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 (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
-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] =
- {
- MV_LEFT,
- MV_NONE,
- MV_RIGHT,
- MV_NONE,
- };
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
- 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;
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
- if (!IS_BELT_SWITCH(element))
- return;
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
- game.belt_dir_nr[belt_nr] = belt_dir_nr;
- game.belt_dir[belt_nr] = belt_dir;
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
- if (belt_dir_nr == 3)
- belt_dir_nr = 1;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- /* 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 = el2img(element);
+ Feld[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
- if (belt_dir == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
- else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
- }
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
-#if 1
- SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
- {
- int element = Feld[xx][yy];
+ Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+ Store[x][y] = element;
- if (IS_BELT_SWITCH(element))
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (element == EL_MAGIC_WALL_FULL)
{
- int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (e_belt_nr == belt_nr)
+ 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)
{
- Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawLevelField(xx, yy);
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ 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 (IS_BELT(element) && belt_dir != MV_NONE)
+ else if (element == EL_BD_MAGIC_WALL_FULL)
{
- int e_belt_nr = getBeltNrFromBeltElement(element);
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- if (e_belt_nr == belt_nr)
+ Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED_BD(Store[x][y]);
+ }
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
- int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
- Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+ Store[x][y] = 0;
}
}
- else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+ else if (element == EL_DC_MAGIC_WALL_FULL)
{
- int e_belt_nr = getBeltNrFromBeltActiveElement(element);
-
- if (e_belt_nr == belt_nr)
+ if (IS_FREE(x, y + 1))
{
- int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED_DC(Store[x][y]);
}
- }
- }
-}
-
-static void ToggleSwitchgateSwitch(int x, int y)
-{
- int xx, yy;
-
- game.switchgate_pos = !game.switchgate_pos;
+ else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
-#if 1
- SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
- {
- int element = Feld[xx][yy];
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
- if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
+ Store[x][y] = 0;
+ }
}
- else if (element == EL_SWITCHGATE_OPEN ||
- element == EL_SWITCHGATE_OPENING)
- {
- Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+ else if ((CAN_PASS_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
- PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
- }
- else if (element == EL_SWITCHGATE_CLOSED ||
- element == EL_SWITCHGATE_CLOSING)
{
- Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
- PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+ Feld[x][y] =
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ Feld[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) && Feld[x][y + 1] == EL_ACID)
+ {
+ SplashAcid(x, y + 1);
-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);
-}
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = 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);
-}
+ Store[x][y] = EL_ACID;
+ }
+ 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] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
- int x, y;
+ (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[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... :-/ ) */
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- int element = Feld[x][y];
+ CheckCollision[x][y] = 0;
+ CheckImpact[x][y] = 0;
- 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_EMC_DRIPPER &&
- game.light_time_left > 0)
- {
- Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ Impact(x, y);
}
- else if (element == EL_EMC_DRIPPER_ACTIVE &&
- game.light_time_left == 0)
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
{
- Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ if (MovDir[x][y] == MV_NONE)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
}
- else if (element == EL_INVISIBLE_STEELWALL ||
- element == EL_INVISIBLE_WALL ||
- element == EL_INVISIBLE_SAND)
+ else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
- if (game.light_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
-
- DrawLevelField(x, y);
+ if (WasJustFalling[x][y]) // prevent animation from being restarted
+ MovDir[x][y] = MV_DOWN;
- /* uncrumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
}
- else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
- element == EL_INVISIBLE_WALL_ACTIVE ||
- element == EL_INVISIBLE_SAND_ACTIVE)
+ else if (element == EL_AMOEBA_DROP)
{
- if (game.light_time_left == 0)
- Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
-
- DrawLevelField(x, y);
-
- /* re-crumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
}
- }
-}
+ 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)
+ {
+ 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);
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
-static void RedrawAllInvisibleElementsForLenses()
-{
- int x, y;
+ 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 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- int element = Feld[x][y];
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = FALSE;
+ }
- if (element == EL_EMC_DRIPPER &&
- game.lenses_time_left > 0)
- {
- Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
- }
- else if (element == EL_EMC_DRIPPER_ACTIVE &&
- game.lenses_time_left == 0)
- {
- Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
- }
- else if (element == EL_INVISIBLE_STEELWALL ||
- element == EL_INVISIBLE_WALL ||
- element == EL_INVISIBLE_SAND)
- {
- if (game.lenses_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ 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));
- DrawLevelField(x, y);
+ can_fall_both = FALSE;
+ }
- /* uncrumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ 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 (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
- element == EL_INVISIBLE_WALL_ACTIVE ||
- element == EL_INVISIBLE_SAND_ACTIVE)
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
{
- if (game.lenses_time_left == 0)
- Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
-
- DrawLevelField(x, y);
+ 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];
- /* re-crumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- }
-}
+ 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);
-static void RedrawAllInvisibleElementsForMagnifier()
-{
- int x, y;
+ InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- int element = Feld[x][y];
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][y] = TRUE;
- if (element == EL_EMC_FAKE_GRASS &&
- game.magnify_time_left > 0)
- {
- Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
- DrawLevelField(x, y);
- }
- else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
- game.magnify_time_left == 0)
- {
- Feld[x][y] = EL_EMC_FAKE_GRASS;
- DrawLevelField(x, y);
- }
- else if (IS_GATE_GRAY(element) &&
- game.magnify_time_left > 0)
- {
- Feld[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 :
- element);
- DrawLevelField(x, y);
- }
- else if (IS_GATE_GRAY_ACTIVE(element) &&
- game.magnify_time_left == 0)
- {
- Feld[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 :
- element);
- DrawLevelField(x, y);
+ GfxAction[x][y] = ACTION_DEFAULT;
+ }
+ else
+ {
+ MovDir[x][y] = 0; // if element was moving, stop it
+ }
}
}
-}
-
-static void ToggleLightSwitch(int x, int y)
-{
- int element = Feld[x][y];
- game.light_time_left =
- (element == EL_LIGHT_SWITCH ?
- level.time_light * FRAMES_PER_SECOND : 0);
+ // 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;
- RedrawAllLightSwitchesAndInvisibleElements();
-}
+ Moving2Blocked(x, y, &newx, &newy);
-static void ActivateTimegateSwitch(int x, int y)
-{
- int xx, yy;
+ if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+ return;
- game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ WasJustMoving[x][y] = 0;
+ CheckCollision[x][y] = 0;
-#if 1
- SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
- {
- int element = Feld[xx][yy];
+ TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
- if (element == EL_TIMEGATE_CLOSED ||
- element == EL_TIMEGATE_CLOSING)
- {
- Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+ if (Feld[x][y] != element) // element has changed
+ return;
}
- /*
- else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ if (!MovDelay[x][y]) // start new movement phase
{
- Feld[xx][yy] = EL_TIMEGATE_SWITCH;
- DrawLevelField(xx, yy);
- }
- */
-
- }
+ // all objects that can change their move direction after each step
+ // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
- Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
-}
+ 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);
-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 = Feld[x][y];
- int smashed = EL_STEELWALL;
+ 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 (!last_line) /* check if element below was hit */
- {
- if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
- return;
+ if (MovDelay[x][y]) // wait some time before next movement
+ {
+ MovDelay[x][y]--;
- 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 (element == EL_ROBOT ||
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
+ {
+ 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 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]);
- /* 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;
+ GfxAction[x][y] = ACTION_ATTACKING;
-#if USE_QUICKSAND_IMPACT_BUGFIX
- if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
- {
- RemoveMovingField(x, y + 1);
- Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
- Feld[x][y + 2] = EL_ROCK;
- DrawLevelField(x, y + 2);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
- object_hit = TRUE;
- }
-#endif
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
- if (object_hit)
- smashed = MovingOrBlocked2Element(x, y + 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);
- impact = (last_line || object_hit);
- }
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+ break;
- if (!last_line && smashed == EL_ACID) /* element falls into acid */
- {
- SplashAcid(x, y + 1);
- return;
- }
+ if (MovDelay[x][y])
+ {
+ int flamed = MovingOrBlocked2Element(xx, yy);
- /* !!! 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))
- {
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
- }
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+ Bang(xx, yy);
+ else
+ RemoveMovingField(xx, yy);
- if (impact && CAN_EXPLODE_IMPACT(element))
- {
- Bang(x, y);
- return;
- }
- else if (impact && element == EL_PEARL)
- {
- ResetGfxAnimation(x, y);
+ ChangeDelay[xx][yy] = 0;
- 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);
+ Feld[xx][yy] = EL_FLAMES;
- return;
- }
+ if (IN_SCR_FIELD(sx, sy))
+ {
+ TEST_DrawLevelFieldCrumbled(xx, yy);
+ DrawGraphic(sx, sy, flame_graphic, frame);
+ }
+ }
+ else
+ {
+ if (Feld[xx][yy] == EL_FLAMES)
+ Feld[xx][yy] = EL_EMPTY;
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+ }
- 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
- {
- Feld[x][y] = EL_AMOEBA_GROWING;
- Store[x][y] = EL_AMOEBA_WET;
+ if (MovDelay[x][y]) // element still has to wait some time
+ {
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
- ResetRandomAnimationValue(x, y);
+ return;
+ }
}
- 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);
+ // now make next step
- /* activate magic wall / mill */
-#if 1
- SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
- if (Feld[xx][yy] == smashed)
- Feld[xx][yy] = activated_magic_wall;
+ Moving2Blocked(x, y, &newx, &newy); // get next screen position
- game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
- game.magic_wall_active = TRUE;
+ if (DONT_COLLIDE_WITH(element) &&
+ IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+ !PLAYER_ENEMY_PROTECTED(newx, newy))
+ {
+ TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
- PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
- SND_MAGIC_WALL_ACTIVATING :
- SND_BD_MAGIC_WALL_ACTIVATING));
+ return;
}
- if (IS_PLAYER(x, y + 1))
+ else if (CAN_MOVE_INTO_ACID(element) &&
+ IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+ !IS_MV_DIAGONAL(MovDir[x][y]) &&
+ (MovDir[x][y] == MV_DOWN ||
+ game.engine_version >= VERSION_IDENT(3,1,0,0)))
{
- if (CAN_SMASH_PLAYER(element))
- {
- KillPlayerUnlessEnemyProtected(x, y + 1);
- return;
- }
+ SplashAcid(newx, newy);
+ Store[x][y] = EL_ACID;
}
- else if (smashed == EL_PENGUIN)
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
- if (CAN_SMASH_PLAYER(element))
+ if (Feld[newx][newy] == EL_EXIT_OPEN ||
+ Feld[newx][newy] == EL_EM_EXIT_OPEN ||
+ Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
+ Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
{
- Bang(x, y + 1);
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+
+ PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
+ if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+
+ game.friends_still_needed--;
+ if (!game.friends_still_needed &&
+ !game.GameOver &&
+ game.all_players_gone)
+ LevelSolved();
+
return;
}
- }
- else if (element == EL_BD_DIAMOND)
- {
- if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
- Bang(x, y + 1);
- return;
+ 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 (((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))
+ else if (!IS_FREE(newx, newy))
{
- Bang(x, y + 1);
+ GfxAction[x][y] = ACTION_WAITING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
+
return;
}
- else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+ }
+ else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+ {
+ if (IS_FOOD_PIG(Feld[newx][newy]))
{
- 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)
- {
- ResetGfxAnimation(x, y);
-
- Feld[x][y + 1] = EL_PEARL_BREAKING;
- PlayLevelSound(x, y, SND_PEARL_BREAKING);
- return;
- }
- else if (smashed == EL_DIAMOND)
- {
- Feld[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)
- {
- ToggleSwitchgateSwitch(x, y + 1);
- }
- else if (smashed == EL_LIGHT_SWITCH ||
- smashed == EL_LIGHT_SWITCH_ACTIVE)
- {
- ToggleLightSwitch(x, y + 1);
- }
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
else
{
-#if 0
- TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
-
- 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);
+ Feld[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
}
+
+ PlayLevelSound(x, y, SND_PIG_DIGGING);
}
- else
+ else if (!IS_FREE(newx, newy))
{
- CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
+
+ return;
}
}
- }
-
- /* play sound of magic wall / mill */
- if (!last_line &&
- (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);
-
- return;
- }
-
- /* play sound of object that hits the ground */
- if (last_line || object_hit)
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-}
-
-inline 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 }
- };
-
- int element = Feld[x][y];
- int move_pattern = element_info[element].move_pattern;
-
- 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;
-
- 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;
-
- 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;
+ else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+ {
+ if (Store[x][y] != EL_EMPTY)
+ {
+ boolean can_clone = FALSE;
+ int xx, yy;
- int xx, yy;
+ // 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) && Feld[xx][yy] == Store[x][y])
+ {
+ can_clone = TRUE;
- if (element == EL_BUG || element == EL_BD_BUTTERFLY)
- {
- TestIfBadThingTouchesOtherBadThing(x, y);
+ break;
+ }
+ }
- 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;
+ // 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 (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);
+ 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;
- 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;
+ // android is moving diagonally
- 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);
+ CreateField(x, y, EL_DIAGONAL_SHRINKING);
- 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;
+ 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;
- 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);
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+ GfxDir[x][y]);
- 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;
+ DrawLevelGraphicAnimation(x, y, graphic);
+ PlayLevelSoundAction(x, y, ACTION_SHRINKING);
- 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 (Feld[newx][newy] == EL_ACID)
+ {
+ SplashAcid(newx, newy);
- 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_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);
+ CreateField(newx, newy, EL_DIAGONAL_GROWING);
- 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;
+ 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;
- 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);
+ graphic = el_act_dir2img(GfxElement[newx][newy],
+ GfxAction[newx][newy], GfxDir[newx][newy]);
- 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)));
+ DrawLevelGraphicAnimation(newx, newy, graphic);
+ PlayLevelSoundAction(newx, newy, ACTION_GROWING);
- 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;
+ return;
+ }
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
- xx = x + move_xy[MovDir[x][y]].dx;
- yy = y + move_xy[MovDir[x][y]].dy;
+ 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;
- if (!IN_LEV_FIELD(xx, yy) ||
- (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
- MovDir[x][y] = old_move_dir;
+ 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] = 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);
+ 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 (can_move_on && rnd > rnd_value / 8)
- MovDir[x][y] = old_move_dir;
- else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value / 8)
- MovDir[x][y] = left_dir;
- else if (can_turn_right && rnd > rnd_value / 8)
- MovDir[x][y] = right_dir;
- else
- MovDir[x][y] = back_dir;
+ if ((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;
- xx = x + move_xy[MovDir[x][y]].dx;
- yy = y + move_xy[MovDir[x][y]].dy;
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ TEST_DrawLevelField(x, y);
- if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
- MovDir[x][y] = old_move_dir;
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
- 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])));
+ MovDelay[x][y] = 50;
- boolean can_turn_right =
- (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
- IS_AMOEBOID(Feld[right_x][right_y])));
+ Feld[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+ Feld[newx1][newy1] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+ Feld[newx2][newy2] = EL_FLAMES;
- 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;
+ return;
+ }
+ }
}
-
- if (MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 9;
- }
- else if (element == EL_BALLOON)
- {
- MovDir[x][y] = game.wind_direction;
- MovDelay[x][y] = 0;
- }
- else if (element == EL_SPRING)
- {
-#if USE_NEW_SPRING_BUMPER
- if (MovDir[x][y] & MV_HORIZONTAL)
- {
- if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
- !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ 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[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
- ResetGfxAnimation(move_x, move_y);
- DrawLevelField(move_x, move_y);
-
- MovDir[x][y] = back_dir;
+ Feld[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
}
- else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
- SPRING_CAN_ENTER_FIELD(element, x, y + 1))
- MovDir[x][y] = MV_NONE;
+
+ PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
}
-#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_NONE;
-#endif
+ 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]]--;
+ }
- MovDelay[x][y] = 0;
- }
- else if (element == EL_ROBOT ||
- element == EL_SATELLITE ||
- element == EL_PENGUIN ||
- element == EL_EMC_ANDROID)
- {
- int attr_x = -1, attr_y = -1;
+ if (IS_MOVING(newx, newy))
+ {
+ RemoveMovingField(newx, newy);
+ }
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+ }
- if (AllPlayersGone)
- {
- attr_x = ExitX;
- attr_y = ExitY;
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
}
- else
+ else if ((element == EL_PACMAN || element == EL_MOLE)
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
{
- int i;
+ 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]]--;
+ }
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (element == EL_MOLE)
{
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
+ Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+ PlayLevelSound(x, y, SND_MOLE_DIGGING);
- if (!player->active)
- continue;
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ TEST_DrawLevelField(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;
- }
+ MovDelay[newx][newy] = 0; // start amoeba shrinking delay
+
+ return; // wait for shrinking amoeba
+ }
+ else // element == EL_PACMAN
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
+ PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
-
- if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
- (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
- game.engine_version < VERSION_IDENT(3,1,0,0)))
+ else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+ (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+ (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
{
- attr_x = ZX;
- attr_y = ZY;
+ // wait for shrinking amoeba to completely disappear
+ return;
}
-
- if (element == EL_PENGUIN)
+ else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
{
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ // object was running against a wall
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int ex = x + xy[i][0];
- int ey = y + xy[i][1];
+ TurnRound(x, y);
- if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
- {
- attr_x = ex;
- attr_y = ey;
- break;
- }
- }
+ if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
+ DrawLevelElementAnimation(x, y, element);
+
+ if (DONT_TOUCH(element))
+ TestIfBadThingTouchesPlayer(x, y);
+
+ return;
}
- MovDir[x][y] = MV_NONE;
- 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);
+ InitMovingField(x, y, MovDir[x][y]);
- if (element == EL_ROBOT)
- {
- int newx, newy;
+ PlayLevelSoundAction(x, y, ACTION_MOVING);
+ }
- 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 (MovDir[x][y])
+ ContinueMoving(x, y);
+}
- 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;
+void ContinueMoving(int x, int y)
+{
+ int element = Feld[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);
- MovDelay[x][y] = 1;
+ MovPos[x][y] += getElementMoveStepsize(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 (pushed_by_player) // special case: moving object pushed by player
+ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
- MovDir[x][y] =
- new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ if (ABS(MovPos[x][y]) < TILEX)
+ {
+ TEST_DrawLevelField(x, y);
- if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
- return;
+ return; // element is still moving
+ }
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ // element reached destination field
- if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
- return;
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
+ MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
- MovDir[x][y] = old_move_dir;
- return;
- }
- }
- else if (element == EL_SATELLITE)
- {
- int newx, newy;
+ if (Store[x][y] == EL_ACID) // element is moving into acid pool
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+ else if (element == EL_MOLE)
+ {
+ Feld[x][y] = EL_SAND;
- MovDelay[x][y] = 1;
+ TEST_DrawLevelFieldCrumbledNeighbours(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_QUICKSAND_FAST_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_FAST_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];
- if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
- {
- boolean first_horiz = RND(2);
- int new_move_dir = MovDir[x][y];
+ InitField(newx, newy, FALSE);
+ }
+ 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];
+
+ InitField(newx, newy, FALSE);
+ }
+ else if (element == EL_DC_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+
+ InitField(newx, newy, FALSE);
+ }
+ 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];
- MovDir[x][y] =
- new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
- if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
- return;
+ Back[x][y] = Back[newx][newy] = 0;
+ }
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
+ Store[x][y] = EL_EMPTY;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
- if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
- return;
+ MovDelay[newx][newy] = 0;
- 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;
+ 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];
+ }
- /* 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;
+ CustomValue[newx][newy] = CustomValue[x][y];
- if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
- {
- can_clone = TRUE;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
- break;
- }
- }
+ CustomValue[x][y] = 0;
- if (can_clone) /* randomly find an element to clone */
- {
- can_clone = FALSE;
+ // 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
- start_pos = check_pos[RND(8)];
- check_order = (RND(2) ? -1 : +1);
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
- 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;
+ // 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 (ANDROID_CAN_CLONE_FIELD(newx, newy))
- {
- element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
- element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
+ // 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);
- Store[x][y] = Feld[newx][newy];
+ Feld[x][y] = move_leave_element;
- can_clone = TRUE;
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = direction;
- break;
- }
- }
- }
+ InitField(x, y, FALSE);
- if (can_clone) /* randomly find a direction to move */
- {
- can_clone = FALSE;
+ if (GFX_CRUMBLED(Feld[x][y]))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
- start_pos = check_pos[RND(8)];
- check_order = (RND(2) ? -1 : +1);
+ if (ELEM_IS_PLAYER(move_leave_element))
+ RelocatePlayer(x, y, move_leave_element);
+ }
- 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;
+ // do this after checking for left-behind element
+ ResetGfxAnimation(x, y); // reset animation values for old field
- if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
- {
- MovDir[x][y] = new_move_dir;
- MovDelay[x][y] = level.android_clone_time * 8 + 1;
+ 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;
- can_clone = TRUE;
+ TEST_DrawLevelField(x, y);
+ TEST_DrawLevelField(newx, newy);
- break;
- }
- }
- }
+ Stop[newx][newy] = TRUE; // ignore this element until the next frame
- if (can_clone) /* cloning and moving successful */
- 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);
- /* cannot clone -- try to move towards player */
+ // 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;
- start_pos = check_pos[MovDir[x][y] & 0x0f];
- check_order = (RND(2) ? -1 : +1);
+ if (!pushed_by_player)
+ {
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
- for (i = 0; i < 3; 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;
+ WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
- if (IS_PLAYER(newx, newy))
- break;
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
- if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
- {
- MovDir[x][y] = new_move_dir;
- MovDelay[x][y] = level.android_move_time * 8 + 1;
+ if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+ CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
- break;
- }
- }
- }
+ if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+ CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
}
- 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);
-
- if (element_info[element].move_stepsize == 0) /* "not moving" */
- return;
- 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 (DONT_TOUCH(element)) // object may be nasty to player or others
+ {
+ TestIfBadThingTouchesPlayer(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
- 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);
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
}
- else if (move_pattern & MV_ANY_DIRECTION)
+
+ // 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 (pushed_by_player && !game.use_change_when_pushing_bug)
{
- MovDir[x][y] = move_pattern;
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ int push_side = MV_DIR_OPPOSITE(direction);
+ struct PlayerInfo *player = PLAYERINFO(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);
}
- else if (move_pattern & MV_WIND_DIRECTION)
+
+ if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
+ MovDelay[newx][newy] = 1;
+
+ CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+
+ TestIfElementTouchesCustomElement(x, y); // empty or new element
+ TestIfElementHitsCustomElement(newx, newy, direction);
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
+
+ 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));
+}
+
+int AmoebeNachbarNr(int ax, int ay)
+{
+ int i;
+ int element = Feld[ax][ay];
+ int group_nr = 0;
+ static int xy[4][2] =
{
- MovDir[x][y] = game.wind_direction;
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
- }
- else if (move_pattern == MV_ALONG_LEFT_SIDE)
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- 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;
+ int x = ax + xy[i][0];
+ int y = ay + xy[i][1];
- if (MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+ group_nr = AmoebaNr[x][y];
}
- else if (move_pattern == MV_ALONG_RIGHT_SIDE)
+
+ return group_nr;
+}
+
+static void AmoebenVereinigen(int ax, int ay)
+{
+ int i, x, y, xx, yy;
+ int new_group_nr = AmoebaNr[ax][ay];
+ static int xy[4][2] =
{
- 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;
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- 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)
+ if (new_group_nr == 0)
+ return;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int attr_x = -1, attr_y = -1;
- int newx, newy;
- boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
- if (AllPlayersGone)
- {
- attr_x = ExitX;
- attr_y = ExitY;
- }
- else
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ 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)
{
- int i;
+ int old_group_nr = AmoebaNr[x][y];
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
+ if (old_group_nr == 0)
+ return;
- if (!player->active)
- continue;
+ 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 (attr_x == -1 ||
- ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
- {
- attr_x = jx;
- attr_y = jy;
- }
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
}
}
+ }
+}
- 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);
+void AmoebeUmwandeln(int ax, int ay)
+{
+ int i, x, y;
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+ {
+ int group_nr = AmoebaNr[ax][ay];
- if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+#ifdef DEBUG
+ if (group_nr == 0)
{
- boolean first_horiz = RND(2);
- int new_move_dir = MovDir[x][y];
+ printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandeln(): This should never happen!\n");
+ return;
+ }
+#endif
- if (element_info[element].move_stepsize == 0) /* "not moving" */
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
- first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
- MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-
- return;
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
}
-
- MovDir[x][y] =
- new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
-
- if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
- return;
-
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
- Moving2Blocked(x, y, &newx, &newy);
-
- if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
- return;
-
- 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;
- MovDelay[x][y] = 0;
+ PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(ax, ay);
}
- else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ else
{
- static int test_xy[7][2] =
+ static int xy[4][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,
+ { 0, +1 }
};
- 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;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- 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 (hunter_mode && IN_LEV_FIELD(xx, yy) &&
- (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
- {
- new_move_dir = move_dir;
-
- break;
- }
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
- if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+ if (!IN_LEV_FIELD(x, y))
continue;
- move_dir_preference = -1 * RunnerVisit[xx][yy];
- if (hunter_mode && PlayerVisit[xx][yy] > 0)
- move_dir_preference = PlayerVisit[xx][yy];
-
- 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;
- }
- else if (move_dir_preference == move_preference &&
- move_dir == old_move_dir)
+ if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
{
- /* prefer last direction when all directions are preferred equally */
- move_preference = move_dir_preference;
- new_move_dir = move_dir;
+ PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(x, y);
}
}
-
- MovDir[x][y] = new_move_dir;
- if (old_move_dir != new_move_dir)
- MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
}
-static void TurnRound(int x, int y)
+static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
{
- int direction = MovDir[x][y];
-#if 1
- int element, graphic;
-#endif
-
- TurnRoundExt(x, y);
-
- GfxDir[x][y] = MovDir[x][y];
-
- if (direction != MovDir[x][y])
- GfxFrame[x][y] = 0;
-
- if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
-
-#if 1
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int x, y;
+ int group_nr = AmoebaNr[ax][ay];
+ boolean done = FALSE;
- 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;
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ return;
+ }
#endif
-}
-
-static boolean JustBeingPushed(int x, int y)
-{
- int i;
- for (i = 0; i < MAX_PLAYERS; i++)
+ SCAN_PLAYFIELD(x, y)
{
- struct PlayerInfo *player = &stored_player[i];
-
- if (player->active && player->is_pushing && player->MovPos)
+ if (AmoebaNr[x][y] == group_nr &&
+ (Feld[x][y] == EL_AMOEBA_DEAD ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_GROWING))
{
- int next_jx = player->jx + (player->jx - player->last_jx);
- int next_jy = player->jy + (player->jy - player->last_jy);
-
- if (x == next_jx && y == next_jy)
- return TRUE;
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = new_element;
+ InitField(x, y, FALSE);
+ TEST_DrawLevelField(x, y);
+ done = TRUE;
}
}
- return FALSE;
+ if (done)
+ PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
}
-void StartMoving(int x, int y)
+static void AmoebeWaechst(int x, int y)
{
- boolean started_moving = FALSE; /* some elements can fall _and_ move */
- int element = Feld[x][y];
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
- if (Stop[x][y])
- return;
-
- if (MovDelay[x][y] == 0)
- GfxAction[x][y] = ACTION_DEFAULT;
-
- if (CAN_FALL(element) && y < lev_fieldy - 1)
+ if (!MovDelay[x][y]) // start new growing cycle
{
- if ((x > 0 && IS_PLAYER(x - 1, y)) ||
- (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
- if (JustBeingPushed(x, y))
- return;
+ MovDelay[x][y] = 7;
- if (element == EL_QUICKSAND_FULL)
+ if (DelayReached(&sound_delay, sound_delay_value))
{
- if (IS_FREE(x, y + 1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
-
- Feld[x][y] = EL_QUICKSAND_EMPTYING;
- Store[x][y] = EL_ROCK;
-
- PlayLevelSoundAction(x, y, ACTION_EMPTYING);
- }
- else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY + 1;
-
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
-
- Feld[x][y] = EL_QUICKSAND_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FULL;
- Store[x][y + 1] = Store[x][y];
- Store[x][y] = 0;
-
- PlayLevelSoundAction(x, y, ACTION_FILLING);
- }
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+ sound_delay_value = 30;
}
- else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
- Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
-
- Feld[x][y] = EL_QUICKSAND_FILLING;
- Store[x][y] = element;
+ }
- PlayLevelSoundAction(x, y, ACTION_FILLING);
- }
- else if (element == EL_MAGIC_WALL_FULL)
+ 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)))
{
- if (IS_FREE(x, y + 1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
-
- 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;
-
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+ 6 - MovDelay[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;
- }
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
}
- else if (element == EL_BD_MAGIC_WALL_FULL)
+
+ if (!MovDelay[x][y])
{
- if (IS_FREE(x, y + 1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ TEST_DrawLevelField(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;
+static void AmoebaDisappearing(int x, int y)
+{
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ if (!MovDelay[x][y]) // start new shrinking cycle
+ {
+ MovDelay[x][y] = 7;
- 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))
+ 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)))
{
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+ 6 - MovDelay[x][y]);
- Feld[x][y] =
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
- EL_BD_MAGIC_WALL_FILLING);
- Store[x][y] = element;
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
}
- else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
- {
- SplashAcid(x, y + 1);
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_EMPTY;
+ TEST_DrawLevelField(x, y);
- Store[x][y] = EL_ACID;
+ // don't let mole enter this field in this cycle;
+ // (give priority to objects falling to this field from above)
+ Stop[x][y] = TRUE;
}
- else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
- CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-
- (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
- CAN_FALL(element) && WasJustFalling[x][y] &&
- (Feld[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] &&
- (Feld[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... :-/ ) */
+static void AmoebeAbleger(int ax, int ay)
+{
+ int i;
+ int element = Feld[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 }
+ };
- CheckCollision[x][y] = 0;
+ if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
+ {
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ TEST_DrawLevelField(ax, ay);
+ return;
+ }
- 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) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
- {
- if (WasJustFalling[x][y]) /* prevent animation from being restarted */
- MovDir[x][y] = MV_DOWN;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- 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;
- }
- 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)
- {
- 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);
- int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+ if (!MovDelay[ax][ay]) // start making new amoeba field
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
-#if USE_NEW_ALL_SLIPPERY
- 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 (MovDelay[ax][ay]) // wait some time before making new amoeba
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
- can_fall_any = (can_fall_left || can_fall_right);
- can_fall_both = FALSE;
- }
-#else
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
- {
- 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;
+ 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];
- can_fall_any = (can_fall_left || can_fall_right);
- can_fall_both = (can_fall_left && can_fall_right);
- }
-#endif
+ if (!IN_LEV_FIELD(x, y))
+ return;
-#if USE_NEW_ALL_SLIPPERY
-#else
-#if USE_NEW_SP_SLIPPERY
- /* !!! better use the same properties as for custom elements here !!! */
- else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
- can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
- {
- can_fall_right = FALSE; /* slip down on left side */
- can_fall_both = FALSE;
- }
-#endif
-#endif
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Feld[x][y]) ||
+ Feld[x][y] == EL_QUICKSAND_EMPTY ||
+ Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ }
-#if USE_NEW_ALL_SLIPPERY
- 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 (newax == ax && neway == ay)
+ return;
+ }
+ else // normal or "filled" (BD style) amoeba
+ {
+ int start = RND(4);
+ boolean waiting_for_player = FALSE;
- can_fall_both = FALSE;
- }
-#else
- if (can_fall_both)
- {
- if (game.emulation == EMU_BOULDERDASH ||
- 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));
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int j = (start + i) % 4;
+ int x = ax + xy[j][0];
+ int y = ay + xy[j][1];
- can_fall_both = FALSE;
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Feld[x][y]) ||
+ Feld[x][y] == EL_QUICKSAND_EMPTY ||
+ Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ break;
}
-#endif
+ else if (IS_PLAYER(x, y))
+ waiting_for_player = TRUE;
+ }
- if (can_fall_any)
+ if (newax == ax && neway == ay) // amoeba cannot grow
+ {
+ if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
- /* if not determined otherwise, prefer left side for slipping down */
- InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
- started_moving = TRUE;
+ Feld[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)
+ AmoebeUmwandeln(ax, ay);
+ else if (element == EL_BD_AMOEBA)
+ AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+ }
}
+ return;
}
-#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
+ else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
{
- 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];
+ // amoeba gets larger by growing in some direction
- 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);
+ int new_group_nr = AmoebaNr[ax][ay];
- InitMovingField(x, y, belt_dir);
- started_moving = TRUE;
+#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
- Pushed[x][y] = TRUE;
- Pushed[nextx][y] = TRUE;
+ AmoebaNr[newax][neway] = new_group_nr;
+ AmoebaCnt[new_group_nr]++;
+ AmoebaCnt2[new_group_nr]++;
- GfxAction[x][y] = ACTION_DEFAULT;
- }
- else
+ // if amoeba touches other amoeba(s) after growing, unify them
+ AmoebenVereinigen(newax, neway);
+
+ if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
{
- MovDir[x][y] = 0; /* if element was moving, stop it */
+ AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+ return;
}
}
}
- /* not "else if" because of elements that can fall and move (EL_SPRING) */
-#if 0
- if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
-#else
- if (CAN_MOVE(element) && !started_moving)
-#endif
+ if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
+ (neway == lev_fieldy - 1 && newax != ax))
{
- int move_pattern = element_info[element].move_pattern;
- int newx, newy;
+ Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
+ Store[newax][neway] = element;
+ }
+ else if (neway == ay || element == EL_EMC_DRIPPER)
+ {
+ Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
-#if 0
-#if DEBUG
- if (MovDir[x][y] == MV_NONE)
- {
- printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
- x, y, element, element_info[element].token_name);
- printf("StartMoving(): This should never happen!\n");
- }
-#endif
-#endif
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+ }
+ 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;
+ }
- Moving2Blocked(x, y, &newx, &newy);
+ TEST_DrawLevelField(newax, neway);
+}
- if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
- return;
+static void Life(int ax, int ay)
+{
+ int x1, y1, x2, y2;
+ int life_time = 40;
+ int element = Feld[ax][ay];
+ int graphic = el2img(element);
+ int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+ level.biomaze);
+ boolean changed = FALSE;
- if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
- CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
- {
- WasJustMoving[x][y] = 0;
- CheckCollision[x][y] = 0;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+ if (Stop[ax][ay])
+ return;
- if (Feld[x][y] != element) /* element has changed */
- return;
- }
+ if (!MovDelay[ax][ay]) // start new "game of life" cycle
+ MovDelay[ax][ay] = life_time;
- 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 (MovDelay[ax][ay]) // wait some time before next cycle
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
- 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);
+ for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
+ {
+ int xx = ax+x1, yy = ay+y1;
+ int old_element = Feld[xx][yy];
+ int num_neighbours = 0;
- if (MovDelay[x][y] && (element == EL_BUG ||
- element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON ||
- element == EL_MOLE))
- DrawLevelField(x, y);
- }
- }
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
- if (MovDelay[x][y]) /* wait some time before next movement */
+ for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
{
- MovDelay[x][y]--;
+ int x = xx+x2, y = yy+y2;
- if (element == EL_ROBOT ||
- element == EL_YAMYAM ||
- element == EL_DARK_YAMYAM)
- {
- 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 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]);
+ if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+ continue;
- GfxAction[x][y] = ACTION_ATTACKING;
+ boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
+ boolean is_neighbour = FALSE;
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ if (level.use_life_bugs)
+ is_neighbour =
+ (((Feld[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);
- PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+ if (is_neighbour)
+ num_neighbours++;
+ }
- 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);
+ boolean is_free = 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 (xx == ax && yy == ay) // field in the middle
+ {
+ if (num_neighbours < life_parameter[0] ||
+ num_neighbours > life_parameter[1])
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ if (Feld[xx][yy] != old_element)
+ TEST_DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
+ { // free border field
+ if (num_neighbours >= life_parameter[2] &&
+ num_neighbours <= life_parameter[3])
+ {
+ Feld[xx][yy] = element;
+ MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+ if (Feld[xx][yy] != old_element)
+ TEST_DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ }
- if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
- break;
+ if (changed)
+ PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ SND_GAME_OF_LIFE_GROWING);
+}
- if (MovDelay[x][y])
- {
- int flamed = MovingOrBlocked2Element(xx, yy);
+static void InitRobotWheel(int x, int y)
+{
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
- /* !!! */
-#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
+static void RunRobotWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
- ChangeDelay[xx][yy] = 0;
+static void StopRobotWheel(int x, int y)
+{
+ if (game.robot_wheel_x == x &&
+ game.robot_wheel_y == y)
+ {
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
+ game.robot_wheel_active = FALSE;
+ }
+}
- Feld[xx][yy] = EL_FLAMES;
+static void InitTimegateWheel(int x, int y)
+{
+ ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+}
- 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);
- }
- }
- }
+static void RunTimegateWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
- if (MovDelay[x][y]) /* element still has to wait some time */
- {
- PlayLevelSoundAction(x, y, ACTION_WAITING);
+static void InitMagicBallDelay(int x, int y)
+{
+ ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+}
- return;
- }
- }
+static void ActivateMagicBall(int bx, int by)
+{
+ int x, y;
- /* now make next step */
+ if (level.ball_random)
+ {
+ 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;
- Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+ x = bx - 1 + xx;
+ y = by - 1 + yy;
- if (DONT_COLLIDE_WITH(element) &&
- IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
- !PLAYER_ENEMY_PROTECTED(newx, newy))
+ if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ }
+ else
+ {
+ for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
{
- TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
+ int xx = x - bx + 1;
+ int yy = y - by + 1;
- return;
+ if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
}
+ }
- else if (CAN_MOVE_INTO_ACID(element) &&
- IN_LEV_FIELD(newx, newy) && Feld[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 (Feld[newx][newy] == EL_EXIT_OPEN)
- {
- RemoveField(x, y);
- DrawLevelField(x, y);
+ game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+}
- PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
- if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
- DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+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 = Feld[x][y];
+ int graphic = el2img(element);
- local_player->friends_still_needed--;
- if (!local_player->friends_still_needed &&
- !local_player->GameOver && AllPlayersGone)
- local_player->LevelSolved = local_player->GameOver = TRUE;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- return;
- }
- else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
- {
- if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
- DrawLevelField(newx, newy);
- else
- GfxDir[x][y] = MovDir[x][y] = MV_NONE;
- }
- else if (!IS_FREE(newx, newy))
- {
- GfxAction[x][y] = ACTION_WAITING;
+ return;
+ }
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- return;
- }
- }
- else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
- {
- if (IS_FOOD_PIG(Feld[newx][newy]))
- {
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- }
+ Feld[x][y] = EL_EXIT_OPENING;
- PlayLevelSound(x, y, SND_PIG_DIGGING);
- }
- else if (!IS_FREE(newx, newy))
- {
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+}
- return;
- }
- }
- else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
- {
- if (Store[x][y] != EL_EMPTY)
- {
- boolean can_clone = FALSE;
- int xx, yy;
+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)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
- /* 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) && Feld[xx][yy] == Store[x][y])
- {
- can_clone = TRUE;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- break;
- }
- }
+ return;
+ }
- /* 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;
- }
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ 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;
+ Feld[x][y] = EL_EM_EXIT_OPENING;
- /* android is moving diagonally */
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
- CreateField(x, y, EL_DIAGONAL_SHRINKING);
+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 = Feld[x][y];
+ int graphic = el2img(element);
- 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;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
- GfxDir[x][y]);
+ return;
+ }
- DrawLevelGraphicAnimation(x, y, graphic);
- PlayLevelSoundAction(x, y, ACTION_SHRINKING);
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- if (Feld[newx][newy] == EL_ACID)
- {
- SplashAcid(newx, newy);
+ Feld[x][y] = EL_STEEL_EXIT_OPENING;
- return;
- }
+ PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
- CreateField(newx, newy, EL_DIAGONAL_GROWING);
+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 element = Feld[x][y];
+ int graphic = el2img(element);
- 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 (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- graphic = el_act_dir2img(GfxElement[newx][newy],
- GfxAction[newx][newy], GfxDir[newx][newy]);
+ return;
+ }
- DrawLevelGraphicAnimation(newx, newy, graphic);
- PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- return;
- }
- else
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
- PlayLevelSoundAction(x, y, ACTION_DIGGING);
- }
- }
- else if (!IS_FREE(newx, newy))
- {
-#if 0
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
-#endif
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
- return;
- }
- }
- else if (IS_CUSTOM_ELEMENT(element) &&
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
- {
- int new_element = Feld[newx][newy];
+static void CheckExitSP(int x, int y)
+{
+ if (game.gems_still_needed > 0)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
- if (!IS_FREE(newx, newy))
- {
- int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
- IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
- ACTION_BREAKING);
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- /* no element can dig solid indestructible elements */
- if (IS_INDESTRUCTIBLE(new_element) &&
- !IS_DIGGABLE(new_element) &&
- !IS_COLLECTIBLE(new_element))
- return;
+ return;
+ }
- 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]]--;
- }
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
+ return;
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- RemoveField(newx, newy);
- DrawLevelField(newx, newy);
- }
+ Feld[x][y] = EL_SP_EXIT_OPENING;
- /* if digged element was about to explode, prevent the explosion */
- ExplodeField[newx][newy] = EX_TYPE_NONE;
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+}
- PlayLevelSoundAction(x, y, action);
- }
+static void CloseAllOpenTimegates(void)
+{
+ int x, y;
- Store[newx][newy] = EL_EMPTY;
-#if 1
- /* this makes it possible to leave the removed element again */
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- Store[newx][newy] = new_element;
-#else
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- {
- int move_leave_element = element_info[element].move_leave_element;
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
- /* this makes it possible to leave the removed element again */
- Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
- new_element : move_leave_element);
- }
-#endif
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
- if (move_pattern & MV_MAZE_RUNNER_STYLE)
- {
- RunnerVisit[x][y] = FrameCounter;
- PlayerVisit[x][y] /= 8; /* expire player visit path */
- }
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
}
- else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
- {
- if (!IS_FREE(newx, newy))
- {
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(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);
+static void DrawTwinkleOnField(int x, int y)
+{
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+ return;
- 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;
+ if (Feld[x][y] == EL_BD_DIAMOND)
+ return;
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
+ if (MovDelay[x][y] == 0) // next animation frame
+ MovDelay[x][y] = 11 * !GetSimpleRandom(500);
- PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+ if (MovDelay[x][y] != 0) // wait some time before next frame
+ {
+ MovDelay[x][y]--;
- MovDelay[x][y] = 50;
+ DrawLevelElementAnimation(x, y, Feld[x][y]);
- /* !!! */
-#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 (MovDelay[x][y] != 0)
+ {
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
- return;
- }
- }
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
}
- else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- Feld[newx][newy] == EL_DIAMOND)
+ }
+}
+
+static void MauerWaechst(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) // next animation frame
+ MovDelay[x][y] = 3 * delay;
+
+ if (MovDelay[x][y]) // wait some time before next frame
+ {
+ MovDelay[x][y]--;
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- }
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+ int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
- PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
- else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+
+ if (!MovDelay[x][y])
{
- if (AmoebaNr[newx][newy])
+ if (MovDir[x][y] == MV_LEFT)
{
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBA_FULL ||
- Feld[newx][newy] == EL_BD_AMOEBA)
- AmoebaCnt[AmoebaNr[newx][newy]]--;
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+ TEST_DrawLevelField(x - 1, y);
}
-
-#if 0
- /* !!! test !!! */
- if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+ else if (MovDir[x][y] == MV_RIGHT)
{
- RemoveMovingField(newx, newy);
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+ TEST_DrawLevelField(x + 1, y);
}
-#else
- if (IS_MOVING(newx, newy))
+ else if (MovDir[x][y] == MV_UP)
{
- RemoveMovingField(newx, newy);
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+ TEST_DrawLevelField(x, y - 1);
}
-#endif
else
{
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+ TEST_DrawLevelField(x, y + 1);
}
- PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+ TEST_DrawLevelField(x, y);
}
- else if ((element == EL_PACMAN || element == EL_MOLE)
- && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(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 (element == EL_MOLE)
- {
- Feld[newx][newy] = EL_AMOEBA_SHRINKING;
- PlayLevelSound(x, y, SND_MOLE_DIGGING);
+static 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;
- ResetGfxAnimation(x, y);
- GfxAction[x][y] = ACTION_DIGGING;
- DrawLevelField(x, y);
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ if (!MovDelay[ax][ay]) // start building new wall
+ MovDelay[ax][ay] = 6;
- return; /* wait for shrinking amoeba */
- }
- else /* element == EL_PACMAN */
- {
- Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
- PlayLevelSound(x, y, SND_PACMAN_DIGGING);
- }
- }
- else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
- (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
- (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
- {
- /* wait for shrinking amoeba to completely disappear */
+ if (MovDelay[ax][ay]) // wait some time before building new wall
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
return;
- }
- else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
- {
- /* object was running against a wall */
-
- TurnRound(x, y);
-
-#if 0
- /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
- if (move_pattern & MV_ANY_DIRECTION &&
- move_pattern == MovDir[x][y])
- {
- int blocking_element =
- (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
-
- CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
- MovDir[x][y]);
-
- element = Feld[x][y]; /* element might have changed */
- }
-#endif
-
- if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
- DrawLevelElementAnimation(x, y, element);
+ }
- if (DONT_TOUCH(element))
- TestIfBadThingTouchesPlayer(x, y);
+ 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;
- return;
+ 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;
}
+ }
- InitMovingField(x, y, MovDir[x][y]);
+ if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_BD_EXPANDABLE_WALL)
+ {
+ if (links_frei)
+ {
+ 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;
+ }
- PlayLevelSoundAction(x, y, ACTION_MOVING);
+ 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 (MovDir[x][y])
- ContinueMoving(x, y);
-}
-
-void ContinueMoving(int x, int y)
-{
- int element = Feld[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);
+ if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+ TEST_DrawLevelField(ax, ay);
- MovPos[x][y] += getElementMoveStepsize(x, y);
+ 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;
- if (pushed_by_player) /* special case: moving object pushed by player */
- MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+ 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;
- if (ABS(MovPos[x][y]) < TILEX)
- {
- DrawLevelField(x, y);
+ if (new_wall)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
- return; /* element is still moving */
- }
+static void MauerAblegerStahl(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;
- /* element reached destination field */
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- Feld[x][y] = EL_EMPTY;
- Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+ if (!MovDelay[ax][ay]) // start building new wall
+ MovDelay[ax][ay] = 6;
- if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
- element = Feld[newx][newy] = EL_ACID;
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
}
- else if (element == EL_MOLE)
- {
- Feld[x][y] = EL_SAND;
- 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];
+ 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 USE_NEW_CUSTOM_VALUE
- InitField(newx, newy, FALSE);
-#endif
- }
- else if (element == EL_BD_MAGIC_WALL_FILLING)
+ if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
{
- 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];
+ if (oben_frei)
+ {
+ Feld[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)
+ {
+ Feld[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;
+ }
}
- 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];
-#if USE_NEW_CUSTOM_VALUE
- InitField(newx, newy, FALSE);
-#endif
- }
- else if (element == EL_AMOEBA_DROPPING)
+ if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
{
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
+ if (links_frei)
+ {
+ Feld[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 (rechts_frei)
+ {
+ Feld[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;
+ }
}
- else if (element == EL_SOKOBAN_OBJECT)
- {
- if (Back[x][y])
- Feld[x][y] = Back[x][y];
- if (Back[newx][newy])
- Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+ 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;
- Back[x][y] = Back[newx][newy] = 0;
- }
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+ Feld[ax][ay] = EL_STEELWALL;
- Store[x][y] = EL_EMPTY;
- MovPos[x][y] = 0;
- MovDir[x][y] = 0;
- MovDelay[x][y] = 0;
+ if (new_wall)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
- MovDelay[newx][newy] = 0;
+static 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 }
+ };
-#if 1
- if (CAN_CHANGE_OR_HAS_ACTION(element))
-#else
- if (CAN_CHANGE(element))
-#endif
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- /* 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];
+ for (j = 0; j < 4; j++)
+ {
+ int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
-#if 0
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
-#endif
-#endif
+ 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;
+ }
}
-#if 1
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
-#endif
-#endif
-
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
- ChangeCount[x][y] = 0;
- ChangeEvent[x][y] = -1;
+ 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;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else
+ break;
+ }
+ }
+ }
+}
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[x][y] = 0;
-#endif
+static void InitBuggyBase(int x, int y)
+{
+ int element = Feld[x][y];
+ int activating_delay = FRAMES_PER_SECOND / 4;
- /* 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 */
+ 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);
+}
- Pushed[x][y] = Pushed[newx][newy] = FALSE;
+static void WarnBuggyBase(int x, int y)
+{
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- /* some elements can leave other elements behind after moving */
-#if 1
- 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)))
-#else
- if (IS_CUSTOM_ELEMENT(element) && 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)))
-#endif
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int move_leave_element = ei->move_leave_element;
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
-#if 1
-#if 1
- /* 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);
-#else
- /* this makes it possible to leave the removed element again */
- if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
-#else
- /* this makes it possible to leave the removed element again */
- if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
- ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
+ if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
+ {
+ PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
- Feld[x][y] = move_leave_element;
+ break;
+ }
+ }
+}
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
- MovDir[x][y] = direction;
+static void InitTrap(int x, int y)
+{
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
- InitField(x, y, FALSE);
+static void ActivateTrap(int x, int y)
+{
+ PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+static void ChangeActiveTrap(int x, int y)
+{
+ int graphic = IMG_TRAP_ACTIVE;
- if (ELEM_IS_PLAYER(move_leave_element))
- RelocatePlayer(x, y, move_leave_element);
- }
+ // if new animation frame was drawn, correct crumbled sand border
+ if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ TEST_DrawLevelFieldCrumbled(x, y);
+}
- /* do this after checking for left-behind element */
- ResetGfxAnimation(x, y); /* reset animation values for old field */
+static int getSpecialActionElement(int element, int number, int base_element)
+{
+ return (element != EL_EMPTY ? element :
+ number != -1 ? base_element + number - 1 :
+ EL_EMPTY);
+}
- 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;
+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);
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ return (value_new < value_min ? value_min :
+ value_new > value_max ? value_max :
+ value_new);
+}
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+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;
- /* 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 (!change->has_action)
+ return;
- /* 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;
+ // ---------- determine action paramater values -----------------------------
- if (!pushed_by_player)
- {
- int nextx = newx + dx, nexty = newy + dy;
- boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+ int level_time_value =
+ (level.time > 0 ? TimeLeft :
+ TimePlayed);
- WasJustMoving[newx][newy] = 3;
+ 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);
- if (CAN_FALL(element) && direction == MV_DOWN)
- WasJustFalling[newx][newy] = 3;
+ 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);
- if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
- CheckCollision[newx][newy] = 2;
- }
+ int action_arg_number_min =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
+ CA_ARG_MIN);
- if (DONT_TOUCH(element)) /* object may be nasty to player or others */
- {
- TestIfBadThingTouchesPlayer(newx, newy);
- TestIfBadThingTouchesFriend(newx, newy);
+ 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);
- if (!IS_CUSTOM_ELEMENT(element))
- TestIfBadThingTouchesOtherBadThing(newx, newy);
- }
- else if (element == EL_PENGUIN)
- TestIfFriendTouchesBadThing(newx, newy);
+ 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);
- /* 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);
+ 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);
- if (pushed_by_player && !game.use_change_when_pushing_bug)
- {
- int push_side = MV_DIR_OPPOSITE(direction);
- struct PlayerInfo *player = PLAYERINFO(x, y);
+ 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);
- 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);
- }
+ int action_arg_number_new =
+ getModifiedActionNumber(action_arg_number_old,
+ action_mode, action_arg_number,
+ action_arg_number_min, action_arg_number_max);
- if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
- MovDelay[newx][newy] = 1;
+ int trigger_player_bits =
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
- CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+ 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);
- TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+ // ---------- execute action -----------------------------------------------
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
+ switch (action_type)
{
- int page = ChangePage[newx][newy];
- struct ElementChangeInfo *change = &ei->change_page[page];
-
- ChangePage[newx][newy] = -1;
-
- if (change->can_change)
+ case CA_NO_ACTION:
{
- if (ChangeElement(newx, newy, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(newx, newy);
- }
+ return;
}
- if (change->has_action)
- ExecuteCustomElementAction(newx, newy, element, page);
- }
-#endif
-
- TestIfElementHitsCustomElement(newx, newy, direction);
- TestIfPlayerTouchesCustomElement(newx, newy);
- TestIfElementTouchesCustomElement(newx, newy);
+ // ---------- level actions ----------------------------------------------
-#if 1
- 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));
-#endif
-}
+ case CA_RESTART_LEVEL:
+ {
+ game.restart_level = TRUE;
-int AmoebeNachbarNr(int ax, int ay)
-{
- int i;
- int element = Feld[ax][ay];
- int group_nr = 0;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ break;
+ }
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int x = ax + xy[i][0];
- int y = ay + xy[i][1];
+ case CA_SHOW_ENVELOPE:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_ENVELOPE_1);
- if (!IN_LEV_FIELD(x, y))
- continue;
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
- if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
- group_nr = AmoebaNr[x][y];
- }
+ break;
+ }
- return group_nr;
-}
+ case CA_SET_LEVEL_TIME:
+ {
+ if (level.time > 0) // only modify limited time value
+ {
+ TimeLeft = action_arg_number_new;
-void AmoebenVereinigen(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 }
- };
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- if (new_group_nr == 0)
- return;
+ DisplayGameControlValues();
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- x = ax + xy[i][0];
- y = ay + xy[i][1];
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
- if (!IN_LEV_FIELD(x, y))
- continue;
+ break;
+ }
- 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)
+ case CA_SET_LEVEL_SCORE:
{
- int old_group_nr = AmoebaNr[x][y];
+ game.score = action_arg_number_new;
- if (old_group_nr == 0)
- return;
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
- 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;
+ DisplayGameControlValues();
-#if 1
- SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
- {
- if (AmoebaNr[xx][yy] == old_group_nr)
- AmoebaNr[xx][yy] = new_group_nr;
- }
+ break;
}
- }
-}
-void AmoebeUmwandeln(int ax, int ay)
-{
- int i, x, y;
+ case CA_SET_LEVEL_GEMS:
+ {
+ game.gems_still_needed = action_arg_number_new;
- if (Feld[ax][ay] == EL_AMOEBA_DEAD)
- {
- int group_nr = AmoebaNr[ax][ay];
+ game.snapshot.collected_item = TRUE;
-#ifdef DEBUG
- if (group_nr == 0)
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
+
+ DisplayGameControlValues();
+
+ break;
+ }
+
+ case CA_SET_LEVEL_WIND:
{
- printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandeln(): This should never happen!\n");
- return;
+ game.wind_direction = action_arg_direction;
+
+ break;
}
-#endif
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
+ case CA_SET_LEVEL_RANDOM_SEED:
{
- if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
- }
+ // ensure that setting a new random seed while playing is predictable
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
+
+ break;
}
- 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] =
+ // ---------- player actions ---------------------------------------------
+
+ case CA_MOVE_PLAYER:
{
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ // automatically move to the next field in specified direction
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (trigger_player_bits & (1 << i))
+ stored_player[i].programmed_action = action_arg_direction;
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ break;
+ }
+
+ case CA_EXIT_PLAYER:
{
- x = ax + xy[i][0];
- y = ay + xy[i][1];
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ ExitPlayer(&stored_player[i]);
- if (!IN_LEV_FIELD(x, y))
- continue;
+ if (game.players_still_needed == 0)
+ LevelSolved();
- 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);
- }
+ break;
}
- }
-}
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
-{
- int x, y;
- int group_nr = AmoebaNr[ax][ay];
- boolean done = FALSE;
+ case CA_KILL_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ KillPlayer(&stored_player[i]);
-#ifdef DEBUG
- if (group_nr == 0)
- {
- printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandelnBD(): This should never happen!\n");
- return;
- }
-#endif
+ break;
+ }
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- if (AmoebaNr[x][y] == group_nr &&
- (Feld[x][y] == EL_AMOEBA_DEAD ||
- Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBA_GROWING))
+ case CA_SET_PLAYER_KEYS:
{
- AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
- InitField(x, y, FALSE);
- DrawLevelField(x, y);
- done = TRUE;
+ int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_KEY_1);
+
+ 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;
+
+ DrawGameDoorValues();
+ }
+ }
+ }
+
+ break;
}
- }
- if (done)
- PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
- SND_BD_AMOEBA_TURNING_TO_ROCK :
- SND_BD_AMOEBA_TURNING_TO_GEM));
-}
+ 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;
-void AmoebeWaechst(int x, int y)
-{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ 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];
+ }
- if (!MovDelay[x][y]) /* start new growing cycle */
- {
- MovDelay[x][y] = 7;
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
- if (DelayReached(&sound_delay, sound_delay_value))
+ SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+ }
+ }
+
+ break;
+ }
+
+ case CA_SET_PLAYER_SHIELD:
{
- PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
- sound_delay_value = 30;
+ 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;
+ }
+ }
+ }
+
+ break;
}
- }
- 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)))
+ case CA_SET_PLAYER_GRAVITY:
{
- int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
- 6 - MovDelay[x][y]);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ 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);
+ }
+ }
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+ break;
}
- if (!MovDelay[x][y])
+ case CA_SET_PLAYER_ARTWORK:
{
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- DrawLevelField(x, y);
- }
- }
-}
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int artwork_element = action_arg_element;
-void AmoebaDisappearing(int x, int y)
-{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ 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]) /* start new shrinking cycle */
- {
- MovDelay[x][y] = 7;
+ if (stored_player[i].artwork_element != artwork_element)
+ stored_player[i].Frame = 0;
- if (DelayReached(&sound_delay, sound_delay_value))
- sound_delay_value = 30;
- }
+ stored_player[i].artwork_element = artwork_element;
- if (MovDelay[x][y]) /* wait some time before shrinking */
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- {
- int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
- 6 - MovDelay[x][y]);
+ SetPlayerWaiting(&stored_player[i], FALSE);
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ // 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);
+ }
+ }
+
+ break;
}
- if (!MovDelay[x][y])
+ case CA_SET_PLAYER_INVENTORY:
{
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
- /* don't let mole enter this field in this cycle;
- (give priority to objects falling to this field from above) */
- Stop[x][y] = TRUE;
- }
- }
-}
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
-void AmoebeAbleger(int ax, int ay)
-{
- int i;
- int element = Feld[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 }
- };
+ 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;
- if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
- {
- Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
- return;
- }
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+ 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;
- if (!MovDelay[ax][ay]) /* start making new amoeba field */
- MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+ 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];
+ }
- if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ 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];
- 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];
+ 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 (!IN_LEV_FIELD(x, y))
- return;
+ 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 (IS_FREE(x, y) ||
- CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
+ break;
}
- if (newax == ax && neway == ay)
- return;
- }
- else /* normal or "filled" (BD style) amoeba */
- {
- int start = RND(4);
- boolean waiting_for_player = FALSE;
+ // ---------- CE actions -------------------------------------------------
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ case CA_SET_CE_VALUE:
{
- int j = (start + i) % 4;
- int x = ax + xy[j][0];
- int y = ay + xy[j][1];
-
- if (!IN_LEV_FIELD(x, y))
- continue;
+ int last_ce_value = CustomValue[x][y];
- if (IS_FREE(x, y) ||
- CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- break;
- }
- else if (IS_PLAYER(x, y))
- waiting_for_player = TRUE;
- }
+ CustomValue[x][y] = action_arg_number_new;
- if (newax == ax && neway == ay) /* amoeba cannot grow */
- {
- if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+ if (CustomValue[x][y] != last_ce_value)
{
- Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
- AmoebaCnt[AmoebaNr[ax][ay]]--;
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
- if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
+ if (CustomValue[x][y] == 0)
{
- if (element == EL_AMOEBA_FULL)
- AmoebeUmwandeln(ax, ay);
- else if (element == EL_BD_AMOEBA)
- AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
}
}
- return;
- }
- else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
- {
- /* amoeba gets larger by growing in some direction */
-
- int new_group_nr = AmoebaNr[ax][ay];
-
-#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
- AmoebaNr[newax][neway] = new_group_nr;
- AmoebaCnt[new_group_nr]++;
- AmoebaCnt2[new_group_nr]++;
-
- /* if amoeba touches other amoeba(s) after growing, unify them */
- AmoebenVereinigen(newax, neway);
-
- if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
- {
- AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
- return;
- }
+ break;
}
- }
-
- if (!can_drop || 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 || element == EL_EMC_DRIPPER)
- {
- Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
-
- PlayLevelSoundAction(newax, neway, ACTION_GROWING);
- }
- 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;
- }
- DrawLevelField(newax, neway);
-}
+ case CA_SET_CE_SCORE:
+ {
+ int last_ce_score = ei->collect_score;
-void Life(int ax, int ay)
-{
- int x1, y1, x2, y2;
-#if 0
- static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
-#endif
- int life_time = 40;
- int element = Feld[ax][ay];
- int graphic = el2img(element);
- int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
- level.biomaze);
- boolean changed = FALSE;
+ ei->collect_score = action_arg_number_new;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+ 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 (Stop[ax][ay])
- return;
+ if (ei->collect_score == 0)
+ {
+ int xx, yy;
+
+ 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 (Feld[xx][yy] == element)
+ CheckElementChange(xx, yy, element, EL_UNDEFINED,
+ CE_SCORE_GETS_ZERO);
+ }
+ }
+ }
- if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
- MovDelay[ax][ay] = life_time;
+ break;
+ }
- if (MovDelay[ax][ay]) /* wait some time before next cycle */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ case CA_SET_CE_ARTWORK:
+ {
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
- for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
- {
- int xx = ax+x1, yy = ay+y1;
- int nachbarn = 0;
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
- if (!IN_LEV_FIELD(xx, yy))
- continue;
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
- for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
- {
- int x = xx+x2, y = yy+y2;
+ ei->gfx_element = artwork_element;
- if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
- continue;
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
- 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++;
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+
+ break;
}
- if (xx == ax && yy == ay) /* field in the middle */
+ // ---------- engine actions ---------------------------------------------
+
+ case CA_SET_ENGINE_SCAN_MODE:
{
- if (nachbarn < life_parameter[0] ||
- nachbarn > life_parameter[1])
- {
- Feld[xx][yy] = EL_EMPTY;
- if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
- Stop[xx][yy] = TRUE;
- changed = TRUE;
- }
- }
- else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
- { /* free border field */
- if (nachbarn >= life_parameter[2] &&
- nachbarn <= life_parameter[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;
- }
+ InitPlayfieldScanMode(action_arg);
+
+ break;
}
- }
- if (changed)
- PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
- SND_GAME_OF_LIFE_GROWING);
+ default:
+ break;
+ }
}
-static void InitRobotWheel(int x, int y)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
- ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
+ int old_element = Feld[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 = ELEM_IS_PLAYER(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+ IS_WALKABLE(old_element));
-static void RunRobotWheel(int x, int y)
-{
- PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
-}
+ if (!add_player_onto_element)
+ {
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ RemoveMovingField(x, y);
+ else
+ RemoveField(x, y);
-static void StopRobotWheel(int x, int y)
-{
- if (ZX == x && ZY == y)
- ZX = ZY = -1;
-}
+ Feld[x][y] = new_element;
-static void InitTimegateWheel(int x, int y)
-{
- ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
-}
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
-static void RunTimegateWheel(int x, int y)
-{
- PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-}
+ if (element_info[new_element].use_last_ce_value)
+ CustomValue[x][y] = last_ce_value;
-static void InitMagicBallDelay(int x, int y)
-{
-#if 1
- ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
-#else
- ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
-#endif
-}
+ InitField_WithBug1(x, y, FALSE);
-static void ActivateMagicBall(int bx, int by)
-{
- int x, y;
+ new_element = Feld[x][y]; // element may have changed
- if (level.ball_random)
- {
- 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;
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
- x = bx - 1 + xx;
- y = by - 1 + yy;
+ TEST_DrawLevelField(x, y);
- if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
- CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ if (GFX_CRUMBLED(new_element))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
- else
+
+ // 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))
{
- 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;
+ Bang(x, y);
- if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
- CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
- }
+ return;
}
- game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+ // "ChangeCount" not set yet to allow "entered by player" change one time
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
+
+ if (is_change)
+ ChangeCount[x][y]++; // count number of changes in the same frame
+
+ TestIfBadThingTouchesPlayer(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
}
-static void InitDiagonalMovingElement(int x, int y)
+static void CreateField(int x, int y, int element)
{
-#if 0
- MovDelay[x][y] = level.android_move_time;
-#endif
+ CreateFieldExt(x, y, element, FALSE);
}
-void CheckExit(int x, int y)
+static void CreateElementFromChange(int x, int y, int element)
{
- 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);
+ element = GET_VALID_RUNTIME_ELEMENT(element);
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ {
+ int old_element = Feld[x][y];
- return;
+ // 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 (AllPlayersGone) /* do not re-open exit door closed after last player */
- return;
-
- Feld[x][y] = EL_EXIT_OPENING;
-
- PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+ CreateFieldExt(x, y, element, TRUE);
}
-void CheckExitSP(int x, int y)
+static boolean ChangeElement(int x, int y, int element, int page)
{
- if (local_player->gems_still_needed > 0)
- {
- int element = Feld[x][y];
- int graphic = el2img(element);
+ 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 = Feld[x][y];
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ // always use default change event to prevent running into a loop
+ if (ChangeEvent[x][y] == -1)
+ ChangeEvent[x][y] = CE_DELAY;
- return;
+ if (ChangeEvent[x][y] == CE_DELAY)
+ {
+ // reset actual trigger element, trigger player and action element
+ change->actual_trigger_element = EL_EMPTY;
+ 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;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
- return;
+ // do not change elements more than a specified maximum number of changes
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+ return FALSE;
- Feld[x][y] = EL_SP_EXIT_OPENING;
+ ChangeCount[x][y]++; // count number of changes in the same frame
- PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
-}
+ if (change->explode)
+ {
+ Bang(x, y);
-static void CloseAllOpenTimegates()
-{
- int x, y;
+ return TRUE;
+ }
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
+ if (change->use_target_content)
{
- int element = Feld[x][y];
+ boolean complete_replace = TRUE;
+ boolean can_replace[3][3];
+ int xx, yy;
- if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
- Feld[x][y] = EL_TIMEGATE_CLOSING;
+ 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.e[xx][yy];
+ int e;
- PlayLevelSoundAction(x, y, ACTION_CLOSING);
- }
- }
-}
+ can_replace[xx][yy] = TRUE;
-void EdelsteinFunkeln(int x, int y)
-{
- if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
- return;
+ if (ex == x && ey == y) // do not check changing element itself
+ continue;
- if (Feld[x][y] == EL_BD_DIAMOND)
- return;
+ if (content_element == EL_EMPTY_SPACE)
+ {
+ can_replace[xx][yy] = FALSE; // do not replace border with space
- if (MovDelay[x][y] == 0) /* next animation frame */
- MovDelay[x][y] = 11 * !SimpleRND(500);
+ continue;
+ }
- if (MovDelay[x][y] != 0) /* wait some time before next frame */
- {
- MovDelay[x][y]--;
+ if (!IN_LEV_FIELD(ex, ey))
+ {
+ can_replace[xx][yy] = FALSE;
+ complete_replace = FALSE;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
+ continue;
+ }
- DrawLevelElementAnimation(x, y, Feld[x][y]);
+ e = Feld[ex][ey];
- if (MovDelay[x][y] != 0)
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
+
+ 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_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) && ELEM_IS_PLAYER(content_element)));
+
+ if (!can_replace[xx][yy])
+ complete_replace = FALSE;
+ }
+
+ if (!change->only_if_complete || complete_replace)
{
- int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
- 10 - MovDelay[x][y]);
+ boolean something_has_changed = FALSE;
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+ if (change->only_if_complete && change->use_random_replace &&
+ RND(100) < change->random_percentage)
+ return FALSE;
+
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ {
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int content_element;
+
+ if (can_replace[xx][yy] && (!change->use_random_replace ||
+ RND(100) < change->random_percentage))
+ {
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ RemoveMovingField(ex, ey);
+
+ ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
+ content_element = change->target_content.e[xx][yy];
+ target_element = GET_TARGET_ELEMENT(element, content_element, change,
+ ce_value, ce_score);
+
+ CreateElementFromChange(ex, ey, target_element);
+
+ something_has_changed = TRUE;
+
+ // for symmetry reasons, freeze newly created border elements
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE; // no more moving in this frame
+ }
+ }
- if (setup.direct_draw)
+ if (something_has_changed)
{
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
}
}
-}
-
-void MauerWaechst(int x, int y)
-{
- int delay = 6;
-
- if (!MovDelay[x][y]) /* next animation frame */
- MovDelay[x][y] = 3 * delay;
-
- if (MovDelay[x][y]) /* wait some time before next frame */
+ else
{
- MovDelay[x][y]--;
+ target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+ ce_value, ce_score);
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ if (element == EL_DIAGONAL_GROWING ||
+ element == EL_DIAGONAL_SHRINKING)
{
- int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
- int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+ target_element = Store[x][y];
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ Store[x][y] = EL_EMPTY;
}
- if (!MovDelay[x][y])
- {
- if (MovDir[x][y] == MV_LEFT)
- {
- 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);
- }
+ CreateElementFromChange(x, y, target_element);
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y] = MV_NONE;
- DrawLevelField(x, y);
- }
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
-}
-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;
+ // this uses direct change before indirect change
+ CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+ return TRUE;
+}
- if (!MovDelay[ax][ay]) /* start building new wall */
- MovDelay[ax][ay] = 6;
+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;
- if (MovDelay[ax][ay]) /* wait some time before building new wall */
+#ifdef DEBUG
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+ !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
{
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
+ printf("\n\n");
+ printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+ x, y, element, element_info[element].token_name);
+ printf("HandleElementChange(): This should never happen!\n");
+ printf("\n\n");
}
+#endif
- 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)
+ // this can happen with classic bombs on walkable, changing elements
+ if (!CAN_CHANGE_OR_HAS_ACTION(element))
{
- 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;
- }
+ return;
}
- if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
- element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_EXPANDABLE_WALL)
+ if (ChangeDelay[x][y] == 0) // initialize element change
{
- if (links_frei)
- {
- 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;
- }
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
- if (rechts_frei)
+ if (change->can_change)
{
- 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;
+ // !!! 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 !!!
+
+ /*
+ 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);
}
}
- if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
-
- 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;
-
- 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;
-
- if (new_wall)
- PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-}
-
-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 }
- };
+ ChangeDelay[x][y]--;
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ if (ChangeDelay[x][y] != 0) // continue element change
{
- for (j = 0; j < 4; j++)
+ if (change->can_change)
{
- int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- 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;
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (change->change_function)
+ change->change_function(x, y);
}
}
-
- if (!dragon_found)
+ else // finish element change
{
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ if (ChangePage[x][y] != -1) // remember page from delayed change
{
- 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;
- }
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
+
+ change = &ei->change_page[page];
}
- }
-}
-static void InitBuggyBase(int x, int y)
-{
- int element = Feld[x][y];
- int activating_delay = FRAMES_PER_SECOND / 4;
+ 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] =
- (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);
-}
+ return;
+ }
-static void WarnBuggyBase(int x, int y)
-{
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ // 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;
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int xx = x + xy[i][0], yy = y + xy[i][1];
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
- if (IS_PLAYER(xx, yy))
+ if (change->can_change)
{
- PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
-
- break;
+ if (ChangeElement(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
}
- }
-}
-
-static void InitTrap(int x, int y)
-{
- ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-}
-static void ActivateTrap(int x, int y)
-{
- PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+ if (change->has_action && !handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+ }
}
-static void ChangeActiveTrap(int x, int y)
+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 graphic = IMG_TRAP_ACTIVE;
-
- /* if new animation frame was drawn, correct crumbled sand border */
- if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawLevelFieldCrumbledSand(x, y);
-}
+ boolean change_done_any = FALSE;
+ int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+ int i;
-static int getSpecialActionElement(int element, int number, int base_element)
-{
- return (element != EL_EMPTY ? element :
- number != -1 ? base_element + number - 1 :
- EL_EMPTY);
-}
+ if (!(trigger_events[trigger_element][trigger_event]))
+ return FALSE;
-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);
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
- return (value_new < value_min ? value_min :
- value_new > value_max ? value_max :
- value_new);
-}
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ boolean change_done = FALSE;
+ int p;
-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 action_type = change->action_type;
- int action_mode = change->action_mode;
- int action_arg = change->action_arg;
- int i;
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ continue;
- if (!change->has_action)
- return;
+ for (p = 0; p < element_info[element].num_change_pages; p++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
- /* ---------- determine action paramater values -------------------------- */
+ 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))
+ {
+ 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[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
- int level_time_value =
- (level.time > 0 ? TimeLeft :
- TimePlayed);
+ if ((change->can_change && !change_done) || change->has_action)
+ {
+ int x, y;
- int action_arg_element =
- (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 :
- EL_EMPTY);
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (Feld[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
- 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);
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
- int action_arg_number_min =
- (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
- CA_ARG_MIN);
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
- 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_SCORE ? 9999 :
- action_type == CA_SET_CE_VALUE ? 9999 :
- CA_ARG_MAX);
+ 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
- int action_arg_number_reset =
- (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
- 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_SCORE ? 0 :
-#if 1
- action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
-#else
- action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
-#endif
- 0);
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
- 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_SCORE ? ei->collect_score :
-#if USE_NEW_CUSTOM_VALUE
- action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
-#else
- action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
-#endif
- 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 ? local_player->gems_still_needed :
- action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
- action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
- action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
- action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
- action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
- -1);
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+ }
+ }
- int action_arg_number_old =
- (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
- action_type == CA_SET_LEVEL_TIME ? TimeLeft :
- action_type == CA_SET_LEVEL_SCORE ? local_player->score :
- action_type == CA_SET_CE_SCORE ? ei->collect_score :
- action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
- 0);
+ if (change->can_change)
+ {
+ change_done = TRUE;
+ change_done_any = TRUE;
+ }
+ }
+ }
+ }
+ }
- int action_arg_number_new =
- getModifiedActionNumber(action_arg_number_old,
- action_mode, action_arg_number,
- action_arg_number_min, action_arg_number_max);
+ RECURSION_LOOP_DETECTION_END();
- int trigger_player_bits =
- (change->actual_trigger_player >= EL_PLAYER_1 &&
- change->actual_trigger_player <= EL_PLAYER_4 ?
- (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
- PLAYER_BITS_ANY);
+ return change_done_any;
+}
- 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 :
- PLAYER_BITS_ANY);
+static boolean CheckElementChangeExt(int x, int y,
+ int element,
+ int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side)
+{
+ boolean change_done = FALSE;
+ int p;
- /* ---------- execute action -------------------------------------------- */
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
- switch(action_type)
+ if (Feld[x][y] == EL_BLOCKED)
{
- case CA_NO_ACTION:
- {
- return;
- }
-
- /* ---------- level actions ------------------------------------------- */
+ Blocked2Moving(x, y, &x, &y);
+ element = Feld[x][y];
+ }
- case CA_RESTART_LEVEL:
- {
- game.restart_level = TRUE;
+ // check if element has already changed or is about to change after moving
+ if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+ Feld[x][y] != element) ||
- break;
- }
+ (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+ (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+ ChangePage[x][y] != -1)))
+ return FALSE;
- case CA_SHOW_ENVELOPE:
- {
- int element = getSpecialActionElement(action_arg_element,
- action_arg_number, EL_ENVELOPE_1);
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
- if (IS_ENVELOPE(element))
- local_player->show_envelope = element;
+ for (p = 0; p < element_info[element].num_change_pages; p++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
- break;
- }
+ /* 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
- case CA_SET_LEVEL_TIME:
+ 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)))
{
- if (level.time > 0) /* only modify limited time value */
+ 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)
{
- TimeLeft = action_arg_number_new;
+ 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 }
+ };
- DrawGameValue_Time(TimeLeft);
+ int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+ int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillPlayer(&stored_player[i]);
+ change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
}
- break;
- }
-
- case CA_SET_LEVEL_SCORE:
- {
- local_player->score = action_arg_number_new;
+ if (change->can_change && !change_done)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
- DrawGameValue_Score(local_player->score);
+ 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);
+ }
}
+ }
- case CA_SET_LEVEL_GEMS:
- {
- local_player->gems_still_needed = action_arg_number_new;
+ RECURSION_LOOP_DETECTION_END();
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ return change_done;
+}
- break;
- }
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int sound_element = player->artwork_element;
+ int last_action = player->last_action_waiting;
+ int action = player->action_waiting;
- case CA_SET_LEVEL_GRAVITY:
- {
- game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
- action_arg == CA_ARG_GRAVITY_ON ? TRUE :
- action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
- game.gravity);
- break;
- }
+ if (player->is_waiting)
+ {
+ if (action != last_action)
+ PlayLevelSoundElementAction(jx, jy, sound_element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+ }
+ else
+ {
+ if (action != last_action)
+ StopSound(element_info[sound_element].sound[last_action]);
- case CA_SET_LEVEL_WIND:
- {
- game.wind_direction = action_arg_direction;
+ if (last_action == ACTION_SLEEPING)
+ PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
+ }
+}
- break;
- }
+static void PlayAllPlayersSound(void)
+{
+ int i;
- /* ---------- player actions ------------------------------------------ */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ PlayPlayerSound(&stored_player[i]);
+}
- case CA_MOVE_PLAYER:
- {
- /* automatically move to the next field in specified direction */
- for (i = 0; i < MAX_PLAYERS; i++)
- if (trigger_player_bits & (1 << i))
- stored_player[i].programmed_action = action_arg_direction;
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+ boolean last_waiting = player->is_waiting;
+ int move_dir = player->MovDir;
- break;
- }
+ player->dir_waiting = move_dir;
+ player->last_action_waiting = player->action_waiting;
- case CA_EXIT_PLAYER:
+ if (is_waiting)
+ {
+ if (!last_waiting) // not waiting -> waiting
{
- for (i = 0; i < MAX_PLAYERS; i++)
- if (action_arg_player_bits & (1 << i))
- stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
-
- break;
- }
+ player->is_waiting = TRUE;
- case CA_KILL_PLAYER:
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- if (action_arg_player_bits & (1 << i))
- KillPlayer(&stored_player[i]);
+ player->frame_counter_bored =
+ FrameCounter +
+ game.player_boring_delay_fixed +
+ GetSimpleRandom(game.player_boring_delay_random);
+ player->frame_counter_sleeping =
+ FrameCounter +
+ game.player_sleeping_delay_fixed +
+ GetSimpleRandom(game.player_sleeping_delay_random);
- break;
+ InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
}
- 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 (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
+ player->anim_delay_counter == 0 &&
+ player->post_delay_counter == 0 &&
+ FrameCounter >= player->frame_counter_sleeping)
+ player->is_sleeping = TRUE;
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
+ FrameCounter >= player->frame_counter_bored)
+ player->is_bored = TRUE;
- 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;
+ player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ ACTION_WAITING);
- DrawGameValue_Keys(stored_player[i].key);
+ if (player->is_sleeping && player->use_murphy)
+ {
+ // special case for sleeping Murphy when leaning against non-free tile
- redraw_mask |= REDRAW_DOOR_1;
- }
- }
- }
+ if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+ (Feld[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) ||
+ (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx + 1, player->jy)))
+ move_dir = MV_RIGHT;
+ else
+ player->is_sleeping = FALSE;
- break;
+ player->dir_waiting = move_dir;
}
- case CA_SET_PLAYER_SPEED:
+ if (player->is_sleeping)
{
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (player->num_special_action_sleeping > 0)
{
- if (trigger_player_bits & (1 << i))
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
{
- int move_stepsize = TILEX / stored_player[i].move_delay_value;
-
- 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);
- }
-
- move_stepsize =
- getModifiedActionNumber(move_stepsize,
- action_mode,
- action_arg_number,
- action_arg_number_min,
- action_arg_number_max);
-
-#if 1
- SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
-#else
- /* make sure that value is power of 2 */
- move_stepsize = (1 << log_2(move_stepsize));
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
- /* do no immediately change -- the player might just be moving */
- stored_player[i].move_delay_value_next = TILEX / move_stepsize;
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
- stored_player[i].cannot_move =
- (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
-#endif
+ player->special_action_sleeping = special_action;
}
- }
-
- break;
- }
- case CA_SET_PLAYER_SHIELD:
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- if (trigger_player_bits & (1 << i))
+ if (player->anim_delay_counter > 0)
{
- 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;
- }
+ player->action_waiting = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
}
}
-
- break;
}
-
- case CA_SET_PLAYER_ARTWORK:
+ else if (player->is_bored)
{
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (player->num_special_action_bored > 0)
{
- if (trigger_player_bits & (1 << i))
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
{
- int artwork_element = action_arg_element;
-
- if (action_arg == CA_ARG_ELEMENT_RESET)
- artwork_element =
- (level.use_artwork_element[i] ? level.artwork_element[i] :
- stored_player[i].element_nr);
-
- stored_player[i].artwork_element = artwork_element;
+ int special_action =
+ ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
- SetPlayerWaiting(&stored_player[i], FALSE);
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
- /* 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);
+ player->special_action_bored = special_action;
}
- }
-
- break;
- }
-
- /* ---------- CE actions ---------------------------------------------- */
-
- case CA_SET_CE_SCORE:
- {
- ei->collect_score = action_arg_number_new;
-
- break;
- }
-
- case CA_SET_CE_VALUE:
- {
-#if USE_NEW_CUSTOM_VALUE
- int last_custom_value = CustomValue[x][y];
-
- CustomValue[x][y] = action_arg_number_new;
-
-#if 0
- printf("::: Count == %d\n", CustomValue[x][y]);
-#endif
-
- if (CustomValue[x][y] == 0 && last_custom_value > 0)
- {
-#if 0
- printf("::: CE_VALUE_GETS_ZERO\n");
-#endif
- CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
- CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
-
-#if 0
- printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
-#endif
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
}
-#endif
-
- break;
}
+ }
+ else if (last_waiting) // waiting -> not waiting
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
- /* ---------- engine actions ------------------------------------------ */
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
- case CA_SET_ENGINE_SCAN_MODE:
- {
- InitPlayfieldScanMode(action_arg);
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
- break;
- }
+ player->dir_waiting = player->MovDir;
+ player->action_waiting = ACTION_DEFAULT;
- default:
- break;
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
}
}
-static void CreateFieldExt(int x, int y, int element, boolean is_change)
+static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
{
- int previous_move_direction = MovDir[x][y];
-#if USE_NEW_CUSTOM_VALUE
- int last_ce_value = CustomValue[x][y];
-#endif
- boolean add_player = (ELEM_IS_PLAYER(element) &&
- IS_WALKABLE(Feld[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(element))
+ 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))
{
- Bang(x, y);
+ if (!CheckSaveEngineSnapshotToList())
+ return;
- return;
+ player->was_moving = FALSE;
+ player->was_snapping = TRUE;
+ player->was_dropping = TRUE;
}
-
- if (!add_player)
+ else
{
- if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
- RemoveMovingField(x, y);
- else
- RemoveField(x, y);
-
- Feld[x][y] = element;
-
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
-
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
- MovDir[x][y] = previous_move_direction;
-
-#if USE_NEW_CUSTOM_VALUE
- if (element_info[Feld[x][y]].use_last_ce_value)
- CustomValue[x][y] = last_ce_value;
-#endif
+ if (player->is_moving)
+ player->was_moving = TRUE;
- InitField_WithBug1(x, y, FALSE);
-
- DrawLevelField(x, y);
+ if (!player->is_snapping)
+ player->was_snapping = FALSE;
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (!player->is_dropping)
+ player->was_dropping = FALSE;
}
-
- /* "ChangeCount" not set yet to allow "entered by player" change one time */
- if (ELEM_IS_PLAYER(element))
- RelocatePlayer(x, y, element);
-
- if (is_change)
- ChangeCount[x][y]++; /* count number of changes in the same frame */
-
- TestIfBadThingTouchesPlayer(x, y);
- TestIfPlayerTouchesCustomElement(x, y);
- TestIfElementTouchesCustomElement(x, y);
-}
-
-static void CreateField(int x, int y, int element)
-{
- CreateFieldExt(x, y, element, FALSE);
}
-static void CreateElementFromChange(int x, int y, int element)
+static void CheckSingleStepMode(struct PlayerInfo *player)
{
- element = GET_VALID_RUNTIME_ELEMENT(element);
-
-#if USE_STOP_CHANGED_ELEMENTS
- if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ if (tape.single_step && tape.recording && !tape.pausing)
{
- int old_element = Feld[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;
+ /* 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) */
+ if (!player->is_moving &&
+ !player->is_pushing &&
+ !player->is_dropping_pressed)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
-#endif
- CreateFieldExt(x, y, element, TRUE);
+ CheckSaveEngineSnapshot(player);
}
-static boolean ChangeElement(int x, int y, int element, int page)
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
- int target_element;
- int old_element = Feld[x][y];
-
- /* 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] == CE_DELAY)
- {
- /* 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_side = CH_SIDE_NONE;
- change->actual_trigger_ce_value = 0;
- }
-
- /* do not change elements more than a specified maximum number of changes */
- if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
- return FALSE;
-
- ChangeCount[x][y]++; /* count number of changes in the same frame */
-
- if (change->explode)
- {
- Bang(x, y);
+ 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);
- return TRUE;
- }
+ if (!player->active || tape.pausing)
+ return 0;
- if (change->use_target_content)
+ if (player_action)
{
- boolean complete_replace = TRUE;
- boolean can_replace[3][3];
- int xx, yy;
-
- for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ if (button1)
+ SnapField(player, dx, dy);
+ else
{
- 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.e[xx][yy];
- int e;
-
- can_replace[xx][yy] = TRUE;
-
- 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 */
-
- continue;
- }
-
- if (!IN_LEV_FIELD(ex, ey))
- {
- can_replace[xx][yy] = FALSE;
- complete_replace = FALSE;
-
- continue;
- }
-
- e = Feld[ex][ey];
-
- if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
- e = MovingOrBlocked2Element(ex, ey);
-
- 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_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) && ELEM_IS_PLAYER(content_element)));
+ if (button2)
+ DropElement(player);
- if (!can_replace[xx][yy])
- complete_replace = FALSE;
+ MovePlayer(player, dx, dy);
}
- if (!change->only_if_complete || complete_replace)
- {
- boolean something_has_changed = FALSE;
-
- if (change->only_if_complete && change->use_random_replace &&
- RND(100) < change->random_percentage)
- return FALSE;
-
- for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
- {
- int ex = x + xx - 1;
- int ey = y + yy - 1;
- int content_element;
-
- if (can_replace[xx][yy] && (!change->use_random_replace ||
- RND(100) < change->random_percentage))
- {
- if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
- RemoveMovingField(ex, ey);
-
- ChangeEvent[ex][ey] = ChangeEvent[x][y];
-
- content_element = change->target_content.e[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change);
-
- CreateElementFromChange(ex, ey, target_element);
-
- something_has_changed = TRUE;
+ CheckSingleStepMode(player);
- /* for symmetry reasons, freeze newly created border elements */
- if (ex != x || ey != y)
- Stop[ex][ey] = TRUE; /* no more moving in this frame */
- }
- }
+ SetPlayerWaiting(player, FALSE);
- if (something_has_changed)
- {
- PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
- }
- }
+ return player_action;
}
else
{
- target_element = GET_TARGET_ELEMENT(change->target_element, change);
+ // no actions for this player (no input at player's configured device)
- if (element == EL_DIAGONAL_GROWING ||
- element == EL_DIAGONAL_SHRINKING)
- {
- target_element = Store[x][y];
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovementWhenNotMoving(player);
- Store[x][y] = EL_EMPTY;
- }
+ if (player->MovPos == 0)
+ SetPlayerWaiting(player, TRUE);
- CreateElementFromChange(x, y, target_element);
+ if (player->MovPos == 0) // needed for tape.playing
+ player->is_moving = FALSE;
- PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
- }
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
- /* this uses direct change before indirect change */
- CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+ CheckSingleStepMode(player);
- return TRUE;
+ return 0;
+ }
}
-#if USE_NEW_DELAYED_ACTION
-
-static void HandleElementChange(int x, int y, int page)
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+ byte *tape_action)
{
- int element = MovingOrBlocked2Element(x, y);
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[page];
-
-#ifdef DEBUG
- if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
- !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
- {
- printf("\n\n");
- printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
- x, y, element, element_info[element].token_name);
- printf("HandleElementChange(): This should never happen!\n");
- printf("\n\n");
- }
-#endif
-
- /* 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
+ if (!tape.use_mouse)
+ 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)
return;
- }
- if (ChangeDelay[x][y] == 0) /* initialize element change */
- {
- ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+ tape_action[TAPE_ACTION_LX] = mouse_action->lx;
+ tape_action[TAPE_ACTION_LY] = mouse_action->ly;
+ tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
+}
- if (change->can_change)
+static void CheckLevelSolved(void)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (game_em.level_solved &&
+ !game_em.game_over) // game won
{
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ LevelSolved();
- if (change->pre_change_function)
- change->pre_change_function(x, y);
- }
- }
+ game_em.game_over = TRUE;
- ChangeDelay[x][y]--;
+ game.all_players_gone = TRUE;
+ }
- if (ChangeDelay[x][y] != 0) /* continue element change */
+ if (game_em.game_over) // game lost
+ game.all_players_gone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
- if (change->can_change)
+ if (game_sp.level_solved &&
+ !game_sp.game_over) // game won
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ LevelSolved();
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ game_sp.game_over = TRUE;
- if (change->change_function)
- change->change_function(x, y);
+ game.all_players_gone = TRUE;
}
+
+ if (game_sp.game_over) // game lost
+ game.all_players_gone = TRUE;
}
- else /* finish element change */
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ if (game_mm.level_solved &&
+ !game_mm.game_over) // game won
{
- page = ChangePage[x][y];
- ChangePage[x][y] = -1;
+ LevelSolved();
- change = &ei->change_page[page];
+ game_mm.game_over = TRUE;
+
+ game.all_players_gone = TRUE;
}
- if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ 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++)
{
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
+ struct PlayerInfo *player = &stored_player[i];
- return;
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
+
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
}
- if (change->can_change)
+ if (!game.LevelSolved && !level.use_step_counter)
{
- if (ChangeElement(x, y, element, page))
+ TimePlayed++;
+
+ if (TimeLeft > 0)
{
- if (change->post_change_function)
- change->post_change_function(x, y);
+ 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)
+ level.native_em_level->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;
}
+
+ level.native_em_level->lev->time =
+ (game.no_time_limit ? TimePlayed : TimeLeft);
}
- if (change->has_action)
- ExecuteCustomElementAction(x, y, element, page);
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
-}
-#else
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
-static void HandleElementChange(int x, int y, int page)
+ UpdateAndDisplayGameControlValues();
+}
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
{
- int element = MovingOrBlocked2Element(x, y);
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[page];
+ int i;
-#ifdef DEBUG
- if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
- {
- printf("\n\n");
- printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
- x, y, element, element_info[element].token_name);
- printf("HandleElementChange(): This should never happen!\n");
- printf("\n\n");
- }
-#endif
+ // advance frame counters (global frame counter and time frame counter)
+ FrameCounter++;
+ TimeFrames++;
- /* this can happen with classic bombs on walkable, changing elements */
- if (!CAN_CHANGE(element))
+ // advance player counters (counters for move delay, move animation etc.)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
+ 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;
- return;
- }
+ if (!advance_player_counters) // not all players may be affected
+ continue;
- if (ChangeDelay[x][y] == 0) /* initialize element change */
- {
- ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+ 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);
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ if (count % delay == 0)
+ move_frames = 1;
+ }
- if (change->pre_change_function)
- change->pre_change_function(x, y);
- }
+ stored_player[i].Frame += move_frames;
- ChangeDelay[x][y]--;
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
- if (ChangeDelay[x][y] != 0) /* continue element change */
- {
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ // 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 (change->change_function)
- change->change_function(x, y);
+ if (stored_player[i].is_dropping_pressed)
+ stored_player[i].drop_pressed_delay++;
}
- else /* finish element change */
- {
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
- {
- page = ChangePage[x][y];
- ChangePage[x][y] = -1;
+}
- change = &ei->change_page[page];
- }
+void StartGameActions(boolean init_network_game, boolean record_tape,
+ int random_seed)
+{
+ unsigned int new_random_seed = InitRND(random_seed);
- 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 */
+ if (record_tape)
+ TapeStartRecording(new_random_seed);
- return;
- }
+ if (init_network_game)
+ {
+ SendToServer_LevelFile();
+ SendToServer_StartPlaying();
- if (ChangeElement(x, y, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(x, y);
- }
+ return;
}
-}
-#endif
+ InitGame();
+}
-static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
- int trigger_element,
- int trigger_event,
- int trigger_player,
- int trigger_side,
- int trigger_page)
+static void GameActionsExt(void)
{
- boolean change_done_any = FALSE;
- int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+#if 0
+ 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_PLAYERS];
int i;
- if (!(trigger_events[trigger_element][trigger_event]))
- return FALSE;
-
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ // detect endless loops, caused by custom element programming
+ if (recursion_loop_detected && recursion_loop_depth == 0)
{
- int element = EL_CUSTOM_START + i;
- boolean change_done = FALSE;
- int p;
+ char *message = getStringCat3("Internal Error! Element ",
+ EL_NAME(recursion_loop_element),
+ " caused endless loop! Quit the game?");
- if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
- !HAS_ANY_CHANGE_EVENT(element, trigger_event))
- continue;
+ Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+ EL_NAME(recursion_loop_element));
- for (p = 0; p < element_info[element].num_change_pages; p++)
- {
- struct ElementChangeInfo *change = &element_info[element].change_page[p];
+ RequestQuitGameExt(FALSE, level_editor_test_game, message);
- 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))
- {
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
- change->actual_trigger_side = trigger_side;
- change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ recursion_loop_detected = FALSE; // if game should be continued
- if ((change->can_change && !change_done) || change->has_action)
- {
- int x, y;
+ free(message);
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- if (Feld[x][y] == element)
- {
- if (change->can_change && !change_done)
- {
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
+ return;
+ }
- HandleElementChange(x, y, p);
- }
-#if USE_NEW_DELAYED_ACTION
- else if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#else
- if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#endif
- }
- }
+ if (game.restart_level)
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
- if (change->can_change)
- {
- change_done = TRUE;
- change_done_any = TRUE;
- }
- }
- }
- }
- }
+ CheckLevelSolved();
- return change_done_any;
-}
+ if (game.LevelSolved && !game.LevelSolved_GameEnd)
+ GameWon();
-static boolean CheckElementChangeExt(int x, int y,
- int element,
- int trigger_element,
- int trigger_event,
- int trigger_player,
- int trigger_side)
-{
- boolean change_done = FALSE;
- int p;
+ if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
+ TapeStop();
- if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
- !HAS_ANY_CHANGE_EVENT(element, trigger_event))
- return FALSE;
+ if (game_status != GAME_MODE_PLAYING) // status might have changed
+ return;
- if (Feld[x][y] == EL_BLOCKED)
+ 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))
{
- Blocked2Moving(x, y, &x, &y);
- element = Feld[x][y];
+ 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
- /* check if element has already changed */
- if (Feld[x][y] != element)
- return FALSE;
+#if 0
+ // ---------- main game synchronization point ----------
+
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ printf("::: skip == %d\n", skip);
+
#else
- /* check if element has already changed or is about to change after moving */
- if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
- Feld[x][y] != element) ||
+ // ---------- main game synchronization point ----------
- (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
- (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
- ChangePage[x][y] != -1)))
- return FALSE;
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
#endif
- for (p = 0; p < element_info[element].num_change_pages; p++)
+ if (network_playing && !network_player_action_received)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[p];
+ // try to get network player actions in time
- boolean check_trigger_element =
- (trigger_event == CE_TOUCHING_X ||
- trigger_event == CE_HITTING_X ||
- trigger_event == CE_HIT_BY_X);
+ // last chance to get network player actions without main loop delay
+ HandleNetworking();
- 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)))
- {
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
- change->actual_trigger_side = trigger_side;
- change->actual_trigger_ce_value = CustomValue[x][y];
+ // game was quit by network peer
+ if (game_status != GAME_MODE_PLAYING)
+ return;
- /* 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 }
- };
+ // 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
- int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
- int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
+ // do not yet reset "network_player_action_received" (for tape.pausing)
+ }
- change->actual_trigger_ce_value = CustomValue[xx][yy];
- }
+ if (tape.pausing)
+ return;
- if (change->can_change && !change_done)
- {
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
+ // at this point we know that we really continue executing the game
- HandleElementChange(x, y, p);
+ network_player_action_received = FALSE;
- change_done = TRUE;
- }
-#if USE_NEW_DELAYED_ACTION
- else if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#else
- if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#endif
- }
- }
+ // when playing tape, read previously recorded player input from tape data
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- return change_done;
-}
+ local_player->effective_mouse_action = local_player->mouse_action;
-static void PlayPlayerSound(struct PlayerInfo *player)
-{
- int jx = player->jx, jy = player->jy;
- int sound_element = player->artwork_element;
- int last_action = player->last_action_waiting;
- int action = player->action_waiting;
+ if (recorded_player_action != NULL)
+ SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
+ recorded_player_action);
- if (player->is_waiting)
+ // TapePlayAction() may return NULL when toggling to "pause before death"
+ if (tape.pausing)
+ return;
+
+ if (tape.set_centered_player)
{
- if (action != last_action)
- PlayLevelSoundElementAction(jx, jy, sound_element, action);
- else
- PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+ game.centered_player_nr_next = tape.centered_player_nr_next;
+ game.set_centered_player = TRUE;
}
- else
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (action != last_action)
- StopSound(element_info[sound_element].sound[last_action]);
+ summarized_player_action |= stored_player[i].action;
- if (last_action == ACTION_SLEEPING)
- PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
+ if (!network_playing && (game.team_mode || tape.playing))
+ stored_player[i].effective_action = stored_player[i].action;
}
-}
-
-static void PlayAllPlayersSound()
-{
- int i;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- PlayPlayerSound(&stored_player[i]);
-}
-static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
-{
- boolean last_waiting = player->is_waiting;
- int move_dir = player->MovDir;
+ if (network_playing && !checkGameEnded())
+ SendToServer_MovePlayer(summarized_player_action);
- player->last_action_waiting = player->action_waiting;
+ // 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 (is_waiting)
+ // 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)
{
- if (!last_waiting) /* not waiting -> waiting */
- {
- player->is_waiting = TRUE;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[map_player_action[i]].effective_action =
+ (i == game.centered_player_nr ? summarized_player_action : 0);
+ }
- player->frame_counter_bored =
- FrameCounter +
- game.player_boring_delay_fixed +
- SimpleRND(game.player_boring_delay_random);
- player->frame_counter_sleeping =
- FrameCounter +
- game.player_sleeping_delay_fixed +
- SimpleRND(game.player_sleeping_delay_random);
+ if (recorded_player_action != NULL)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = recorded_player_action[i];
- InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
- }
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ tape_action[i] = stored_player[i].effective_action;
- if (game.player_sleeping_delay_fixed +
- game.player_sleeping_delay_random > 0 &&
- player->anim_delay_counter == 0 &&
- player->post_delay_counter == 0 &&
- FrameCounter >= player->frame_counter_sleeping)
- player->is_sleeping = TRUE;
- else if (game.player_boring_delay_fixed +
- game.player_boring_delay_random > 0 &&
- FrameCounter >= player->frame_counter_bored)
- player->is_bored = TRUE;
+ /* (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;
+ }
- player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
- player->is_bored ? ACTION_BORING :
- ACTION_WAITING);
+ SetTapeActionFromMouseAction(tape_action,
+ &local_player->effective_mouse_action);
- if (player->is_sleeping)
- {
- if (player->num_special_action_sleeping > 0)
- {
- if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
- {
- int last_special_action = player->special_action_sleeping;
- int num_special_action = player->num_special_action_sleeping;
- int special_action =
- (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
- last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
- last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
- last_special_action + 1 : ACTION_SLEEPING);
- int special_graphic =
- el_act_dir2img(player->artwork_element, special_action, move_dir);
+ // only record actions from input devices, but not programmed actions
+ if (tape.recording)
+ TapeRecordAction(tape_action);
- player->anim_delay_counter =
- graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(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);
+ // remember if game was played (especially after tape stopped playing)
+ if (!tape.playing && summarized_player_action)
+ game.GamePlayed = TRUE;
- player->special_action_sleeping = special_action;
- }
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ // !!! also map player actions in single player mode !!!
+ // if (game.team_mode)
+ if (1)
+ {
+ byte mapped_action[MAX_PLAYERS];
- if (player->anim_delay_counter > 0)
- {
- player->action_waiting = player->special_action_sleeping;
- player->anim_delay_counter--;
- }
- else if (player->post_delay_counter > 0)
- {
- player->post_delay_counter--;
- }
- }
- }
- else if (player->is_bored)
- {
- if (player->num_special_action_bored > 0)
- {
- if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
- {
- int special_action =
- ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
- int special_graphic =
- el_act_dir2img(player->artwork_element, special_action, move_dir);
+#if DEBUG_PLAYER_ACTIONS
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+#endif
- player->anim_delay_counter =
- graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(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);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ mapped_action[i] = stored_player[map_player_action[i]].effective_action;
- player->special_action_bored = special_action;
- }
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = mapped_action[i];
- if (player->anim_delay_counter > 0)
- {
- player->action_waiting = player->special_action_bored;
- player->anim_delay_counter--;
- }
- else if (player->post_delay_counter > 0)
- {
- player->post_delay_counter--;
- }
- }
- }
+#if DEBUG_PLAYER_ACTIONS
+ printf(" =>");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+#endif
}
- else if (last_waiting) /* waiting -> not waiting */
+#if DEBUG_PLAYER_ACTIONS
+ else
{
- player->is_waiting = FALSE;
- player->is_bored = FALSE;
- player->is_sleeping = FALSE;
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+ }
+#endif
+#endif
- player->frame_counter_bored = -1;
- player->frame_counter_sleeping = -1;
+ 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;
- player->anim_delay_counter = 0;
- player->post_delay_counter = 0;
+ // 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;
- player->action_waiting = ACTION_DEFAULT;
+ game.snapshot.last_action[i] = stored_player[i].effective_action;
+ }
- player->special_action_bored = ACTION_DEFAULT;
- player->special_action_sleeping = ACTION_DEFAULT;
+ 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();
}
-}
-static byte PlayerActions(struct PlayerInfo *player, byte player_action)
-{
- 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);
+ BlitScreenToBitmap(backbuffer);
- if (!player->active || tape.pausing)
- return 0;
+ 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;
+
+ fps_frames++;
- if (player_action)
- {
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
+ if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
{
- if (button2)
- dropped = DropElement(player);
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
- moved = MovePlayer(player, dx, dy);
- }
+ fps_frames = 0;
+ fps_counter = Counter();
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
+ // always draw FPS to screen after FPS value was updated
+ redraw_mask |= REDRAW_FPS;
}
- SetPlayerWaiting(player, FALSE);
-
- return player_action;
+ // only draw FPS if no screen areas are deactivated (invisible warp mode)
+ if (GetDrawDeactivationMask() == REDRAW_NONE)
+ redraw_mask |= REDRAW_FPS;
}
- 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);
+static void GameActions_CheckSaveEngineSnapshot(void)
+{
+ if (!game.snapshot.save_snapshot)
+ return;
- if (player->MovPos == 0)
- SetPlayerWaiting(player, TRUE);
+ // clear flag for saving snapshot _before_ saving snapshot
+ game.snapshot.save_snapshot = FALSE;
- if (player->MovPos == 0) /* needed for tape.playing */
- player->is_moving = FALSE;
+ SaveEngineSnapshotToList();
+}
- player->is_dropping = FALSE;
+void GameActions(void)
+{
+ GameActionsExt();
- return 0;
- }
+ GameActions_CheckSaveEngineSnapshot();
}
-void AdvanceFrameAndPlayerCounters(int player_nr)
+void GameActions_EM_Main(void)
{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
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++)
- {
- 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;
-
- if (!advance_player_counters) /* not all players may be affected */
- continue;
-
-#if USE_NEW_PLAYER_ANIM
- 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);
+ effective_action[i] = stored_player[i].effective_action;
- if (count % delay == 0)
- move_frames = 1;
- }
-#endif
+ GameActions_EM(effective_action, warp_mode);
+}
- stored_player[i].Frame += move_frames;
+void GameActions_SP_Main(void)
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
- if (stored_player[i].MovPos != 0)
- stored_player[i].StepFrame += move_frames;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
- if (stored_player[i].move_delay > 0)
- stored_player[i].move_delay--;
+ GameActions_SP(effective_action, warp_mode);
- /* due to bugs in previous versions, counter must count up, not down */
- if (stored_player[i].push_delay != -1)
- stored_player[i].push_delay++;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].force_dropping)
+ stored_player[i].action |= KEY_BUTTON_DROP;
- if (stored_player[i].drop_delay > 0)
- stored_player[i].drop_delay--;
+ stored_player[i].force_dropping = FALSE;
}
}
-void GameActions()
+void GameActions_MM_Main(void)
{
- static unsigned long game_frame_delay = 0;
- unsigned long game_frame_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;
- byte tape_action[MAX_PLAYERS];
-
- if (game_status != GAME_MODE_PLAYING)
- return;
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
- game_frame_delay_value =
- (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
-
- if (tape.playing && tape.warp_forward && !tape.pausing)
- game_frame_delay_value = 0;
+ GameActions_MM(local_player->effective_mouse_action, warp_mode);
+}
- /* ---------- main game synchronization point ---------- */
+void GameActions_RND_Main(void)
+{
+ GameActions_RND();
+}
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+void GameActions_RND(void)
+{
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic, last_gfx_frame;
InitPlayfieldScanModeVars();
-#if USE_ONE_MORE_CHANGE_PER_FRAME
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
SCAN_PLAYFIELD(x, y)
ChangeEvent[x][y] = -1;
}
}
-#endif
- if (network_playing && !network_player_action_received)
+ if (game.set_centered_player)
{
- /* try to get network player actions in time */
-
-#if defined(NETWORK_AVALIABLE)
- /* last chance to get network player actions without main loop delay */
- HandleNetworking();
-#endif
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
- /* game was quit by network peer */
- if (game_status != GAME_MODE_PLAYING)
- return;
+ // 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;
+ }
- if (!network_player_action_received)
- return; /* failed to get network player actions in time */
+ // 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;
+ }
}
- if (tape.pausing)
- return;
-
- recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
-
-#if 1
- /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
- if (recorded_player_action == NULL && tape.pausing)
- return;
-#endif
-
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (game.set_centered_player &&
+ ScreenMovPos == 0) // screen currently aligned at tile position
{
- summarized_player_action |= stored_player[i].action;
-
- if (!network_playing)
- stored_player[i].effective_action = stored_player[i].action;
- }
-
-#if defined(NETWORK_AVALIABLE)
- if (network_playing)
- SendToServer_MovePlayer(summarized_player_action);
-#endif
+ int sx, sy;
- if (!options.network && !setup.team_mode)
- local_player->effective_action = summarized_player_action;
-
- if (recorded_player_action != NULL)
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].effective_action = recorded_player_action[i];
+ 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;
+ }
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- tape_action[i] = stored_player[i].effective_action;
+ game.centered_player_nr = game.centered_player_nr_next;
+ game.set_centered_player = FALSE;
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawGameDoorValues();
}
- /* only save actions from input devices, but not programmed actions */
- if (tape.recording)
- TapeRecordAction(tape_action);
-
for (i = 0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
CheckGravityMovement(&stored_player[i]);
#endif
- /* overwrite programmed action with tape action */
+ // overwrite programmed action with tape action
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
-#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);
}
- network_player_action_received = FALSE;
-
ScrollScreen(NULL, SCROLL_GO_ON);
/* for backwards compatibility, the following code emulates a fixed bug that
{
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;
- }
}
}
}
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
+ Last[x][y] = Feld[x][y];
+
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
- /* this must be handled before main playfield loop */
+ // this must be handled before main playfield loop
if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
{
MovDelay[x][y]--;
RemoveField(x, y);
}
-#if USE_NEW_SNAP_DELAY
if (Feld[x][y] == EL_ELEMENT_SNAPPING)
{
MovDelay[x][y]--;
if (MovDelay[x][y] <= 0)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
}
}
-#endif
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
WasJustFalling[x][y]--;
if (CheckCollision[x][y] > 0)
CheckCollision[x][y]--;
+ if (CheckImpact[x][y] > 0)
+ CheckImpact[x][y]--;
GfxFrame[x][y]++;
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
#if DEBUG
#endif
}
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ last_gfx_frame = GfxFrame[x][y];
-#if 0
- printf("::: %d,%d\n", x, y);
-
- if (element == EL_ROCK)
- printf("::: Yo man! Rocks can fall!\n");
-#endif
-
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
- else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
- {
- int old_gfx_frame = GfxFrame[x][y];
-
- GfxFrame[x][y] = CustomValue[x][y];
-
-#if 1
- if (GfxFrame[x][y] != old_gfx_frame)
-#endif
- DrawLevelGraphicAnimation(x, y, graphic);
- }
- else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- {
- int old_gfx_frame = GfxFrame[x][y];
-
- GfxFrame[x][y] = element_info[element].collect_score;
+ ResetGfxFrame(x, y);
-#if 1
- if (GfxFrame[x][y] != old_gfx_frame)
-#endif
- DrawLevelGraphicAnimation(x, y, graphic);
- }
+ 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))
continue;
}
- /* this may take place after moving, so 'element' may have changed */
+ // 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]))
{
int page = element_info[element].event_page_nr[CE_DELAY];
-#if 0
- HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
-#else
-
-#if 0
- printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
-#endif
-
-#if 0
- if (element == EL_CUSTOM_255)
- printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
-#endif
-#if 1
HandleElementChange(x, y, page);
-#else
- if (CAN_CHANGE(element))
- HandleElementChange(x, y, page);
-
- if (HAS_ACTION(element))
- ExecuteCustomElementAction(x, y, element, page);
-#endif
-
-#endif
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
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 ||
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);
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)
{
-#if 1
graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#endif
}
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- if (element == EL_CUSTOM_255 ||
- element == EL_CUSTOM_256)
- DrawLevelGraphicAnimation(x, y, graphic);
-#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 */
+ // new experimental amoeba growth stuff
if (!(FrameCounter % 8))
{
- static unsigned long random = 1684108901;
+ static unsigned int random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
(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))
{
}
#endif
-#if 0
- if (game.explosions_delayed)
-#endif
- {
- game.explosions_delayed = FALSE;
-
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- 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 = Feld[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))
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)
{
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
element = Feld[x][y];
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ 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);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
}
}
}
}
- if (TimeFrames >= FRAMES_PER_SECOND)
+#if USE_DELAYED_GFX_REDRAW
+ SCAN_PLAYFIELD(x, y)
{
- 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 (!level.use_step_counter)
+ if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
{
- TimePlayed++;
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
- if (TimeLeft > 0)
- {
- TimeLeft--;
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+ DrawLevelField(x, y);
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+ DrawLevelFieldCrumbled(x, y);
- DrawGameValue_Time(TimeLeft);
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+ DrawLevelFieldCrumbledNeighbours(x, y);
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillPlayer(&stored_player[i]);
- }
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+ DrawTwinkleOnField(x, y);
}
- if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
+#endif
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;
-
- fps_frames++;
+ struct PlayerInfo *player = &stored_player[i];
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ if (player->show_envelope != 0 && (!player->active ||
+ player->MovPos == 0))
{
- global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+ ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
- fps_frames = 0;
- fps_counter = Counter();
+ player->show_envelope = 0;
}
-
- redraw_mask |= REDRAW_FPS;
- }
-
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
-
- if (local_player->show_envelope != 0 && local_player->MovPos == 0)
- {
- ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
-
- local_player->show_envelope = 0;
}
- /* use random number generator in every frame to make it less predictable */
+ // use random number generator in every frame to make it less predictable
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
RND(1);
}
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++)
static void CheckGravityMovement(struct PlayerInfo *player)
{
- if (game.gravity && !player->programmed_action)
+ if (player->gravity && !player->programmed_action)
{
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
- boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+ 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 &&
{
return CheckGravityMovement(player);
- 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 =
{
int jx = player->jx, jy = player->jy;
int new_jx = jx + dx, new_jy = jy + dy;
-#if !USE_FIXED_DONT_RUN_INTO
- int element;
-#endif
int can_move;
boolean player_can_move = !player->cannot_move;
if (!player_can_move)
{
-#if 1
if (player->MovPos == 0)
{
player->is_moving = FALSE;
player->is_snapping = FALSE;
player->is_pushing = FALSE;
}
-#else
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
-#endif
-
-#if 0
- return MP_NO_ACTION;
-#endif
}
- if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+ if (!network.enabled && game.centered_player_nr == -1 &&
+ !AllPlayersInSight(player, new_jx, new_jy))
return MP_NO_ACTION;
-#if !USE_FIXED_DONT_RUN_INTO
- element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-
- /* (moved to DigField()) */
- if (player_can_move && DONT_RUN_INTO(element))
- {
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(new_jx, new_jy);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_MOVING;
- }
-#endif
-
can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
- if (can_move == MP_DONT_RUN_INTO)
- return MP_MOVING;
-#endif
-#endif
if (can_move != MP_MOVING)
return can_move;
-#if USE_FIXED_DONT_RUN_INTO
-#endif
-
- /* 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 MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
+ return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
PlayerVisit[jx][jy] = FrameCounter;
+ player->is_moving = TRUE;
+
+#if 1
+ // should better be called in MovePlayer(), but this breaks some tapes
ScrollPlayer(player, SCROLL_INIT);
+#endif
return MP_MOVING;
}
if (player->move_delay > 0)
return FALSE;
- player->move_delay = -1; /* set to "uninitialized" value */
+ player->move_delay = -1; // set to "uninitialized" value
- /* store if player is automatically moved to next field */
+ // 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",
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
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)
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 & MP_MOVING && !ScreenMovPos &&
- (player == local_player || !options.network))
+ (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;
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;
player->is_snapping = FALSE;
player->is_switching = FALSE;
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
+
+#if 0
+ // should better be called here than above, but this breaks some tapes
+ ScrollPlayer(player, SCROLL_INIT);
+#endif
}
else
{
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 */
+ player->move_delay = 0; // allow direct movement in the next frame
}
- if (player->move_delay == -1) /* not yet initialized by DigField() */
+ 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))
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
-#if USE_NEW_PLAYER_SPEED
if (!player->active)
return;
- if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
- return;
-#else
- if (!player->active || player->MovPos == 0)
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
return;
-#endif
if (mode == SCROLL_INIT)
{
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
Feld[last_jx][last_jy] == EL_EMPTY)
{
- int last_field_block_delay = 0; /* start with no blocking at all */
+ int last_field_block_delay = 0; // start with no blocking at all
int block_delay_adjustment = player->block_delay_adjustment;
- /* if player blocks last field, add delay for exactly one move */
+ // if player blocks last field, add delay for exactly one move
if (player->block_last_field)
{
last_field_block_delay += player->move_delay_value;
- /* when blocking enabled, prevent moving up despite gravity */
- if (game.gravity && player->MovDir == MV_UP)
+ // 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) */
+ // add block delay adjustment (also possible when not blocking)
last_field_block_delay += block_delay_adjustment;
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
-#if USE_NEW_PLAYER_SPEED
- if (player->MovPos != 0) /* player has not yet reached destination */
+ if (player->MovPos != 0) // player has not yet reached destination
return;
-#else
- return;
-#endif
}
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
-#if 0
- printf("::: player->MovPos: %d -> %d\n",
- player->MovPos,
- player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
-#endif
-
-#if USE_NEW_PLAYER_SPEED
if (player->MovPos != 0)
{
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- /* before DrawPlayer() to draw correct player graphic for this case */
+ // before DrawPlayer() to draw correct player graphic for this case
if (player->MovPos == 0)
CheckGravityMovement(player);
}
-#else
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
- player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- /* before DrawPlayer() to draw correct player graphic for this case */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
-#endif
-
- if (player->MovPos == 0) /* player reached destination field */
+ if (player->MovPos == 0) // player reached destination field
{
-#if 0
- printf("::: player reached destination field\n");
-#endif
-
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;
}
}
player->last_jy = jy;
if (Feld[jx][jy] == EL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+ Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
Feld[jx][jy] == EL_SP_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
+ Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
{
- DrawPlayer(player); /* needed here only to cleanup last field */
- RemovePlayer(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(Feld[jx][jy])))
+ LevelSolved();
}
- /* this breaks one level: "machine", level 000 */
+ // this breaks one level: "machine", level 000
{
int move_direction = player->MovDir;
int enter_side = MV_DIR_OPPOSITE(move_direction);
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
- CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
CE_MOVE_OF_X, move_direction);
}
/* 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 */
+ TestIfElementTouchesCustomElement(jx, jy); // for empty space
if (!player->active)
RemovePlayer(player);
}
- if (level.use_step_counter)
+ if (!game.LevelSolved && level.use_step_counter)
{
int i;
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
- DrawGameValue_Time(TimeLeft);
+ 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]);
}
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
+ else if (game.no_time_limit && !game.all_players_gone)
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+ DisplayGameControlValues();
+ }
}
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;
};
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 = Feld[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 = Feld[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 */
+ 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);
+
+ {
+ /* 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
}
CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
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 = Feld[x][y]; /* should always be non-moving! */
+ int center_element = Feld[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 = Feld[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 */
+ 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 */
-
- /* 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);
+ continue; // center and border element do not touch
- /* check for change of border element */
- CheckElementChangeBySide(xx, yy, border_element, center_element,
- CE_TOUCHING_X, center_side);
+ border_element_old[i] = border_element;
}
-}
-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;
+ 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_element = border_element_old[i];
- if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
- return;
+ 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);
- if (IN_LEV_FIELD(hitx, hity))
+ // (center element cannot be player, so we dont have to check this here)
+ }
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
- boolean object_hit = (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2);
+ 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];
- object_hit = TRUE;
+ if (border_element == -1)
+ continue;
- if (object_hit)
- {
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_HITTING_X, touched_side);
+ // 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);
- CheckElementChangeBySide(hitx, hity, touched_element,
- hitting_element, CE_HIT_BY_X, hitting_side);
+ 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(hitx, hity, touched_element, hitting_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
}
}
-
- /* "hitting something" is also true when hitting the playfield border */
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_HITTING_SOMETHING, direction);
}
-#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 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);
- CheckElementChangeBySide(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;
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_X, touched_side);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_SMASHED_BY_SOMETHING, opposite_direction);
-
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_OTHER_IS_SMASHING, touched_side);
+ CE_HIT_BY_X, hitting_side);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_OTHER_GETS_SMASHED, hitting_side);
+ CE_HIT_BY_SOMETHING, opposite_direction);
+
+ if (IS_PLAYER(hitx, hity))
+ {
+ /* 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)
{
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;
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;
}
}
}
}
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Feld[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 = Feld[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))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
void TestIfPlayerTouchesBadThing(int x, int y)
{
TestIfGoodThingHitsBadThing(x, y, MV_NONE);
if (!player->active)
return;
- /* remove accessible field at the player's position */
+#if 0
+ printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+ 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;
+
+ // remove accessible field at the player's position
Feld[jx][jy] = EL_EMPTY;
- /* deactivate shield (else Bang()/Explode() would not work right) */
+ // deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+#if 0
+ printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
Bang(jx, jy);
- BuryPlayer(player);
+
+#if 0
+ printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+ 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 KillPlayerUnlessEnemyProtected(int x, int y)
PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
PlayLevelSound(jx, jy, SND_GAME_LOSING);
- player->GameOver = TRUE;
RemovePlayer(player);
+
+ player->buried = TRUE;
+
+ if (game.all_players_gone)
+ game.GameOver = TRUE;
}
void RemovePlayer(struct PlayerInfo *player)
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)
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
found = TRUE;
if (!found)
- AllPlayersGone = TRUE;
+ {
+ 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);
- ExitX = ZX = jx;
- ExitY = ZY = jy;
+ if (game.players_still_needed > 0)
+ game.players_still_needed--;
}
-#if USE_NEW_SNAP_DELAY
static void setFieldForSnapping(int x, int y, int element, int direction)
{
struct ElementInfo *ei = &element_info[element];
GfxDir[x][y] = direction;
GfxFrame[x][y] = -1;
}
-#endif
/*
=============================================================================
{
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;
=============================================================================
*/
-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)
{
boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
boolean player_was_pushing = player->is_pushing;
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
int old_element = Feld[jx][jy];
-#if USE_FIXED_DONT_RUN_INTO
int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
-#else
- int element;
-#endif
int collect_count;
- if (is_player) /* function can also be called by EL_PENGUIN */
+ if (is_player) // function can also be called by EL_PENGUIN
{
if (player->MovPos == 0)
{
player->is_collecting = FALSE;
}
- if (player->MovPos == 0) /* last pushing move finished */
+ if (player->MovPos == 0) // last pushing move finished
player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ if (mode == DF_NO_PUSH) // player just stopped pushing
{
player->is_switching = FALSE;
player->push_delay = -1;
}
}
-#if !USE_FIXED_DONT_RUN_INTO
- if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- return MP_NO_ACTION;
-#endif
-
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
- /* in case of element dropped at player position, check background */
+ // 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 USE_FIXED_DONT_RUN_INTO
- if (player_can_move && DONT_RUN_INTO(element))
- {
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(x, y);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_DONT_RUN_INTO;
- }
-#endif
-#endif
-
-#if 1
-#if USE_FIXED_DONT_RUN_INTO
- if (player_can_move && DONT_RUN_INTO(element))
- {
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_DONT_RUN_INTO;
- }
-#endif
-#endif
-
if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MP_NO_ACTION; /* field has no opening in this 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 */
+ return MP_NO_ACTION; // field has no opening in this direction
-#if 1
-#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
SplashAcid(x, y);
- Feld[jx][jy] = EL_PLAYER_1;
+
+ Feld[jx][jy] = player->artwork_element;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
return MP_DONT_RUN_INTO;
}
-#endif
-#endif
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
{
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(x, y);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
return MP_DONT_RUN_INTO;
}
-#endif
-#endif
-#if USE_FIXED_DONT_RUN_INTO
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MP_NO_ACTION;
-#endif
-
-#if !USE_FIXED_DONT_RUN_INTO
- element = Feld[x][y];
-#endif
collect_count = element_info[element].collect_count_initial;
- if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
return MP_NO_ACTION;
if (game.engine_version < VERSION_IDENT(2,2,0,0))
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
- if (Feld[x][y] != element) /* field changed by snapping */
+ if (element == EL_DC_LANDMINE)
+ Bang(x, y);
+
+ if (Feld[x][y] != element) // field changed by snapping
return MP_ACTION;
return MP_NO_ACTION;
}
- if (game.gravity && is_player && !player->is_auto_moving &&
+ 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 */
+ return MP_NO_ACTION; // player cannot walk here due to gravity
if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
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 */
+ sound_action = ACTION_PASSING; // player is passing exit
}
else if (element == EL_EMPTY)
{
- sound_action = ACTION_MOVING; /* nothing to walk on */
+ sound_action = ACTION_MOVING; // nothing to walk on
}
- /* play sound from background or player, whatever is available */
+ // 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
IS_PASSABLE(element) && canPassField(x, y, move_direction))
{
if (!ACCESS_FROM(element, opposite_direction))
- return MP_NO_ACTION; /* field not accessible from this direction */
+ return MP_NO_ACTION; // field not accessible from this direction
- if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ if (CAN_MOVE(element)) // only fixed elements can be passed!
return MP_NO_ACTION;
if (IS_EM_GATE(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)
- game.gravity = TRUE;
+ 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)
- game.gravity = FALSE;
+ player->gravity = FALSE;
}
- /* automatically move to the next field with double speed */
+ // automatically move to the next field with double speed
player->programmed_action = move_direction;
if (player->move_delay_reset_counter == 0)
{
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ player->move_delay_reset_counter = 2; // two double speed steps
DOUBLE_PLAYER_SPEED(player);
}
if (mode == DF_SNAP)
{
-#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ TestIfElementTouchesCustomElement(x, y); // for empty space
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
else if (element == EL_EXTRA_TIME && level.time > 0)
{
TimeLeft += level.extra_time;
- DrawGameValue_Time(TimeLeft);
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
if (element == EL_SHIELD_DEADLY)
player->shield_deadly_time_left += level.shield_deadly_time;
}
- else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ 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;
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
{
player->key[KEY_NR(element)] = TRUE;
- DrawGameValue_Keys(player->key);
+ DrawGameDoorValues();
+ }
+ else if (element == EL_DC_KEY_WHITE)
+ {
+ player->num_white_keys++;
- redraw_mask |= REDRAW_DOOR_1;
+ // display white keys?
+ // DrawGameDoorValues();
}
else if (IS_ENVELOPE(element))
{
RedrawAllInvisibleElementsForMagnifier();
}
else if (IS_DROPPABLE(element) ||
- IS_THROWABLE(element)) /* can be collected and dropped */
+ IS_THROWABLE(element)) // can be collected and dropped
{
int i;
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
}
else if (collect_count > 0)
{
- local_player->gems_still_needed -= collect_count;
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
+ game.gems_still_needed -= collect_count;
+ if (game.gems_still_needed < 0)
+ game.gems_still_needed = 0;
+
+ game.snapshot.collected_item = TRUE;
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
+
+ DisplayGameControlValues();
}
RaiseScoreElement(element);
if (mode == DF_SNAP)
{
-#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ TestIfElementTouchesCustomElement(x, y); // for empty space
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
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 */
+ // 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;
}
player->is_pushing = TRUE;
+ player->is_active = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
+ (IS_SB_ELEMENT(element) &&
+ Feld[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;
- if (player->push_delay == -1) /* new pushing; restart delay */
+ if (player->push_delay == -1) // new pushing; restart delay
player->push_delay = 0;
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 */
+ // 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;
return MP_NO_ACTION;
}
+ if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+ {
+ if (!DigFieldByCE(nextx, nexty, element))
+ return MP_NO_ACTION;
+ }
+
if (IS_SB_ELEMENT(element))
{
+ boolean sokoban_task_solved = FALSE;
+
if (element == EL_SOKOBAN_FIELD_FULL)
{
Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
+
+ IncrementSokobanFieldsNeeded();
+ IncrementSokobanObjectsNeeded();
}
if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
{
Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
+
+ DecrementSokobanFieldsNeeded();
+ DecrementSokobanObjectsNeeded();
+
+ // sokoban object was pushed from empty field to sokoban field
+ if (Back[x][y] == EL_EMPTY)
+ sokoban_task_solved = TRUE;
}
Feld[x][y] = EL_SOKOBAN_OBJECT;
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
- if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
+ if (sokoban_task_solved &&
+ game.sokoban_fields_still_needed == 0 &&
+ game.sokoban_objects_still_needed == 0 &&
+ (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
{
- player->LevelSolved = player->GameOver = TRUE;
+ game.players_still_needed = 0;
+
+ LevelSolved();
+
PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
}
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 */
+ player->push_delay_value = -1; // get new value later
- /* check for element change _after_ element has been pushed */
+ // check for element change _after_ element has been pushed
if (game.use_change_when_pushing_bug)
{
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
if (element == EL_ROBOT_WHEEL)
{
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
- DrawLevelField(x, y);
+ game.robot_wheel_x = x;
+ game.robot_wheel_y = y;
+ game.robot_wheel_active = TRUE;
+
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_SP_TERMINAL)
{
int xx, yy;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
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;
+
+ 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_SWITCHGATE_SWITCH_DOWN ||
+ element == EL_DC_SWITCHGATE_SWITCH_UP ||
+ element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
ToggleSwitchgateSwitch(x, y);
}
{
ToggleLightSwitch(x, y);
}
- else if (element == EL_TIMEGATE_SWITCH)
+ else if (element == EL_TIMEGATE_SWITCH ||
+ element == EL_DC_TIMEGATE_SWITCH)
{
ActivateTimegateSwitch(x, y);
}
else if (element == EL_LAMP)
{
Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ game.lights_still_needed--;
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_TIME_ORB_FULL)
{
if (level.time > 0 || level.use_time_orb_bug)
{
TimeLeft += level.time_orb_time;
- DrawGameValue_Time(TimeLeft);
+ game.no_time_limit = FALSE;
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
}
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
game.ball_state = !game.ball_state;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
int e = Feld[xx][yy];
player->push_delay = -1;
- if (is_player) /* function can also be called by EL_PENGUIN */
+ if (is_player) // function can also be called by EL_PENGUIN
{
- if (Feld[x][y] != element) /* really digged/collected something */
+ if (Feld[x][y] != element) // really digged/collected something
+ {
player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
+ }
}
return MP_MOVING;
}
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+ int element = Feld[x][y];
+
+ if (!IS_FREE(x, y))
+ {
+ int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
+
+ // no element can dig solid indestructible elements
+ if (IS_INDESTRUCTIBLE(element) &&
+ !IS_DIGGABLE(element) &&
+ !IS_COLLECTIBLE(element))
+ return FALSE;
+
+ 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 (IS_MOVING(x, y))
+ RemoveMovingField(x, y);
+ else
+ {
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+
+ // if digged element was about to explode, prevent the explosion
+ ExplodeField[x][y] = EX_TYPE_NONE;
+
+ PlayLevelSoundAction(x, y, action);
+ }
+
+ Store[x][y] = EL_EMPTY;
+
+ // 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 TRUE;
+}
+
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NONE);
+ boolean can_continue_snapping = (level.continuous_snapping &&
+ WasJustFalling[x][y] < CHECK_DELAY_FALLING);
if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
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;
}
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) == MP_NO_ACTION)
return FALSE;
player->is_snapping = TRUE;
+ player->is_active = TRUE;
if (player->MovPos == 0)
{
player->is_collecting = FALSE;
}
- if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
- DrawLevelField(player->last_jx, player->last_jy);
+ if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return TRUE;
}
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
{
int old_element, new_element;
int dropx = player->jx, dropy = player->jy;
int drop_direction = player->MovDir;
int drop_side = drop_direction;
- 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 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
return FALSE;
}
- old_element = Feld[dropx][dropy]; /* old element at dropping position */
- new_element = drop_element; /* default: no change when dropping */
+ old_element = Feld[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 */
+ // 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 */
+ // check if player has anything that can be dropped
if (new_element == EL_UNDEFINED)
return FALSE;
- /* check if anything can be dropped at the current position */
+ // 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;
+
+ // 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 */
+ // collected custom elements can only be dropped on empty fields
if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
return FALSE;
if (old_element != EL_EMPTY)
- Back[dropx][dropy] = old_element; /* store old element on this field */
+ Back[dropx][dropy] = old_element; // store old element on this field
ResetGfxAnimation(dropx, dropy);
ResetRandomAnimationValue(dropx, dropy);
{
player->inventory_size--;
- 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;
}
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
- /* needed if previous element just changed to "empty" in the last frame */
- ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+ // needed if previous element just changed to "empty" in the last frame
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
player->index_bit, drop_side);
TestIfElementTouchesCustomElement(dropx, dropy);
}
- else /* player is dropping a dyna bomb */
+ else // player is dropping a dyna bomb
{
player->dynabombs_left--;
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
}
- if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+ if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
InitField_WithBug1(dropx, dropy, FALSE);
- new_element = Feld[dropx][dropy]; /* element might have changed */
+ new_element = Feld[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)
{
- int move_direction, nextx, nexty;
-
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[dropx][dropy] = drop_direction;
- move_direction = MovDir[dropx][dropy];
- nextx = dropx + GET_DX_FROM_DIR(move_direction);
- nexty = dropy + GET_DY_FROM_DIR(move_direction);
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
- ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
- CheckCollision[dropx][dropy] = 2;
+ // 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();
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
}
-void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+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(element_em) : 0);
+ int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+ int x = xx - 1 - offset;
+ int y = yy - 1 - offset;
switch (sample)
{
break;
case SAMPLE_slurp:
- PlayLevelSoundElementAction(x, y, element, ACTION_SLURPING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
case SAMPLE_eater:
break;
case SAMPLE_squash:
- /* !!! CHECK THIS !!! */
+ // !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
#else
break;
case SAMPLE_time:
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;
default:
}
}
+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;
+
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
- DrawGameValue_Score(local_player->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:
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:
}
}
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
+{
+ if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
+ {
+ // closing door required in case of envelope style request dialogs
+ if (!skip_request)
+ {
+ // prevent short reactivation of overlay buttons while closing door
+ SetOverlayActive(FALSE);
+
+ 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 ask_if_really_quit)
+{
+ boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
+ boolean skip_request = game.all_players_gone || 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
+ {
+ 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)
{
- if (AllPlayersGone ||
- !ask_if_really_quit ||
- level_editor_test_game ||
- Request("Do you really want to quit the game ?",
- REQ_ASK | REQ_STAY_CLOSED))
+ unsigned int num_random_calls = game.num_random_calls;
+ int i, j;
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
- SendToServer_StopPlaying();
- else
-#endif
+ int element = EL_CUSTOM_START + i;
+
+ element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ {
+ 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)
{
- if (tape.playing && tape.deactivate_display)
- TapeDeactivateDisplayOff(TRUE);
+ InitRND(tape.random_seed);
+ for (i = 0; i < num_random_calls; i++)
+ RND(1);
+ }
- OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ if (game.num_random_calls != num_random_calls)
+ {
+ Error(ERR_INFO, "number of random calls out of sync");
+ Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+ Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
+ Error(ERR_EXIT, "this should not happen -- please debug");
+ }
+}
- if (tape.playing && tape.deactivate_display)
- TapeDeactivateDisplayOn();
+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(Feld));
+ 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;
}
+
+ printf("::: size of engine snapshot: %d bytes\n", 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;
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, "stop game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, NULL,
+ TRUE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, NULL,
+ TRUE, "play game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
+ GAME_CTRL_ID_UNDO, NULL,
+ TRUE, "undo step"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
+ GAME_CTRL_ID_REDO, NULL,
+ TRUE, "redo step"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, NULL,
+ TRUE, "save game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, NULL,
+ TRUE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, NULL,
+ TRUE, "load game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
+ GAME_CTRL_ID_PANEL_STOP, NULL,
+ FALSE, "stop game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
+ GAME_CTRL_ID_PANEL_PAUSE, NULL,
+ FALSE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
+ GAME_CTRL_ID_PANEL_PLAY, NULL,
+ FALSE, "play game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, &setup.sound_music,
+ TRUE, "background music on/off"
},
{
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
+ IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
+ TRUE, "sound loops on/off"
},
{
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
+ IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
+ TRUE, "normal sounds on/off"
},
{
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
+ SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
+ FALSE, "background music on/off"
},
{
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
+ SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
+ FALSE, "sound loops on/off"
},
{
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
+ SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
+ 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 allowed_on_tape = gamebutton_info[i].allowed_on_tape;
+ boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
+ int base_x = (on_tape ? VX : DX);
+ int base_y = (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 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_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 + GDI_ACTIVE_POS(pos->x),
+ GDI_Y, base_y + GDI_ACTIVE_POS(pos->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_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
}
}
-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++)
- 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)
+ UnmapGadget(game_gadget[i]);
+}
+
+static void UnmapGameButtonsAtSamePosition_All(void)
+{
+ if (setup.show_snapshot_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ }
+ 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);
+ }
}
-void UnmapGameButtons()
+static void MapGameButtonsAtSamePosition(int id)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- UnmapGadget(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();
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+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]);
+
+ ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
+}
+
+void UnmapUndoRedoButtons(void)
+{
+ UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+ UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+ MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+ ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
+}
+
+static void MapGameButtonsExt(boolean on_tape)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
+ i != GAME_CTRL_ID_UNDO &&
+ i != GAME_CTRL_ID_REDO)
+ MapGadget(game_gadget[i]);
+
+ UnmapGameButtonsAtSamePosition_All();
+
+ RedrawGameButtons();
+}
+
+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]);
+
+ // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+ redraw_mask &= ~REDRAW_ALL;
+}
+
+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)
{
- int id = gi->custom_id;
+ 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);
+
+ BackToFront();
+}
+
+static void GameUndo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ LoadEngineSnapshot_Undo(steps);
- if (game_status != GAME_MODE_PLAYING)
+ GameUndoRedoExt();
+}
+
+static void GameRedo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ LoadEngineSnapshot_Redo(steps);
+
+ GameUndoRedoExt();
+}
+
+static void HandleGameButtonsExt(int id, int button)
+{
+ 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 (!handle_game_buttons)
return;
switch (id)
{
case GAME_CTRL_ID_STOP:
- RequestQuitGame(TRUE);
+ case GAME_CTRL_ID_PANEL_STOP:
+ if (game_status == GAME_MODE_MAIN)
+ break;
+
+ if (tape.playing)
+ TapeStop();
+ else
+ RequestQuitGame(TRUE);
+
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network)
+ case GAME_CTRL_ID_PAUSE2:
+ case GAME_CTRL_ID_PANEL_PAUSE:
+ if (network.enabled && game_status == GAME_MODE_PLAYING)
{
-#if defined(NETWORK_AVALIABLE)
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(NETWORK_AVALIABLE)
- 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);
+}