/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
+* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-2002 Artsoft Entertainment *
+* Holger Schemel *
+* Detmolder Strasse 189 *
+* 33604 Bielefeld *
+* Germany *
+* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* game.c *
+* game.c *
***********************************************************/
+#include "libgame/libgame.h"
+
#include "game.h"
-#include "misc.h"
#include "tools.h"
#include "screens.h"
-#include "sound.h"
#include "init.h"
-#include "buttons.h"
#include "files.h"
#include "tape.h"
-#include "joystick.h"
+#include "network.h"
+
+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR FALSE
+
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_AMOEBA_CODE FALSE
+
+/* for DigField() */
+#define DF_NO_PUSH 0
+#define DF_DIG 1
+#define DF_SNAP 2
+
+/* for MoveFigure() */
+#define MF_NO_ACTION 0
+#define MF_MOVING 1
+#define MF_ACTION 2
+
+/* for ScrollFigure() */
+#define SCROLL_INIT 0
+#define SCROLL_GO_ON 1
+
+/* for Explode() */
+#define EX_PHASE_START 0
+#define EX_NO_EXPLOSION 0
+#define EX_NORMAL 1
+#define EX_CENTER 2
+#define EX_BORDER 3
+
+/* 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_TIME 29
+#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_TIME (DX + XX_TIME)
+#define DY_TIME (DY + YY_TIME)
+
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
+/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
+
+#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+
+#define INIT_GFX_RANDOM() (SimpleRND(1000000))
+
+/* 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 ResetGfxAnimation(int, int);
+
+static void InitBeltMovement(void);
+static void CloseAllOpenTimegates(void);
+static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessProtected(int, int);
+
+static void PlaySoundLevel(int, int, int);
+static void PlaySoundLevelNearest(int, int, int);
+static void PlaySoundLevelAction(int, int, int);
+static void PlaySoundLevelElementAction(int, int, int, int);
+
+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 x, int y);
+static void WarnBuggyBase(int x, int y);
+
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
+
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
+
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
+struct ChangingElementInfo
+{
+ int base_element;
+ int next_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 changing_element_list[] =
+{
+ { EL_NUT_CRACKING, 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 },
-extern int Gamespeed;
-extern int Movemethod;
-extern int Movespeed[2];
+ { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
+ { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
-void GetPlayerConfig()
-{
- int old_joystick_nr = joystick_nr;
+ { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
+ { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
- if (sound_status==SOUND_OFF)
- player.setup &= ~SETUP_SOUND;
- if (!sound_loops_allowed)
- {
- player.setup &= ~SETUP_SOUND_LOOPS;
- player.setup &= ~SETUP_SOUND_MUSIC;
- }
+ { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
+ { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
- sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
- sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
- sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
- toons_on = SETUP_TOONS_ON(player.setup);
- direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
- fading_on = SETUP_FADING_ON(player.setup);
- autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
- joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
- quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
- scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
+ { 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 },
- if (joystick_nr != old_joystick_nr)
- {
- if (joystick_device)
- close(joystick_device);
- InitJoystick();
- }
-}
+ { EL_TRAP, EL_TRAP_ACTIVE, 0,
+ InitTrap, NULL, ActivateTrap },
+ { EL_TRAP_ACTIVE, EL_TRAP, 31,
+ NULL, ChangeActiveTrap, NULL },
-void InitGame()
-{
- int i,x,y;
- BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
- BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
-
- Dynamite = Score = 0;
- Gems = level.edelsteine;
- SokobanFields = Lights = Friends = 0;
- DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
- DynaBombXL = FALSE;
- Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
- MampferNr = 0;
- FrameCounter = 0;
- TimeFrames = 0;
- TimeLeft = level.time;
- PlayerMovDir = MV_NO_MOVING;
- PlayerFrame = 0;
- PlayerPushing = FALSE;
- PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
- JX = JY = 0;
- ZX = ZY = -1;
+ { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
+ InitRobotWheel, RunRobotWheel, StopRobotWheel },
- DigField(0,0,0,0,DF_NO_PUSH);
- SnapField(0,0);
+ { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
+ InitTimegateWheel, RunTimegateWheel, NULL },
- for(i=0;i<MAX_NUM_AMOEBA;i++)
- AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+ { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
+};
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- Feld[x][y] = Ur[x][y];
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
- JustHit[x][y] = 0;
+static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
- if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
- emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
- emulate_sb = FALSE;
+#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
- switch(Feld[x][y])
- {
- case EL_SPIELFIGUR:
- case EL_SPIELER1:
- Feld[x][y] = EL_LEERRAUM;
- JX = x;
- JY = y;
- break;
- case EL_SPIELER2:
- Feld[x][y] = EL_LEERRAUM;
- break;
- case EL_BADEWANNE:
- if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
- Feld[x][y] = EL_BADEWANNE1;
- else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
- Feld[x][y] = EL_BADEWANNE2;
- else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
- Feld[x][y] = EL_BADEWANNE3;
- else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
- Feld[x][y] = EL_BADEWANNE4;
- else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
- Feld[x][y] = EL_BADEWANNE5;
- break;
- case EL_KAEFER_R:
- case EL_KAEFER_O:
- case EL_KAEFER_L:
- case EL_KAEFER_U:
- case EL_KAEFER:
- case EL_FLIEGER_R:
- case EL_FLIEGER_O:
- case EL_FLIEGER_L:
- case EL_FLIEGER_U:
- case EL_FLIEGER:
- case EL_BUTTERFLY_R:
- case EL_BUTTERFLY_O:
- case EL_BUTTERFLY_L:
- case EL_BUTTERFLY_U:
- case EL_BUTTERFLY:
- case EL_FIREFLY_R:
- case EL_FIREFLY_O:
- case EL_FIREFLY_L:
- case EL_FIREFLY_U:
- case EL_FIREFLY:
- case EL_PACMAN_R:
- case EL_PACMAN_O:
- case EL_PACMAN_L:
- case EL_PACMAN_U:
- case EL_MAMPFER:
- case EL_MAMPFER2:
- case EL_ROBOT:
- case EL_PACMAN:
- InitMovDir(x,y);
- break;
- case EL_AMOEBE_VOLL:
- case EL_AMOEBE_BD:
- InitAmoebaNr(x,y);
- break;
- case EL_TROPFEN:
- if (y==lev_fieldy-1)
- {
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
- }
- break;
- case EL_DYNAMIT:
- MovDelay[x][y] = 48;
- break;
- case EL_BIRNE_AUS:
- Lights++;
- break;
- case EL_SOKOBAN_FELD_LEER:
- SokobanFields++;
- break;
- case EL_MAULWURF:
- case EL_PINGUIN:
- Friends++;
- break;
- case EL_SCHWEIN:
- case EL_DRACHE:
- MovDir[x][y] = 1<<RND(4);
- break;
- default:
- break;
- }
- }
- game_emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN : EMU_NONE);
+void GetPlayerConfig()
+{
+ if (!audio.sound_available)
+ setup.sound = FALSE;
- scroll_x = scroll_y = -1;
- if (JX>=MIDPOSX-1)
- scroll_x =
- (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
- if (JY>=MIDPOSY-1)
- scroll_y =
- (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
+ if (!audio.loops_available)
+ setup.sound_loops = FALSE;
- CloseDoor(DOOR_CLOSE_1);
+ if (!audio.music_available)
+ setup.sound_music = FALSE;
- DrawLevel();
- DrawLevelElement(JX,JY,EL_SPIELFIGUR);
- FadeToFront();
+ if (!video.fullscreen_available)
+ setup.fullscreen = FALSE;
+
+ setup.sound_simple = setup.sound;
- XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
- DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
- DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
- DrawTextExt(pix[PIX_DB_DOOR],gc,
- DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
- int2str(level_nr,2),FS_SMALL,FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR],gc,
- DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
- int2str(Gems,3),FS_SMALL,FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR],gc,
- DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
- int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR],gc,
- DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
- int2str(Score,5),FS_SMALL,FC_YELLOW);
- DrawTextExt(pix[PIX_DB_DOOR],gc,
- DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
- int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
-
- DrawGameButton(BUTTON_GAME_STOP);
- DrawGameButton(BUTTON_GAME_PAUSE);
- DrawGameButton(BUTTON_GAME_PLAY);
- DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
- DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
- DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
- XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
- DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
- GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
- DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
- DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
-
- OpenDoor(DOOR_OPEN_1);
-
- if (sound_music_on)
- PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
-
- XAutoRepeatOff(display);
+ SetAudioMode(setup.sound);
+ InitJoysticks();
}
-void InitMovDir(int x, int y)
+static int getBeltNrFromBeltElement(int element)
{
- int i, element = Feld[x][y];
- static int xy[4][2] =
+ return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT3_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
+}
+
+static int getBeltNrFromBeltActiveElement(int element)
+{
+ return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
+ element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
+ element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
+}
+
+static int getBeltNrFromBeltSwitchElement(int element)
+{
+ return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
+ element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
+ element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
+}
+
+static int getBeltDirNrFromBeltSwitchElement(int element)
+{
+ static int belt_base_element[4] =
{
- { 0,+1 },
- { +1,0 },
- { 0,-1 },
- { -1,0 }
+ EL_CONVEYOR_BELT1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT4_SWITCH_LEFT
};
- static int direction[2][4] =
+
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
+ int belt_dir_nr = element - belt_base_element[belt_nr];
+
+ return (belt_dir_nr % 3);
+}
+
+static int getBeltDirFromBeltSwitchElement(int element)
+{
+ static int belt_move_dir[3] =
{
- { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
- { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT
};
- switch(element)
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+
+ return belt_move_dir[belt_dir_nr];
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ switch (Feld[x][y])
{
- case EL_KAEFER_R:
- case EL_KAEFER_O:
- case EL_KAEFER_L:
- case EL_KAEFER_U:
- Feld[x][y] = EL_KAEFER;
- MovDir[x][y] = direction[0][element-EL_KAEFER_R];
- break;
- case EL_FLIEGER_R:
- case EL_FLIEGER_O:
- case EL_FLIEGER_L:
- case EL_FLIEGER_U:
- Feld[x][y] = EL_FLIEGER;
- MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
- break;
- case EL_BUTTERFLY_R:
- case EL_BUTTERFLY_O:
- case EL_BUTTERFLY_L:
- case EL_BUTTERFLY_U:
- Feld[x][y] = EL_BUTTERFLY;
- MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
- break;
- case EL_FIREFLY_R:
- case EL_FIREFLY_O:
- case EL_FIREFLY_L:
- case EL_FIREFLY_U:
- Feld[x][y] = EL_FIREFLY;
- MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
- break;
- case EL_PACMAN_R:
- case EL_PACMAN_O:
- case EL_PACMAN_L:
- case EL_PACMAN_U:
- Feld[x][y] = EL_PACMAN;
- MovDir[x][y] = direction[0][element-EL_PACMAN_R];
- break;
- default:
- MovDir[x][y] = 1<<RND(4);
- if (element != EL_KAEFER &&
- element != EL_FLIEGER &&
- element != EL_BUTTERFLY &&
- element != EL_FIREFLY)
- break;
+ case EL_SP_MURPHY:
+ if (init_game)
+ {
+ if (stored_player[0].present)
+ {
+ Feld[x][y] = EL_SP_MURPHY_CLONE;
+ break;
+ }
- for(i=0;i<4;i++)
+ Feld[x][y] = EL_PLAYER1;
+ }
+ /* no break! */
+ case EL_PLAYER1:
+ case EL_PLAYER2:
+ case EL_PLAYER3:
+ case EL_PLAYER4:
+ if (init_game)
{
- int x1,y1;
+ struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
+ int jx = player->jx, jy = player->jy;
- x1 = x+xy[i][0];
- y1 = y+xy[i][1];
+ player->present = TRUE;
- if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
+ if (!options.network || player->connected)
{
- if (element==EL_KAEFER || element==EL_BUTTERFLY)
- {
- MovDir[x][y] = direction[0][i];
- break;
- }
- else if (element==EL_FLIEGER || element==EL_FIREFLY)
+ 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 (options.debug)
{
- MovDir[x][y] = direction[1][i];
- break;
+ 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");
}
}
+
+ Feld[x][y] = EL_EMPTY;
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
}
break;
- }
-}
-void InitAmoebaNr(int x, int y)
-{
- int i;
- int group_nr = AmoebeNachbarNr(x,y);
+ case EL_STONEBLOCK:
+ if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
+ Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
+ else if (x > 0 && Feld[x-1][y] == EL_ACID)
+ Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
+ else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
+ Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
+ else if (y > 0 && Feld[x][y-1] == EL_ACID)
+ Feld[x][y] = EL_ACIDPOOL_BOTTOM;
+ else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
+ Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
+ break;
- if (group_nr==0)
- {
- for(i=1;i<MAX_NUM_AMOEBA;i++)
- {
- if (AmoebaCnt[i]==0)
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ case EL_BUG:
+ case EL_SPACESHIP_RIGHT:
+ case EL_SPACESHIP_UP:
+ case EL_SPACESHIP_LEFT:
+ case EL_SPACESHIP_DOWN:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ case EL_BD_FIREFLY:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_SP_SNIKSNAK:
+ case EL_SP_ELECTRON:
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ case EL_MOLE:
+ InitMovDir(x, y);
+ break;
+
+ case EL_AMOEBA_FULL:
+ case EL_BD_AMOEBA:
+ InitAmoebaNr(x, y);
+ break;
+
+ case EL_AMOEBA_DROP:
+ if (y == lev_fieldy - 1)
{
- group_nr = i;
- break;
+ Feld[x][y] = EL_AMOEBA_CREATING;
+ Store[x][y] = EL_AMOEBA_WET;
}
- }
- }
-
- AmoebaNr[x][y] = group_nr;
- AmoebaCnt[group_nr]++;
- AmoebaCnt2[group_nr]++;
-}
+ break;
-void GameWon()
-{
- int hi_pos;
- int bumplevel = FALSE;
+ case EL_DYNAMITE_ACTIVE:
+ MovDelay[x][y] = 96;
+ break;
- LevelSolved = FALSE;
+ case EL_LAMP:
+ local_player->lights_still_needed++;
+ break;
- if (TimeLeft)
- {
- if (sound_loops_on)
- PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
+ case EL_SOKOBAN_FIELD_EMPTY:
+ local_player->sokobanfields_still_needed++;
+ break;
- while(TimeLeft>0)
- {
- if (!sound_loops_on)
- PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
- if (TimeLeft && !(TimeLeft % 10))
- RaiseScore(level.score[SC_ZEITBONUS]);
- if (TimeLeft > 100 && !(TimeLeft % 10))
- TimeLeft -= 10;
- else
- TimeLeft--;
- DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
- BackToFront();
- Delay(10000);
- }
+ case EL_PENGUIN:
+ local_player->friends_still_needed++;
+ break;
- if (sound_loops_on)
- StopSound(SND_SIRR);
- }
+ case EL_PIG:
+ case EL_DRAGON:
+ MovDir[x][y] = 1 << RND(4);
+ break;
- FadeSounds();
+ case EL_SP_EMPTY:
+ Feld[x][y] = EL_EMPTY;
+ break;
- /* Hero disappears */
- DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
- BackToFront();
+ case EL_EM_KEY1_FILE:
+ Feld[x][y] = EL_EM_KEY1;
+ break;
+ case EL_EM_KEY2_FILE:
+ Feld[x][y] = EL_EM_KEY2;
+ break;
+ case EL_EM_KEY3_FILE:
+ Feld[x][y] = EL_EM_KEY3;
+ break;
+ case EL_EM_KEY4_FILE:
+ Feld[x][y] = EL_EM_KEY4;
+ break;
- if (tape.playing)
- return;
+ case EL_CONVEYOR_BELT1_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT2_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT3_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT4_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT4_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]);
- CloseDoor(DOOR_CLOSE_1);
+ 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;
- if (tape.recording)
- {
- TapeStop();
- SaveLevelTape(tape.level_nr); /* Ask to save tape */
- }
+ case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
+ if (init_game)
+ Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
+ break;
- if (level_nr==player.handicap &&
- level_nr<leveldir[leveldir_nr].levels-1)
- {
- player.handicap++;
- bumplevel = TRUE;
- SavePlayerInfo(PLAYER_LEVEL);
- }
+ case EL_LIGHT_SWITCH_ACTIVE:
+ if (init_game)
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
+ break;
- if ((hi_pos=NewHiScore())>=0)
- {
- game_status = HALLOFFAME;
- DrawHallOfFame(hi_pos);
- if (bumplevel && TAPE_IS_EMPTY(tape))
- level_nr++;
- }
- else
- {
- game_status = MAINMENU;
- if (bumplevel && TAPE_IS_EMPTY(tape))
- level_nr++;
- DrawMainMenu();
+ default:
+ break;
}
-
- BackToFront();
}
-BOOL NewHiScore()
+void DrawGameDoorValues()
{
- int k,l;
- int position = -1;
+ int i, j;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ for (j=0; j<4; j++)
+ if (stored_player[i].key[j])
+ DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
+ IMG_KEY1 + j);
+
+ DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
+ int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_SCORE, DY + YY_SCORE,
+ int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+ DrawText(DX + XX_TIME, DY + YY_TIME,
+ int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+}
- LoadScore(level_nr);
- if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
- Score<highscore[MAX_SCORE_ENTRIES-1].Score)
- return(-1);
+/*
+ =============================================================================
+ InitGameEngine()
+ -----------------------------------------------------------------------------
+ initialize game engine due to level / tape version number
+ =============================================================================
+*/
- for(k=0;k<MAX_SCORE_ENTRIES;k++)
- {
- if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
- {
- if (k<MAX_SCORE_ENTRIES-1)
- {
- int m = MAX_SCORE_ENTRIES-1;
+static void InitGameEngine()
+{
+ int i;
-#ifdef ONE_PER_NAME
- for(l=k;l<MAX_SCORE_ENTRIES;l++)
- if (!strcmp(player.alias_name,highscore[l].Name))
- m = l;
- if (m==k) /* Spieler überschreibt seine alte Position */
- goto put_into_list;
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_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
- for(l=m;l>k;l--)
- {
- strcpy(highscore[l].Name,highscore[l-1].Name);
- highscore[l].Score = highscore[l-1].Score;
- }
- }
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_move_delay =
+ (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ INITIAL_MOVE_DELAY_OFF);
-#ifdef ONE_PER_NAME
- put_into_list:
-#endif
- sprintf(highscore[k].Name,player.alias_name);
- highscore[k].Score = Score;
- position = k;
- break;
- }
+ /* dynamically adjust player properties according to level information */
+ game.initial_move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
-#ifdef ONE_PER_NAME
- else if (!strcmp(player.alias_name,highscore[k].Name))
- break; /* Spieler schon mit besserer Punktzahl in der Liste */
-#endif
+ /* dynamically adjust element properties according to game engine version */
+ {
+ static int ep_em_slippery_wall[] =
+ {
+ EL_STEELWALL,
+ EL_WALL,
+ EL_WALL_GROWING,
+ EL_WALL_GROWING_X,
+ EL_WALL_GROWING_Y,
+ EL_WALL_GROWING_XY
+ };
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+
+ for (i=0; i<ep_em_slippery_wall_num; i++)
+ {
+ if (level.em_slippery_gems) /* special EM style gems behaviour */
+ Properties2[ep_em_slippery_wall[i]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Properties2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+ /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
+ if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
+ Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
}
- if (position>=0)
- SaveScore(level_nr);
+ /* initialize changing elements information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ changing_element[i].base_element = EL_UNDEFINED;
+ changing_element[i].next_element = EL_UNDEFINED;
+ changing_element[i].change_delay = -1;
+ changing_element[i].pre_change_function = NULL;
+ changing_element[i].change_function = NULL;
+ changing_element[i].post_change_function = NULL;
+ }
- return(position);
-}
+ i = 0;
+ while (changing_element_list[i].base_element != EL_UNDEFINED)
+ {
+ struct ChangingElementInfo *ce = &changing_element_list[i];
+ int element = ce->base_element;
-void InitMovingField(int x, int y, int direction)
-{
- int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
- int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
+ changing_element[element].base_element = ce->base_element;
+ changing_element[element].next_element = ce->next_element;
+ changing_element[element].change_delay = ce->change_delay;
+ changing_element[element].pre_change_function = ce->pre_change_function;
+ changing_element[element].change_function = ce->change_function;
+ changing_element[element].post_change_function = ce->post_change_function;
- MovDir[x][y] = direction;
- MovDir[newx][newy] = direction;
- if (Feld[newx][newy]==EL_LEERRAUM)
- Feld[newx][newy] = EL_BLOCKED;
+ i++;
+ }
}
-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);
- *goes_to_x = newx;
- *goes_to_y = newy;
-}
+/*
+ =============================================================================
+ InitGame()
+ -----------------------------------------------------------------------------
+ initialize and start new game
+ =============================================================================
+*/
-void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
+void InitGame()
{
- int oldx = x, oldy = y;
- int direction = MovDir[x][y];
+ 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;
- if (direction==MV_LEFT)
- oldx++;
- else if (direction==MV_RIGHT)
- oldx--;
- else if (direction==MV_UP)
- oldy++;
- else if (direction==MV_DOWN)
- oldy--;
+ InitGameEngine();
- *comes_from_x = oldx;
- *comes_from_y = oldy;
-}
+#if 0
+#if DEBUG
+#if USE_NEW_AMOEBA_CODE
+ printf("Using new amoeba code.\n");
+#else
+ printf("Using old amoeba code.\n");
+#endif
+#endif
+#endif
-int MovingOrBlocked2Element(int x, int y)
-{
- int element = Feld[x][y];
+ /* don't play tapes over network */
+ network_playing = (options.network && !tape.playing);
- if (element==EL_BLOCKED)
+ for (i=0; i<MAX_PLAYERS; i++)
{
- int oldx,oldy;
+ struct PlayerInfo *player = &stored_player[i];
- Blocked2Moving(x,y,&oldx,&oldy);
- return(Feld[oldx][oldy]);
- }
- else
- return(element);
-}
+ player->index_nr = i;
+ player->element_nr = EL_PLAYER1 + i;
-void RemoveMovingField(int x, int y)
-{
- int oldx = x,oldy = y, newx = x,newy = y;
+ player->present = FALSE;
+ player->active = FALSE;
- if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
- return;
+ player->action = 0;
+ player->effective_action = 0;
+ player->programmed_action = 0;
- if (IS_MOVING(x,y))
- {
- Moving2Blocked(x,y,&newx,&newy);
- if (Feld[newx][newy] != EL_BLOCKED)
- return;
- }
- else if (Feld[x][y]==EL_BLOCKED)
- {
- Blocked2Moving(x,y,&oldx,&oldy);
- if (!IS_MOVING(oldx,oldy))
- return;
- }
+ 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 (Feld[x][y]==EL_BLOCKED &&
- (Store[oldx][oldy]==EL_MORAST_LEER ||
- Store[oldx][oldy]==EL_SIEB_LEER ||
- Store[oldx][oldy]==EL_SIEB2_LEER ||
- Store[oldx][oldy]==EL_AMOEBE_NASS))
- {
- Feld[oldx][oldy] = Store[oldx][oldy];
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- }
- else
- Feld[oldx][oldy] = EL_LEERRAUM;
+ for (j=0; j<4; j++)
+ player->key[j] = FALSE;
- Feld[newx][newy] = EL_LEERRAUM;
- MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
- MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+ player->dynamite = 0;
+ player->dynabomb_count = 0;
+ player->dynabomb_size = 1;
+ player->dynabombs_left = 0;
+ player->dynabomb_xl = FALSE;
- DrawLevelField(oldx,oldy);
- DrawLevelField(newx,newy);
-}
+ player->MovDir = MV_NO_MOVING;
+ player->MovPos = 0;
+ player->Pushing = FALSE;
+ player->Switching = FALSE;
+ player->GfxPos = 0;
+ player->Frame = 0;
-void DrawDynamite(int x, int y)
-{
- int sx = SCROLLX(x), sy = SCROLLY(y);
- int graphic = el2gfx(Feld[x][y]);
- int phase;
+ player->actual_frame_counter = 0;
- if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
- return;
+ player->frame_reset_delay = 0;
- if (Store[x][y])
- DrawGraphic(sx,sy, el2gfx(Store[x][y]));
+ player->last_move_dir = MV_NO_MOVING;
+ player->is_moving = FALSE;
- if (Feld[x][y]==EL_DYNAMIT)
- {
- if ((phase = (48-MovDelay[x][y])/6) > 6)
- phase = 6;
+ player->move_delay = game.initial_move_delay;
+ player->move_delay_value = game.initial_move_delay_value;
+
+ player->push_delay = 0;
+ player->push_delay_value = 5;
+
+ player->snapped = FALSE;
+
+ player->last_jx = player->last_jy = 0;
+ player->jx = player->jy = 0;
+
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+
+ player->LevelSolved = FALSE;
+ player->GameOver = FALSE;
}
- else
+
+ network_player_action_received = FALSE;
+
+#if defined(PLATFORM_UNIX)
+ /* initial null action */
+ if (network_playing)
+ SendToServer_MovePlayer(MV_NO_MOVING);
+#endif
+
+ ZX = ZY = -1;
+
+ FrameCounter = 0;
+ TimeFrames = 0;
+ TimePlayed = 0;
+ TimeLeft = level.time;
+
+ ScreenMovDir = MV_NO_MOVING;
+ ScreenMovPos = 0;
+ ScreenGfxPos = 0;
+
+ ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
+
+ AllPlayersGone = FALSE;
+
+ game.yam_content_nr = 0;
+ game.magic_wall_active = FALSE;
+ game.magic_wall_time_left = 0;
+ game.light_time_left = 0;
+ game.timegate_time_left = 0;
+ game.switchgate_pos = 0;
+ game.balloon_dir = MV_NO_MOVING;
+ game.explosions_delayed = TRUE;
+
+ for (i=0; i<4; i++)
{
- if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
- phase = 7-phase;
+ game.belt_dir[i] = MV_NO_MOVING;
+ game.belt_dir_nr[i] = 3; /* not moving, next moving left */
}
- if (Store[x][y])
- DrawGraphicThruMask(sx,sy, graphic + phase);
- else
- DrawGraphic(sx,sy, graphic + phase);
-}
+ for (i=0; i<MAX_NUM_AMOEBA; i++)
+ AmoebaCnt[i] = AmoebaCnt2[i] = 0;
-void CheckDynamite(int x, int y)
-{
- if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
+ for (x=0; x<lev_fieldx; x++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
+ for (y=0; y<lev_fieldy; y++)
{
- if (!(MovDelay[x][y] % 6))
- PlaySoundLevel(x,y,SND_ZISCH);
+ Feld[x][y] = Ur[x][y];
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+ JustStopped[x][y] = 0;
+ Stop[x][y] = FALSE;
+ ExplodePhase[x][y] = 0;
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
- if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
- DrawDynamite(x,y);
- else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
- DrawDynamite(x,y);
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+ }
+ }
- return;
+ for(y=0; y<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ 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);
}
}
- StopSound(SND_ZISCH);
- Bang(x,y);
-}
+ InitBeltMovement();
-void Explode(int ex, int ey, int phase, int mode)
-{
- int x,y;
- int num_phase = 9, delay = 1;
- int last_phase = num_phase*delay;
- int half_phase = (num_phase/2)*delay;
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
+ /* correct non-moving belts to start moving left */
+ for (i=0; i<4; i++)
+ if (game.belt_dir[i] == MV_NO_MOVING)
+ game.belt_dir_nr[i] = 3; /* not moving, next moving left */
- if (phase==0) /* Feld 'Store' initialisieren */
+ /* check if any connected player was not found in playfield */
+ for (i=0; i<MAX_PLAYERS; i++)
{
- int center_element = Feld[ex][ey];
+ struct PlayerInfo *player = &stored_player[i];
- if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
+ if (player->connected && !player->present)
{
- center_element = MovingOrBlocked2Element(ex,ey);
- RemoveMovingField(ex,ey);
+ 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;
+ some_player->present = FALSE;
+
+ StorePlayer[jx][jy] = player->element_nr;
+ player->jx = player->last_jx = jx;
+ player->jy = player->last_jy = jy;
+
+ break;
+ }
+ }
}
+ }
+
+ if (tape.playing)
+ {
+ /* when playing a tape, eliminate all players who do not participate */
- for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
- int element = Feld[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;
+ }
+ }
+ }
+ else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ {
+ /* when in single player mode, eliminate all but the first active player */
- if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
{
- element = MovingOrBlocked2Element(x,y);
- RemoveMovingField(x,y);
+ 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;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
}
+ }
+ }
- if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
- continue;
+ /* 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 ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
- (x!=ex || y!=ey))
- continue;
+ if (options.debug)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ 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);
+ }
+ }
- if (element==EL_EXPLODING)
- element = Store2[x][y];
+ 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 (IS_PLAYER(ex,ey))
- Store[x][y] = EL_EDELSTEIN_GELB;
- else if (center_element==EL_MAULWURF)
- Store[x][y] = EL_EDELSTEIN_ROT;
- else if (center_element==EL_PINGUIN)
- Store[x][y] = EL_EDELSTEIN_LILA;
- else if (center_element==EL_KAEFER)
- Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
- else if (center_element==EL_BUTTERFLY)
- Store[x][y] = EL_EDELSTEIN_BD;
- else if (center_element==EL_MAMPFER)
- Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
- else if (center_element==EL_AMOEBA2DIAM)
- Store[x][y] = level.amoebe_inhalt;
- else if (element==EL_ERZ_EDEL)
- Store[x][y] = EL_EDELSTEIN;
- else if (element==EL_ERZ_DIAM)
- Store[x][y] = EL_DIAMANT;
- else if (element==EL_ERZ_EDEL_BD)
- Store[x][y] = EL_EDELSTEIN_BD;
- else if (element==EL_ERZ_EDEL_GELB)
- Store[x][y] = EL_EDELSTEIN_GELB;
- else if (element==EL_ERZ_EDEL_ROT)
- Store[x][y] = EL_EDELSTEIN_ROT;
- else if (element==EL_ERZ_EDEL_LILA)
- Store[x][y] = EL_EDELSTEIN_LILA;
- else if (!IS_PFORTE(Store[x][y]))
- Store[x][y] = EL_LEERRAUM;
+ if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
- if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
- Store2[x][y] = element;
+ if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
- if (AmoebaNr[x][y] &&
- (element==EL_AMOEBE_VOLL ||
- element==EL_AMOEBE_BD ||
- element==EL_AMOEBING))
- {
- AmoebaCnt[AmoebaNr[x][y]]--;
- AmoebaCnt2[AmoebaNr[x][y]]--;
- }
+ scroll_x = SBX_Left;
+ scroll_y = SBY_Upper;
+ if (local_player->jx >= SBX_Left + MIDPOSX)
+ scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+ local_player->jx - MIDPOSX :
+ SBX_Right);
+ if (local_player->jy >= SBY_Upper + MIDPOSY)
+ scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+ local_player->jy - MIDPOSY :
+ SBY_Lower);
- Feld[x][y] = EL_EXPLODING;
- MovDir[x][y] = MovPos[x][y] = 0;
- AmoebaNr[x][y] = 0;
- Frame[x][y] = 1;
- Stop[x][y] = TRUE;
- }
+ CloseDoor(DOOR_CLOSE_1);
+
+ DrawLevel();
+ DrawAllPlayers();
- if (center_element==EL_MAMPFER)
- MampferNr = (MampferNr+1) % 4;
+ /* after drawing the level, correct some elements */
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
- return;
+ if (setup.soft_scrolling)
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+ FadeToFront();
+
+ /* copy default game door content to main double buffer */
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+ if (level_nr < 100)
+ DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
+ int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+ else
+ {
+ DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+ BlitBitmap(drawto, drawto,
+ DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
+ FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
- if (Stop[ex][ey])
- return;
+ DrawGameDoorValues();
- x = ex;
- y = ey;
+ 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();
- Frame[x][y] = (phase<last_phase ? phase+1 : 0);
+ /* 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);
- if (phase==half_phase)
- {
- int element = Store2[x][y];
+ OpenDoor(DOOR_OPEN_ALL);
- if (IS_PLAYER(x,y))
- KillHero();
- else if (IS_EXPLOSIVE(element))
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x,y);
- }
- else if (element==EL_AMOEBA2DIAM)
- AmoebeUmwandeln(x,y);
- }
+ PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+ if (setup.sound_music)
+ PlayMusic(level_nr);
- if (phase==last_phase)
- {
- int element;
+ KeyboardAutoRepeatOff();
- element = Feld[x][y] = Store[x][y];
- Store[x][y] = Store2[x][y] = 0;
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- if (CAN_MOVE(element) || COULD_MOVE(element))
- InitMovDir(x,y);
- DrawLevelField(x,y);
- }
- else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ if (options.debug)
{
- if (phase==delay)
- ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
-
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
+ for (i=0; i<4; i++)
+ printf("Player %d %sactive.\n",
+ i + 1, (stored_player[i].active ? "" : "not "));
}
}
-void DynaExplode(int ex, int ey, int size)
+void InitMovDir(int x, int y)
{
- int i,j;
+ int i, element = Feld[x][y];
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, +1 },
+ { +1, 0 },
+ { 0, -1 },
+ { -1, 0 }
};
-
- Explode(ex,ey,0,EX_CENTER);
-
- for(i=0;i<4;i++)
+ static int direction[3][4] =
{
- for(j=1;j<=size;j++)
- {
- int x = ex+j*xy[i%4][0];
- int y = ey+j*xy[i%4][1];
- int element;
-
- if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
- break;
+ { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
+ { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
+ { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
+ };
- element = Feld[x][y];
- Explode(x,y,0,EX_BORDER);
+ switch(element)
+ {
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ Feld[x][y] = EL_BUG;
+ MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
+ break;
- if (element != EL_LEERRAUM &&
- element != EL_ERDREICH &&
- element != EL_EXPLODING &&
- !DynaBombXL)
- break;
- }
- }
+ 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;
- DynaBombsLeft++;
-}
+ 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;
-void Bang(int x, int y)
-{
- int element = Feld[x][y];
+ 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;
- PlaySoundLevel(x,y,SND_ROAAAR);
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
+ Feld[x][y] = EL_PACMAN;
+ MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
+ break;
- switch(element)
- {
- case EL_KAEFER:
- case EL_FLIEGER:
- case EL_BUTTERFLY:
- case EL_FIREFLY:
- case EL_MAMPFER:
- case EL_MAMPFER2:
- case EL_ROBOT:
- case EL_PACMAN:
- RaiseScoreElement(element);
- Explode(x,y,0,EX_NORMAL);
+ case EL_SP_SNIKSNAK:
+ MovDir[x][y] = MV_UP;
break;
- case EL_DYNABOMB:
- case EL_DYNABOMB_NR:
- case EL_DYNABOMB_SZ:
- case EL_DYNABOMB_XL:
- DynaExplode(x,y,DynaBombSize);
+
+ case EL_SP_ELECTRON:
+ MovDir[x][y] = MV_LEFT;
break;
- case EL_BIRNE_AUS:
- case EL_BIRNE_EIN:
- Explode(x,y,0,EX_CENTER);
+
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ Feld[x][y] = EL_MOLE;
+ MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
break;
+
default:
- Explode(x,y,0,EX_NORMAL);
+ 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<4; 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;
}
}
-void Blurb(int x, int y)
+void InitAmoebaNr(int x, int y)
{
- int element = Feld[x][y];
+ int i;
+ int group_nr = AmoebeNachbarNr(x, y);
- if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
+ if (group_nr == 0)
{
- PlaySoundLevel(x,y,SND_BLURB);
- if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
- (!IN_LEV_FIELD(x-1,y-1) ||
- !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
+ for (i=1; i<MAX_NUM_AMOEBA; i++)
{
- Feld[x-1][y] = EL_BLURB_LEFT;
+ if (AmoebaCnt[i] == 0)
+ {
+ group_nr = i;
+ break;
+ }
}
- if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
- (!IN_LEV_FIELD(x+1,y-1) ||
- !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
+ }
+
+ AmoebaNr[x][y] = group_nr;
+ AmoebaCnt[group_nr]++;
+ AmoebaCnt2[group_nr]++;
+}
+
+void GameWon()
+{
+ int hi_pos;
+ boolean raise_level = FALSE;
+
+ if (local_player->MovPos)
+ return;
+
+ if (tape.playing && tape.auto_play)
+ tape.auto_play_level_solved = TRUE;
+
+ local_player->LevelSolved = FALSE;
+
+ PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+
+ if (TimeLeft)
+ {
+ if (!tape.playing && setup.sound_loops)
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
+
+ while (TimeLeft > 0)
{
- Feld[x+1][y] = EL_BLURB_RIGHT;
+ if (!tape.playing && !setup.sound_loops)
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+ if (TimeLeft > 0 && !(TimeLeft % 10))
+ RaiseScore(level.score[SC_ZEITBONUS]);
+ if (TimeLeft > 100 && !(TimeLeft % 10))
+ TimeLeft -= 10;
+ else
+ TimeLeft--;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ BackToFront();
+
+ if (!tape.playing)
+ Delay(10);
}
+
+ if (!tape.playing && setup.sound_loops)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
}
- else /* Blubbern */
+ else if (level.time == 0) /* level without time limit */
{
- int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+ if (!tape.playing && setup.sound_loops)
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 5;
-
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ while (TimePlayed < 999)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
+ if (!tape.playing && !setup.sound_loops)
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+ if (TimePlayed < 999 && !(TimePlayed % 10))
+ RaiseScore(level.score[SC_ZEITBONUS]);
+ if (TimePlayed < 900 && !(TimePlayed % 10))
+ TimePlayed += 10;
+ else
+ TimePlayed++;
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ BackToFront();
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_LEERRAUM;
- DrawLevelField(x,y);
- }
+ if (!tape.playing)
+ Delay(10);
}
+
+ if (!tape.playing && setup.sound_loops)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
}
-}
-void Impact(int x, int y)
-{
- BOOL lastline = (y==lev_fieldy-1);
- BOOL object_hit = FALSE;
- int element = Feld[x][y];
- int smashed = 0;
+#if 0
+ FadeSounds();
+#endif
- /* Element darunter berührt? */
- if (!lastline)
- {
- 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 (object_hit)
- smashed = MovingOrBlocked2Element(x,y+1);
- }
+ /* Hero disappears */
+ DrawLevelField(ExitX, ExitY);
+ BackToFront();
- /* Auftreffendes Element fällt in Salzsäure */
- if (!lastline && smashed==EL_SALZSAEURE)
- {
- Blurb(x,y);
+ if (tape.playing)
return;
- }
- /* Auftreffendes Element ist Bombe */
- if (element==EL_BOMBE && (lastline || object_hit))
+ CloseDoor(DOOR_CLOSE_1);
+
+ if (tape.recording)
{
- Bang(x,y);
- return;
+ TapeStop();
+ SaveTape(tape.level_nr); /* Ask to save tape */
}
- /* Auftreffendes Element ist Säuretropfen */
- if (element==EL_TROPFEN && (lastline || object_hit))
+ if (level_nr == leveldir_current->handicap_level)
{
- if (object_hit && IS_PLAYER(x,y+1))
- KillHero();
- else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
- Bang(x,y+1);
- else
- {
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
- }
- return;
+ leveldir_current->handicap_level++;
+ SaveLevelSetup_SeriesInfo();
}
- /* Welches Element kriegt was auf die Rübe? */
- if (!lastline && object_hit)
- {
- if (CAN_CHANGE(element) &&
- (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
- SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
+ if (level_editor_test_game)
+ local_player->score = -1; /* no highscore when playing from editor */
+ else if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
- if (IS_PLAYER(x,y+1))
+ if ((hi_pos = NewHiScore()) >= 0)
+ {
+ game_status = HALLOFFAME;
+ DrawHallOfFame(hi_pos);
+ if (raise_level)
{
- KillHero();
- return;
+ level_nr++;
+ TapeErase();
}
- else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
+ }
+ else
+ {
+ game_status = MAINMENU;
+ if (raise_level)
{
- Bang(x,y+1);
- return;
+ level_nr++;
+ TapeErase();
}
- else if (element==EL_EDELSTEIN_BD)
+ 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++)
+ {
+ if (local_player->score > highscore[k].Score)
+ {
+ /* player has made it to the hall of fame */
+
+ if (k < MAX_SCORE_ENTRIES - 1)
+ {
+ int m = MAX_SCORE_ENTRIES - 1;
+
+#ifdef ONE_PER_NAME
+ for (l=k; l<MAX_SCORE_ENTRIES; l++)
+ if (!strcmp(setup.player_name, highscore[l].Name))
+ m = l;
+ if (m == k) /* player's new highscore overwrites his old one */
+ goto put_into_list;
+#endif
+
+ for (l=m; l>k; l--)
+ {
+ strcpy(highscore[l].Name, highscore[l - 1].Name);
+ highscore[l].Score = highscore[l - 1].Score;
+ }
+ }
+
+#ifdef ONE_PER_NAME
+ put_into_list:
+#endif
+ strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+ highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
+ highscore[k].Score = local_player->score;
+ position = k;
+ break;
+ }
+
+#ifdef ONE_PER_NAME
+ else if (!strncmp(setup.player_name, highscore[k].Name,
+ MAX_PLAYER_NAME_LEN))
+ break; /* player already there with a higher score */
+#endif
+
+ }
+
+ if (position >= 0)
+ SaveScore(level_nr);
+
+ return position;
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ /* reset random value not until one full delay cycle has reached */
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ GfxFrame[x][y] > ANIM_DELAY(graphic))
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+ ResetRandomAnimationValue(x, y);
+
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+#if 0
+ if (Feld[x][y] == EL_ROCK)
+ printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
+ JustStopped[x][y], MovDir[x][y]);
+#endif
+}
+
+void InitMovingField(int x, int y, int direction)
+{
+ int element = Feld[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);
+
+ if (!JustStopped[x][y] || direction != MovDir[x][y])
+ ResetGfxAnimation(x, y);
+
+ MovDir[newx][newy] = MovDir[x][y] = direction;
+
+ if (Feld[newx][newy] == EL_EMPTY)
+ Feld[newx][newy] = EL_BLOCKED;
+
+ if (direction == MV_DOWN && CAN_FALL(element))
+ GfxAction[x][y] = ACTION_FALLING;
+ else
+ GfxAction[x][y] = ACTION_MOVING;
+
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+}
+
+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);
+
+ *goes_to_x = newx;
+ *goes_to_y = newy;
+}
+
+void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
+{
+ int oldx = x, oldy = y;
+ int direction = MovDir[x][y];
+
+ if (direction == MV_LEFT)
+ oldx++;
+ else if (direction == MV_RIGHT)
+ oldx--;
+ else if (direction == MV_UP)
+ oldy++;
+ else if (direction == MV_DOWN)
+ oldy--;
+
+ *comes_from_x = oldx;
+ *comes_from_y = oldy;
+}
+
+int MovingOrBlocked2Element(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ return 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];
+
+ if (IS_MOVING(x, y))
+ {
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ return EL_BLOCKED;
+ }
+ else
+ return element;
+}
+
+static void RemoveField(int x, int y)
+{
+ Feld[x][y] = EL_EMPTY;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
+}
+
+void RemoveMovingField(int x, int y)
+{
+ int oldx = x, oldy = y, newx = x, newy = y;
+
+ if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+ return;
+
+ if (IS_MOVING(x, y))
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] != EL_BLOCKED)
+ return;
+ }
+ else if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ return;
+ }
+
+ if (Feld[x][y] == 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_DRIPPING))
+ Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
+ else
+ Feld[oldx][oldy] = EL_EMPTY;
+
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+ Feld[newx][newy] = EL_EMPTY;
+ MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
+ MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+ GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
+
+ DrawLevelField(oldx, oldy);
+ DrawLevelField(newx, newy);
+}
+
+void DrawDynamite(int x, int y)
+{
+ int sx = SCREENX(x), sy = SCREENY(y);
+ int graphic = el2img(Feld[x][y]);
+ int frame;
+
+ if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+ return;
+
+ if (Store[x][y])
+ DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
+ else if (Store[x][y])
+ DrawGraphicThruMask(sx, sy, graphic, frame);
+ else
+ DrawGraphic(sx, sy, graphic, frame);
+}
+
+void CheckDynamite(int x, int y)
+{
+ if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
+ {
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] != 0)
+ {
+ DrawDynamite(x, y);
+
+ /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
+ PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+
+ return;
+ }
+ }
+
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+ StopSound(SND_DYNAMITE_ACTIVE);
+ else
+ StopSound(SND_DYNABOMB_ACTIVE);
+
+ Bang(x, y);
+}
+
+void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+ int num_phase = 9;
+ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = num_phase * delay;
+ int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
+
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
+
+ if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ {
+ int center_element = Feld[ex][ey];
+
+ 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;
+ }
+
+ for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+ {
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+ (x != ex || y != ey)))
+ continue;
+
+ element = Feld[x][y];
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ {
+ element = MovingOrBlocked2Element(x, y);
+ RemoveMovingField(x, y);
+ }
+
+ if (IS_MASSIVE(element) || element == EL_FLAMES)
+ continue;
+
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
+ Store[x][y] = 0;
+ }
+
+ continue;
+ }
+
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
+
+ if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+ {
+ switch(StorePlayer[ex][ey])
+ {
+ case EL_PLAYER2:
+ Store[x][y] = EL_EMERALD_RED;
+ break;
+ case EL_PLAYER3:
+ Store[x][y] = EL_EMERALD;
+ break;
+ case EL_PLAYER4:
+ Store[x][y] = EL_EMERALD_PURPLE;
+ break;
+ case EL_PLAYER1:
+ default:
+ Store[x][y] = EL_EMERALD_YELLOW;
+ break;
+ }
+
+ if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_EMPTY;
+ }
+ 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_YAMYAM)
+ Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
+ else if (center_element == EL_AMOEBA_TO_DIAMOND)
+ Store[x][y] = level.amoeba_content;
+ 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_PFORTE(Store[x][y]))
+ Store[x][y] = EL_EMPTY;
+
+ if (x != ex || y != ey ||
+ center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+ Store2[x][y] = element;
+
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_CREATING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ Feld[x][y] = EL_EXPLOSION;
+ MovDir[x][y] = MovPos[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+ ExplodePhase[x][y] = 1;
+ Stop[x][y] = TRUE;
+ }
+
+ if (center_element == EL_YAMYAM)
+ game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+
+ return;
+ }
+
+ if (Stop[ex][ey])
+ return;
+
+ x = ex;
+ y = ey;
+
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+ if (phase == first_phase_after_start)
+ {
+ int element = Store2[x][y];
+
+ if (element == EL_BLACK_ORB)
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ }
+ else if (phase == half_phase)
+ {
+ int element = Store2[x][y];
+
+ if (IS_PLAYER(x, y))
+ KillHeroUnlessProtected(x, y);
+ else if (IS_EXPLOSIVE(element))
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ else if (element == EL_AMOEBA_TO_DIAMOND)
+ AmoebeUmwandeln(x, y);
+ }
+
+ if (phase == last_phase)
+ {
+ int element;
+
+ element = Feld[x][y] = Store[x][y];
+ Store[x][y] = Store2[x][y] = 0;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(element) || COULD_MOVE(element))
+ InitMovDir(x, y);
+ DrawLevelField(x, y);
+
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ StorePlayer[x][y] = 0;
+ }
+ else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int stored = Store[x][y];
+ int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+ stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+ IMG_SP_EXPLOSION);
+ int frame = getGraphicAnimationFrame(graphic, phase - delay);
+
+ if (phase == delay)
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
+
+ if (IS_PFORTE(Store[x][y]))
+ {
+ DrawLevelElement(x, y, Store[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+ else
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+}
+
+void DynaExplode(int ex, int ey)
+{
+ int i, j;
+ 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 (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
+ }
+
+ Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+
+ for (i=0; i<4; i++)
+ {
+ for (j=1; j<=dynabomb_size; j++)
+ {
+ int x = ex + j * xy[i % 4][0];
+ int y = ey + j * xy[i % 4][1];
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
+ break;
+
+ element = Feld[x][y];
+
+ /* do not restart explosions of fields with active bombs */
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
+
+ Explode(x, y, EX_PHASE_START, EX_BORDER);
+
+ if (element != EL_EMPTY &&
+ element != EL_SAND &&
+ element != EL_EXPLOSION &&
+ !dynabomb_xl)
+ break;
+ }
+ }
+}
+
+void Bang(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (game.emulation == EMU_SUPAPLEX)
+ PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+ else
+ PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+
+#if 0
+ if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
+ element = EL_EMPTY;
+#endif
+
+ switch(element)
+ {
+ case EL_BUG:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_MOLE:
+ RaiseScoreElement(element);
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ break;
+ case EL_DYNABOMB_PLAYER1_ACTIVE:
+ case EL_DYNABOMB_PLAYER2_ACTIVE:
+ case EL_DYNABOMB_PLAYER3_ACTIVE:
+ case EL_DYNABOMB_PLAYER4_ACTIVE:
+ case EL_DYNABOMB_NR:
+ case EL_DYNABOMB_SZ:
+ case EL_DYNABOMB_XL:
+ DynaExplode(x, y);
+ break;
+ case EL_PENGUIN:
+ case EL_LAMP:
+ case EL_LAMP_ACTIVE:
+ if (IS_PLAYER(x, y))
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ else
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ break;
+ default:
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ break;
+ }
+}
+
+void SplashAcid(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element != EL_ACID_SPLASH_LEFT &&
+ element != EL_ACID_SPLASH_RIGHT)
+ {
+ PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+
+ if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
+ (!IN_LEV_FIELD(x-1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
+ Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
+
+ if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
+ (!IN_LEV_FIELD(x+1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
+ Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
+ }
+
+#if 0
+ else /* go on */
+ {
+ int graphic = (element == EL_ACID_SPLASH_LEFT ?
+ IMG_ACID_SPLASH_LEFT :
+ IMG_ACID_SPLASH_RIGHT);
+
+ if (!MovDelay[x][y]) /* initialize animation counter */
+ MovDelay[x][y] = 9;
+
+ if (MovDelay[x][y]) /* continue animation */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+ }
+ }
+ }
+#endif
+}
+
+static void InitBeltMovement()
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT,
+ EL_CONVEYOR_BELT2_LEFT,
+ EL_CONVEYOR_BELT3_LEFT,
+ EL_CONVEYOR_BELT4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT4_LEFT_ACTIVE
+ };
+
+ int x, y, i, j;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<4; i++)
+ {
+ int belt_nr = i;
+
+ for (j=0; j<3; j++)
+ {
+ int element = belt_base_active_element[belt_nr] + j;
+ int graphic = el2img(element);
+
+ if (game.belt_dir[i] == MV_LEFT)
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+ }
+
+ for(y=0; y<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ for (i=0; i<4; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
+ }
+ }
+ }
+}
+
+static void ToggleBeltSwitch(int x, int y)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT,
+ EL_CONVEYOR_BELT2_LEFT,
+ EL_CONVEYOR_BELT3_LEFT,
+ EL_CONVEYOR_BELT4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT4_LEFT_ACTIVE
+ };
+ static int belt_base_switch_element[4] =
+ {
+ EL_CONVEYOR_BELT1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT4_SWITCH_LEFT
+ };
+ static int belt_move_dir[4] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT,
+ MV_NO_MOVING,
+ };
+
+ int element = Feld[x][y];
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
+ int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+ int belt_dir = belt_move_dir[belt_dir_nr];
+ int xx, yy, i;
+
+ if (!IS_BELT_SWITCH(element))
+ return;
+
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ game.belt_dir[belt_nr] = belt_dir;
+
+ if (belt_dir_nr == 3)
+ belt_dir_nr = 1;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<3; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic = el2img(element);
+
+ if (belt_dir == MV_LEFT)
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (IS_BELT_SWITCH(element))
+ {
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+
+ if (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;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+ }
+}
+
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.switchgate_pos = !game.switchgate_pos;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+ }
+ }
+ }
+}
+
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+ element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
+ EL_INVISIBLE_SAND_ACTIVE);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+ element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
+ EL_INVISIBLE_SAND);
+}
+
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+ int x, y;
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_LIGHT_SWITCH &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+ DrawLevelField(x, y);
+ }
+ }
+ }
+}
+
+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);
+
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+ DrawLevelField(xx, yy);
+ }
+ */
+
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+}
+
+void Impact(int x, int y)
+{
+ boolean lastline = (y == lev_fieldy-1);
+ boolean object_hit = FALSE;
+ int element = Feld[x][y];
+ int smashed = 0;
+
+ if (!lastline) /* check if element below was hit */
+ {
+ if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ return;
+
+ object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
+ MovDir[x][y+1] != MV_DOWN ||
+ MovPos[x][y+1] <= TILEY / 2));
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x, y+1);
+ }
+
+ if (!lastline && smashed == EL_ACID) /* element falls into acid */
+ {
+ SplashAcid(x, y);
+ return;
+ }
+
+#if 1
+ if (lastline || object_hit)
+ {
+#if 0
+ MovDir[x][y] = 0;
+#endif
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
+ if ((element == EL_BOMB ||
+ element == EL_SP_DISK_ORANGE ||
+ element == EL_DX_SUPABOMB) &&
+ (lastline || object_hit)) /* element is bomb */
+ {
+ Bang(x, y);
+ return;
+ }
+ else if (element == EL_PEARL)
+ {
+ Feld[x][y] = EL_PEARL_BREAKING;
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+
+ if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+ {
+ if (object_hit && IS_PLAYER(x, y+1))
+ KillHeroUnlessProtected(x, y+1);
+ else if (object_hit && smashed == EL_PENGUIN)
+ Bang(x, y+1);
+ else
+ {
+ Feld[x][y] = EL_AMOEBA_CREATING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ return;
+ }
+
+ if (!lastline && object_hit) /* check which object was hit */
+ {
+ if (CAN_CHANGE(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);
+
+ /* activate magic wall / mill */
+ for (yy=0; yy<lev_fieldy; yy++)
+ for (xx=0; xx<lev_fieldx; xx++)
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
+
+ game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+ game.magic_wall_active = TRUE;
+
+ PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+ SND_MAGIC_WALL_ACTIVATING :
+ SND_BD_MAGIC_WALL_ACTIVATING));
+ }
+
+ if (IS_PLAYER(x, y + 1))
+ {
+ KillHeroUnlessProtected(x, y+1);
+ return;
+ }
+ else if (smashed == EL_PENGUIN)
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (element == EL_BD_DIAMOND)
+ {
+ if (IS_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))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (element == EL_ROCK ||
+ element == EL_SP_ZONK ||
+ element == EL_BD_ROCK)
+ {
+ if (IS_ENEMY(smashed) ||
+ smashed == EL_BOMB ||
+ smashed == EL_SP_DISK_ORANGE ||
+ smashed == EL_DX_SUPABOMB ||
+ smashed == EL_SATELLITE ||
+ smashed == EL_PIG ||
+ smashed == EL_DRAGON ||
+ smashed == EL_MOLE)
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (!IS_MOVING(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_CRACKING;
+ PlaySoundLevel(x, y, SND_NUT_CRACKING);
+ RaiseScoreElement(EL_NUT);
+ return;
+ }
+ else if (smashed == EL_PEARL)
+ {
+ Feld[x][y+1] = EL_PEARL_BREAKING;
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (smashed == EL_DIAMOND)
+ {
+ Feld[x][y+1] = EL_EMPTY;
+ PlaySoundLevel(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);
+ }
+ }
+ }
+ }
+
+ /* play sound of magic wall / mill */
+ if (!lastline &&
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+ {
+ if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+ PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
+ else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+
+ return;
+ }
+
+ /* play sound of object that hits the ground */
+ if (lastline || object_hit)
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+}
+
+void TurnRound(int x, int y)
+{
+ static struct
+ {
+ int x, y;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ {-1, 0 },
+ {+1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
+ static struct
+ {
+ int left, right, back;
+ } turn[] =
+ {
+ { 0, 0, 0 },
+ { MV_DOWN, MV_UP, MV_RIGHT },
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
+ };
+
+ int element = Feld[x][y];
+ int old_move_dir = MovDir[x][y];
+ int left_dir = turn[old_move_dir].left;
+ int right_dir = turn[old_move_dir].right;
+ int back_dir = turn[old_move_dir].back;
+
+ int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
+ int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
+ int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
+ int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+
+ 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 (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ IS_FREE(right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!IN_LEV_FIELD(move_x, move_y) ||
+ !IS_FREE(move_x, move_y))
+ MovDir[x][y] = left_dir;
+
+ 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 ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ IS_FREE(left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!IN_LEV_FIELD(move_x, move_y) ||
+ !IS_FREE(move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if ((element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_YAMYAM)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
+ Feld[left_x][left_y] == EL_DIAMOND))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
+ Feld[right_x][right_y] == EL_DIAMOND))
+ can_turn_right = TRUE;
+
+ 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;
+
+ MovDelay[x][y] = 16+16*RND(3);
+ }
+ else if (element == EL_DARK_YAMYAM)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
+ IS_MAMPF2(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
+ IS_MAMPF2(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ 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;
+
+ MovDelay[x][y] = 16+16*RND(3);
+ }
+ else if (element == EL_PACMAN)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
+ IS_AMOEBOID(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
+ IS_AMOEBOID(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ 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;
+
+ MovDelay[x][y] = 6+RND(40);
+ }
+ else if (element == EL_PIG)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean should_turn_left = FALSE, should_turn_right = FALSE;
+ boolean should_move_on = FALSE;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
+ can_move_on = TRUE;
+
+ if (can_turn_left &&
+ (!can_move_on ||
+ (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
+ !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
+ should_turn_left = TRUE;
+ if (can_turn_right &&
+ (!can_move_on ||
+ (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
+ !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
+ should_turn_right = TRUE;
+ if (can_move_on &&
+ (!can_turn_left || !can_turn_right ||
+ (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
+ !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
+ (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
+ !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
+ should_move_on = TRUE;
+
+ if (should_turn_left || should_turn_right || should_move_on)
+ {
+ if (should_turn_left && should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
+ rnd < 2*rnd_value/3 ? right_dir :
+ old_move_dir);
+ else if (should_turn_left && should_turn_right)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ else if (should_turn_left && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+ else if (should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+ else if (should_turn_left)
+ MovDir[x][y] = left_dir;
+ else if (should_turn_right)
+ MovDir[x][y] = right_dir;
+ else if (should_move_on)
+ MovDir[x][y] = old_move_dir;
+ }
+ 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;
+
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
+ !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_DRAGON)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
+ can_turn_right = TRUE;
+ if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
+ can_move_on = TRUE;
+
+ if (can_move_on && rnd > rnd_value/8)
+ MovDir[x][y] = old_move_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = left_dir;
+ else if (can_turn_right && rnd > rnd_value/8)
+ MovDir[x][y] = right_dir;
+ else
+ MovDir[x][y] = back_dir;
+
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_MOLE)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
+ can_move_on = TRUE;
+
+ if (!can_move_on)
+ {
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = left_dir;
+ else
+ MovDir[x][y] = right_dir;
+ }
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_BALLOON)
+ {
+ MovDir[x][y] = game.balloon_dir;
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_SPRING)
+ {
+ if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
+ (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
+ (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
+ MovDir[x][y] = MV_NO_MOVING;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN)
+ {
+ int attr_x = -1, attr_y = -1;
+
+ if (AllPlayersGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+ {
+ attr_x = ZX;
+ attr_y = ZY;
+ }
+
+ if (element == EL_PENGUIN)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i=0; i<4; i++)
+ {
+ int ex = x + xy[i%4][0];
+ int ey = y + xy[i%4][1];
+
+ if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x<x)
+ MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+ else if (attr_x>x)
+ MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+ if (attr_y<y)
+ MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+ else if (attr_y>y)
+ MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+
+ if (element == EL_ROBOT)
+ {
+ int newx, newy;
+
+ if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+ MovDelay[x][y] = 8+8*!RND(3);
+ else
+ MovDelay[x][y] = 16;
+ }
+ else
+ {
+ int newx, newy;
+
+ MovDelay[x][y] = 1;
+
+ if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IN_LEV_FIELD(newx, newy) &&
+ (IS_FREE(newx, newy) ||
+ Feld[newx][newy] == EL_ACID ||
+ (element == EL_PENGUIN &&
+ (Feld[newx][newy] == EL_EXIT_OPEN ||
+ IS_MAMPF3(Feld[newx][newy])))))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IN_LEV_FIELD(newx, newy) &&
+ (IS_FREE(newx, newy) ||
+ Feld[newx][newy] == EL_ACID ||
+ (element == EL_PENGUIN &&
+ (Feld[newx][newy] == EL_EXIT_OPEN ||
+ IS_MAMPF3(Feld[newx][newy])))))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ }
+}
+
+static boolean JustBeingPushed(int x, int y)
+{
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && player->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;
+}
+
+void StartMoving(int x, int y)
+{
+ static boolean use_spring_bug = TRUE;
+ boolean started_moving = FALSE; /* some elements can fall _and_ move */
+ int element = Feld[x][y];
+
+ if (Stop[x][y])
+ return;
+
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+ if (CAN_FALL(element) && y < lev_fieldy - 1)
+ {
+ if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+ if (JustBeingPushed(x, y))
+ return;
+
+ if (element == EL_QUICKSAND_FULL)
+ {
+ 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;
+ PlaySoundLevel(x, y, SND_QUICKSAND_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;
+ PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
+ }
+ }
+ 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;
+ PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+ }
+ else if (element == EL_MAGIC_WALL_FULL)
+ {
+ 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;
+ }
+
+ Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+ Feld[x][y+1] = EL_MAGIC_WALL_FULL;
+ Store[x][y+1] = EL_CHANGED(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (element == EL_BD_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y+1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED2(Store[x][y]);
+ }
+ else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY/4 + 1;
+
+ if (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_CHANGED2(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (CAN_CHANGE(element) &&
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] =
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ EL_BD_MAGIC_WALL_FILLING);
+ Store[x][y] = element;
+ }
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+ {
+ SplashAcid(x, y);
+
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Store[x][y] = EL_ACID;
+ }
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+ JustStopped[x][y])
+ {
+ Impact(x, y);
+ }
+ else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NO_MOVING)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_FREE(x, y+1))
+ {
+ if (JustStopped[x][y]) /* prevent animation from being restarted */
+ MovDir[x][y] = MV_DOWN;
+
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ else if (element == EL_AMOEBA_DROP)
+ {
+ Feld[x][y] = EL_AMOEBA_CREATING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ /* Store[x][y+1] must be zero, because:
+ (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+ */
+#if 0
+#if OLD_GAME_BEHAVIOUR
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB)
+#endif
+#else
+ else if ((IS_SLIPPERY(Feld[x][y+1]) ||
+ (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+#endif
+ {
+ boolean left = (x>0 && IS_FREE(x-1, y) &&
+ (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
+ boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
+ (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+
+ if (left || right)
+ {
+ if (left && right &&
+ (game.emulation != EMU_BOULDERDASH &&
+ element != EL_BD_ROCK && element != EL_BD_DIAMOND))
+ left = !(right = RND(2));
+
+ InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+ {
+ boolean left_is_free = (x>0 && IS_FREE(x-1, y));
+ boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if ((belt_dir == MV_LEFT && left_is_free) ||
+ (belt_dir == MV_RIGHT && right_is_free))
+ {
+ InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
+
+ GfxAction[x][y] = ACTION_DEFAULT;
+ }
+ }
+ }
+
+ /* not "else if" because of EL_SPRING */
+ if (CAN_MOVE(element) && !started_moving)
+ {
+ int newx, newy;
+
+ if ((element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ element == EL_SPRING)
+ && JustBeingPushed(x, y))
+ return;
+
+#if 0
+#if 0
+ if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+ Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+#else
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] == EL_BLOCKED)
+ Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
+ }
+#endif
+#endif
+
+ if (!MovDelay[x][y]) /* start new movement phase */
+ {
+ /* all objects that can change their move direction after each step */
+ /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
+
+ if (element != EL_YAMYAM &&
+ element != EL_DARK_YAMYAM &&
+ element != EL_PACMAN)
+ {
+#if 0
+ if (element == EL_SPRING)
+ printf("1--> %d\n", MovDir[x][y]);
+#endif
+ TurnRound(x, y);
+#if 0
+ if (element == EL_SPRING)
+ printf("2--> %d\n", MovDir[x][y]);
+#endif
+ 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 (MovDelay[x][y]) /* wait some time before next movement */
+ {
+ MovDelay[x][y]--;
+
+ if (element == EL_ROBOT ||
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
+ {
+#if 1
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+#else
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el2img(element);
+ int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+#endif
+
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
+#else
+ if (MovDelay[x][y] % 4 == 3)
+ {
+ if (element == EL_YAMYAM)
+ PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
+ else if (element == EL_DARK_YAMYAM)
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
+ }
+#endif
+ }
+ 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_FLAMES1_LEFT :
+ dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
+ dir == MV_UP ? IMG_FLAMES1_UP :
+ dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
+ int frame = getGraphicAnimationFrame(graphic, -1);
+
+ for (i=1; i<=3; i++)
+ {
+ int xx = x + i*dx, yy = y + i*dy;
+ int sx = SCREENX(xx), sy = SCREENY(yy);
+ int flame_graphic = graphic + (i - 1);
+
+ if (!IN_LEV_FIELD(xx, yy) ||
+ IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+ break;
+
+ if (MovDelay[x][y])
+ {
+ int flamed = MovingOrBlocked2Element(xx, yy);
+
+ if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+ Bang(xx, yy);
+ else
+ RemoveMovingField(xx, yy);
+
+ Feld[xx][yy] = EL_FLAMES;
+ if (IN_SCR_FIELD(sx, sy))
+ DrawGraphic(sx, sy, flame_graphic, frame);
+ }
+ else
+ {
+ if (Feld[xx][yy] == EL_FLAMES)
+ Feld[xx][yy] = EL_EMPTY;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
+
+ return;
+ }
+ }
+
+ /* now make next step */
+
+ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+
+ if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ !PLAYER_PROTECTED(newx, newy))
+ {
+
+#if 1
+ TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ return;
+#else
+ /* enemy got the player */
+ MovDir[x][y] = 0;
+ KillHero(PLAYERINFO(newx, newy));
+ return;
+#endif
+
+ }
+ else if ((element == EL_PENGUIN || element == EL_ROBOT ||
+ element == EL_SATELLITE || element == EL_BALLOON) &&
+ IN_LEV_FIELD(newx, newy) &&
+ MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+ {
+ SplashAcid(x, y);
+ Store[x][y] = EL_ACID;
+ }
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+ {
+ if (Feld[newx][newy] == EL_EXIT_OPEN)
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+
+ PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
+ if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+
+ local_player->friends_still_needed--;
+ if (!local_player->friends_still_needed &&
+ !local_player->GameOver && AllPlayersGone)
+ local_player->LevelSolved = local_player->GameOver = TRUE;
+
+ return;
+ }
+ else if (IS_MAMPF3(Feld[newx][newy]))
+ {
+ if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+ DrawLevelField(newx, newy);
+ else
+ MovDir[x][y] = MV_NO_MOVING;
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+ return;
+ }
+ }
+ else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+ {
+ if (IS_GEM(Feld[newx][newy]))
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlaySoundLevel(x, y, SND_PIG_EATING);
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+ return;
+ }
+ }
+ 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);
+
+ if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+ element1 != EL_DRAGON && element2 != EL_DRAGON &&
+ element1 != EL_FLAMES && element2 != EL_FLAMES)
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+
+ MovDelay[x][y] = 50;
+ 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;
+ return;
+ }
+ }
+ }
+ else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ Feld[newx][newy] == EL_DIAMOND)
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlaySoundLevel(x, y, SND_YAMYAM_EATING);
+ }
+ else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ IS_MAMPF2(Feld[newx][newy]))
{
- if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ if (AmoebaNr[newx][newy])
{
- Bang(x,y+1);
- return;
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ }
+
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
}
- else if (element==EL_FELSBROCKEN)
+ else if ((element == EL_PACMAN || element == EL_MOLE)
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
{
- if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
- smashed==EL_SCHWEIN || smashed==EL_DRACHE)
+ if (AmoebaNr[newx][newy])
{
- Bang(x,y+1);
- return;
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
}
- else if (!IS_MOVING(x,y+1))
+
+ if (element == EL_MOLE)
{
- if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
- {
- Bang(x,y+1);
- return;
- }
- else if (smashed==EL_KOKOSNUSS)
- {
- Feld[x][y+1] = EL_CRACKINGNUT;
- PlaySoundLevel(x,y,SND_KNACK);
- RaiseScoreElement(EL_KOKOSNUSS);
- return;
- }
- else if (smashed==EL_DIAMANT)
- {
- Feld[x][y+1] = EL_LEERRAUM;
- PlaySoundLevel(x,y,SND_QUIRK);
- return;
- }
+ Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+ PlaySoundLevel(x, y, SND_MOLE_EATING);
+ MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ return; /* wait for shrinking amoeba */
+ }
+ else /* element == EL_PACMAN */
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ PlaySoundLevel(x, y, SND_PACMAN_EATING);
}
}
- }
+ 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 */
+ return;
+ }
+ else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+ {
+ /* object was running against a wall */
- /* Geräusch beim Durchqueren des Siebes */
- if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
- {
- PlaySoundLevel(x,y,SND_QUIRK);
- return;
- }
+ TurnRound(x, y);
- /* Geräusch beim Auftreffen */
- if (lastline || object_hit)
- {
- int sound;
+ if (element == EL_BUG || element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK)
+ DrawLevelField(x, y);
+ else if (element == EL_BUG || element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK || element == EL_MOLE)
+ DrawLevelField(x, y);
+ else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_SATELLITE)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_SP_ELECTRON)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
- switch(element)
- {
- case EL_EDELSTEIN:
- case EL_EDELSTEIN_BD:
- case EL_EDELSTEIN_GELB:
- case EL_EDELSTEIN_ROT:
- case EL_EDELSTEIN_LILA:
- case EL_DIAMANT:
- sound = SND_PLING;
- break;
- case EL_KOKOSNUSS:
- sound = SND_KLUMPF;
- break;
- case EL_FELSBROCKEN:
- sound = SND_KLOPF;
- break;
- case EL_SCHLUESSEL:
- case EL_SCHLUESSEL1:
- case EL_SCHLUESSEL2:
- case EL_SCHLUESSEL3:
- case EL_SCHLUESSEL4:
- sound = SND_KINK;
- break;
- case EL_ZEIT_VOLL:
- case EL_ZEIT_LEER:
- sound = SND_DENG;
- break;
- default:
- sound = -1;
- break;
+ if (DONT_TOUCH(element))
+ TestIfBadThingTouchesHero(x, y);
+
+ PlaySoundLevelAction(x, y, ACTION_WAITING);
+
+ return;
}
- if (sound>=0)
- PlaySoundLevel(x,y,sound);
+ InitMovingField(x, y, MovDir[x][y]);
+
+ PlaySoundLevelAction(x, y, ACTION_MOVING);
}
+
+ if (MovDir[x][y])
+ ContinueMoving(x, y);
}
-void TurnRound(int x, int y)
+void ContinueMoving(int x, int y)
{
- static struct
- {
- int x,y;
- } move_xy[] =
- {
- { 0,0 },
- {-1,0 },
- {+1,0 },
- { 0,0 },
- { 0,-1 },
- { 0,0 }, { 0,0 }, { 0,0 },
- { 0,+1 }
- };
- static struct
- {
- int left,right,back;
- } turn[] =
+ 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 newx = x + dx, newy = y + dy;
+ int step = (horiz_move ? dx : dy) * TILEX / 8;
+
+ if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
+ step /= 2;
+ else if (element == EL_QUICKSAND_FILLING ||
+ element == EL_QUICKSAND_EMPTYING)
+ step /= 4;
+ else if (element == EL_MAGIC_WALL_FILLING ||
+ element == EL_BD_MAGIC_WALL_FILLING ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ step /= 2;
+ else if (CAN_FALL(element) && horiz_move &&
+ y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
+ step /= 2;
+ else if (element == EL_SPRING && horiz_move)
+ step *= 2;
+
+#if OLD_GAME_BEHAVIOUR
+ else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
+ step*=2;
+#endif
+
+ MovPos[x][y] += step;
+
+ if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
{
- { 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 }
- };
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
- int element = Feld[x][y];
- int old_move_dir = MovDir[x][y];
- int left_dir = turn[old_move_dir].left;
- int right_dir = turn[old_move_dir].right;
- int back_dir = turn[old_move_dir].back;
+ if (element == EL_MOLE)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
- int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
- int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
- int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+ Feld[x][y] = EL_SAND;
+ DrawLevelField(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;
+ for(i=0; i<4; i++)
+ {
+ int xx, yy;
- if (element==EL_KAEFER || element==EL_BUTTERFLY)
- {
- TestIfBadThingHitsOtherBadThing(x,y);
+ xx = x + xy[i][0];
+ yy = y + xy[i][1];
- if (IN_LEV_FIELD(right_x,right_y) &&
- IS_FREE_OR_PLAYER(right_x,right_y))
- MovDir[x][y] = right_dir;
- else if (!IN_LEV_FIELD(move_x,move_y) ||
- !IS_FREE_OR_PLAYER(move_x,move_y))
- MovDir[x][y] = left_dir;
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
+ DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
+ }
+ }
- if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 5;
- else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
- MovDelay[x][y] = 1;
- }
- else if (element==EL_FLIEGER || element==EL_FIREFLY)
- {
- TestIfBadThingHitsOtherBadThing(x,y);
+ if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_AMOEBA_DRIPPING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
- if (IN_LEV_FIELD(left_x,left_y) &&
- IS_FREE_OR_PLAYER(left_x,left_y))
- MovDir[x][y] = left_dir;
- else if (!IN_LEV_FIELD(move_x,move_y) ||
- !IS_FREE_OR_PLAYER(move_x,move_y))
- MovDir[x][y] = right_dir;
+ Store[x][y] = 0;
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
- if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 5;
- else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
- MovDelay[x][y] = 1;
- }
- else if (element==EL_MAMPFER)
- {
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+#if 0
+ /* all done in "InitMovingField()" */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+#endif
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE_OR_PLAYER(left_x,left_y) ||
- Feld[left_x][left_y] == EL_DIAMANT))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE_OR_PLAYER(right_x,right_y) ||
- Feld[right_x][right_y] == EL_DIAMANT))
- can_turn_right = TRUE;
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxRandom[newx][newy] = GfxRandom[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;
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
- MovDelay[x][y] = 8+8*RND(3);
- }
- else if (element==EL_MAMPFER2)
- {
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+#if 1
+#if 0
+ if (!CAN_MOVE(element))
+ MovDir[newx][newy] = 0;
+#else
+ /*
+ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+ MovDir[newx][newy] = 0;
+ */
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE_OR_PLAYER(left_x,left_y) ||
- IS_MAMPF2(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE_OR_PLAYER(right_x,right_y) ||
- IS_MAMPF2(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+#endif
+#endif
- if (can_turn_left && can_turn_right)
- MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
- else if (can_turn_left)
- MovDir[x][y] = (RND(2) ? left_dir : back_dir);
- else if (can_turn_right)
- MovDir[x][y] = (RND(2) ? right_dir : back_dir);
- else
- MovDir[x][y] = back_dir;
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
- MovDelay[x][y] = 8+8*RND(3);
+ Stop[newx][newy] = TRUE;
+ JustStopped[newx][newy] = 3;
+
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ {
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
+
+ if (CAN_SMASH(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+ Impact(x, newy);
}
- else if (element==EL_PACMAN)
+ else /* still moving on */
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE_OR_PLAYER(left_x,left_y) ||
- IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE_OR_PLAYER(right_x,right_y) ||
- IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+#if 0
+ if (GfxAction[x][y] == ACTION_DEFAULT)
+ {
+ printf("reset GfxAction...\n");
- 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;
+ GfxAction[x][y] = ACTION_MOVING;
+ }
+#endif
- MovDelay[x][y] = 3+RND(20);
+ DrawLevelField(x, y);
}
- else if (element==EL_SCHWEIN)
+}
+
+int AmoebeNachbarNr(int ax, int ay)
+{
+ int i;
+ int element = Feld[ax][ay];
+ int group_nr = 0;
+ static int xy[4][2] =
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- BOOL should_turn_left = FALSE, should_turn_right = FALSE;
- BOOL should_move_on = FALSE;
- int rnd_value = 24;
- int rnd = RND(rnd_value);
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (IN_LEV_FIELD(left_x,left_y) &&
- (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) &&
- (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x,move_y) &&
- (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
- can_move_on = TRUE;
+ for (i=0; i<4; i++)
+ {
+ int x = ax + xy[i][0];
+ int y = ay + xy[i][1];
- if (can_turn_left &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
- !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
- should_turn_left = TRUE;
- if (can_turn_right &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
- !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
- should_turn_right = TRUE;
- if (can_move_on &&
- (!can_turn_left || !can_turn_right ||
- (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
- !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
- (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
- !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
- should_move_on = TRUE;
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- 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;
+ if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+ group_nr = AmoebaNr[x][y];
+ }
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
- !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
- MovDir[x][y] = old_move_dir;
+ return group_nr;
+}
- MovDelay[x][y] = 0;
- }
- else if (element==EL_DRACHE)
+void AmoebenVereinigen(int ax, int ay)
+{
+ int i, x, y, xx, yy;
+ int new_group_nr = AmoebaNr[ax][ay];
+ static int xy[4][2] =
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- int rnd_value = 24;
- int rnd = RND(rnd_value);
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
- can_move_on = TRUE;
+ if (new_group_nr == 0)
+ return;
- 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;
+ for (i=0; i<4; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
- MovDir[x][y] = old_move_dir;
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- MovDelay[x][y] = 0;
+ 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 old_group_nr = AmoebaNr[x][y];
+
+ if (old_group_nr == 0)
+ return;
+
+ AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+ AmoebaCnt[old_group_nr] = 0;
+ AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+ AmoebaCnt2[old_group_nr] = 0;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
+ }
+ }
+ }
}
- else if (element==EL_ROBOT || element==EL_SONDE ||
- element==EL_MAULWURF || element==EL_PINGUIN)
+}
+
+void AmoebeUmwandeln(int ax, int ay)
+{
+ int i, x, y;
+
+ if (Feld[ax][ay] == EL_AMOEBA_DEAD)
{
- int attr_x = JX, attr_y = JY;
- int newx, newy;
+ int group_nr = AmoebaNr[ax][ay];
- if (PlayerGone)
+#ifdef DEBUG
+ if (group_nr == 0)
{
- attr_x = ExitX;
- attr_y = ExitY;
+ printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandeln(): This should never happen!\n");
+ return;
}
+#endif
- if (element==EL_ROBOT && ZX>=0 && ZY>=0)
+ for (y=0; y<lev_fieldy; y++)
{
- attr_x = ZX;
- attr_y = ZY;
+ for (x=0; x<lev_fieldx; x++)
+ {
+ if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+ }
+ }
}
+ PlaySoundLevel(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] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (element==EL_MAULWURF || element==EL_PINGUIN)
+ for (i=0; i<4; i++)
{
- int i;
- static int xy[4][2] =
- {
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
- };
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
- for(i=0;i<4;i++)
- {
- int ex = x+xy[i%4][0];
- int ey = y+xy[i%4][1];
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
- {
- attr_x = ex;
- attr_y = ey;
- break;
- }
+ if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+ {
+ PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(x, y);
}
}
+ }
+}
- MovDir[x][y] = MV_NO_MOVING;
- if (attr_x<x)
- MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
- else if (attr_x>x)
- MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
- if (attr_y<y)
- MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
- else if (attr_y>y)
- MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+{
+ int x, y;
+ int group_nr = AmoebaNr[ax][ay];
+ boolean done = FALSE;
+
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ return;
+ }
+#endif
- if (element==EL_ROBOT)
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
{
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
- MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
+ if (AmoebaNr[x][y] == group_nr &&
+ (Feld[x][y] == EL_AMOEBA_DEAD ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_CREATING))
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = new_element;
+ InitField(x, y, FALSE);
+ DrawLevelField(x, y);
+ done = TRUE;
+ }
+ }
+ }
+
+ if (done)
+ PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
+
+ if (!MovDelay[x][y]) /* start new growing cycle */
+ {
+ MovDelay[x][y] = 7;
- if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
- MovDelay[x][y] = 4+4*!RND(3);
+ if (DelayReached(&sound_delay, sound_delay_value))
+ {
+ if (Store[x][y] == EL_BD_AMOEBA)
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
else
- MovDelay[x][y] = 8;
+ PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
+ sound_delay_value = 30;
}
- else
+ }
+
+ 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)))
{
- MovDelay[x][y] = 1;
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
+ 6 - MovDelay[x][y]);
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
- {
- BOOL first_horiz = RND(2);
- int new_move_dir = MovDir[x][y];
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
+ }
- MovDir[x][y] =
- new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ DrawLevelField(x, y);
+ }
+ }
+}
- if (IN_LEV_FIELD(newx,newy) &&
- (IS_FREE(newx,newy) ||
- Feld[newx][newy] == EL_SALZSAEURE ||
- ((element == EL_MAULWURF || element==EL_PINGUIN) &&
- (Feld[newx][newy] == EL_AUSGANG_AUF ||
- IS_MAMPF3(Feld[newx][newy])))))
- return;
+void AmoebaDisappearing(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
- MovDir[x][y] =
- new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
+ if (!MovDelay[x][y]) /* start new shrinking cycle */
+ {
+ MovDelay[x][y] = 7;
- if (IN_LEV_FIELD(newx,newy) &&
- (IS_FREE(newx,newy) ||
- Feld[newx][newy] == EL_SALZSAEURE ||
- ((element == EL_MAULWURF || element==EL_PINGUIN) &&
- (Feld[newx][newy] == EL_AUSGANG_AUF ||
- IS_MAMPF3(Feld[newx][newy])))))
- return;
+ if (DelayReached(&sound_delay, sound_delay_value))
+ sound_delay_value = 30;
+ }
- MovDir[x][y] = old_move_dir;
- return;
- }
+ 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]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ }
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+
+ /* don't let mole enter this field in this cycle;
+ (give priority to objects falling to this field from above) */
+ Stop[x][y] = TRUE;
}
}
}
-void StartMoving(int x, int y)
+void AmoebeAbleger(int ax, int ay)
{
- int element = Feld[x][y];
+ int i;
+ int element = Feld[ax][ay];
+ int newax = ax, neway = ay;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
- if (Stop[x][y])
+ if (!level.amoeba_speed)
+ {
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ DrawLevelField(ax, ay);
return;
+ }
+
+ if (!MovDelay[ax][ay]) /* start making new amoeba field */
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
- if (CAN_FALL(element) && y<lev_fieldy-1)
+ if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
{
- if (element==EL_MORAST_VOLL)
- {
- if (IS_FREE(x,y+1))
- {
- InitMovingField(x,y,MV_DOWN);
- Feld[x][y] = EL_FELSBROCKEN;
- Store[x][y] = EL_MORAST_LEER;
- }
- else if (Feld[x][y+1]==EL_MORAST_LEER)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = 16;
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
+ {
+ int start = RND(4);
+ int x = ax + xy[start][0];
+ int y = ay + xy[start][1];
- Feld[x][y] = EL_MORAST_LEER;
- Feld[x][y+1] = EL_MORAST_VOLL;
- }
- }
- else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
+ if (!IN_LEV_FIELD(x, y))
+ return;
+
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
- InitMovingField(x,y,MV_DOWN);
- Store[x][y] = EL_MORAST_VOLL;
+ newax = x;
+ neway = y;
}
- else if (element==EL_SIEB_VOLL)
+
+ if (newax == ax && neway == ay)
+ return;
+ }
+ else /* normal or "filled" (BD style) amoeba */
+ {
+ int start = RND(4);
+ boolean waiting_for_player = FALSE;
+
+ for (i=0; i<4; i++)
{
- if (IS_FREE(x,y+1))
- {
- InitMovingField(x,y,MV_DOWN);
- Feld[x][y] = EL_CHANGED(Store2[x][y]);
- Store[x][y] = EL_SIEB_LEER;
- }
- else if (Feld[x][y+1]==EL_SIEB_LEER)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = 2;
+ int j = (start + i) % 4;
+ int x = ax + xy[j][0];
+ int y = ay + xy[j][1];
- if (MovDelay[x][y])
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
- }
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- Feld[x][y] = EL_SIEB_LEER;
- Feld[x][y+1] = EL_SIEB_VOLL;
- Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
- Store2[x][y] = 0;
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ break;
}
+ else if (IS_PLAYER(x, y))
+ waiting_for_player = TRUE;
}
- else if (element==EL_SIEB2_VOLL)
+
+ if (newax == ax && neway == ay) /* amoeba cannot grow */
{
- if (IS_FREE(x,y+1))
+ if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
{
- InitMovingField(x,y,MV_DOWN);
- Feld[x][y] = EL_CHANGED2(Store2[x][y]);
- Store[x][y] = EL_SIEB2_LEER;
- }
- else if (Feld[x][y+1]==EL_SIEB2_LEER)
- {
- if (!MovDelay[x][y])
- MovDelay[x][y] = 2;
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ DrawLevelField(ax, ay);
+ AmoebaCnt[AmoebaNr[ax][ay]]--;
- if (MovDelay[x][y])
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- return;
+ if (element == EL_AMOEBA_FULL)
+ AmoebeUmwandeln(ax, ay);
+ else if (element == EL_BD_AMOEBA)
+ AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
}
-
- Feld[x][y] = EL_SIEB2_LEER;
- Feld[x][y+1] = EL_SIEB2_VOLL;
- Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
- Store2[x][y] = 0;
}
+ return;
}
- else if (SiebAktiv && CAN_CHANGE(element) &&
- (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
- {
- InitMovingField(x,y,MV_DOWN);
- Store[x][y] =
- (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
- Store2[x][y+1] = element;
- }
- else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
- {
- Blurb(x,y);
- InitMovingField(x,y,MV_DOWN);
- Store[x][y] = EL_SALZSAEURE;
- }
- else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
+ else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
{
- Impact(x,y);
+ /* 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;
+ }
}
- else if (IS_FREE(x,y+1))
+ }
+
+ if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+ (neway == lev_fieldy - 1 && newax != ax))
+ {
+ Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
+ Store[newax][neway] = element;
+ }
+ else if (neway == ay)
+ {
+ Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+ PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
+ }
+ else
+ {
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
+ Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+ Store[ax][ay] = EL_AMOEBA_DROP;
+ ContinueMoving(ax, ay);
+ return;
+ }
+
+ DrawLevelField(newax, neway);
+}
+
+void Life(int ax, int ay)
+{
+ int x1, y1, x2, y2;
+ static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
+ int life_time = 40;
+ int element = Feld[ax][ay];
+ boolean changed = FALSE;
+
+ if (Stop[ax][ay])
+ return;
+
+ if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
+ MovDelay[ax][ay] = life_time;
+
+ if (MovDelay[ax][ay]) /* wait some time before next cycle */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
+ {
+ int xx = ax+x1, yy = ay+y1;
+ int nachbarn = 0;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
{
- InitMovingField(x,y,MV_DOWN);
+ int x = xx+x2, y = yy+y2;
+
+ if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+ continue;
+
+ if (((Feld[x][y] == element ||
+ (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
+ !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]))
+ nachbarn++;
}
- else if (element==EL_TROPFEN)
+
+ if (xx == ax && yy == ay) /* field in the middle */
{
- Feld[x][y] = EL_AMOEBING;
- Store[x][y] = EL_AMOEBE_NASS;
+ if (nachbarn < life[0] || nachbarn > life[1])
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
}
- else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
- {
- BOOL left = (x>0 && IS_FREE(x-1,y) &&
- (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
- BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
- (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
-
- if (left || right)
+ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
+ { /* free border field */
+ if (nachbarn >= life[2] && nachbarn <= life[3])
{
- if (left && right && game_emulation != EMU_BOULDERDASH)
- left = !(right = RND(2));
-
- InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
+ Feld[xx][yy] = element;
+ MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
}
}
}
- else if (CAN_MOVE(element))
- {
- int newx,newy;
- if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
- {
- /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
- * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
- */
+ if (changed)
+ PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
+ SND_BIOMAZE_CREATING);
+}
- if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
- {
- TurnRound(x,y);
- if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
- DrawLevelField(x,y);
- }
- }
+static void InitRobotWheel(int x, int y)
+{
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
- if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
- {
- MovDelay[x][y]--;
+static void RunRobotWheel(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
- if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
- {
- int phase = MovDelay[x][y] % 8;
+static void StopRobotWheel(int x, int y)
+{
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
- if (phase>3)
- phase = 7-phase;
+static void InitTimegateWheel(int x, int y)
+{
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
- if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
+static void RunTimegateWheel(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
- if ((element==EL_MAMPFER || element==EL_MAMPFER2)
- && MovDelay[x][y]%4==3)
- PlaySoundLevel(x,y,SND_NJAM);
- }
- else if (element==EL_DRACHE)
- {
- int i;
- int dir = MovDir[x][y];
- int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
- int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
- int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
- dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
- dir == MV_UP ? GFX_FLAMMEN_UP :
- dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
- int phase = FrameCounter % 2;
+void CheckExit(int x, int y)
+{
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
+ return;
- for(i=1;i<=3;i++)
- {
- int xx = x + i*dx, yy = y + i*dy;
- int sx = SCROLLX(xx), sy = SCROLLY(yy);
+ Feld[x][y] = EL_EXIT_OPENING;
- if (!IN_LEV_FIELD(xx,yy) ||
- IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
- break;
+ PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
+}
- if (MovDelay[x][y])
- {
- int flamed = MovingOrBlocked2Element(xx,yy);
+void CheckExitSP(int x, int y)
+{
+ if (local_player->gems_still_needed > 0)
+ return;
- if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
- Bang(xx,yy);
- else
- RemoveMovingField(xx,yy);
+ Feld[x][y] = EL_SP_EXIT_OPEN;
- Feld[xx][yy] = EL_BURNING;
- if (IN_SCR_FIELD(sx,sy))
- DrawGraphic(sx,sy, graphic + phase*3 + i-1);
- }
- else
- {
- if (Feld[xx][yy] == EL_BURNING)
- Feld[xx][yy] = EL_LEERRAUM;
- DrawLevelField(xx,yy);
- }
- }
- }
+ PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
+}
- if (MovDelay[x][y])
- return;
- }
+static void CloseAllOpenTimegates()
+{
+ int x, y;
- if (element==EL_KAEFER || element==EL_BUTTERFLY)
- {
- PlaySoundLevel(x,y,SND_KLAPPER);
- }
- else if (element==EL_FLIEGER || element==EL_FIREFLY)
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
{
- PlaySoundLevel(x,y,SND_ROEHR);
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+ PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+ }
}
+ }
+}
- /* neuer Schritt / Wartezustand beendet */
+void EdelsteinFunkeln(int x, int y)
+{
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+ return;
- Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
+ if (Feld[x][y] == EL_BD_DIAMOND)
+#if 0
+ DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
+#else
+ return;
+#endif
+ else
+ {
+ if (MovDelay[x][y] == 0) /* next animation frame */
+ MovDelay[x][y] = 11 * !SimpleRND(500);
- if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
- {
- /* Spieler erwischt */
- MovDir[x][y] = 0;
- KillHero();
- return;
- }
- else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
- element==EL_ROBOT || element==EL_SONDE) &&
- IN_LEV_FIELD(newx,newy) &&
- MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
- {
- Blurb(x,y);
- Store[x][y] = EL_SALZSAEURE;
- }
- else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
- IN_LEV_FIELD(newx,newy))
+ if (MovDelay[x][y] != 0) /* wait some time before next frame */
{
- if (Feld[newx][newy] == EL_AUSGANG_AUF)
- {
- Feld[x][y] = EL_LEERRAUM;
- DrawLevelField(x,y);
+ MovDelay[x][y]--;
- PlaySoundLevel(newx,newy,SND_BUING);
- if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
- DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
+ if (setup.direct_draw && MovDelay[x][y])
+ SetDrawtoField(DRAW_BUFFERED);
- Friends--;
- if (!Friends && PlayerGone && !GameOver)
- LevelSolved = GameOver = TRUE;
+#if 0
+ DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
+#else
+ DrawLevelElementAnimation(x, y, Feld[x][y]);
+#endif
- return;
- }
- else if (IS_MAMPF3(Feld[newx][newy]))
- {
- if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
- DrawLevelField(newx,newy);
- else
- MovDir[x][y] = MV_NO_MOVING;
- }
- else if (!IS_FREE(newx,newy))
- {
- if (IS_PLAYER(x,y))
- DrawPlayerField();
- else
- DrawLevelField(x,y);
- return;
- }
- }
- else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
- {
- if (IS_GEM(Feld[newx][newy]))
+ if (MovDelay[x][y] != 0)
{
- if (IS_MOVING(newx,newy))
- RemoveMovingField(newx,newy);
- else
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
+
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+
+ if (setup.direct_draw)
{
- Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ 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);
}
}
- else if (!IS_FREE(newx,newy))
- {
- if (IS_PLAYER(x,y))
- DrawPlayerField();
- else
- DrawLevelField(x,y);
- return;
- }
}
- else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
+ }
+}
+
+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_FREE(newx,newy))
- {
- if (IS_PLAYER(x,y))
- DrawPlayerField();
- else
- DrawLevelField(x,y);
- return;
- }
- else
- {
- BOOL wanna_flame = !RND(10);
- int dx = newx - x, dy = newy - y;
- int newx1 = newx+1*dx, newy1 = newy+1*dy;
- int newx2 = newx+2*dx, newy2 = newy+2*dy;
- int element1 = (IN_LEV_FIELD(newx1,newy1) ?
- MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
- int element2 = (IN_LEV_FIELD(newx2,newy2) ?
- MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
+ int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
- if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
- element1 != EL_DRACHE && element2 != EL_DRACHE &&
- element1 != EL_BURNING && element2 != EL_BURNING)
- {
- if (IS_PLAYER(x,y))
- DrawPlayerField();
- else
- DrawLevelField(x,y);
-
- MovDelay[x][y] = 25;
- Feld[newx][newy] = EL_BURNING;
- if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
- Feld[newx1][newy1] = EL_BURNING;
- if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
- Feld[newx2][newy2] = EL_BURNING;
- return;
- }
- }
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
- else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
- Feld[newx][newy]==EL_DIAMANT)
+
+ if (!MovDelay[x][y])
{
- if (IS_MOVING(newx,newy))
- RemoveMovingField(newx,newy);
- else
+ if (MovDir[x][y] == MV_LEFT)
{
- Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+ DrawLevelField(x - 1, y);
}
- }
- else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
- IS_MAMPF2(Feld[newx][newy]))
- {
- if (AmoebaNr[newx][newy])
+ else if (MovDir[x][y] == MV_RIGHT)
{
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
- AmoebaCnt[AmoebaNr[newx][newy]]--;
+ if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+ DrawLevelField(x + 1, y);
}
-
- if (IS_MOVING(newx,newy))
- RemoveMovingField(newx,newy);
- else
+ else if (MovDir[x][y] == MV_UP)
{
- Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
+ if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+ DrawLevelField(x, y - 1);
}
- }
- else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
- IS_AMOEBOID(Feld[newx][newy]))
- {
- if (AmoebaNr[newx][newy])
+ else
{
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
- AmoebaCnt[AmoebaNr[newx][newy]]--;
+ if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+ DrawLevelField(x, y + 1);
}
- Feld[newx][newy] = EL_LEERRAUM;
- DrawLevelField(newx,newy);
- }
- else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
- { /* gegen Wand gelaufen */
- TurnRound(x,y);
-
- if (element == EL_KAEFER || element == EL_FLIEGER)
- DrawLevelField(x,y);
- else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
- DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL);
- else if (element==EL_SONDE)
- DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL);
-
- return;
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ MovDir[x][y] = MV_NO_MOVING;
+ DrawLevelField(x, y);
}
-
- if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
- PlaySoundLevel(x,y,SND_SCHLURF);
-
- InitMovingField(x,y,MovDir[x][y]);
}
-
- if (MovDir[x][y])
- ContinueMoving(x,y);
}
-void ContinueMoving(int x, int y)
+void MauerAbleger(int ax, int ay)
{
- 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 newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy)*TILEX/4;
-
- if (CAN_FALL(element) && horiz_move)
- step*=2;
- else if (element==EL_TROPFEN)
- step/=2;
- else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
- step/=4;
+ int element = Feld[ax][ay];
+ 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;
- MovPos[x][y] += step;
+ if (!MovDelay[ax][ay]) /* start building new wall */
+ MovDelay[ax][ay] = 6;
- if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
+ if (MovDelay[ax][ay]) /* wait some time before building new wall */
{
- Feld[x][y] = EL_LEERRAUM;
- Feld[newx][newy] = element;
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
- if (Store[x][y]==EL_MORAST_VOLL)
- {
- Store[x][y] = 0;
- Feld[newx][newy] = EL_MORAST_VOLL;
- element = EL_MORAST_VOLL;
- }
- else if (Store[x][y]==EL_MORAST_LEER)
- {
- Store[x][y] = 0;
- Feld[x][y] = EL_MORAST_LEER;
- }
- else if (Store[x][y]==EL_SIEB_VOLL)
- {
- Store[x][y] = 0;
- element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
- }
- else if (Store[x][y]==EL_SIEB_LEER)
- {
- Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
- }
- else if (Store[x][y]==EL_SIEB2_VOLL)
- {
- Store[x][y] = 0;
- element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
- }
- else if (Store[x][y]==EL_SIEB2_LEER)
+ 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_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
+ {
+ if (oben_frei)
{
- Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
+ Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
+ Store[ax][ay-1] = element;
+ MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_WALL_GROWING_ACTIVE_UP, 0);
+ new_wall = TRUE;
}
- else if (Store[x][y]==EL_SALZSAEURE)
+ if (unten_frei)
{
- Store[x][y] = 0;
- Feld[newx][newy] = EL_SALZSAEURE;
- element = EL_SALZSAEURE;
+ Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
+ Store[ax][ay+1] = element;
+ MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_WALL_GROWING_ACTIVE_DOWN, 0);
+ new_wall = TRUE;
}
- else if (Store[x][y]==EL_AMOEBE_NASS)
+ }
+
+ if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
+ element == EL_WALL_GROWING)
+ {
+ if (links_frei)
{
- Store[x][y] = 0;
- Feld[x][y] = EL_AMOEBE_NASS;
+ Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
+ Store[ax-1][ay] = element;
+ MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_WALL_GROWING_ACTIVE_LEFT, 0);
+ new_wall = TRUE;
}
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- MovDelay[newx][newy] = 0;
-
- if (!CAN_MOVE(element))
- MovDir[newx][newy] = 0;
-
- DrawLevelField(x,y);
- DrawLevelField(newx,newy);
-
- Stop[newx][newy] = TRUE;
- JustHit[x][newy] = 3;
-
- if (DONT_TOUCH(element)) /* Käfer oder Flieger */
+ if (rechts_frei)
{
- TestIfBadThingHitsHero();
- TestIfBadThingHitsFriend(newx,newy);
- TestIfBadThingHitsOtherBadThing(newx,newy);
+ Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
+ Store[ax+1][ay] = element;
+ MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
+ new_wall = TRUE;
}
- else if (element == EL_PINGUIN)
- TestIfFriendHitsBadThing(newx,newy);
-
- if (CAN_SMASH(element) && direction==MV_DOWN &&
- (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
- Impact(x,newy);
}
- else /* noch in Bewegung */
- DrawLevelField(x,y);
-}
-
-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 }
- };
- for(i=0;i<4;i++)
- {
- int x = ax+xy[i%4][0];
- int y = ay+xy[i%4][1];
+ if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
+ DrawLevelField(ax, ay);
- if (!IN_LEV_FIELD(x,y))
- continue;
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+ rechts_massiv = TRUE;
- if (Feld[x][y]==element && AmoebaNr[x][y]>0)
- group_nr = AmoebaNr[x][y];
- }
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_WALL_GROWING_Y))
+ Feld[ax][ay] = EL_WALL;
- return(group_nr);
+ if (new_wall)
+ PlaySoundLevel(ax, ay, SND_WALL_GROWING);
}
-void AmoebenVereinigen(int ax, int ay)
+void CheckForDragon(int x, int y)
{
- int i,x,y,xx,yy;
- int new_group_nr = AmoebaNr[ax][ay];
+ int i, j;
+ boolean dragon_found = FALSE;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- if (!new_group_nr)
- return;
-
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- x = ax+xy[i%4][0];
- y = ay+xy[i%4][1];
-
- if (!IN_LEV_FIELD(x,y))
- continue;
-
- if ((Feld[x][y]==EL_AMOEBE_VOLL ||
- Feld[x][y]==EL_AMOEBE_BD ||
- Feld[x][y]==EL_AMOEBE_TOT) &&
- AmoebaNr[x][y] != new_group_nr)
+ for (j=0; j<4; j++)
{
- int old_group_nr = AmoebaNr[x][y];
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
- 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 (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;
+ }
+ }
- for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
- if (AmoebaNr[xx][yy]==old_group_nr)
- AmoebaNr[xx][yy] = new_group_nr;
+ if (!dragon_found)
+ {
+ for (i=0; i<4; i++)
+ {
+ for (j=0; j<3; j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ DrawLevelField(xx, yy);
+ }
+ else
+ break;
+ }
}
}
}
-void AmoebeUmwandeln(int ax, int ay)
+static void InitBuggyBase(int x, int y)
{
- int i,x,y;
- int group_nr = AmoebaNr[ax][ay];
+ int element = Feld[x][y];
+ int activating_delay = FRAMES_PER_SECOND / 4;
+
+ MovDelay[x][y] =
+ (element == EL_SP_BUGGY_BASE ?
+ 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVATING ?
+ activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVE ?
+ 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
+
+static void WarnBuggyBase(int x, int y)
+{
+ int i;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- if (Feld[ax][ay]==EL_AMOEBE_TOT)
- {
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA2DIAM;
- }
- }
- Bang(ax,ay);
- }
- else
+ for (i=0; i<4; i++)
{
- for(i=0;i<4;i++)
- {
- x = ax+xy[i%4][0];
- y = ay+xy[i%4][1];
+ int xx = x + xy[i][0], yy = y + xy[i][1];
- if (!IN_LEV_FIELD(x,y))
- continue;
+ if (IS_PLAYER(xx, yy))
+ {
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
- if (Feld[x][y]==EL_AMOEBA2DIAM)
- Bang(x,y);
+ break;
}
}
}
-void AmoebeUmwandeln2(int ax, int ay, int new_element)
+static void InitTrap(int x, int y)
{
- int x,y;
- int group_nr = AmoebaNr[ax][ay];
- BOOL done = FALSE;
+ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- if (AmoebaNr[x][y]==group_nr &&
- (Feld[x][y]==EL_AMOEBE_TOT ||
- Feld[x][y]==EL_AMOEBE_BD ||
- Feld[x][y]==EL_AMOEBING))
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
- DrawLevelField(x,y);
- done = TRUE;
- }
- }
+static void ActivateTrap(int x, int y)
+{
+ PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+}
- if (done)
- PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
+static void ChangeActiveTrap(int x, int y)
+{
+ int graphic = IMG_TRAP_ACTIVE;
+
+ /* if new animation frame was drawn, correct crumbled sand border */
+ if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
}
-void AmoebeWaechst(int x, int y)
+static void ChangeElement(int x, int y)
{
- static long sound_delay = 0;
- static int sound_delay_value = 0;
+ int element = Feld[x][y];
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
+ if (MovDelay[x][y] == 0) /* initialize element change */
{
- MovDelay[x][y] = 4;
+ MovDelay[x][y] = changing_element[element].change_delay + 1;
- if (DelayReached(&sound_delay,sound_delay_value))
- {
- PlaySoundLevel(x,y,SND_AMOEBE);
- sound_delay_value = 30;
- }
+ ResetGfxAnimation(x, y);
+
+ if (changing_element[element].pre_change_function)
+ changing_element[element].pre_change_function(x, y);
}
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] != 0) /* continue element change */
{
- MovDelay[x][y]--;
- if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
+ if (IS_ANIMATED(el2img(element)))
+ DrawLevelElementAnimationIfNeeded(x, y, element);
- if (!MovDelay[x][y])
- {
- Feld[x][y] = Store[x][y];
- Store[x][y] = 0;
- DrawLevelField(x,y);
- }
+ if (changing_element[element].change_function)
+ changing_element[element].change_function(x, y);
}
-}
-
-void AmoebeAbleger(int ax, int ay)
-{
- int i;
- int element = Feld[ax][ay];
- int newax = ax, neway = ay;
- static int xy[4][2] =
+ else /* finish element change */
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
- };
+ Feld[x][y] = changing_element[element].next_element;
- if (!level.tempo_amoebe)
- {
- Feld[ax][ay] = EL_AMOEBE_TOT;
- DrawLevelField(ax,ay);
- return;
- }
+ ResetGfxAnimation(x, y);
- if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
- MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
+ DrawLevelField(x, y);
- if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
+ if (changing_element[element].post_change_function)
+ changing_element[element].post_change_function(x, y);
}
+}
- if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
- {
- int start = RND(4);
- int x = ax+xy[start][0];
- int y = ay+xy[start][1];
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+#if 0
+ static boolean save_tape_entry = FALSE;
+#endif
+ boolean moved = FALSE, snapped = FALSE, bombed = 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);
+
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
+ if (!player->active || tape.pausing)
+ return;
- if (!IN_LEV_FIELD(x,y))
- return;
+ if (player_action)
+ {
+#if 0
+ save_tape_entry = TRUE;
+#endif
+ player->frame_reset_delay = 0;
- if (IS_FREE(x,y) ||
- Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
{
- newax = x;
- neway = y;
+ if (button2)
+ bombed = PlaceBomb(player);
+ moved = MoveFigure(player, dx, dy);
}
- if (newax==ax && neway==ay)
- return;
- }
- else /* normale oder "gefüllte" Amöbe */
- {
- int start = RND(4);
- BOOL waiting_for_player = FALSE;
-
- for(i=0;i<4;i++)
+ if (tape.single_step && tape.recording && !tape.pausing)
{
- int j = (start+i)%4;
- int x = ax+xy[j][0];
- int y = ay+xy[j][1];
-
- if (!IN_LEV_FIELD(x,y))
- continue;
-
- if (IS_FREE(x,y) ||
- Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
+ if (button1 || (bombed && !moved))
{
- newax = x;
- neway = y;
- break;
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
}
- else if (IS_PLAYER(x,y))
- waiting_for_player = TRUE;
}
- if (newax==ax && neway==ay)
+#if 0
+ if (tape.recording && (moved || snapped || bombed))
{
- if (i==4 && !waiting_for_player)
- {
- Feld[ax][ay] = EL_AMOEBE_TOT;
- DrawLevelField(ax,ay);
- AmoebaCnt[AmoebaNr[ax][ay]]--;
+ if (bombed && !moved)
+ player_action &= JOY_BUTTON;
- if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
- {
- if (element==EL_AMOEBE_VOLL)
- AmoebeUmwandeln(ax,ay);
- else if (element==EL_AMOEBE_BD)
- AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
- }
- }
- return;
+ stored_player_action[player->index_nr] = player_action;
+ save_tape_entry = TRUE;
}
- else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
- {
- int new_group_nr = AmoebaNr[ax][ay];
+ else if (tape.playing && snapped)
+ SnapField(player, 0, 0); /* stop snapping */
+#else
+ stored_player_action[player->index_nr] = player_action;
+#endif
+ }
+ else
+ {
+ /* no actions for this player (no input at player's configured device) */
- AmoebaNr[newax][neway] = new_group_nr;
- AmoebaCnt[new_group_nr]++;
- AmoebaCnt2[new_group_nr]++;
- AmoebenVereinigen(newax,neway);
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
- if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
- {
- AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
- return;
- }
- }
+#if 1
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+#endif
+#if 0
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->last_move_dir = MV_NO_MOVING;
+
+ /* !!! CHECK THIS AGAIN !!!
+ (Seems to be needed for some EL_ROBOT stuff, but breaks
+ tapes when walking through pipes!)
+ */
+
+ /* it seems that "player->last_move_dir" is misused as some sort of
+ "player->is_just_moving_in_this_moment", which is needed for the
+ robot stuff (robots don't kill players when they are moving)
+ */
+#endif
+
+ /* if the player does not move for some time, reset animation to start */
+ if (++player->frame_reset_delay > player->move_delay_value)
+ player->Frame = 0;
}
- if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
- (neway==lev_fieldy-1 && newax!=ax))
+#if 0
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
{
- Feld[newax][neway] = EL_AMOEBING;
- Store[newax][neway] = element;
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ save_tape_entry = FALSE;
}
- else if (neway==ay)
- Feld[newax][neway] = EL_TROPFEN;
- else
+#else
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
{
- InitMovingField(ax,ay,MV_DOWN);
- Feld[ax][ay] = EL_TROPFEN;
- Store[ax][ay] = EL_AMOEBE_NASS;
- ContinueMoving(ax,ay);
- return;
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
}
+#endif
+
+#if 0
+ if (tape.playing && !tape.pausing && !player_action &&
+ tape.counter < tape.length)
+ {
+ int jx = player->jx, jy = player->jy;
+ int next_joy =
+ tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
+
+ if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
+ (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
+ {
+ int dx = (next_joy == JOY_LEFT ? -1 : +1);
+
+ if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
+ {
+ int el = Feld[jx+dx][jy];
+ int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
+ (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
- DrawLevelField(newax,neway);
+ if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
+ {
+ player->MovDir = next_joy;
+ player->Frame = FrameCounter % 4;
+ player->Pushing = TRUE;
+ }
+ }
+ }
+ }
+#endif
}
-void Life(int ax, int ay)
+void GameActions()
{
- int x1,y1,x2,y2;
- static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
- int life_time = 20;
- int element = Feld[ax][ay];
+ static unsigned long action_delay = 0;
+ unsigned long action_delay_value;
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
- if (Stop[ax][ay])
+ if (game_status != PLAYING)
return;
- if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
- MovDelay[ax][ay] = life_time;
+ action_delay_value =
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ if (tape.playing && tape.index_search && !tape.pausing)
+ action_delay_value = 0;
- for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
- {
- int xx = ax+x1, yy = ay+y1;
- int nachbarn = 0;
+ /* ---------- main game synchronization point ---------- */
- if (!IN_LEV_FIELD(xx,yy))
- continue;
+ WaitUntilDelayReached(&action_delay, action_delay_value);
- for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
- {
- int x = xx+x2, y = yy+y2;
+ if (network_playing && !network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: try to get network player actions in time\n");
+#endif
+ */
- if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
- continue;
+#if defined(PLATFORM_UNIX)
+ /* last chance to get network player actions without main loop delay */
+ HandleNetworking();
+#endif
- if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
- !Stop[x][y]) ||
- (IS_FREE(x,y) && Stop[x][y]))
- nachbarn++;
- }
+ if (game_status != PLAYING)
+ return;
- if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
+ if (!network_player_action_received)
{
- if (nachbarn<life[0] || nachbarn>life[1])
- {
- Feld[xx][yy] = EL_LEERRAUM;
- if (!Stop[xx][yy])
- DrawLevelField(xx,yy);
- Stop[xx][yy] = TRUE;
- }
- }
- else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
- { /* Randfeld ohne Amoebe */
- if (nachbarn>=life[2] && nachbarn<=life[3])
- {
- Feld[xx][yy] = element;
- MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
- if (!Stop[xx][yy])
- DrawLevelField(xx,yy);
- Stop[xx][yy] = TRUE;
- }
+ /*
+#ifdef DEBUG
+ printf("DEBUG: failed to get network player actions in time\n");
+#endif
+ */
+ return;
}
}
-}
-void Ablenk(int x, int y)
-{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
+ if (tape.pausing)
+ return;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
+ for (i=0; i<MAX_PLAYERS; i++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
- if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x,y,SND_MIEP);
- return;
- }
+ summarized_player_action |= stored_player[i].action;
+
+ if (!network_playing)
+ stored_player[i].effective_action = stored_player[i].action;
}
- Feld[x][y] = EL_ABLENK_AUS;
- DrawLevelField(x,y);
- if (ZX==x && ZY==y)
- ZX = ZY = -1;
-}
+#if defined(PLATFORM_UNIX)
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
+#endif
-void Birne(int x, int y)
-{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 400;
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ for (i=0; i<MAX_PLAYERS; i++)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y])
- {
- if (!(MovDelay[x][y]%5))
- {
- if (!(MovDelay[x][y]%10))
- Feld[x][y]=EL_ABLENK_EIN;
- else
- Feld[x][y]=EL_ABLENK_AUS;
- DrawLevelField(x,y);
- Feld[x][y]=EL_ABLENK_EIN;
- }
- return;
- }
- }
+ int actual_player_action = stored_player[i].effective_action;
- Feld[x][y]=EL_ABLENK_AUS;
- DrawLevelField(x,y);
- if (ZX==x && ZY==y)
- ZX=ZY=-1;
-}
+ if (stored_player[i].programmed_action)
+ actual_player_action = stored_player[i].programmed_action;
-void Blubber(int x, int y)
-{
- DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
-}
+ if (recorded_player_action)
+ actual_player_action = recorded_player_action[i];
-void NussKnacken(int x, int y)
-{
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 4;
+ PlayerActions(&stored_player[i], actual_player_action);
+ ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+ }
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
- {
- MovDelay[x][y]--;
- if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
+ network_player_action_received = FALSE;
- if (!MovDelay[x][y])
- {
- Feld[x][y] = EL_EDELSTEIN;
- DrawLevelField(x,y);
- }
- }
-}
+ ScrollScreen(NULL, SCROLL_GO_ON);
-void SiebAktivieren(int x, int y, int typ)
-{
- if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
- (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
-}
-void AusgangstuerPruefen(int x, int y)
-{
- if (!Gems && !SokobanFields && !Lights)
+
+#ifdef DEBUG
+#if 0
+ if (TimeFrames == 0 && local_player->active)
{
- Feld[x][y] = EL_AUSGANG_ACT;
- PlaySoundLevel(x,y,SND_OEFFNEN);
+ extern unsigned int last_RND();
+
+ printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
+ TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
}
-}
+#endif
+#endif
-void AusgangstuerOeffnen(int x, int y)
-{
- int speed = 3;
+#ifdef DEBUG
+#if 0
+ if (GameFrameDelay >= 500)
+ printf("FrameCounter == %d\n", FrameCounter);
+#endif
+#endif
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 5*speed;
+ FrameCounter++;
+ TimeFrames++;
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
- int tuer;
+ Stop[x][y] = FALSE;
+ if (JustStopped[x][y] > 0)
+ JustStopped[x][y]--;
- MovDelay[x][y]--;
- tuer = MovDelay[x][y]/speed;
- if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
+ GfxFrame[x][y]++;
- if (!MovDelay[x][y])
+#if DEBUG
+ if (IS_BLOCKED(x, y))
{
- Feld[x][y] = EL_AUSGANG_AUF;
- DrawLevelField(x,y);
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ {
+ printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
+ printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
+ printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
+ printf("GameActions(): This should never happen!\n");
+ }
}
+#endif
}
-}
-void AusgangstuerBlinken(int x, int y)
-{
- DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
-}
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+ graphic = el2img(element);
-void EdelsteinFunkeln(int x, int y)
-{
- if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
- return;
+#if 1
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+#endif
- if (Feld[x][y] == EL_EDELSTEIN_BD)
- {
- const int delay = 2;
- const int frames = 4;
- int phase = (FrameCounter % (delay*frames)) / delay;
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
- if (!(FrameCounter % delay))
- DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
- }
- else
- {
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 6*!SimpleRND(500);
+ SetRandomAnimationValue(x, y);
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
+ if (IS_INACTIVE(element))
{
- MovDelay[x][y]--;
- if (direct_draw_on && MovDelay[x][y])
- drawto_field = backbuffer;
-
- DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
+#if 1
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif
- if (MovDelay[x][y])
- {
- int src_x,src_y, dest_x,dest_y;
- int phase = MovDelay[x][y]-1;
+ continue;
+ }
- src_x = SX+GFX_PER_LINE*TILEX;
- src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
- dest_x = SX+SCROLLX(x)*TILEX;
- dest_y = SY+SCROLLY(y)*TILEY;
+ if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ {
+ StartMoving(x, y);
- XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
- XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
- src_x,src_y, TILEX,TILEY, dest_x,dest_y);
+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- if (direct_draw_on)
- {
- XCopyArea(display,backbuffer,window,gc,
- dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
- drawto_field = window;
- }
- }
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
+ EdelsteinFunkeln(x, y);
}
- }
-}
-void MauerWaechst(int x, int y)
-{
- int speed = 3;
+#if 1
+ else if ((element == EL_ACID ||
+ element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_TERMINAL ||
+ element == EL_SP_TERMINAL_ACTIVE ||
+ element == EL_EXTRA_TIME ||
+ element == EL_SHIELD_NORMAL ||
+ element == EL_SHIELD_DEADLY) &&
+ IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif
+
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else if (IS_ACTIVE_BOMB(element))
+ CheckDynamite(x, y);
+#if 0
+ else if (element == EL_EXPLOSION && !game.explosions_delayed)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+#endif
+ else if (element == EL_AMOEBA_CREATING)
+ AmoebeWaechst(x, y);
+ else if (element == EL_AMOEBA_SHRINKING)
+ AmoebaDisappearing(x, y);
+
+#if !USE_NEW_AMOEBA_CODE
+ else if (IS_AMOEBALIVE(element))
+ AmoebeAbleger(x, y);
+#endif
- if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 3*speed;
+ else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
+ Life(x, y);
+#if 0
+ else if (element == EL_ROBOT_WHEEL_ACTIVE)
+ RobotWheel(x, y);
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ TimegateWheel(x, y);
+#endif
+#if 0
+ else if (element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT)
+ SplashAcid(x, y);
+#endif
+#if 0
+ else if (element == EL_NUT_CRACKING)
+ NussKnacken(x, y);
+ else if (element == EL_PEARL_BREAKING)
+ BreakingPearl(x, y);
+#endif
+ else if (element == EL_EXIT_CLOSED)
+ CheckExit(x, y);
+ else if (element == EL_SP_EXIT_CLOSED)
+ CheckExitSP(x, y);
+#if 0
+ else if (element == EL_EXIT_OPENING)
+ AusgangstuerOeffnen(x, y);
+#endif
+ else if (element == EL_WALL_GROWING_ACTIVE)
+ MauerWaechst(x, y);
+ else if (element == EL_WALL_GROWING ||
+ element == EL_WALL_GROWING_X ||
+ element == EL_WALL_GROWING_Y ||
+ element == EL_WALL_GROWING_XY)
+ MauerAbleger(x, y);
+ else if (element == EL_FLAMES)
+ CheckForDragon(x, y);
+#if 0
+ else if (element == EL_SP_BUGGY_BASE ||
+ element == EL_SP_BUGGY_BASE_ACTIVATING ||
+ element == EL_SP_BUGGY_BASE_ACTIVE)
+ CheckBuggyBase(x, y);
+ else if (element == EL_TRAP ||
+ element == EL_TRAP_ACTIVE)
+ CheckTrap(x, y);
+ else if (IS_BELT_ACTIVE(element))
+ DrawBeltAnimation(x, y, element);
+ else if (element == EL_SWITCHGATE_OPENING)
+ OpenSwitchgate(x, y);
+ else if (element == EL_SWITCHGATE_CLOSING)
+ CloseSwitchgate(x, y);
+ else if (element == EL_TIMEGATE_OPENING)
+ OpenTimegate(x, y);
+ else if (element == EL_TIMEGATE_CLOSING)
+ CloseTimegate(x, y);
+#endif
- if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
- {
- int phase;
+ else if (IS_AUTO_CHANGING(element))
+ ChangeElement(x, y);
- MovDelay[x][y]--;
- phase = 2-MovDelay[x][y]/speed;
- if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
- (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
+#if 1
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
+ else if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif
- if (!MovDelay[x][y])
+ if (IS_BELT_ACTIVE(element))
+ PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+
+ if (game.magic_wall_active)
{
- if (Store[x][y]==MV_LEFT)
- {
- if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
- DrawLevelField(x-1,y);
- }
- else
+ int jx = local_player->jx, jy = local_player->jy;
+
+ /* 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))
{
- if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
- DrawLevelField(x+1,y);
+ magic_wall_x = x;
+ magic_wall_y = y;
}
-
- Feld[x][y] = EL_MAUER_LEBT;
- Store[x][y] = 0;
- DrawLevelField(x,y);
}
}
-}
-
-void MauerAbleger(int ax, int ay)
-{
- BOOL links_frei = FALSE, rechts_frei = FALSE;
- BOOL links_massiv = FALSE, rechts_massiv = FALSE;
- if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
- MovDelay[ax][ay] = 3;
-
- if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
+#if 1
+ if (!(FrameCounter % 8))
+#endif
{
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ static unsigned long random = 1684108901;
- 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;
+ for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
+ {
+#if 0
+ x = (random >> 10) % lev_fieldx;
+ y = (random >> 20) % lev_fieldy;
+#else
+ x = RND(lev_fieldx);
+ y = RND(lev_fieldy);
+#endif
+ element = Feld[x][y];
- if (links_frei)
- {
- Feld[ax-1][ay] = EL_MAUERND;
- Store[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
- DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_EMPTY ||
+ element == EL_SAND ||
+ element == EL_QUICKSAND_EMPTY ||
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+ Feld[x][y] = EL_AMOEBA_DROP;
+ }
+
+ random = random * 129 + 1;
+ }
}
- if (rechts_frei)
+#endif
+
+#if 0
+ if (game.explosions_delayed)
+#endif
{
- Feld[ax+1][ay] = EL_MAUERND;
- Store[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
- DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
- }
+ game.explosions_delayed = FALSE;
- if (links_frei || rechts_frei)
- DrawLevelField(ax,ay);
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ element = Feld[x][y];
- if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
- links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
- rechts_massiv = TRUE;
+ 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_NORMAL);
- if (links_massiv && rechts_massiv)
- Feld[ax][ay] = EL_MAUERWERK;
-}
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
+ }
-void CheckForDragon(int x, int y)
-{
- int i,j;
- BOOL dragon_found = FALSE;
- static int xy[4][2] =
- {
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
- };
+ game.explosions_delayed = TRUE;
+ }
- for(i=0;i<4;i++)
+ if (game.magic_wall_active)
{
- for(j=0;j<4;j++)
+ if (!(game.magic_wall_time_left % 4))
{
- int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+ int element = Feld[magic_wall_x][magic_wall_y];
- if (IN_LEV_FIELD(xx,yy) &&
- (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
- {
- if (Feld[xx][yy] == EL_DRACHE)
- dragon_found = TRUE;
- }
+ if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
else
- break;
+ PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
- }
- if (!dragon_found)
- {
- for(i=0;i<4;i++)
+ if (game.magic_wall_time_left > 0)
{
- for(j=0;j<3;j++)
+ game.magic_wall_time_left--;
+ if (!game.magic_wall_time_left)
{
- int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
-
- if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
- {
- Feld[xx][yy] = EL_LEERRAUM;
- DrawLevelField(xx,yy);
- }
- else
- break;
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ 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);
+ }
+ }
+
+ game.magic_wall_active = FALSE;
}
}
}
-}
-void GameActions()
-{
- static long action_delay=0;
- long action_delay_value;
+ if (game.light_time_left > 0)
+ {
+ game.light_time_left--;
- if (game_status != PLAYING)
- return;
+ if (game.light_time_left == 0)
+ RedrawAllLightSwitchesAndInvisibleElements();
+ }
-/*
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-*/
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed);
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
- if (DelayReached(&action_delay, action_delay_value))
+ for (i=0; i<MAX_PLAYERS; i++)
{
- int x,y,element;
- int sieb_x = 0, sieb_y = 0;
+ struct PlayerInfo *player = &stored_player[i];
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_deadly_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ }
+ }
- FrameCounter++;
- TimeFrames++;
+ if (TimeFrames >= (1000 / GameFrameDelay))
+ {
+ TimeFrames = 0;
+ TimePlayed++;
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ for (i=0; i<MAX_PLAYERS; i++)
{
- Stop[x][y] = FALSE;
- if (JustHit[x][y]>0)
- JustHit[x][y]--;
+ struct PlayerInfo *player = &stored_player[i];
-#if DEBUG
- if (IS_BLOCKED(x,y))
+ if (SHIELD_ON(player))
{
- int oldx,oldy;
+ player->shield_normal_time_left--;
- Blocked2Moving(x,y,&oldx,&oldy);
- if (!IS_MOVING(oldx,oldy))
- {
- printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
- printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
- printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
- printf("GameActions(): This should never happen!\n");
- }
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
}
-#endif
-
}
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
+
+ if (TimeLeft > 0)
{
- element = Feld[x][y];
+ TimeLeft--;
- if (IS_INACTIVE(element))
- continue;
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
- if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
- {
- StartMoving(x,y);
-
- if (IS_GEM(element))
- EdelsteinFunkeln(x,y);
- }
- else if (IS_MOVING(x,y))
- ContinueMoving(x,y);
- else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
- CheckDynamite(x,y);
- else if (element==EL_EXPLODING)
- Explode(x,y,Frame[x][y],EX_NORMAL);
- else if (element==EL_AMOEBING)
- AmoebeWaechst(x,y);
- else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x,y);
- else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
- Life(x,y);
- else if (element==EL_ABLENK_EIN)
- Ablenk(x,y);
- else if (element==EL_SALZSAEURE)
- Blubber(x,y);
- else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
- Blurb(x,y);
- else if (element==EL_CRACKINGNUT)
- NussKnacken(x,y);
- else if (element==EL_AUSGANG_ZU)
- AusgangstuerPruefen(x,y);
- else if (element==EL_AUSGANG_ACT)
- AusgangstuerOeffnen(x,y);
- else if (element==EL_AUSGANG_AUF)
- AusgangstuerBlinken(x,y);
- else if (element==EL_MAUERND)
- MauerWaechst(x,y);
- else if (element==EL_MAUER_LEBT)
- MauerAbleger(x,y);
- else if (element==EL_BURNING)
- CheckForDragon(x,y);
-
- if (SiebAktiv)
- {
- BOOL sieb = FALSE;
-
- if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
- Store[x][y]==EL_SIEB_LEER)
- {
- SiebAktivieren(x, y, 1);
- sieb = TRUE;
- }
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
- Store[x][y]==EL_SIEB2_LEER)
- {
- SiebAktivieren(x, y, 2);
- sieb = TRUE;
- }
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
- if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
- {
- sieb_x = x;
- sieb_y = y;
- }
- }
+ if (!TimeLeft && setup.time_limit)
+ for (i=0; i<MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
}
+ else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ }
- if (SiebAktiv)
+ DrawAllPlayers();
+
+ if (options.debug) /* calculate frames per second */
+ {
+ static unsigned long fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned long fps_delay_ms = Counter() - fps_counter;
+
+ fps_frames++;
+
+ if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
{
- if (!(SiebAktiv%4))
- PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
- SiebAktiv--;
- if (!SiebAktiv)
- {
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- element = Feld[x][y];
- if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
- {
- Feld[x][y] = EL_SIEB_TOT;
- DrawLevelField(x,y);
- }
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
- {
- Feld[x][y] = EL_SIEB2_TOT;
- DrawLevelField(x,y);
- }
- }
- }
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+
+ fps_frames = 0;
+ fps_counter = Counter();
}
+
+ redraw_mask |= REDRAW_FPS;
}
+}
- if (TimeLeft>0 && TimeFrames>=25 && !tape.pausing)
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+{
+ int min_x = x, min_y = y, max_x = x, max_y = y;
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
{
- TimeFrames = 0;
- TimeLeft--;
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
- if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
+ if (!stored_player[i].active || &stored_player[i] == player)
+ continue;
+
+ min_x = MIN(min_x, jx);
+ min_y = MIN(min_y, jy);
+ max_x = MAX(max_x, jx);
+ max_y = MAX(max_y, jy);
+ }
- if (TimeLeft<=10)
- PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
+ return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+}
+
+static boolean AllPlayersInVisibleScreen()
+{
+ int i;
- DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active)
+ continue;
- if (!TimeLeft)
- KillHero();
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ return FALSE;
}
- BackToFront();
+ return TRUE;
}
void ScrollLevel(int dx, int dy)
{
- int x,y;
+ int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+ int x, y;
- XCopyArea(display,drawto_field,drawto_field,gc,
- SX+TILEX*(dx==-1),SY+TILEY*(dy==-1),
- SXSIZE-TILEX*(dx!=0),SYSIZE-TILEY*(dy!=0),
- SX+TILEX*(dx==1),SY+TILEY*(dy==1));
+ 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);
if (dx)
{
- x = (dx==1 ? 0 : SCR_FIELDX-1);
- for(y=0;y<SCR_FIELDY;y++)
- DrawScreenField(x,y);
+ x = (dx == 1 ? BX1 : BX2);
+ for (y=BY1; y<=BY2; y++)
+ DrawScreenField(x, y);
}
+
if (dy)
{
- y = (dy==1 ? 0 : SCR_FIELDY-1);
- for(x=0;x<SCR_FIELDX;x++)
- DrawScreenField(x,y);
+ y = (dy == 1 ? BY1 : BY2);
+ for (x=BX1; x<=BX2; x++)
+ DrawScreenField(x, y);
}
- redraw_mask|=REDRAW_FIELD;
+ redraw_mask |= REDRAW_FIELD;
+}
+
+static void CheckGravityMovement(struct PlayerInfo *player)
+{
+ if (level.gravity && !player->programmed_action)
+ {
+ int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
+ int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
+ int move_dir =
+ (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
+ (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
+ (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
+ int jx = player->jx, jy = player->jy;
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int new_jx = jx + dx, new_jy = jy + dy;
+ boolean field_under_player_is_free =
+ (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+ boolean player_is_moving_to_valid_field =
+ (IN_LEV_FIELD(new_jx, new_jy) &&
+ (Feld[new_jx][new_jy] == EL_SP_BASE ||
+ Feld[new_jx][new_jy] == EL_SAND));
+
+ if (field_under_player_is_free &&
+ !player_is_moving_to_valid_field &&
+ !IS_TUBE(Feld[jx][jy]))
+ player->programmed_action = MV_DOWN;
+ }
}
-BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
+boolean MoveFigureOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
{
- int oldJX,oldJY, newJX = JX+dx,newJY = JY+dy;
+ int jx = player->jx, jy = player->jy;
+ int new_jx = jx+dx, new_jy = jy+dy;
int element;
int can_move;
-/*
- int old_move_dir = PlayerMovDir;
-*/
+ if (!player->active || (!dx && !dy))
+ return MF_NO_ACTION;
- if (PlayerGone || (!dx && !dy))
- return(MF_NO_ACTION);
+ player->MovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
- PlayerMovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
-/*
- if (old_move_dir != PlayerMovDir)
- PlayerFrame = 0;
- else
- PlayerFrame = (PlayerFrame + 1) % 4;
-*/
+ if (!IN_LEV_FIELD(new_jx, new_jy))
+ return MF_NO_ACTION;
- if (!IN_LEV_FIELD(newJX,newJY))
- return(MF_NO_ACTION);
+ if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+ return MF_NO_ACTION;
- element = MovingOrBlocked2Element(newJX,newJY);
+#if 0
+ element = MovingOrBlocked2Element(new_jx, new_jy);
+#else
+ element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+#endif
if (DONT_GO_TO(element))
{
- if (element==EL_SALZSAEURE && dx==0 && dy==1)
+ if (element == EL_ACID && dx == 0 && dy == 1)
{
- Blurb(JX,JY);
- Feld[JX][JY] = EL_SPIELFIGUR;
- InitMovingField(JX,JY,MV_DOWN);
- Store[JX][JY] = EL_SALZSAEURE;
- ContinueMoving(JX,JY);
- BuryHero();
+ SplashAcid(jx, jy);
+ Feld[jx][jy] = EL_PLAYER1;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryHero(player);
}
else
- KillHero();
+ TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
- return(MF_MOVING);
+ return MF_MOVING;
}
- can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
+ can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
if (can_move != MF_MOVING)
- return(can_move);
+ return can_move;
- oldJX = JX;
- oldJY = JY;
- JX = newJX;
- JY = newJY;
+ StorePlayer[jx][jy] = 0;
+ player->last_jx = jx;
+ player->last_jy = jy;
+ jx = player->jx = new_jx;
+ jy = player->jy = new_jy;
+ StorePlayer[jx][jy] = player->element_nr;
- if (Store[oldJX][oldJY])
- {
- DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
- DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
- el2gfx(Feld[oldJX][oldJY]));
- }
- else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
- DrawDynamite(oldJX,oldJY);
- else
- DrawLevelField(oldJX,oldJY);
+ player->MovPos =
+ (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
+
+ ScrollFigure(player, SCROLL_INIT);
- return(MF_MOVING);
+ return MF_MOVING;
}
-BOOL MoveFigure(int dx, int dy)
+boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
{
- static long move_delay = 0;
+ int jx = player->jx, jy = player->jy;
+ int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
- int oldJX = JX, oldJY = JY;
- if (PlayerGone || (!dx && !dy))
- return(FALSE);
+ if (!player->active || (!dx && !dy))
+ return FALSE;
+
+#if 0
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !tape.playing)
+ return FALSE;
+#else
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ return FALSE;
+#endif
-/*
- if (!DelayReached(&move_delay,8) && !tape.playing)
- return(FALSE);
-*/
+ /* remove the last programmed player action */
+ player->programmed_action = 0;
-/*
- if (!DelayReached(&move_delay,10) && !tape.playing)
- return(FALSE);
-*/
+ if (player->MovPos)
+ {
+ /* should only happen if pre-1.2 tape recordings are played */
+ /* this is only for backward compatibility */
-/*
- if (!FrameReached(&move_delay,2) && !tape.playing)
- return(FALSE);
-*/
+ int original_move_delay_value = player->move_delay_value;
+
+#if DEBUG
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+ tape.counter);
+#endif
+
+ /* scroll remaining steps with finest movement resolution */
+ player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
- if (Movemethod == 0)
+ player->move_delay_value = original_move_delay_value;
+ }
+
+ if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
- if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing)
- return(FALSE);
+ if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
+ moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
}
else
{
- if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing)
- return(FALSE);
+ if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
+ moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
}
- if (moved |= MoveFigureOneStep(dx,0, dx,dy))
- moved |= MoveFigureOneStep(0,dy, dx,dy);
- else
+ jx = player->jx;
+ jy = player->jy;
+
+ if (moved & MF_MOVING && !ScreenMovPos &&
+ (player == local_player || !options.network))
{
- moved |= MoveFigureOneStep(0,dy, dx,dy);
- moved |= MoveFigureOneStep(dx,0, dx,dy);
+ 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 */
+ scroll_x += (jx - old_jx);
+ else /* player has moved vertically */
+ scroll_y += (jy - old_jy);
+ }
+ else
+ {
+ 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);
+
+ /* 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 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 */
+ 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 */
+ {
+ 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);
+
+ /* 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);
+
+ /* 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 */
+ 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())
+ {
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ else
+ {
+ ScrollScreen(player, SCROLL_INIT);
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ }
+ }
}
+ if (!(moved & MF_MOVING) && !player->Pushing)
+ player->Frame = 0;
+ else
+#if 0
+ player->Frame = (player->Frame + 1) % 4;
+#else
+ player->Frame += 1 * 0;
+#endif
+
if (moved & MF_MOVING)
{
- int old_scroll_x=scroll_x, old_scroll_y=scroll_y;
- int offset = (scroll_delay_on ? 3 : 0);
+ if (old_jx != jx && old_jy == jy)
+ player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
+ else if (old_jx == jx && old_jy != jy)
+ player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
- JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset))
- scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
- if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
- JY>=MIDPOSY-1-offset && JY<=lev_fieldy-(MIDPOSY-offset))
- scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
+ DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
- if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y)
- ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y);
+ player->last_move_dir = player->MovDir;
+ player->is_moving = TRUE;
}
-
- if (!(moved & MF_MOVING) && !PlayerPushing)
- PlayerFrame = 0;
else
- PlayerFrame = (PlayerFrame + 1) % 4;
+ {
+ CheckGravityMovement(player);
- if (moved & MF_MOVING)
+ /*
+ player->last_move_dir = MV_NO_MOVING;
+ */
+ player->is_moving = FALSE;
+ }
+
+ TestIfHeroTouchesBadThing(jx, jy);
+
+ if (!player->active)
+ RemoveHero(player);
+
+ return moved;
+}
+
+void ScrollFigure(struct PlayerInfo *player, int mode)
+{
+ int jx = player->jx, jy = player->jy;
+ int last_jx = player->last_jx, last_jy = player->last_jy;
+ int move_stepsize = TILEX / player->move_delay_value;
+
+ if (!player->active || !player->MovPos)
+ return;
+
+ if (mode == SCROLL_INIT)
{
- if (oldJX != JX && oldJY == JY)
- PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
- else if (oldJX == JX && oldJY != JY)
- PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
+ player->actual_frame_counter = FrameCounter;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+ if (player->Frame)
+ player->Frame += 1;
- DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
+ if (Feld[last_jx][last_jy] == EL_EMPTY)
+ Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+
+ DrawPlayer(player);
+ return;
}
+ else if (!FrameReached(&player->actual_frame_counter, 1))
+ return;
- TestIfHeroHitsBadThing();
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+ player->Frame += 1;
- BackToFront();
+ if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+ Feld[last_jx][last_jy] = EL_EMPTY;
- if (PlayerGone)
- RemoveHero();
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
- return(moved);
+ DrawPlayer(player);
+
+ if (player->MovPos == 0)
+ {
+ if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+ {
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
+
+ /* be able to make the next move without delay */
+ player->move_delay = 0;
+ }
+
+ player->last_jx = jx;
+ player->last_jy = jy;
+
+ if (Feld[jx][jy] == EL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_SP_EXIT_OPEN)
+ {
+ RemoveHero(player);
+
+ if (local_player->friends_still_needed == 0 ||
+ Feld[jx][jy] == EL_SP_EXIT_OPEN)
+ player->LevelSolved = player->GameOver = TRUE;
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing &&
+ !player->programmed_action)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
}
-void TestIfGoodThingHitsBadThing(int goodx, int goody)
+void ScrollScreen(struct PlayerInfo *player, int mode)
{
- int i, killx = goodx, killy = goody;
- static int xy[4][2] =
+ static unsigned long screen_frame_counter = 0;
+
+ if (mode == SCROLL_INIT)
+ {
+ /* set scrolling step size according to actual player's moving speed */
+ ScrollStepSize = TILEX / player->move_delay_value;
+
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
+ }
+ else if (!FrameReached(&screen_frame_counter, 1))
+ return;
+
+ if (ScreenMovPos)
+ {
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ redraw_mask |= REDRAW_FIELD;
+ }
+ else
+ ScreenMovDir = MV_NO_MOVING;
+}
+
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+{
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- static int harmless[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
MV_DOWN
};
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- int x,y,element;
+ int test_x, test_y, test_move_dir, test_element;
- x = goodx+xy[i][0];
- y = goody+xy[i][1];
- if (!IN_LEV_FIELD(x,y))
+ test_x = good_x + test_xy[i][0];
+ test_y = good_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
continue;
- element = Feld[x][y];
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
- if (DONT_TOUCH(element))
- {
- if (MovDir[x][y]==harmless[i])
- continue;
+#if 0
+ test_element = Feld[test_x][test_y];
+#else
+ test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
+#endif
- killx = x;
- killy = y;
+ /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+ {
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
}
- if (killx!=goodx || killy!=goody)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(goodx,goody))
- KillHero();
+ if (IS_PLAYER(good_x, good_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
+
+ if (player->shield_deadly_time_left > 0)
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_PROTECTED(good_x, good_y))
+ KillHero(player);
+ }
else
- Bang(goodx,goody);
+ Bang(good_x, good_y);
}
}
-void TestIfBadThingHitsGoodThing(int badx, int bady)
+void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
- int i, killx = badx, killy = bady;
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ int bad_element = Feld[bad_x][bad_y];
+ static int test_xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- static int harmless[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
MV_DOWN
};
- for(i=0;i<4;i++)
+ if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
+ return;
+
+ for (i=0; i<4; i++)
+ {
+ int test_x, test_y, test_move_dir, test_element;
+
+ test_x = bad_x + test_xy[i][0];
+ test_y = bad_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
+ continue;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
+ test_element = Feld[test_x][test_y];
+
+ /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_GO_TO(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 */
+ 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 */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
{
- int x,y,element;
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
- x = badx+xy[i][0];
- y = bady+xy[i][1];
- if (!IN_LEV_FIELD(x,y))
- continue;
+#if 0
+ int dir = player->MovDir;
+ int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+ int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
- element = Feld[x][y];
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
+ else
+ printf("-> %d\n", player->MovDir);
- if (element==EL_PINGUIN)
- {
- if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
- continue;
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
+ else
+ ;
+#endif
- killx = x;
- killy = y;
- break;
+ if (player->shield_deadly_time_left > 0)
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_PROTECTED(kill_x, kill_y))
+ KillHero(player);
}
+ else
+ Bang(kill_x, kill_y);
}
+}
+
+void TestIfHeroTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+}
- if (killx!=badx || killy!=bady)
- Bang(killx,killy);
+void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+{
+ TestIfGoodThingHitsBadThing(x, y, move_dir);
}
-void TestIfHeroHitsBadThing()
+void TestIfBadThingTouchesHero(int x, int y)
{
- TestIfGoodThingHitsBadThing(JX,JY);
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsHero()
+void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
{
- TestIfGoodThingHitsBadThing(JX,JY);
- /* (no typo!) */
+ TestIfBadThingHitsGoodThing(x, y, move_dir);
}
-void TestIfFriendHitsBadThing(int x, int y)
+void TestIfFriendTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x,y);
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsFriend(int x, int y)
+void TestIfBadThingTouchesFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x,y);
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingHitsOtherBadThing(int badx, int bady)
+void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
{
- int i, killx=badx, killy=bady;
+ int i, kill_x = bad_x, kill_y = bad_y;
static int xy[4][2] =
{
- { 0,-1 },
- { -1,0 },
- { +1,0 },
- { 0,+1 }
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
};
- for(i=0;i<4;i++)
+ for (i=0; i<4; i++)
{
- int x,y,element;
+ int x, y, element;
- x=badx+xy[i][0];
- y=bady+xy[i][1];
- if (!IN_LEV_FIELD(x,y))
+ x = bad_x + xy[i][0];
+ y = bad_y + xy[i][1];
+ if (!IN_LEV_FIELD(x, y))
continue;
- element=Feld[x][y];
- if (IS_AMOEBOID(element) || element==EL_LIFE ||
- element==EL_AMOEBING || element==EL_TROPFEN)
+ element = Feld[x][y];
+ if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
+ element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
{
- killx=x;
- killy=y;
+ kill_x = x;
+ kill_y = y;
break;
}
}
- if (killx!=badx || killy!=bady)
- Bang(badx,bady);
+ if (kill_x != bad_x || kill_y != bad_y)
+ Bang(bad_x, bad_y);
}
-void KillHero()
+void KillHero(struct PlayerInfo *player)
{
- if (PlayerGone)
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
return;
- if (IS_PFORTE(Feld[JX][JY]))
- Feld[JX][JY] = EL_LEERRAUM;
+ if (IS_PFORTE(Feld[jx][jy]))
+ Feld[jx][jy] = EL_EMPTY;
- Bang(JX,JY);
- BuryHero();
+ /* deactivate shield (else Bang()/Explode() would not work right) */
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
+
+ Bang(jx, jy);
+ BuryHero(player);
+}
+
+static void KillHeroUnlessProtected(int x, int y)
+{
+ if (!PLAYER_PROTECTED(x, y))
+ KillHero(PLAYERINFO(x, y));
}
-void BuryHero()
+void BuryHero(struct PlayerInfo *player)
{
- if (PlayerGone)
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
return;
- PlaySoundLevel(JX,JY,SND_AUTSCH);
- PlaySoundLevel(JX,JY,SND_LACHEN);
+ PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
+ PlaySoundLevel(jx, jy, SND_GAME_LOSING);
- GameOver = TRUE;
- RemoveHero();
+ player->GameOver = TRUE;
+ RemoveHero(player);
}
-void RemoveHero()
+void RemoveHero(struct PlayerInfo *player)
{
- PlayerGone = TRUE;
+ int jx = player->jx, jy = player->jy;
+ int i, found = FALSE;
+
+ player->present = FALSE;
+ player->active = FALSE;
+
+ if (!ExplodeField[jx][jy])
+ StorePlayer[jx][jy] = 0;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ found = TRUE;
- ExitX = ZX = JX;
- ExitY = ZY = JY;
- JX = JY = -1;
+ if (!found)
+ AllPlayersGone = TRUE;
+
+ ExitX = ZX = jx;
+ ExitY = ZY = jy;
}
-int DigField(int x, int y, int real_dx, int real_dy, int mode)
+int DigField(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy, int mode)
{
- int dx = x-JX, dy = y-JY;
+ int jx = player->jx, jy = player->jy;
+ int dx = x - jx, dy = y - jy;
+ int move_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
- static long push_delay = 0;
- static int push_delay_value = 5;
- PlayerPushing = FALSE;
+ if (player->MovPos == 0)
+ player->Pushing = FALSE;
if (mode == DF_NO_PUSH)
{
- push_delay = 0;
- return(MF_NO_ACTION);
+ player->Switching = FALSE;
+ player->push_delay = 0;
+ return MF_NO_ACTION;
}
- if (IS_MOVING(x,y))
- return(MF_NO_ACTION);
+ if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+ return MF_NO_ACTION;
+
+ if (IS_TUBE(Feld[jx][jy]))
+ {
+ int i = 0;
+ int tube_leave_directions[][2] =
+ {
+ { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+ { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+ };
+
+ while (tube_leave_directions[i][0] != Feld[jx][jy])
+ {
+ i++;
+ if (tube_leave_directions[i][0] == -1) /* should not happen */
+ break;
+ }
+
+ if (!(tube_leave_directions[i][1] & move_direction))
+ return MF_NO_ACTION; /* tube has no opening in this direction */
+ }
element = Feld[x][y];
- switch(element)
+ switch (element)
{
- case EL_LEERRAUM:
+ case EL_EMPTY:
+ case EL_SAND:
+ case EL_INVISIBLE_SAND:
+ case EL_INVISIBLE_SAND_ACTIVE:
+ case EL_TRAP:
+ case EL_SP_BASE:
+ case EL_SP_BUGGY_BASE:
+ case EL_SP_BUGGY_BASE_ACTIVATING:
+ RemoveField(x, y);
+ PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case EL_EMERALD:
+ case EL_BD_DIAMOND:
+ case EL_EMERALD_YELLOW:
+ case EL_EMERALD_RED:
+ case EL_EMERALD_PURPLE:
+ case EL_DIAMOND:
+ case EL_SP_INFOTRON:
+ case EL_PEARL:
+ case EL_CRYSTAL:
+ RemoveField(x, y);
+ local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
+ element == EL_PEARL ? 5 :
+ element == EL_CRYSTAL ? 8 : 1);
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
+ RaiseScoreElement(element);
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3),
+ FS_SMALL, FC_YELLOW);
+ PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+ break;
+
+ case EL_SPEED_PILL:
+ RemoveField(x, y);
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
+ break;
+
+ case EL_ENVELOPE:
+ Feld[x][y] = EL_EMPTY;
+ PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
break;
- case EL_ERDREICH:
- Feld[x][y] = EL_LEERRAUM;
+ case EL_EXTRA_TIME:
+ RemoveField(x, y);
+ if (level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ }
+ PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
break;
- case EL_EDELSTEIN:
- case EL_EDELSTEIN_BD:
- case EL_EDELSTEIN_GELB:
- case EL_EDELSTEIN_ROT:
- case EL_EDELSTEIN_LILA:
- Feld[x][y] = EL_LEERRAUM;
- MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
- if (Gems>0)
- Gems--;
- RaiseScoreElement(EL_EDELSTEIN);
- DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
- PlaySoundLevel(x,y,SND_PONG);
+ case EL_SHIELD_NORMAL:
+ RemoveField(x, y);
+ player->shield_normal_time_left += 10;
+ PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
break;
- case EL_DIAMANT:
- Feld[x][y] = EL_LEERRAUM;
- Gems -= 3;
- if (Gems<0)
- Gems=0;
- RaiseScoreElement(EL_DIAMANT);
- DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
- PlaySoundLevel(x,y,SND_PONG);
+ case EL_SHIELD_DEADLY:
+ RemoveField(x, y);
+ player->shield_normal_time_left += 10;
+ player->shield_deadly_time_left += 10;
+ PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
break;
- case EL_DYNAMIT_AUS:
- Feld[x][y] = EL_LEERRAUM;
- Dynamite++;
- RaiseScoreElement(EL_DYNAMIT);
- DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
- PlaySoundLevel(x,y,SND_PONG);
+ case EL_DYNAMITE:
+ case EL_SP_DISK_RED:
+ RemoveField(x, y);
+ player->dynamite++;
+ RaiseScoreElement(EL_DYNAMITE);
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->dynamite, 3),
+ FS_SMALL, FC_YELLOW);
+ PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
break;
case EL_DYNABOMB_NR:
- Feld[x][y] = EL_LEERRAUM;
- DynaBombCount++;
- DynaBombsLeft++;
- RaiseScoreElement(EL_DYNAMIT);
- PlaySoundLevel(x,y,SND_PONG);
+ RemoveField(x, y);
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ RaiseScoreElement(EL_DYNAMITE);
+ PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
break;
- case EL_DYNABOMB_SZ:
- Feld[x][y] = EL_LEERRAUM;
- DynaBombSize++;
- RaiseScoreElement(EL_DYNAMIT);
- PlaySoundLevel(x,y,SND_PONG);
+ case EL_DYNABOMB_SZ:
+ RemoveField(x, y);
+ player->dynabomb_size++;
+ RaiseScoreElement(EL_DYNAMITE);
+ PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
break;
case EL_DYNABOMB_XL:
- Feld[x][y] = EL_LEERRAUM;
- DynaBombXL = TRUE;
- RaiseScoreElement(EL_DYNAMIT);
- PlaySoundLevel(x,y,SND_PONG);
+ RemoveField(x, y);
+ player->dynabomb_xl = TRUE;
+ RaiseScoreElement(EL_DYNAMITE);
+ PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
+ break;
+
+ case EL_KEY1:
+ case EL_KEY2:
+ case EL_KEY3:
+ case EL_KEY4:
+ {
+ int key_nr = element - EL_KEY1;
+
+ RemoveField(x, y);
+ player->key[key_nr] = TRUE;
+ RaiseScoreElement(element);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ IMG_KEY1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ IMG_KEY1 + key_nr);
+ PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
+ }
- case EL_SCHLUESSEL1:
- case EL_SCHLUESSEL2:
- case EL_SCHLUESSEL3:
- case EL_SCHLUESSEL4:
+ case EL_EM_KEY1:
+ case EL_EM_KEY2:
+ case EL_EM_KEY3:
+ case EL_EM_KEY4:
{
- int key_nr = element-EL_SCHLUESSEL1;
+ int key_nr = element - EL_EM_KEY1;
- Feld[x][y] = EL_LEERRAUM;
- Key[key_nr] = TRUE;
- RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExtHiRes(drawto,gc,
- DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExtHiRes(window,gc,
- DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- PlaySoundLevel(x,y,SND_PONG);
+ RemoveField(x, y);
+ player->key[key_nr] = TRUE;
+ RaiseScoreElement(element);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ IMG_KEY1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ IMG_KEY1 + key_nr);
+ PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
- case EL_ABLENK_AUS:
- Feld[x][y] = EL_ABLENK_EIN;
+ case EL_ROBOT_WHEEL:
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
ZX = x;
ZY = y;
- DrawLevelField(x,y);
- return(MF_ACTION);
+ DrawLevelField(x, y);
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
+ return MF_ACTION;
+ break;
+
+ case EL_SP_TERMINAL:
+ {
+ int xx, yy;
+
+ PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+ }
+ }
+
+ return MF_ACTION;
+ }
+ break;
+
+ case EL_CONVEYOR_BELT1_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT2_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT3_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT4_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleBeltSwitch(x, y);
+ PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
+ }
+ return MF_ACTION;
+ break;
+
+ case EL_SWITCHGATE_SWITCH_UP:
+ case EL_SWITCHGATE_SWITCH_DOWN:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleSwitchgateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
+ }
+ return MF_ACTION;
+ break;
+
+ case EL_LIGHT_SWITCH:
+ case EL_LIGHT_SWITCH_ACTIVE:
+ if (!player->Switching)
+ {
+ player->Switching = TRUE;
+ ToggleLightSwitch(x, y);
+ PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+ SND_LIGHT_SWITCH_ACTIVATING :
+ SND_LIGHT_SWITCH_DEACTIVATING);
+ }
+ return MF_ACTION;
break;
- case EL_FELSBROCKEN:
- case EL_BOMBE:
- case EL_KOKOSNUSS:
- case EL_ZEIT_LEER:
- if (dy || mode==DF_SNAP)
- return(MF_NO_ACTION);
+ case EL_TIMEGATE_SWITCH:
+ ActivateTimegateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
+
+ return MF_ACTION;
+ break;
- PlayerPushing = TRUE;
+ case EL_BALLOON_SEND_LEFT:
+ case EL_BALLOON_SEND_RIGHT:
+ case EL_BALLOON_SEND_UP:
+ case EL_BALLOON_SEND_DOWN:
+ case EL_BALLOON_SEND_ANY_DIRECTION:
+ if (element == EL_BALLOON_SEND_ANY_DIRECTION)
+ game.balloon_dir = move_direction;
+ else
+ game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SEND_UP ? MV_UP :
+ element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+ PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
+
+ return MF_ACTION;
+ break;
- if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
- return(MF_NO_ACTION);
+ /* the following elements cannot be pushed by "snapping" */
+ case EL_ROCK:
+ case EL_BOMB:
+ case EL_DX_SUPABOMB:
+ case EL_NUT:
+ case EL_TIME_ORB_EMPTY:
+ case EL_SP_ZONK:
+ case EL_SP_DISK_ORANGE:
+ case EL_SPRING:
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
+ /* no "break" -- fall through to next case */
+ /* the following elements can be pushed by "snapping" */
+ case EL_BD_ROCK:
+ if (dy)
+ return MF_NO_ACTION;
+
+ player->Pushing = TRUE;
+
+ if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+ return MF_NO_ACTION;
if (real_dy)
{
- if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
- return(MF_NO_ACTION);
+ if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
+ return MF_NO_ACTION;
}
- if (push_delay == 0)
- push_delay = FrameCounter;
- if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
- return(MF_NO_ACTION);
+ if (player->push_delay == 0)
+ player->push_delay = FrameCounter;
+#if 0
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !tape.playing && element != EL_SPRING)
+ return MF_NO_ACTION;
+#else
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING)
+ return MF_NO_ACTION;
+#endif
- Feld[x][y] = EL_LEERRAUM;
- Feld[x+dx][y+dy] = element;
+ if (mode == DF_SNAP)
+ {
+ InitMovingField(x, y, move_direction);
+ ContinueMoving(x, y);
+ }
+ else
+ {
+ RemoveField(x, y);
+ Feld[x + dx][y + dy] = element;
+ }
- push_delay_value = 2+RND(8);
+ if (element == EL_SPRING)
+ {
+ Feld[x + dx][y + dy] = EL_SPRING;
+ MovDir[x + dx][y + dy] = move_direction;
+ }
- DrawLevelField(x+dx,y+dy);
- if (element==EL_FELSBROCKEN)
- PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
- else if (element==EL_KOKOSNUSS)
- PlaySoundLevel(x+dx,y+dy,SND_KNURK);
- else
- PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
+ player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
+
+ DrawLevelField(x + dx, y + dy);
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case EL_GATE1:
+ case EL_GATE2:
+ case EL_GATE3:
+ case EL_GATE4:
+ if (!player->key[element - EL_GATE1])
+ return MF_NO_ACTION;
+ break;
+
+ case EL_GATE1_GRAY:
+ case EL_GATE2_GRAY:
+ case EL_GATE3_GRAY:
+ case EL_GATE4_GRAY:
+ if (!player->key[element - EL_GATE1_GRAY])
+ return MF_NO_ACTION;
+ break;
+
+ case EL_EM_GATE1:
+ case EL_EM_GATE2:
+ case EL_EM_GATE3:
+ case EL_EM_GATE4:
+ if (!player->key[element - EL_EM_GATE1])
+ return MF_NO_ACTION;
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevel(x, y, SND_GATE_PASSING);
+ break;
+
+ case EL_EM_GATE1_GRAY:
+ case EL_EM_GATE2_GRAY:
+ case EL_EM_GATE3_GRAY:
+ case EL_EM_GATE4_GRAY:
+ if (!player->key[element - EL_EM_GATE1_GRAY])
+ return MF_NO_ACTION;
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevel(x, y, SND_GATE_PASSING);
break;
- case EL_PFORTE1:
- case EL_PFORTE2:
- case EL_PFORTE3:
- case EL_PFORTE4:
- if (!Key[element-EL_PFORTE1])
- return(MF_NO_ACTION);
+ case EL_SWITCHGATE_OPEN:
+ case EL_TIMEGATE_OPEN:
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
break;
- case EL_PFORTE1X:
- case EL_PFORTE2X:
- case EL_PFORTE3X:
- case EL_PFORTE4X:
- if (!Key[element-EL_PFORTE1X])
- return(MF_NO_ACTION);
+ case EL_SP_PORT1_LEFT:
+ case EL_SP_PORT2_LEFT:
+ case EL_SP_PORT1_RIGHT:
+ case EL_SP_PORT2_RIGHT:
+ case EL_SP_PORT1_UP:
+ case EL_SP_PORT2_UP:
+ case EL_SP_PORT1_DOWN:
+ case EL_SP_PORT2_DOWN:
+ case EL_SP_PORT_X:
+ case EL_SP_PORT_Y:
+ case EL_SP_PORT_XY:
+ if ((dx == -1 &&
+ element != EL_SP_PORT1_LEFT &&
+ element != EL_SP_PORT2_LEFT &&
+ element != EL_SP_PORT_X &&
+ element != EL_SP_PORT_XY) ||
+ (dx == +1 &&
+ element != EL_SP_PORT1_RIGHT &&
+ element != EL_SP_PORT2_RIGHT &&
+ element != EL_SP_PORT_X &&
+ element != EL_SP_PORT_XY) ||
+ (dy == -1 &&
+ element != EL_SP_PORT1_UP &&
+ element != EL_SP_PORT2_UP &&
+ element != EL_SP_PORT_Y &&
+ element != EL_SP_PORT_XY) ||
+ (dy == +1 &&
+ element != EL_SP_PORT1_DOWN &&
+ element != EL_SP_PORT2_DOWN &&
+ element != EL_SP_PORT_Y &&
+ element != EL_SP_PORT_XY) ||
+ !IN_LEV_FIELD(x + dx, y + dy) ||
+ !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
break;
- case EL_AUSGANG_ZU:
- case EL_AUSGANG_ACT:
- /* Tür ist (noch) nicht offen! */
- return(MF_NO_ACTION);
+ case EL_TUBE_ALL:
+ case EL_TUBE_VERTICAL:
+ case EL_TUBE_HORIZONTAL:
+ case EL_TUBE_VERTICAL_LEFT:
+ case EL_TUBE_VERTICAL_RIGHT:
+ case EL_TUBE_HORIZONTAL_UP:
+ case EL_TUBE_HORIZONTAL_DOWN:
+ case EL_TUBE_LEFT_UP:
+ case EL_TUBE_LEFT_DOWN:
+ case EL_TUBE_RIGHT_UP:
+ case EL_TUBE_RIGHT_DOWN:
+ {
+ int i = 0;
+ int tube_enter_directions[][2] =
+ {
+ { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
+ { -1, MV_NO_MOVING }
+ };
+
+ while (tube_enter_directions[i][0] != element)
+ {
+ i++;
+ if (tube_enter_directions[i][0] == -1) /* should not happen */
+ break;
+ }
+
+ if (!(tube_enter_directions[i][1] & move_direction))
+ return MF_NO_ACTION; /* tube has no opening in this direction */
+
+ PlaySoundLevel(x, y, SND_TUBE_PASSING);
+ }
break;
- case EL_AUSGANG_AUF:
- if (mode==DF_SNAP)
- return(MF_NO_ACTION);
+ case EL_EXIT_CLOSED:
+ case EL_SP_EXIT_CLOSED:
+ case EL_EXIT_OPENING:
+ return MF_NO_ACTION;
+ break;
- PlayerGone = TRUE;
- PlaySoundLevel(x,y,SND_BUING);
+ case EL_EXIT_OPEN:
+ case EL_SP_EXIT_OPEN:
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
- if (!Friends)
- LevelSolved = GameOver = TRUE;
+ if (element == EL_EXIT_OPEN)
+ PlaySoundLevel(x, y, SND_EXIT_PASSING);
+ else
+ PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
break;
- case EL_BIRNE_AUS:
- Feld[x][y] = EL_BIRNE_EIN;
- Lights--;
- DrawLevelField(x,y);
- PlaySoundLevel(x,y,SND_DENG);
- return(MF_ACTION);
+ case EL_LAMP:
+ Feld[x][y] = EL_LAMP_ACTIVE;
+ local_player->lights_still_needed--;
+ DrawLevelField(x, y);
+ PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
+ return MF_ACTION;
break;
- case EL_ZEIT_VOLL:
- Feld[x][y] = EL_ZEIT_LEER;
+ case EL_TIME_ORB_FULL:
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
TimeLeft += 10;
- DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
- DrawLevelField(x,y);
- PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
- return(MF_ACTION);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ DrawLevelField(x, y);
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
+ return MF_ACTION;
break;
- case EL_SOKOBAN_FELD_LEER:
+ case EL_SOKOBAN_FIELD_EMPTY:
break;
- case EL_SOKOBAN_FELD_VOLL:
- case EL_SOKOBAN_OBJEKT:
- case EL_SONDE:
- if (mode==DF_SNAP)
- return(MF_NO_ACTION);
+ case EL_SOKOBAN_OBJECT:
+ case EL_SOKOBAN_FIELD_FULL:
+ case EL_SATELLITE:
+ case EL_SP_DISK_YELLOW:
+ case EL_BALLOON:
+ if (mode == DF_SNAP)
+ return MF_NO_ACTION;
- PlayerPushing = TRUE;
+ player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x+dx,y+dy)
- || (Feld[x+dx][y+dy] != EL_LEERRAUM
- && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
+ if (!IN_LEV_FIELD(x+dx, y+dy)
+ || (!IS_FREE(x+dx, y+dy)
+ && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
|| !IS_SB_ELEMENT(element))))
- return(MF_NO_ACTION);
+ return MF_NO_ACTION;
if (dx && real_dy)
{
- if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
- return(MF_NO_ACTION);
+ if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
+ return MF_NO_ACTION;
}
else if (dy && real_dx)
{
- if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
- return(MF_NO_ACTION);
+ if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
+ return MF_NO_ACTION;
}
- if (push_delay == 0)
- push_delay = FrameCounter;
- if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
- return(MF_NO_ACTION);
+ if (player->push_delay == 0)
+ player->push_delay = FrameCounter;
+#if 0
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !tape.playing && element != EL_BALLOON)
+ return MF_NO_ACTION;
+#else
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_BALLOON)
+ return MF_NO_ACTION;
+#endif
if (IS_SB_ELEMENT(element))
{
- if (element == EL_SOKOBAN_FELD_VOLL)
+ if (element == EL_SOKOBAN_FIELD_FULL)
{
- Feld[x][y] = EL_SOKOBAN_FELD_LEER;
- SokobanFields++;
+ Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
}
else
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x, y);
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
+ if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
- SokobanFields--;
- if (element == EL_SOKOBAN_OBJEKT)
- PlaySoundLevel(x,y,SND_DENG);
+ Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
+ local_player->sokobanfields_still_needed--;
+ if (element == EL_SOKOBAN_OBJECT)
+ PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
+ else
+ PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
}
else
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
+ {
+ Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
+ else
+ PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+ }
}
else
{
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x, y);
Feld[x+dx][y+dy] = element;
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
}
- push_delay_value = 2;
+ player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
- DrawLevelField(x,y);
- DrawLevelField(x+dx,y+dy);
- PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
+ DrawLevelField(x, y);
+ DrawLevelField(x + dx, y + dy);
if (IS_SB_ELEMENT(element) &&
- SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
+ local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
{
- LevelSolved = GameOver = TRUE;
- PlaySoundLevel(x,y,SND_BUING);
+ player->LevelSolved = player->GameOver = TRUE;
+ PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
}
break;
- case EL_MAULWURF:
- case EL_PINGUIN:
- case EL_SCHWEIN:
- case EL_DRACHE:
+ case EL_PENGUIN:
+ case EL_PIG:
+ case EL_DRAGON:
break;
default:
- return(MF_NO_ACTION);
- break;
+ return MF_NO_ACTION;
}
- push_delay = 0;
+ player->push_delay = 0;
- return(MF_MOVING);
+ return MF_MOVING;
}
-BOOL SnapField(int dx, int dy)
+boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
- int x = JX+dx, y = JY+dy;
- static int snapped = FALSE;
+ int jx = player->jx, jy = player->jy;
+ int x = jx + dx, y = jy + dy;
+
+ if (!player->active || !IN_LEV_FIELD(x, y))
+ return FALSE;
- if (PlayerGone || !IN_LEV_FIELD(x,y))
- return(FALSE);
if (dx && dy)
- return(FALSE);
+ return FALSE;
+
if (!dx && !dy)
{
- snapped = FALSE;
- return(FALSE);
+ if (player->MovPos == 0)
+ player->Pushing = FALSE;
+
+ player->snapped = FALSE;
+ return FALSE;
}
- if (snapped)
- return(FALSE);
- PlayerMovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ if (player->snapped)
+ return FALSE;
- if (!DigField(x,y, 0,0, DF_SNAP))
- return(FALSE);
+ player->MovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
- snapped = TRUE;
- DrawLevelField(x,y);
+ if (!DigField(player, x, y, 0, 0, DF_SNAP))
+ return FALSE;
+
+ player->snapped = TRUE;
+ DrawLevelField(x, y);
BackToFront();
- return(TRUE);
+ return TRUE;
}
-BOOL PlaceBomb(void)
+boolean PlaceBomb(struct PlayerInfo *player)
{
+ int jx = player->jx, jy = player->jy;
int element;
- if (PlayerGone)
- return(FALSE);
+ if (!player->active || player->MovPos)
+ return FALSE;
+
+ element = Feld[jx][jy];
- element = Feld[JX][JY];
+ if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
+ IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+ return FALSE;
- if ((Dynamite==0 && DynaBombsLeft==0) ||
- element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
- return(FALSE);
+ if (element != EL_EMPTY)
+ Store[jx][jy] = element;
- if (element != EL_LEERRAUM)
- Store[JX][JY] = element;
+ MovDelay[jx][jy] = 96;
- if (Dynamite)
+ ResetGfxAnimation(jx, jy);
+
+ if (player->dynamite)
{
- Feld[JX][JY] = EL_DYNAMIT;
- MovDelay[JX][JY] = 48;
- Dynamite--;
- DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
+ Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
+ player->dynamite--;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
+ FS_SMALL, FC_YELLOW);
+ if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
+ else
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
+ }
+
+ PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
}
else
{
- Feld[JX][JY] = EL_DYNABOMB;
- MovDelay[JX][JY] = 48;
- DynaBombsLeft--;
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
+ Feld[jx][jy] =
+ EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
+ player->dynabombs_left--;
+
+ if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+ DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+
+ PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
}
- return(TRUE);
+ return TRUE;
+}
+
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlaySoundLevel()
+{
+ int num_sounds = getSoundListSize();
+
+ if (loop_sound_frame != NULL)
+ free(loop_sound_frame);
+
+ if (loop_sound_volume != NULL)
+ free(loop_sound_volume);
+
+ loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+ loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
}
-void PlaySoundLevel(int x, int y, int sound_nr)
+static void PlaySoundLevel(int x, int y, int nr)
{
- int sx = SCROLLX(x), sy = SCROLLY(y);
- int volume, stereo;
- int silence_distance = 8;
+ int sx = SCREENX(x), sy = SCREENY(y);
+ int volume, stereo_position;
+ int max_distance = 8;
+ int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
- if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
- (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(nr)))
return;
- if (!IN_LEV_FIELD(x,y) ||
- sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
- sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
+ if (!IN_LEV_FIELD(x, y) ||
+ sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+ sy < -max_distance || sy >= SCR_FIELDY + max_distance)
return;
- volume = PSND_MAX_VOLUME;
- stereo = (sx-SCR_FIELDX/2)*12;
+ volume = SOUND_MAX_VOLUME;
+
+ if (!IN_SCR_FIELD(sx, sy))
+ {
+ int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+ int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
+
+ volume -= volume * (dx > dy ? dx : dy) / max_distance;
+ }
+
+ stereo_position = (SOUND_MAX_LEFT +
+ (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
+ (SCR_FIELDX + 2 * max_distance));
- if (!IN_SCR_FIELD(sx,sy))
+ if (IS_LOOP_SOUND(nr))
{
- int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
- int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
+ /* This assures that quieter loop sounds do not overwrite louder ones,
+ while restarting sound volume comparison with each new game frame. */
+
+ if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+ return;
- volume -= volume*(dx > dy ? dx : dy)/silence_distance;
+ loop_sound_volume[nr] = volume;
+ loop_sound_frame[nr] = FrameCounter;
}
- PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
+ PlaySoundExt(nr, volume, stereo_position, type);
+}
+
+static void PlaySoundLevelNearest(int x, int y, int sound_action)
+{
+ PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ x > LEVELX(BX2) ? LEVELX(BX2) : x,
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ y > LEVELY(BY2) ? LEVELY(BY2) : y,
+ sound_action);
+}
+
+static void PlaySoundLevelAction(int x, int y, int sound_action)
+{
+ PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+}
+
+static void PlaySoundLevelElementAction(int x, int y, int element,
+ int sound_action)
+{
+ int sound_effect = element_info[element].sound[sound_action];
+
+ if (sound_effect != SND_UNDEFINED)
+ PlaySoundLevel(x, y, sound_effect);
}
void RaiseScore(int value)
{
- Score += value;
- DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
- BackToFront();
+ local_player->score += value;
+ DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
+ FS_SMALL, FC_YELLOW);
}
void RaiseScoreElement(int element)
{
switch(element)
{
- case EL_EDELSTEIN:
+ case EL_EMERALD:
+ case EL_BD_DIAMOND:
+ case EL_EMERALD_YELLOW:
+ case EL_EMERALD_RED:
+ case EL_EMERALD_PURPLE:
RaiseScore(level.score[SC_EDELSTEIN]);
break;
- case EL_DIAMANT:
+ case EL_DIAMOND:
RaiseScore(level.score[SC_DIAMANT]);
break;
- case EL_KAEFER:
- case EL_BUTTERFLY:
+ case EL_BUG:
+ case EL_BD_BUTTERFLY:
RaiseScore(level.score[SC_KAEFER]);
break;
- case EL_FLIEGER:
- case EL_FIREFLY:
+ case EL_SPACESHIP:
+ case EL_BD_FIREFLY:
RaiseScore(level.score[SC_FLIEGER]);
break;
- case EL_MAMPFER:
- case EL_MAMPFER2:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
RaiseScore(level.score[SC_MAMPFER]);
break;
case EL_ROBOT:
case EL_PACMAN:
RaiseScore(level.score[SC_PACMAN]);
break;
- case EL_KOKOSNUSS:
+ case EL_NUT:
RaiseScore(level.score[SC_KOKOSNUSS]);
break;
- case EL_DYNAMIT:
+ case EL_DYNAMITE:
RaiseScore(level.score[SC_DYNAMIT]);
break;
- case EL_SCHLUESSEL:
+ case EL_KEY1:
+ case EL_KEY2:
+ case EL_KEY3:
+ case EL_KEY4:
RaiseScore(level.score[SC_SCHLUESSEL]);
break;
default:
break;
}
}
+
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+ if (AllPlayersGone ||
+ !ask_if_really_quit ||
+ level_editor_test_game ||
+ Request("Do you really want to quit the game ?",
+ REQ_ASK | REQ_STAY_CLOSED))
+ {
+#if defined(PLATFORM_UNIX)
+ if (options.network)
+ SendToServer_StopPlaying();
+ else
+#endif
+ {
+ game_status = MAINMENU;
+ DrawMainMenu();
+ }
+ }
+ else
+ {
+ OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ }
+}
+
+
+/* ---------- new game button stuff ---------------------------------------- */
+
+/* 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)
+
+static struct
+{
+ int x, y;
+ int gadget_id;
+ char *infotext;
+} gamebutton_info[NUM_GAME_BUTTONS] =
+{
+ {
+ GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_STOP,
+ "stop game"
+ },
+ {
+ GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PAUSE,
+ "pause game"
+ },
+ {
+ GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PLAY,
+ "play game"
+ },
+ {
+ SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_MUSIC,
+ "background music on/off"
+ },
+ {
+ SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_LOOPS,
+ "sound loops on/off"
+ },
+ {
+ SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_SIMPLE,
+ "normal sounds on/off"
+ }
+};
+
+void CreateGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ {
+ Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ 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;
+ 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 (id == GAME_CTRL_ID_STOP ||
+ id == GAME_CTRL_ID_PAUSE ||
+ id == GAME_CTRL_ID_PLAY)
+ {
+ 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
+ {
+ 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);
+ 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_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_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_EVENT_MASK, event_mask,
+ GDI_CALLBACK_ACTION, HandleGameButtons,
+ GDI_END);
+
+ if (gi == NULL)
+ Error(ERR_EXIT, "cannot create gadget");
+
+ game_gadget[id] = gi;
+ }
+}
+
+void FreeGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ FreeGadget(game_gadget[i]);
+}
+
+static void MapGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ MapGadget(game_gadget[i]);
+}
+
+void UnmapGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ UnmapGadget(game_gadget[i]);
+}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ int id = gi->custom_id;
+
+ if (game_status != PLAYING)
+ return;
+
+ switch (id)
+ {
+ case GAME_CTRL_ID_STOP:
+ RequestQuitGame(TRUE);
+ break;
+
+ case GAME_CTRL_ID_PAUSE:
+ if (options.network)
+ {
+#if defined(PLATFORM_UNIX)
+ if (tape.pausing)
+ SendToServer_ContinuePlaying();
+ else
+ SendToServer_PausePlaying();
+#endif
+ }
+ else
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ break;
+
+ case GAME_CTRL_ID_PLAY:
+ if (tape.pausing)
+ {
+#if defined(PLATFORM_UNIX)
+ if (options.network)
+ SendToServer_ContinuePlaying();
+ else
+#endif
+ {
+ tape.pausing = FALSE;
+ DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+ }
+ }
+ break;
+
+ case SOUND_CTRL_ID_MUSIC:
+ if (setup.sound_music)
+ {
+ setup.sound_music = FALSE;
+ FadeMusic();
+ }
+ else if (audio.music_available)
+ {
+ setup.sound = setup.sound_music = TRUE;
+ PlayMusic(level_nr);
+ }
+ break;
+
+ case SOUND_CTRL_ID_LOOPS:
+ if (setup.sound_loops)
+ setup.sound_loops = FALSE;
+ else if (audio.loops_available)
+ setup.sound = setup.sound_loops = TRUE;
+ break;
+
+ case SOUND_CTRL_ID_SIMPLE:
+ if (setup.sound_simple)
+ setup.sound_simple = FALSE;
+ else if (audio.sound_available)
+ setup.sound = setup.sound_simple = TRUE;
+ break;
+
+ default:
+ break;
+ }
+}