X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=052239346ffc65f545296b98070c120881393cf3;hb=12a8eb6ca28aa97f422e7cf9317f01eb0dfc9a11;hp=087c63e25c7bc2b2b5ccf2f4964a1c495c9f2425;hpb=f47cd4b09952aaf95d16542f6b53f2d8bf9e1d7d;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 087c63e2..9e6ecbd9 100644 --- a/src/game.c +++ b/src/game.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2002 Artsoft Entertainment * +* (c) 1995-2006 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -21,23 +21,79 @@ #include "tape.h" #include "network.h" -/* this switch controls how rocks move horizontally */ -#define OLD_GAME_BEHAVIOUR FALSE + +/* DEBUG SETTINGS */ +#define DEBUG_INIT_PLAYER 1 +#define DEBUG_PLAYER_ACTIONS 0 /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE /* EXPERIMENTAL STUFF */ -#define USE_NEW_STUFF TRUE * 1 - -#define USE_NEW_MOVE_STYLE TRUE * USE_NEW_STUFF * 1 -#define USE_NEW_MOVE_DELAY TRUE * USE_NEW_STUFF * 1 -#define USE_NEW_PUSH_DELAY TRUE * USE_NEW_STUFF * 1 -#define USE_NEW_BLOCK_STYLE TRUE * USE_NEW_STUFF * 1 * 1 -#define USE_NEW_SP_SLIPPERY TRUE * USE_NEW_STUFF * 1 -#define USE_NEW_RANDOMIZE TRUE * USE_NEW_STUFF * 1 +#define USE_NEW_STUFF ( 1) + +#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) +#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1) +#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1) +#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1) +#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1) +#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1) +#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1) +#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1) +#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1) +#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1) +#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1) +#define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1) +#define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0) + +#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) + +#define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1) + +#define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1) + +#define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1) +#define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1) + +#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1) +#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1) +#define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1) +#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1) + +#define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1) + +#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1) + +#define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1) + +#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0) + +#if USE_DELAYED_GFX_REDRAW +#define TEST_DrawLevelField(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE +#define TEST_DrawLevelFieldCrumbled(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS +#define TEST_DrawTwinkleOnField(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED +#else +#define TEST_DrawLevelField(x, y) \ + DrawLevelField(x, y) +#define TEST_DrawLevelFieldCrumbled(x, y) \ + DrawLevelFieldCrumbled(x, y) +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + DrawLevelFieldCrumbledNeighbours(x, y) +#define TEST_DrawTwinkleOnField(x, y) \ + DrawTwinkleOnField(x, y) +#endif -#define USE_PUSH_BUGFIX TRUE * USE_NEW_STUFF * 1 /* for DigField() */ #define DF_NO_PUSH 0 @@ -45,73 +101,780 @@ #define DF_SNAP 2 /* for MovePlayer() */ -#define MF_NO_ACTION 0 -#define MF_MOVING 1 -#define MF_ACTION 2 +#define MP_NO_ACTION 0 +#define MP_MOVING 1 +#define MP_ACTION 2 +#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION) /* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 -/* for Explode() */ +/* for Bang()/Explode() */ #define EX_PHASE_START 0 #define EX_TYPE_NONE 0 #define EX_TYPE_NORMAL (1 << 0) #define EX_TYPE_CENTER (1 << 1) #define EX_TYPE_BORDER (1 << 2) #define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_DYNA (1 << 4) #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) -/* special positions in the game control window (relative to control window) */ -#define XX_LEVEL 37 -#define YY_LEVEL 20 -#define XX_EMERALDS 29 -#define YY_EMERALDS 54 -#define XX_DYNAMITE 29 -#define YY_DYNAMITE 89 -#define XX_KEYS 18 -#define YY_KEYS 123 -#define XX_SCORE 15 -#define YY_SCORE 159 -#define XX_TIME1 29 -#define XX_TIME2 30 -#define YY_TIME 194 - -/* special positions in the game control window (relative to main window) */ -#define DX_LEVEL (DX + XX_LEVEL) -#define DY_LEVEL (DY + YY_LEVEL) -#define DX_EMERALDS (DX + XX_EMERALDS) -#define DY_EMERALDS (DY + YY_EMERALDS) -#define DX_DYNAMITE (DX + XX_DYNAMITE) -#define DY_DYNAMITE (DY + YY_DYNAMITE) -#define DX_KEYS (DX + XX_KEYS) -#define DY_KEYS (DY + YY_KEYS) -#define DX_SCORE (DX + XX_SCORE) -#define DY_SCORE (DY + YY_SCORE) -#define DX_TIME1 (DX + XX_TIME1) -#define DX_TIME2 (DX + XX_TIME2) -#define DY_TIME (DY + YY_TIME) +#define PANEL_OFF() (local_player->LevelSolved_PanelOff) +#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF()) +#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p)) +#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p)) + +/* game panel display and control definitions */ +#define GAME_PANEL_LEVEL_NUMBER 0 +#define GAME_PANEL_GEMS 1 +#define GAME_PANEL_INVENTORY_COUNT 2 +#define GAME_PANEL_INVENTORY_FIRST_1 3 +#define GAME_PANEL_INVENTORY_FIRST_2 4 +#define GAME_PANEL_INVENTORY_FIRST_3 5 +#define GAME_PANEL_INVENTORY_FIRST_4 6 +#define GAME_PANEL_INVENTORY_FIRST_5 7 +#define GAME_PANEL_INVENTORY_FIRST_6 8 +#define GAME_PANEL_INVENTORY_FIRST_7 9 +#define GAME_PANEL_INVENTORY_FIRST_8 10 +#define GAME_PANEL_INVENTORY_LAST_1 11 +#define GAME_PANEL_INVENTORY_LAST_2 12 +#define GAME_PANEL_INVENTORY_LAST_3 13 +#define GAME_PANEL_INVENTORY_LAST_4 14 +#define GAME_PANEL_INVENTORY_LAST_5 15 +#define GAME_PANEL_INVENTORY_LAST_6 16 +#define GAME_PANEL_INVENTORY_LAST_7 17 +#define GAME_PANEL_INVENTORY_LAST_8 18 +#define GAME_PANEL_KEY_1 19 +#define GAME_PANEL_KEY_2 20 +#define GAME_PANEL_KEY_3 21 +#define GAME_PANEL_KEY_4 22 +#define GAME_PANEL_KEY_5 23 +#define GAME_PANEL_KEY_6 24 +#define GAME_PANEL_KEY_7 25 +#define GAME_PANEL_KEY_8 26 +#define GAME_PANEL_KEY_WHITE 27 +#define GAME_PANEL_KEY_WHITE_COUNT 28 +#define GAME_PANEL_SCORE 29 +#define GAME_PANEL_HIGHSCORE 30 +#define GAME_PANEL_TIME 31 +#define GAME_PANEL_TIME_HH 32 +#define GAME_PANEL_TIME_MM 33 +#define GAME_PANEL_TIME_SS 34 +#define GAME_PANEL_FRAME 35 +#define GAME_PANEL_SHIELD_NORMAL 36 +#define GAME_PANEL_SHIELD_NORMAL_TIME 37 +#define GAME_PANEL_SHIELD_DEADLY 38 +#define GAME_PANEL_SHIELD_DEADLY_TIME 39 +#define GAME_PANEL_EXIT 40 +#define GAME_PANEL_EMC_MAGIC_BALL 41 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42 +#define GAME_PANEL_LIGHT_SWITCH 43 +#define GAME_PANEL_LIGHT_SWITCH_TIME 44 +#define GAME_PANEL_TIMEGATE_SWITCH 45 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46 +#define GAME_PANEL_SWITCHGATE_SWITCH 47 +#define GAME_PANEL_EMC_LENSES 48 +#define GAME_PANEL_EMC_LENSES_TIME 49 +#define GAME_PANEL_EMC_MAGNIFIER 50 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 51 +#define GAME_PANEL_BALLOON_SWITCH 52 +#define GAME_PANEL_DYNABOMB_NUMBER 53 +#define GAME_PANEL_DYNABOMB_SIZE 54 +#define GAME_PANEL_DYNABOMB_POWER 55 +#define GAME_PANEL_PENGUINS 56 +#define GAME_PANEL_SOKOBAN_OBJECTS 57 +#define GAME_PANEL_SOKOBAN_FIELDS 58 +#define GAME_PANEL_ROBOT_WHEEL 59 +#define GAME_PANEL_CONVEYOR_BELT_1 60 +#define GAME_PANEL_CONVEYOR_BELT_2 61 +#define GAME_PANEL_CONVEYOR_BELT_3 62 +#define GAME_PANEL_CONVEYOR_BELT_4 63 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67 +#define GAME_PANEL_MAGIC_WALL 68 +#define GAME_PANEL_MAGIC_WALL_TIME 69 +#define GAME_PANEL_GRAVITY_STATE 70 +#define GAME_PANEL_GRAPHIC_1 71 +#define GAME_PANEL_GRAPHIC_2 72 +#define GAME_PANEL_GRAPHIC_3 73 +#define GAME_PANEL_GRAPHIC_4 74 +#define GAME_PANEL_GRAPHIC_5 75 +#define GAME_PANEL_GRAPHIC_6 76 +#define GAME_PANEL_GRAPHIC_7 77 +#define GAME_PANEL_GRAPHIC_8 78 +#define GAME_PANEL_ELEMENT_1 79 +#define GAME_PANEL_ELEMENT_2 80 +#define GAME_PANEL_ELEMENT_3 81 +#define GAME_PANEL_ELEMENT_4 82 +#define GAME_PANEL_ELEMENT_5 83 +#define GAME_PANEL_ELEMENT_6 84 +#define GAME_PANEL_ELEMENT_7 85 +#define GAME_PANEL_ELEMENT_8 86 +#define GAME_PANEL_ELEMENT_COUNT_1 87 +#define GAME_PANEL_ELEMENT_COUNT_2 88 +#define GAME_PANEL_ELEMENT_COUNT_3 89 +#define GAME_PANEL_ELEMENT_COUNT_4 90 +#define GAME_PANEL_ELEMENT_COUNT_5 91 +#define GAME_PANEL_ELEMENT_COUNT_6 92 +#define GAME_PANEL_ELEMENT_COUNT_7 93 +#define GAME_PANEL_ELEMENT_COUNT_8 94 +#define GAME_PANEL_CE_SCORE_1 95 +#define GAME_PANEL_CE_SCORE_2 96 +#define GAME_PANEL_CE_SCORE_3 97 +#define GAME_PANEL_CE_SCORE_4 98 +#define GAME_PANEL_CE_SCORE_5 99 +#define GAME_PANEL_CE_SCORE_6 100 +#define GAME_PANEL_CE_SCORE_7 101 +#define GAME_PANEL_CE_SCORE_8 102 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 103 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 104 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 105 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 110 +#define GAME_PANEL_PLAYER_NAME 111 +#define GAME_PANEL_LEVEL_NAME 112 +#define GAME_PANEL_LEVEL_AUTHOR 113 + +#define NUM_GAME_PANEL_CONTROLS 114 + +struct GamePanelOrderInfo +{ + int nr; + int sort_priority; +}; + +static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS]; + +struct GamePanelControlInfo +{ + int nr; + + struct TextPosInfo *pos; + int type; + + int value, last_value; + int frame, last_frame; + int gfx_frame; + int gfx_random; +}; + +static struct GamePanelControlInfo game_panel_controls[] = +{ + { + GAME_PANEL_LEVEL_NUMBER, + &game.panel.level_number, + TYPE_INTEGER, + }, + { + GAME_PANEL_GEMS, + &game.panel.gems, + TYPE_INTEGER, + }, + { + GAME_PANEL_INVENTORY_COUNT, + &game.panel.inventory_count, + TYPE_INTEGER, + }, + { + GAME_PANEL_INVENTORY_FIRST_1, + &game.panel.inventory_first[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_2, + &game.panel.inventory_first[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_3, + &game.panel.inventory_first[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_4, + &game.panel.inventory_first[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_5, + &game.panel.inventory_first[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_6, + &game.panel.inventory_first[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_7, + &game.panel.inventory_first[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_8, + &game.panel.inventory_first[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_1, + &game.panel.inventory_last[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_2, + &game.panel.inventory_last[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_3, + &game.panel.inventory_last[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_4, + &game.panel.inventory_last[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_5, + &game.panel.inventory_last[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_6, + &game.panel.inventory_last[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_7, + &game.panel.inventory_last[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_8, + &game.panel.inventory_last[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_1, + &game.panel.key[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_2, + &game.panel.key[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_3, + &game.panel.key[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_4, + &game.panel.key[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_5, + &game.panel.key[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_6, + &game.panel.key[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_7, + &game.panel.key[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_8, + &game.panel.key[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE, + &game.panel.key_white, + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE_COUNT, + &game.panel.key_white_count, + TYPE_INTEGER, + }, + { + GAME_PANEL_SCORE, + &game.panel.score, + TYPE_INTEGER, + }, + { + GAME_PANEL_HIGHSCORE, + &game.panel.highscore, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME, + &game.panel.time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_HH, + &game.panel.time_hh, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_MM, + &game.panel.time_mm, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_SS, + &game.panel.time_ss, + TYPE_INTEGER, + }, + { + GAME_PANEL_FRAME, + &game.panel.frame, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_NORMAL, + &game.panel.shield_normal, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_NORMAL_TIME, + &game.panel.shield_normal_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_DEADLY, + &game.panel.shield_deadly, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_DEADLY_TIME, + &game.panel.shield_deadly_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EXIT, + &game.panel.exit, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL, + &game.panel.emc_magic_ball, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL_SWITCH, + &game.panel.emc_magic_ball_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH, + &game.panel.light_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH_TIME, + &game.panel.light_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIMEGATE_SWITCH, + &game.panel.timegate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_TIMEGATE_SWITCH_TIME, + &game.panel.timegate_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SWITCHGATE_SWITCH, + &game.panel.switchgate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES, + &game.panel.emc_lenses, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES_TIME, + &game.panel.emc_lenses_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EMC_MAGNIFIER, + &game.panel.emc_magnifier, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGNIFIER_TIME, + &game.panel.emc_magnifier_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_BALLOON_SWITCH, + &game.panel.balloon_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_DYNABOMB_NUMBER, + &game.panel.dynabomb_number, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_SIZE, + &game.panel.dynabomb_size, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_POWER, + &game.panel.dynabomb_power, + TYPE_ELEMENT, + }, + { + GAME_PANEL_PENGUINS, + &game.panel.penguins, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_OBJECTS, + &game.panel.sokoban_objects, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_FIELDS, + &game.panel.sokoban_fields, + TYPE_INTEGER, + }, + { + GAME_PANEL_ROBOT_WHEEL, + &game.panel.robot_wheel, + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1, + &game.panel.conveyor_belt[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2, + &game.panel.conveyor_belt[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3, + &game.panel.conveyor_belt[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4, + &game.panel.conveyor_belt[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1_SWITCH, + &game.panel.conveyor_belt_switch[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2_SWITCH, + &game.panel.conveyor_belt_switch[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3_SWITCH, + &game.panel.conveyor_belt_switch[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4_SWITCH, + &game.panel.conveyor_belt_switch[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL, + &game.panel.magic_wall, + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL_TIME, + &game.panel.magic_wall_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_GRAVITY_STATE, + &game.panel.gravity_state, + TYPE_STRING, + }, + { + GAME_PANEL_GRAPHIC_1, + &game.panel.graphic[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_2, + &game.panel.graphic[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_3, + &game.panel.graphic[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_4, + &game.panel.graphic[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_5, + &game.panel.graphic[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_6, + &game.panel.graphic[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_7, + &game.panel.graphic[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_8, + &game.panel.graphic[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_1, + &game.panel.element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_2, + &game.panel.element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_3, + &game.panel.element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_4, + &game.panel.element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_5, + &game.panel.element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_6, + &game.panel.element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_7, + &game.panel.element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_8, + &game.panel.element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_COUNT_1, + &game.panel.element_count[0], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_2, + &game.panel.element_count[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_3, + &game.panel.element_count[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_4, + &game.panel.element_count[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_5, + &game.panel.element_count[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_6, + &game.panel.element_count[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_7, + &game.panel.element_count[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_8, + &game.panel.element_count[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1, + &game.panel.ce_score[0], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_2, + &game.panel.ce_score[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_3, + &game.panel.ce_score[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_4, + &game.panel.ce_score[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_5, + &game.panel.ce_score[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_6, + &game.panel.ce_score[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_7, + &game.panel.ce_score[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_8, + &game.panel.ce_score[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1_ELEMENT, + &game.panel.ce_score_element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_2_ELEMENT, + &game.panel.ce_score_element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_3_ELEMENT, + &game.panel.ce_score_element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_4_ELEMENT, + &game.panel.ce_score_element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_5_ELEMENT, + &game.panel.ce_score_element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_6_ELEMENT, + &game.panel.ce_score_element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_7_ELEMENT, + &game.panel.ce_score_element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_8_ELEMENT, + &game.panel.ce_score_element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_PLAYER_NAME, + &game.panel.player_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_NAME, + &game.panel.level_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_AUTHOR, + &game.panel.level_author, + TYPE_STRING, + }, + + { + -1, + NULL, + -1, + } +}; + +/* values for delayed check of falling and moving elements and for collision */ +#define CHECK_DELAY_MOVING 3 +#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING +#define CHECK_DELAY_COLLISION 2 +#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION /* values for initial player move delay (initial delay counter value) */ #define INITIAL_MOVE_DELAY_OFF -1 #define INITIAL_MOVE_DELAY_ON 0 /* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 -#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_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 DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) + +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) -#define INIT_GFX_RANDOM() (SimpleRND(1000000)) +#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) @@ -121,13 +884,36 @@ RND(element_info[e].move_delay_random)) #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ (element_info[e].move_delay_random)) - -#define GET_TARGET_ELEMENT(e, ch) \ - ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ - (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) - -#define GET_VALID_PLAYER_ELEMENT(e) \ - ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) +#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ + RND(element_info[e].ce_value_random_initial)) +#define GET_CE_SCORE(e) ( (element_info[e].collect_score)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) +#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \ + RND((c)->delay_random)) + + +#define GET_VALID_RUNTIME_ELEMENT(e) \ + ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e)) + +#define RESOLVED_REFERENCE_ELEMENT(be, e) \ + ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \ + (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \ + (be) + (e) - EL_SELF) + +#define GET_PLAYER_FROM_BITS(p) \ + (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0)) + +#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \ + ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \ + (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \ + (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \ + (e) == EL_CURRENT_CE_VALUE ? (cv) : \ + (e) == EL_CURRENT_CE_SCORE ? (cs) : \ + (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \ + RESOLVED_REFERENCE_ELEMENT(be, e) : \ + (e)) #define CAN_GROW_INTO(e) \ ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) @@ -157,35 +943,22 @@ IS_PLAYER(x, y) && \ !PLAYER_ENEMY_PROTECTED(x, y)))) -#if 0 -#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition) || \ - (DONT_COLLIDE_WITH(e) && \ - IS_PLAYER(x, y) && \ - !PLAYER_ENEMY_PROTECTED(x, y)))) -#endif - #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) -#if 1 #define SATELLITE_CAN_ENTER_FIELD(x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) -#else -#define SATELLITE_CAN_ENTER_FIELD(x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID) -#endif -#if 0 -#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) -#endif +#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) + +#define ANDROID_CAN_CLONE_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \ + CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT))) #define ENEMY_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) -#if 1 - #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) @@ -199,7 +972,10 @@ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \ + Feld[x][y] == EL_EM_EXIT_OPEN || \ + Feld[x][y] == EL_STEEL_EXIT_OPEN || \ + Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \ IS_FOOD_PENGUIN(Feld[x][y]))) #define DRAGON_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) @@ -210,75 +986,15 @@ #define SPRING_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) -#else - -#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - Feld[x][y] == EL_DIAMOND)) - -#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_FOOD_DARK_YAMYAM(Feld[x][y]))) - -#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_AMOEBOID(Feld[x][y]))) - -#define PIG_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_FOOD_PIG(Feld[x][y]))) - -#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_FOOD_PENGUIN(Feld[x][y]) || \ - Feld[x][y] == EL_EXIT_OPEN)) - -#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID))) - -#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (condition))) - -#define SPRING_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID))) - -#endif +#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ + Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) -#define GROUP_NR(e) ((e) - EL_GROUP_START) #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) -#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) -#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) -#define IS_EQUAL_OR_IN_GROUP(e, ge) \ - (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) - -#if 0 -#define CE_ENTER_FIELD_COND(e, x, y) \ - (!IS_PLAYER(x, y) && \ - (Feld[x][y] == EL_ACID || \ - IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))) -#else #define CE_ENTER_FIELD_COND(e, x, y) \ (!IS_PLAYER(x, y) && \ IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) -#endif #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) @@ -298,12 +1014,19 @@ #define SOUND_CTRL_ID_MUSIC 3 #define SOUND_CTRL_ID_LOOPS 4 #define SOUND_CTRL_ID_SIMPLE 5 +#define GAME_CTRL_ID_SAVE 6 +#define GAME_CTRL_ID_LOAD 7 -#define NUM_GAME_BUTTONS 6 +#define NUM_GAME_BUTTONS 8 /* forward declaration for internal use */ +static void CreateField(int, int, int); + +static void ResetGfxAnimation(int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); static void AdvanceFrameAndPlayerCounters(int); static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); @@ -311,14 +1034,17 @@ static boolean MovePlayer(struct PlayerInfo *, int, int); static void ScrollPlayer(struct PlayerInfo *, int); static void ScrollScreen(struct PlayerInfo *, int); -int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); +static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); +static boolean DigFieldByCE(int, int, int); +static boolean SnapField(struct PlayerInfo *, int, int); +static boolean DropElement(struct PlayerInfo *); static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); -static void KillHeroUnlessEnemyProtected(int, int); -static void KillHeroUnlessExplosionProtected(int, int); +static void KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); @@ -327,29 +1053,27 @@ static void TestIfElementHitsCustomElement(int, int, int); static void TestIfElementSmashesCustomElement(int, int, int); #endif -static void ChangeElement(int, int, int); +static void HandleElementChange(int, int, int); +static void ExecuteCustomElementAction(int, int, int, int); +static boolean ChangeElement(int, int, int, int); static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); #define CheckTriggeredElementChange(x, y, e, ev) \ - CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ - CH_SIDE_ANY, -1) + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ - CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ - CH_SIDE_ANY, p) + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) -static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); +static boolean CheckElementChangeExt(int, int, int, int, int, int, int); #define CheckElementChange(x, y, e, te, ev) \ - CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ - CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) #define CheckElementChangeBySide(x, y, e, te, ev, s) \ - CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) -#define CheckElementChangeByPage(x, y, e, te, ev, p) \ - CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) static void PlayLevelSound(int, int, int); static void PlayLevelSoundNearest(int, int, int); @@ -360,11 +1084,65 @@ static void PlayLevelSoundActionIfLoop(int, int, int); static void StopLevelSoundActionIfLoop(int, int, int); static void PlayLevelMusic(); -static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); +int AmoebeNachbarNr(int, int); +void AmoebeUmwandeln(int, int); +void ContinueMoving(int, int); +void Bang(int, int); +void InitMovDir(int, int); +void InitAmoebaNr(int, int); +int NewHiScore(void); + +void TestIfGoodThingHitsBadThing(int, int, int); +void TestIfBadThingHitsGoodThing(int, int, int); +void TestIfPlayerTouchesBadThing(int, int); +void TestIfPlayerRunsIntoBadThing(int, int, int); +void TestIfBadThingTouchesPlayer(int, int); +void TestIfBadThingRunsIntoPlayer(int, int, int); +void TestIfFriendTouchesBadThing(int, int); +void TestIfBadThingTouchesFriend(int, int); +void TestIfBadThingTouchesOtherBadThing(int, int); +void TestIfGoodThingGetsHitByBadThing(int, int, int); + +void KillPlayer(struct PlayerInfo *); +void BuryPlayer(struct PlayerInfo *); +void RemovePlayer(struct PlayerInfo *); + +static int getInvisibleActiveFromInvisibleElement(int); +static int getInvisibleFromInvisibleActiveElement(int); + static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; +/* for detection of endless loops, caused by custom element programming */ +/* (using maximal playfield width x 10 is just a rough approximation) */ +#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10) + +#define RECURSION_LOOP_DETECTION_START(e, rc) \ +{ \ + if (recursion_loop_detected) \ + return (rc); \ + \ + if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \ + { \ + recursion_loop_detected = TRUE; \ + recursion_loop_element = (e); \ + } \ + \ + recursion_loop_depth++; \ +} + +#define RECURSION_LOOP_DETECTION_END() \ +{ \ + recursion_loop_depth--; \ +} + +static int recursion_loop_depth; +static boolean recursion_loop_detected; +static boolean recursion_loop_element; + +static int map_player_action[MAX_PLAYERS]; + /* ------------------------------------------------------------------------- */ /* definition of elements that automatically change to other elements after */ @@ -372,19 +1150,22 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; /* ------------------------------------------------------------------------- */ /* forward declaration for changer functions */ -static void InitBuggyBase(int x, int y); -static void WarnBuggyBase(int x, int y); +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); -static void InitTrap(int x, int y); -static void ActivateTrap(int x, int y); -static void ChangeActiveTrap(int x, int y); +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); -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, int); +static void RunTimegateWheel(int, int); -static void InitTimegateWheel(int x, int y); -static void RunTimegateWheel(int x, int y); +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); struct ChangingElementInfo { @@ -430,6 +1211,62 @@ static struct ChangingElementInfo change_delay_list[] = NULL, NULL }, + { + EL_STEEL_EXIT_OPENING, + EL_STEEL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_STEEL_EXIT_CLOSING, + EL_STEEL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_EXIT_OPENING, + EL_EM_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_EXIT_CLOSING, +#if 1 + EL_EMPTY, +#else + EL_EM_EXIT_CLOSED, +#endif + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_STEEL_EXIT_OPENING, + EL_EM_STEEL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_STEEL_EXIT_CLOSING, +#if 1 + EL_STEELWALL, +#else + EL_EM_STEEL_EXIT_CLOSED, +#endif + 29, + NULL, + NULL, + NULL + }, { EL_SP_EXIT_OPENING, EL_SP_EXIT_OPEN, @@ -551,6 +1388,46 @@ static struct ChangingElementInfo change_delay_list[] = RunTimegateWheel, NULL }, + { + EL_DC_TIMEGATE_SWITCH_ACTIVE, + EL_DC_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, + { + EL_EMC_MAGIC_BALL_ACTIVE, + EL_EMC_MAGIC_BALL_ACTIVE, + 0, + InitMagicBallDelay, + NULL, + ActivateMagicBall + }, + { + EL_EMC_SPRING_BUMPER_ACTIVE, + EL_EMC_SPRING_BUMPER, + 8, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_SHRINKING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_GROWING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL, + }, { EL_UNDEFINED, @@ -591,10 +1468,14 @@ move_stepsize_list[] = { EL_AMOEBA_DROPPING, 2 }, { EL_QUICKSAND_FILLING, 1 }, { EL_QUICKSAND_EMPTYING, 1 }, + { EL_QUICKSAND_FAST_FILLING, 2 }, + { EL_QUICKSAND_FAST_EMPTYING, 2 }, { EL_MAGIC_WALL_FILLING, 2 }, - { EL_BD_MAGIC_WALL_FILLING, 2 }, { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + { EL_DC_MAGIC_WALL_FILLING, 2 }, + { EL_DC_MAGIC_WALL_EMPTYING, 2 }, { EL_UNDEFINED, 0 }, }; @@ -658,22 +1539,110 @@ access_direction_list[] = { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, - { EL_UNDEFINED, MV_NO_MOVING } + { EL_UNDEFINED, MV_NONE } }; -static unsigned long trigger_events[MAX_NUM_ELEMENTS]; +static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; -#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ - CH_EVENT_BIT(CE_DELAY)) +#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY]) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ IS_JUST_CHANGING(x, y)) #define CE_PAGE(e, ce) (element_info[e].event_page[ce]) +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; + +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) + +#ifdef DEBUG +void DEBUG_SetMaximumDynamite() +{ + int i; + + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +} +#endif + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } +} + +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; +} + +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int player_nr = player->index_nr; + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay[player_nr]; + player->move_delay_value = game.initial_move_delay_value[player_nr]; + + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + } +} void GetPlayerConfig() { + GameFrameDelay = setup.game_frame_delay; + if (!audio.sound_available) setup.sound_simple = FALSE; @@ -692,55 +1661,30 @@ void GetPlayerConfig() InitJoysticks(); } -static int getBeltNrFromBeltElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3); -} - -static int getBeltNrFromBeltActiveElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3); -} - -static int getBeltNrFromBeltSwitchElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3); -} - -static int getBeltDirNrFromBeltSwitchElement(int element) +int GetElementFromGroupElement(int element) { - static int belt_base_element[4] = + if (IS_GROUP_ELEMENT(element)) { - EL_CONVEYOR_BELT_1_SWITCH_LEFT, - EL_CONVEYOR_BELT_2_SWITCH_LEFT, - EL_CONVEYOR_BELT_3_SWITCH_LEFT, - EL_CONVEYOR_BELT_4_SWITCH_LEFT - }; + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; - int belt_nr = getBeltNrFromBeltSwitchElement(element); - int belt_dir_nr = element - belt_base_element[belt_nr]; + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); - return (belt_dir_nr % 3); -} + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); -static int getBeltDirFromBeltSwitchElement(int element) -{ - static int belt_move_dir[3] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT - }; + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; - int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); + group->choice_pos++; - return belt_move_dir[belt_dir_nr]; + element = group->element_resolved[element_pos]; + } + + return element; } static void InitPlayerField(int x, int y, int element, boolean init_game) @@ -757,7 +1701,11 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } else { - stored_player[0].use_murphy_graphic = TRUE; + stored_player[0].initial_element = element; + stored_player[0].use_murphy = TRUE; + + if (!level.use_artwork_element[0]) + stored_player[0].artwork_element = EL_SP_MURPHY; } Feld[x][y] = EL_PLAYER_1; @@ -775,23 +1723,18 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) level.sp_block_last_field : level.block_last_field); -#if USE_NEW_BLOCK_STYLE -#if 1 - player->block_delay = (player->block_last_field ? - (element == EL_SP_MURPHY ? - level.sp_block_delay : - level.block_delay) : 0); -#else - player->block_delay = (element == EL_SP_MURPHY ? - (player->block_last_field ? 7 : 1) : - (player->block_last_field ? 7 : 1)); -#endif + /* ---------- initialize player's last field block delay --------------- */ -#if 0 - printf("::: block_last_field == %d, block_delay = %d\n", - player->block_last_field, player->block_delay); -#endif -#endif + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; + + /* special case 1: in Supaplex, Murphy blocks last field one more frame */ + if (player->block_last_field && element == EL_SP_MURPHY) + player->block_delay_adjustment = 1; + + /* special case 2: in game engines before 3.1.1, blocking was different */ + if (game.use_block_last_field_bug) + player->block_delay_adjustment = (player->block_last_field ? -1 : 1); if (!options.network || player->connected) { @@ -803,20 +1746,33 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) StorePlayer[x][y] = Feld[x][y]; +#if DEBUG_INIT_PLAYER if (options.debug) { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", + printf("- player element %d activated", player->element_nr); + printf(" (local player is %d and currently %s)\n", local_player->element_nr, local_player->active ? "active" : "not active"); } } +#endif Feld[x][y] = EL_EMPTY; player->jx = player->last_jx = x; player->jy = player->last_jy = y; } + +#if USE_PLAYER_REANIMATION + if (!init_game) + { + int player_nr = GET_PLAYER_NR(element); + struct PlayerInfo *player = &stored_player[player_nr]; + + if (player->active && player->killed) + player->reanimated = TRUE; /* if player was just killed, reanimate him */ + } +#endif } static void InitField(int x, int y, boolean init_game) @@ -858,41 +1814,45 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; break; + case EL_BUG: case EL_BUG_RIGHT: case EL_BUG_UP: case EL_BUG_LEFT: case EL_BUG_DOWN: - case EL_BUG: + case EL_SPACESHIP: case EL_SPACESHIP_RIGHT: case EL_SPACESHIP_UP: case EL_SPACESHIP_LEFT: case EL_SPACESHIP_DOWN: - case EL_SPACESHIP: + case EL_BD_BUTTERFLY: case EL_BD_BUTTERFLY_RIGHT: case EL_BD_BUTTERFLY_UP: case EL_BD_BUTTERFLY_LEFT: case EL_BD_BUTTERFLY_DOWN: - case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: case EL_BD_FIREFLY_RIGHT: case EL_BD_FIREFLY_UP: case EL_BD_FIREFLY_LEFT: case EL_BD_FIREFLY_DOWN: - case EL_BD_FIREFLY: case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: case EL_YAMYAM: + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE: case EL_MOLE_LEFT: case EL_MOLE_RIGHT: case EL_MOLE_UP: case EL_MOLE_DOWN: - case EL_MOLE: InitMovDir(x, y); break; @@ -918,6 +1878,10 @@ static void InitField(int x, int y, boolean init_game) MovDelay[x][y] = 96; break; + case EL_EM_DYNAMITE_ACTIVE: + MovDelay[x][y] = 32; + break; + case EL_LAMP: local_player->lights_still_needed++; break; @@ -931,27 +1895,6 @@ static void InitField(int x, int y, boolean init_game) GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; -#if 0 - case EL_SP_EMPTY: - Feld[x][y] = EL_EMPTY; - break; -#endif - -#if 0 - case EL_EM_KEY_1_FILE: - Feld[x][y] = EL_EM_KEY_1; - break; - case EL_EM_KEY_2_FILE: - Feld[x][y] = EL_EM_KEY_2; - break; - case EL_EM_KEY_3_FILE: - Feld[x][y] = EL_EM_KEY_3; - break; - case EL_EM_KEY_4_FILE: - Feld[x][y] = EL_EM_KEY_4; - break; -#endif - case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: @@ -982,43 +1925,92 @@ static void InitField(int x, int y, boolean init_game) } break; +#if !USE_BOTH_SWITCHGATE_SWITCHES case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; + case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP; + break; +#endif + case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; - default: - if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) - InitMovDir(x, y); - else if (IS_GROUP_ELEMENT(element)) - { - struct ElementGroupInfo *group = element_info[element].group; - int last_anim_random_frame = gfx.anim_random_frame; - int element_pos; + case EL_INVISIBLE_STEELWALL: + case EL_INVISIBLE_WALL: + case EL_INVISIBLE_SAND: + if (game.light_time_left > 0 || + game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + break; - if (group->choice_mode == ANIM_RANDOM) - gfx.anim_random_frame = RND(group->num_elements_resolved); + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; + break; - element_pos = getAnimationFrame(group->num_elements_resolved, 1, - group->choice_mode, 0, - group->choice_pos); + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; - if (group->choice_mode == ANIM_RANDOM) - gfx.anim_random_frame = last_anim_random_frame; + case EL_TRIGGER_PLAYER: + case EL_TRIGGER_ELEMENT: + case EL_TRIGGER_CE_VALUE: + case EL_TRIGGER_CE_SCORE: + case EL_SELF: + case EL_ANY_ELEMENT: + case EL_CURRENT_CE_VALUE: + case EL_CURRENT_CE_SCORE: + case EL_PREV_CE_1: + case EL_PREV_CE_2: + case EL_PREV_CE_3: + case EL_PREV_CE_4: + case EL_PREV_CE_5: + case EL_PREV_CE_6: + case EL_PREV_CE_7: + case EL_PREV_CE_8: + case EL_NEXT_CE_1: + case EL_NEXT_CE_2: + case EL_NEXT_CE_3: + case EL_NEXT_CE_4: + case EL_NEXT_CE_5: + case EL_NEXT_CE_6: + case EL_NEXT_CE_7: + case EL_NEXT_CE_8: + /* reference elements should not be used on the playfield */ + Feld[x][y] = EL_EMPTY; + break; - group->choice_pos++; + default: + if (IS_CUSTOM_ELEMENT(element)) + { + if (CAN_MOVE(element)) + InitMovDir(x, y); - Feld[x][y] = group->element_resolved[element_pos]; +#if USE_NEW_CUSTOM_VALUE + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]); +#endif + } + else if (IS_GROUP_ELEMENT(element)) + { + Feld[x][y] = GetElementFromGroupElement(element); InitField(x, y, init_game); } + break; } + + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); } static inline void InitField_WithBug1(int x, int y, boolean init_game) @@ -1052,3764 +2044,5778 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game) */ } -inline void DrawGameValue_Emeralds(int value) +static int get_key_element_from_nr(int key_nr) { - DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); + int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + EL_EM_KEY_1 : EL_KEY_1); + + return key_base_element + key_nr; } -inline void DrawGameValue_Dynamite(int value) +static int get_next_dropped_element(struct PlayerInfo *player) { - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); + return (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); } -inline void DrawGameValue_Keys(struct PlayerInfo *player) +static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos) { - int i; + /* pos >= 0: get element from bottom of the stack; + pos < 0: get element from top of the stack */ - for (i = 0; i < MAX_KEYS; i++) - if (player->key[i]) - DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + i)); -} + if (pos < 0) + { + int min_inventory_size = -pos; + int inventory_pos = player->inventory_size - min_inventory_size; + int min_dynabombs_left = min_inventory_size - player->inventory_size; -inline void DrawGameValue_Score(int value) -{ - DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); + return (player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + EL_UNDEFINED); + } + else + { + int min_dynabombs_left = pos + 1; + int min_inventory_size = pos + 1 - player->dynabombs_left; + int inventory_pos = pos - player->dynabombs_left; + + return (player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + EL_UNDEFINED); + } } -inline void DrawGameValue_Time(int value) +static int compareGamePanelOrderInfo(const void *object1, const void *object2) { - if (value < 1000) - DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); + const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1; + const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2; + int compare_result; + + if (gpo1->sort_priority != gpo2->sort_priority) + compare_result = gpo1->sort_priority - gpo2->sort_priority; else - DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); + compare_result = gpo1->nr - gpo2->nr; + + return compare_result; } -inline void DrawGameValue_Level(int value) +void InitGameControlValues() { - if (level_nr < 100) - DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); - else + int i; + + for (i = 0; game_panel_controls[i].nr != -1; i++) { - /* misuse area for displaying emeralds to draw bigger level number */ - DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, - int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + struct GamePanelOrderInfo *gpo = &game_panel_order[i]; + struct TextPosInfo *pos = gpc->pos; + int nr = gpc->nr; + int type = gpc->type; + + if (nr != i) + { + Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i); + Error(ERR_EXIT, "this should not happen -- please debug"); + } - /* now copy it to the area for displaying level number */ - BlitBitmap(drawto, drawto, - DX_EMERALDS, DY_EMERALDS + 1, - getFontWidth(FONT_LEVEL_NUMBER) * 3, - getFontHeight(FONT_LEVEL_NUMBER) - 1, - DX_LEVEL - 1, DY_LEVEL + 1); + /* force update of game controls after initialization */ + gpc->value = gpc->last_value = -1; + gpc->frame = gpc->last_frame = -1; + gpc->gfx_frame = -1; - /* restore the area for displaying emeralds */ - DrawGameValue_Emeralds(local_player->gems_still_needed); + /* determine panel value width for later calculation of alignment */ + if (type == TYPE_INTEGER || type == TYPE_STRING) + { + pos->width = pos->size * getFontWidth(pos->font); + pos->height = getFontHeight(pos->font); + } + else if (type == TYPE_ELEMENT) + { + pos->width = pos->size; + pos->height = pos->size; + } - /* yes, this is all really ugly :-) */ + /* fill structure for game panel draw order */ + gpo->nr = gpc->nr; + gpo->sort_priority = pos->sort_priority; } + + /* sort game panel controls according to sort_priority and control number */ + qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS, + sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo); } -void DrawGameDoorValues() +void UpdatePlayfieldElementCount() { - int i; + boolean use_element_count = FALSE; + int i, j, x, y; - DrawGameValue_Level(level_nr); + /* first check if it is needed at all to calculate playfield element count */ + for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++) + if (!PANEL_DEACTIVATED(game_panel_controls[i].pos)) + use_element_count = TRUE; - for (i = 0; i < MAX_PLAYERS; i++) - DrawGameValue_Keys(&stored_player[i]); + if (!use_element_count) + return; - DrawGameValue_Emeralds(local_player->gems_still_needed); - DrawGameValue_Dynamite(local_player->inventory_size); - DrawGameValue_Score(local_player->score); - DrawGameValue_Time(TimeLeft); -} + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + element_info[i].element_count = 0; -void DrawGameDoorValues_EM(int emeralds, int dynamite, int score, int time) -{ - DrawGameValue_Emeralds(emeralds); - DrawGameValue_Dynamite(dynamite); - DrawGameValue_Score(score); - DrawGameValue_Time(time); + SCAN_PLAYFIELD(x, y) + { + element_info[Feld[x][y]].element_count++; + } + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + for (j = 0; j < MAX_NUM_ELEMENTS; j++) + if (IS_IN_GROUP(j, i)) + element_info[EL_GROUP_START + i].element_count += + element_info[j].element_count; } -static void resolve_group_element(int group_element, int recursion_depth) +void UpdateGameControlValues() { - static int group_nr; - static struct ElementGroupInfo *group; - struct ElementGroupInfo *actual_group = element_info[group_element].group; - int i; - - if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ + int i, k; + int time = (local_player->LevelSolved ? + local_player->LevelSolved_CountingTime : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->time : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->time_played : + game.no_time_limit ? TimePlayed : TimeLeft); + int score = (local_player->LevelSolved ? + local_player->LevelSolved_CountingScore : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->score : + local_player->score); + int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->required : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed : + local_player->gems_still_needed); + int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->required > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed > 0 : + local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0); + + UpdatePlayfieldElementCount(); + + /* update game panel control values */ + + game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr; + game_panel_controls[GAME_PANEL_GEMS].value = gems; + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0; + for (i = 0; i < MAX_NUM_KEYS; i++) + game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0; + + if (game.centered_player_nr == -1) { - Error(ERR_WARN, "recursion too deep when resolving group element %d", - group_element - EL_GROUP_START + 1); + for (i = 0; i < MAX_PLAYERS; i++) + { + /* only one player in Supaplex game engine */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0) + break; - /* replace element which caused too deep recursion by question mark */ - group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + for (k = 0; k < MAX_NUM_KEYS; k++) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->ply[i]->keys & (1 << k)) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + else if (stored_player[i].key[k]) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } - return; - } + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_em_level->ply[i]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_sp_level->game_sp->red_disk_count; + else + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + stored_player[i].inventory_size; - if (recursion_depth == 0) /* initialization */ - { - group = element_info[group_element].group; - group_nr = group_element - EL_GROUP_START; + if (stored_player[i].num_white_keys > 0) + game_panel_controls[GAME_PANEL_KEY_WHITE].value = + EL_DC_KEY_WHITE; - group->num_elements_resolved = 0; - group->choice_pos = 0; + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[i].num_white_keys; + } } - - for (i = 0; i < actual_group->num_elements; i++) + else { - int element = actual_group->element[i]; - - if (group->num_elements_resolved == NUM_FILE_ELEMENTS) - break; + int player_nr = game.centered_player_nr; - if (IS_GROUP_ELEMENT(element)) - resolve_group_element(element, recursion_depth + 1); - else + for (k = 0; k < MAX_NUM_KEYS; k++) { - group->element_resolved[group->num_elements_resolved++] = element; - element_info[element].in_group[group_nr] = TRUE; + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->ply[player_nr]->keys & (1 << k)) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + else if (stored_player[player_nr].key[k]) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); } + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_sp_level->game_sp->red_disk_count; + else + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + stored_player[player_nr].inventory_size; + + if (stored_player[player_nr].num_white_keys > 0) + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE; + + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[player_nr].num_white_keys; } -#if 0 - if (recursion_depth == 0 && group_element <= EL_GROUP_4) + for (i = 0; i < NUM_PANEL_INVENTORY; i++) { - printf("::: group %d: %d resolved elements\n", - group_element - EL_GROUP_START, group->num_elements_resolved); - for (i = 0; i < group->num_elements_resolved; i++) - printf("::: - %d ['%s']\n", group->element_resolved[i], - element_info[group->element_resolved[i]].token_name); + game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value = + get_inventory_element_from_pos(local_player, i); + game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value = + get_inventory_element_from_pos(local_player, -i - 1); } -#endif -} + game_panel_controls[GAME_PANEL_SCORE].value = score; + game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score; -/* - ============================================================================= - InitGameEngine() - ----------------------------------------------------------------------------- - initialize game engine due to level / tape version number - ============================================================================= -*/ + game_panel_controls[GAME_PANEL_TIME].value = time; -static void InitGameEngine() -{ - int i, j, k; + game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600; + game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; + game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; - /* set game engine from tape file when re-playing, else from level file */ - game.engine_version = (tape.playing ? tape.engine_version : - level.game_version); + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; - /* ---------------------------------------------------------------------- */ - /* set flags for bugs and changes according to active game engine version */ - /* ---------------------------------------------------------------------- */ + game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = + (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value = + local_player->shield_normal_time_left; + game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value = + (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value = + local_player->shield_deadly_time_left; - /* - Type of bug/change: - Before 3.1.0, custom elements that "change when pushing" changed directly - after the player started pushing them (until then handled in "DigField()"). - Since 3.1.0, these custom elements are not changed until the "pushing" - move of the element is finished (now handled in "ContinueMoving()"). + game_panel_controls[GAME_PANEL_EXIT].value = + (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN); - Affected levels/tapes: - The first condition is generally needed for all levels/tapes before version - 3.1.0, which might use the old behaviour before it was changed; known tapes - that are affected are some tapes from the level set "Walpurgis Gardens" by - Jamie Cullen. - The second condition is an exception from the above case and is needed for - the special case of tapes recorded with game (not engine!) version 3.1.0 or - above (including some development versions of 3.1.0), but before it was - known that this change would break tapes like the above and was fixed in - 3.1.1, so that the changed behaviour was active although the engine version - while recording maybe was before 3.1.0. There is at least one tape that is - affected by this exception, which is the tape for the one-level set "Bug - Machine" by Juergen Bonhagen. - */ + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL); + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE : + EL_EMC_MAGIC_BALL_SWITCH); - game.use_bug_change_when_pushing = - (game.engine_version < VERSION_IDENT(3,1,0,0) && - !(tape.playing && - tape.game_version >= VERSION_IDENT(3,1,0,0) && - tape.game_version < VERSION_IDENT(3,1,1,0))); + game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value = + (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH); + game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value = + game.light_time_left; - /* ---------------------------------------------------------------------- */ + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value = + (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED); + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value = + game.timegate_time_left; - /* dynamically adjust element properties according to game engine version */ - InitElementPropertiesEngine(game.engine_version); + game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value = + EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; -#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 + game_panel_controls[GAME_PANEL_EMC_LENSES].value = + (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value = + game.lenses_time_left; - /* ---------- recursively resolve group elements ------------------------- */ + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value = + (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value = + game.magnify_time_left; - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - for (j = 0; j < NUM_GROUP_ELEMENTS; j++) - element_info[i].in_group[j] = FALSE; + game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value = + (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT : + game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT : + game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP : + game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN : + EL_BALLOON_SWITCH_NONE); - for (i = 0; i < NUM_GROUP_ELEMENTS; i++) - resolve_group_element(EL_GROUP_START + i, 0); + game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value = + local_player->dynabomb_count; + game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value = + local_player->dynabomb_size; + game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value = + (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY); - /* ---------- initialize player's initial move delay --------------------- */ + game_panel_controls[GAME_PANEL_PENGUINS].value = + local_player->friends_still_needed; -#if USE_NEW_MOVE_DELAY - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value = + local_player->sokobanfields_still_needed; + game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value = + local_player->sokobanfields_still_needed; - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? - game.initial_move_delay_value : 0); -#else - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : - INITIAL_MOVE_DELAY_OFF); + game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value = + (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL); - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + for (i = 0; i < NUM_BELTS; i++) + { + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value = + (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE : + EL_CONVEYOR_BELT_1_MIDDLE) + i; + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value = + getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]); + } + + game_panel_controls[GAME_PANEL_MAGIC_WALL].value = + (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL); + game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value = + game.magic_wall_time_left; + +#if USE_PLAYER_GRAVITY + game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = + local_player->gravity; +#else + game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity; #endif - /* ---------- initialize player's initial push delay --------------------- */ + for (i = 0; i < NUM_PANEL_GRAPHICS; i++) + game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i; - /* dynamically adjust player properties according to game engine version */ - game.initial_push_delay_value = - (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + for (i = 0; i < NUM_PANEL_ELEMENTS; i++) + game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value = + (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ? + game.panel.element[i].id : EL_UNDEFINED); - /* ---------- initialize changing elements ------------------------------- */ + for (i = 0; i < NUM_PANEL_ELEMENTS; i++) + game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value = + (IS_VALID_ELEMENT(game.panel.element_count[i].id) ? + element_info[game.panel.element_count[i].id].element_count : 0); - /* initialize changing elements information */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - struct ElementInfo *ei = &element_info[i]; + for (i = 0; i < NUM_PANEL_CE_SCORE; i++) + game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = + (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ? + element_info[game.panel.ce_score[i].id].collect_score : 0); - /* this pointer might have been changed in the level editor */ - ei->change = &ei->change_page[0]; + for (i = 0; i < NUM_PANEL_CE_SCORE; i++) + game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = + (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ? + element_info[game.panel.ce_score_element[i].id].collect_score : + EL_UNDEFINED); - if (!IS_CUSTOM_ELEMENT(i)) - { - ei->change->target_element = EL_EMPTY_SPACE; - ei->change->delay_fixed = 0; - ei->change->delay_random = 0; - ei->change->delay_frames = 1; - } + game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0; + game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0; + game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0; - ei->change_events = CE_BITMASK_DEFAULT; - for (j = 0; j < NUM_CHANGE_EVENTS; j++) - { - ei->event_page_nr[j] = 0; - ei->event_page[j] = &ei->change_page[0]; - } - } + /* update game panel control frames */ - /* add changing elements from pre-defined list */ - for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + for (i = 0; game_panel_controls[i].nr != -1; i++) { - struct ChangingElementInfo *ch_delay = &change_delay_list[i]; - struct ElementInfo *ei = &element_info[ch_delay->element]; + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; - ei->change->target_element = ch_delay->target_element; - ei->change->delay_fixed = ch_delay->change_delay; + if (gpc->type == TYPE_ELEMENT) + { + if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY) + { + int last_anim_random_frame = gfx.anim_random_frame; + int element = gpc->value; + int graphic = el2panelimg(element); - ei->change->pre_change_function = ch_delay->pre_change_function; - ei->change->change_function = ch_delay->change_function; - ei->change->post_change_function = ch_delay->post_change_function; + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); + } + else + { + gpc->gfx_frame++; - ei->change_events |= CH_EVENT_BIT(CE_DELAY); + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } -#if 1 - SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); -#endif - } + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; -#if 1 - /* add change events from custom element configuration */ - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) - { - struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + gpc->gfx_frame = element_info[element].collect_score; - for (j = 0; j < ei->num_change_pages; j++) - { - if (!ei->change_page[j].can_change) - continue; + gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), + gpc->gfx_frame); - for (k = 0; k < NUM_CHANGE_EVENTS; k++) - { - /* only add event page for the first page found with this event */ - if (ei->change_page[j].events & CH_EVENT_BIT(k) && - !(ei->change_events & CH_EVENT_BIT(k))) - { - ei->change_events |= CH_EVENT_BIT(k); - ei->event_page_nr[k] = j; - ei->event_page[k] = &ei->change_page[j]; - } + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; } } } +} -#else +void DisplayGameControlValues() +{ + boolean redraw_panel = FALSE; + int i; - /* add change events from custom element configuration */ - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + for (i = 0; game_panel_controls[i].nr != -1; i++) { - int element = EL_CUSTOM_START + i; - - /* only add custom elements that change after fixed/random frame delay */ - if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) - element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); - } -#endif + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; - /* ---------- initialize run-time trigger player and element ------------- */ + if (PANEL_DEACTIVATED(gpc->pos)) + continue; - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) - { - struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + if (gpc->value == gpc->last_value && + gpc->frame == gpc->last_frame) + continue; - for (j = 0; j < ei->num_change_pages; j++) - { - ei->change_page[j].actual_trigger_element = EL_EMPTY; - ei->change_page[j].actual_trigger_player = EL_PLAYER_1; - } + redraw_panel = TRUE; } - /* ---------- initialize trigger events ---------------------------------- */ - - /* initialize trigger events information */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - trigger_events[i] = EP_BITMASK_DEFAULT; + if (!redraw_panel) + return; + /* copy default game door content to main double buffer */ #if 1 - /* add trigger events from element change event properties */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - struct ElementInfo *ei = &element_info[i]; - - for (j = 0; j < ei->num_change_pages; j++) - { - if (!ei->change_page[j].can_change) - continue; + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); +#else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); +#endif - if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) - { - int trigger_element = ei->change_page[j].trigger_element; + /* redraw game control buttons */ +#if 1 + RedrawGameButtons(); +#else + UnmapGameButtons(); + MapGameButtons(); +#endif - if (IS_GROUP_ELEMENT(trigger_element)) - { - struct ElementGroupInfo *group = element_info[trigger_element].group; + game_status = GAME_MODE_PSEUDO_PANEL; - for (k = 0; k < group->num_elements_resolved; k++) - trigger_events[group->element_resolved[k]] - |= ei->change_page[j].events; - } - else - trigger_events[trigger_element] |= ei->change_page[j].events; - } - } - } +#if 1 + for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++) #else - /* add trigger events from element change event properties */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION)) - trigger_events[element_info[i].change->trigger_element] |= - element_info[i].change->events; + for (i = 0; game_panel_controls[i].nr != -1; i++) +#endif + { +#if 1 + int nr = game_panel_order[i].nr; + struct GamePanelControlInfo *gpc = &game_panel_controls[nr]; +#else + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + int nr = gpc->nr; +#endif + struct TextPosInfo *pos = gpc->pos; + int type = gpc->type; + int value = gpc->value; + int frame = gpc->frame; +#if 0 + int last_value = gpc->last_value; + int last_frame = gpc->last_frame; #endif + int size = pos->size; + int font = pos->font; + boolean draw_masked = pos->draw_masked; + int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE); - /* ---------- initialize push delay -------------------------------------- */ + if (PANEL_DEACTIVATED(pos)) + continue; - /* initialize push delay values to default */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - if (!IS_CUSTOM_ELEMENT(i)) - { - element_info[i].push_delay_fixed = game.default_push_delay_fixed; - element_info[i].push_delay_random = game.default_push_delay_random; - } - } +#if 0 + if (value == last_value && frame == last_frame) + continue; +#endif - /* set push delay value for certain elements from pre-defined list */ - for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) - { - int e = push_delay_list[i].element; + gpc->last_value = value; + gpc->last_frame = frame; - element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; - element_info[e].push_delay_random = push_delay_list[i].push_delay_random; - } +#if 0 + printf("::: value %d changed from %d to %d\n", nr, last_value, value); +#endif - /* set push delay value for Supaplex elements for newer engine versions */ - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) - { - for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (type == TYPE_INTEGER) { - if (IS_SP_ELEMENT(i)) + if (nr == GAME_PANEL_LEVEL_NUMBER || + nr == GAME_PANEL_TIME) { -#if USE_NEW_MOVE_STYLE - /* set SP push delay to just enough to push under a falling zonk */ - int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + boolean use_dynamic_size = (size == -1 ? TRUE : FALSE); - element_info[i].push_delay_fixed = delay; - element_info[i].push_delay_random = 0; -#else - element_info[i].push_delay_fixed = 6; /* just enough to escape ... */ - element_info[i].push_delay_random = 0; /* ... from falling zonk */ -#endif - } - } - } + if (use_dynamic_size) /* use dynamic number of digits */ + { + int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000); + int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3); + int size2 = size1 + 1; + int font1 = pos->font; + int font2 = pos->font_alt; - /* ---------- initialize move stepsize ----------------------------------- */ + size = (value < value_change ? size1 : size2); + font = (value < value_change ? font1 : font2); - /* initialize move stepsize values to default */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL; +#if 0 + /* clear background if value just changed its size (dynamic digits) */ + if ((last_value < value_change) != (value < value_change)) + { + int width1 = size1 * getFontWidth(font1); + int width2 = size2 * getFontWidth(font2); + int max_width = MAX(width1, width2); + int max_height = MAX(getFontHeight(font1), getFontHeight(font2)); - /* set move stepsize value for certain elements from pre-defined list */ - for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) - { - int e = move_stepsize_list[i].element; + pos->width = max_width; - element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; - } + ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + max_width, max_height); + } +#endif + } + } -#if 0 - /* ---------- initialize move dig/leave ---------------------------------- */ +#if 1 + /* correct text size if "digits" is zero or less */ + if (size <= 0) + size = strlen(int2str(value, size)); - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - element_info[i].can_leave_element = FALSE; - element_info[i].can_leave_element_last = FALSE; - } + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); #endif - /* ---------- initialize gem count --------------------------------------- */ + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + int2str(value, size), font, mask_mode); + } + else if (type == TYPE_ELEMENT) + { + int element, graphic; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); - /* initialize gem count values for each element */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].collect_count = 0; +#if 1 + if (value != EL_UNDEFINED && value != EL_EMPTY) + { + element = value; + graphic = el2panelimg(value); - /* add gem count values for all elements from pre-defined list */ - for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) - element_info[collect_count_list[i].element].collect_count = - collect_count_list[i].count; + // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size); - /* ---------- initialize access direction -------------------------------- */ +#if 1 + if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0) + size = TILESIZE; +#endif - /* initialize access direction values to default (access from every side) */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].access_direction = MV_ALL_DIRECTIONS; + getSizedGraphicSource(graphic, frame, size, &src_bitmap, + &src_x, &src_y); - /* set access direction value for certain elements from pre-defined list */ - for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) - element_info[access_direction_list[i].element].access_direction = - access_direction_list[i].direction; -} + width = graphic_info[graphic].width * size / TILESIZE; + height = graphic_info[graphic].height * size / TILESIZE; + if (draw_masked) + { + SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc, + dst_x - src_x, dst_y - src_y); + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + else + { + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } +#else + if (value == EL_UNDEFINED || value == EL_EMPTY) + { + element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value); + graphic = el2panelimg(element); -/* - ============================================================================= - InitGame() - ----------------------------------------------------------------------------- - initialize and start new game - ============================================================================= -*/ + src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap; + src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos); + src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos); + } + else + { + element = value; + graphic = el2panelimg(value); -void InitGame() -{ - boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ - boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, k, x, y; + getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y); + } - InitGameEngine(); + width = graphic_info[graphic].width * size / TILESIZE; + height = graphic_info[graphic].height * size / TILESIZE; -#if 0 -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); -#else - printf("Using old amoeba code.\n"); -#endif + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y); #endif -#endif - - /* don't play tapes over network */ - network_playing = (options.network && !tape.playing); + } + else if (type == TYPE_STRING) + { + boolean active = (value != 0); + char *state_normal = "off"; + char *state_active = "on"; + char *state = (active ? state_active : state_normal); + char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state : + nr == GAME_PANEL_PLAYER_NAME ? setup.player_name : + nr == GAME_PANEL_LEVEL_NAME ? level.name : + nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL); + + if (nr == GAME_PANEL_GRAVITY_STATE) + { + int font1 = pos->font; /* (used for normal state) */ + int font2 = pos->font_alt; /* (used for active state) */ +#if 0 + int size1 = strlen(state_normal); + int size2 = strlen(state_active); + int width1 = size1 * getFontWidth(font1); + int width2 = size2 * getFontWidth(font2); + int max_width = MAX(width1, width2); + int max_height = MAX(getFontHeight(font1), getFontHeight(font2)); - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; + pos->width = max_width; - player->index_nr = i; - player->index_bit = (1 << i); - player->element_nr = EL_PLAYER_1 + i; + /* clear background for values that may have changed its size */ + ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + max_width, max_height); +#endif - player->present = FALSE; - player->active = FALSE; + font = (active ? font2 : font1); + } - player->action = 0; - player->effective_action = 0; - player->programmed_action = 0; + if (s != NULL) + { + char *s_cut; - 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 1 + if (size <= 0) + { + /* don't truncate output if "chars" is zero or less */ + size = strlen(s); - for (j = 0; j < MAX_KEYS; j++) - player->key[j] = FALSE; + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); + } +#endif - player->dynabomb_count = 0; - player->dynabomb_size = 1; - player->dynabombs_left = 0; - player->dynabomb_xl = FALSE; + s_cut = getStringCopyN(s, size); - player->MovDir = MV_NO_MOVING; - player->MovPos = 0; - player->GfxPos = 0; - player->GfxDir = MV_NO_MOVING; - player->GfxAction = ACTION_DEFAULT; - player->Frame = 0; - player->StepFrame = 0; + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + s_cut, font, mask_mode); - player->use_murphy_graphic = FALSE; + free(s_cut); + } + } - player->block_last_field = FALSE; /* initialized in InitPlayerField() */ - player->block_delay = -1; /* initialized in InitPlayerField() */ + redraw_mask |= REDRAW_DOOR_1; + } - player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); + game_status = GAME_MODE_PLAYING; +} - player->actual_frame_counter = 0; +void UpdateAndDisplayGameControlValues() +{ + if (tape.warp_forward) + return; - player->step_counter = 0; + UpdateGameControlValues(); + DisplayGameControlValues(); +} - player->last_move_dir = MV_NO_MOVING; +void DrawGameValue_Emeralds(int value) +{ + struct TextPosInfo *pos = &game.panel.gems; + int font_nr = pos->font; + int font_width = getFontWidth(font_nr); + int chars = pos->size; - player->is_waiting = FALSE; - player->is_moving = FALSE; - player->is_auto_moving = FALSE; - player->is_digging = FALSE; - player->is_snapping = FALSE; - player->is_collecting = FALSE; - player->is_pushing = FALSE; - player->is_switching = FALSE; - player->is_dropping = FALSE; +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif - player->is_bored = FALSE; - player->is_sleeping = FALSE; + if (PANEL_DEACTIVATED(pos)) + return; - player->frame_counter_bored = -1; - player->frame_counter_sleeping = -1; + pos->width = chars * font_width; - player->anim_delay_counter = 0; - player->post_delay_counter = 0; + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} - player->action_waiting = ACTION_DEFAULT; - player->last_action_waiting = ACTION_DEFAULT; - player->special_action_bored = ACTION_DEFAULT; - player->special_action_sleeping = ACTION_DEFAULT; +void DrawGameValue_Dynamite(int value) +{ + struct TextPosInfo *pos = &game.panel.inventory_count; + int font_nr = pos->font; + int font_width = getFontWidth(font_nr); + int chars = pos->size; - player->num_special_action_bored = 0; - player->num_special_action_sleeping = 0; +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif - /* determine number of special actions for bored and sleeping animation */ - for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++) - { - boolean found = FALSE; + if (PANEL_DEACTIVATED(pos)) + return; - for (k = 0; k < NUM_DIRECTIONS; k++) - if (el_act_dir2img(player->element_nr, j, k) != - el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) - found = TRUE; + pos->width = chars * font_width; - if (found) - player->num_special_action_bored++; - else - break; - } - for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++) - { - boolean found = FALSE; + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} - for (k = 0; k < NUM_DIRECTIONS; k++) - if (el_act_dir2img(player->element_nr, j, k) != - el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) - found = TRUE; +void DrawGameValue_Score(int value) +{ + struct TextPosInfo *pos = &game.panel.score; + int font_nr = pos->font; + int font_width = getFontWidth(font_nr); + int chars = pos->size; - if (found) - player->num_special_action_sleeping++; - else - break; - } +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif - player->switch_x = -1; - player->switch_y = -1; + if (PANEL_DEACTIVATED(pos)) + return; - player->show_envelope = 0; + pos->width = chars * font_width; - player->move_delay = game.initial_move_delay; - player->move_delay_value = game.initial_move_delay_value; + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} - player->move_delay_reset_counter = 0; +void DrawGameValue_Time(int value) +{ + struct TextPosInfo *pos = &game.panel.time; + static int last_value = -1; + int chars1 = 3; + int chars2 = 4; + int chars = pos->size; + int font1_nr = pos->font; + int font2_nr = pos->font_alt; + int font_nr = font1_nr; + boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE); -#if USE_NEW_PUSH_DELAY - player->push_delay = -1; /* initialized when pushing starts */ - player->push_delay_value = game.initial_push_delay_value; -#else - player->push_delay = 0; - player->push_delay_value = game.initial_push_delay_value; +#if 1 + return; /* !!! USE NEW STUFF !!! */ #endif - player->drop_delay = 0; - - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; + if (PANEL_DEACTIVATED(pos)) + return; - player->shield_normal_time_left = 0; - player->shield_deadly_time_left = 0; + if (use_dynamic_chars) /* use dynamic number of chars */ + { + chars = (value < 1000 ? chars1 : chars2); + font_nr = (value < 1000 ? font1_nr : font2_nr); + } - player->inventory_infinite_element = EL_UNDEFINED; - player->inventory_size = 0; + /* clear background if value just changed its size (dynamic chars only) */ + if (use_dynamic_chars && (last_value < 1000) != (value < 1000)) + { + int width1 = chars1 * getFontWidth(font1_nr); + int width2 = chars2 * getFontWidth(font2_nr); + int max_width = MAX(width1, width2); + int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr)); - DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); + pos->width = max_width; - player->LevelSolved = FALSE; - player->GameOver = FALSE; + ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + max_width, max_height); } - network_player_action_received = FALSE; + pos->width = chars * getFontWidth(font_nr); -#if defined(NETWORK_AVALIABLE) - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); -#endif + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); - ZX = ZY = -1; + last_value = value; +} - FrameCounter = 0; - TimeFrames = 0; - TimePlayed = 0; - TimeLeft = level.time; - TapeTime = 0; +void DrawGameValue_Level(int value) +{ + struct TextPosInfo *pos = &game.panel.level_number; + int chars1 = 2; + int chars2 = 3; + int chars = pos->size; + int font1_nr = pos->font; + int font2_nr = pos->font_alt; + int font_nr = font1_nr; + boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE); - ScreenMovDir = MV_NO_MOVING; - ScreenMovPos = 0; - ScreenGfxPos = 0; +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif - ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ - - AllPlayersGone = FALSE; - - game.yamyam_content_nr = 0; - game.magic_wall_active = FALSE; - game.magic_wall_time_left = 0; - game.light_time_left = 0; - game.timegate_time_left = 0; - game.switchgate_pos = 0; - game.balloon_dir = MV_NO_MOVING; - game.gravity = level.initial_gravity; - game.explosions_delayed = TRUE; - - game.envelope_active = FALSE; + if (PANEL_DEACTIVATED(pos)) + return; - for (i = 0; i < NUM_BELTS; i++) + if (use_dynamic_chars) /* use dynamic number of chars */ { - game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + chars = (level_nr < 100 ? chars1 : chars2); + font_nr = (level_nr < 100 ? font1_nr : font2_nr); } - for (i = 0; i < MAX_NUM_AMOEBA; i++) - AmoebaCnt[i] = AmoebaCnt2[i] = 0; - - for (x = 0; x < lev_fieldx; x++) - { - for (y = 0; y < lev_fieldy; y++) - { - Feld[x][y] = level.field[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; - AmoebaNr[x][y] = 0; - WasJustMoving[x][y] = 0; - WasJustFalling[x][y] = 0; - CheckCollision[x][y] = 0; - Stop[x][y] = FALSE; - Pushed[x][y] = FALSE; - - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + pos->width = chars * getFontWidth(font_nr); - ExplodePhase[x][y] = 0; - ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_TYPE_NONE; + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} - RunnerVisit[x][y] = 0; - PlayerVisit[x][y] = 0; +void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int i; - GfxFrame[x][y] = 0; - GfxRandom[x][y] = INIT_GFX_RANDOM(); - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NO_MOVING; - } - } +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif - for (y = 0; y < lev_fieldy; y++) + for (i = 0; i < MAX_NUM_KEYS; i++) { - 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; + struct TextPosInfo *pos = &game.panel.key[i]; + int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX; + int src_y = DOOR_GFX_PAGEY1 + 123; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); - InitField(x, y, TRUE); - } - } + int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 : + EL_KEY_1) + i; + int graphic = el2edimg(element); - InitBeltMovement(); + if (PANEL_DEACTIVATED(pos)) + continue; - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); +#if 0 + /* masked blit with tiles from half-size scaled bitmap does not work yet + (no mask bitmap created for these sizes after loading and scaling) -- + solution: load without creating mask, scale, then create final mask */ - /* initialize explosion and ignition delay */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - if (!IS_CUSTOM_ELEMENT(i)) + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y, + MINI_TILEX, MINI_TILEY, dst_x, dst_y); + + if (key[i]) { - int num_phase = 8; - int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && - game.engine_version >= VERSION_IDENT(3,1,0,0)) || - game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = (num_phase + 1) * delay; - int half_phase = (num_phase / 2) * delay; + Bitmap *src_bitmap; + int src_x, src_y; - element_info[i].explosion_delay = last_phase - 1; - element_info[i].ignition_delay = half_phase; + getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y); -#if 0 - if (i == EL_BLACK_ORB) - element_info[i].ignition_delay = 0; + SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc, + dst_x - src_x, dst_y - src_y); + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY, + dst_x, dst_y); + } #else - if (i == EL_BLACK_ORB) - element_info[i].ignition_delay = 1; + if (key[i]) + DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y, + MINI_TILEX, MINI_TILEY, dst_x, dst_y); #endif - } + } +} -#if 0 - if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ - element_info[i].explosion_delay = 1; +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; - if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ - element_info[i].ignition_delay = 1; -#endif - } + /* prevent EM engine from updating time/score values parallel to GameWon() */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM && + local_player->LevelSolved) + return; - /* correct non-moving belts to start moving left */ - for (i = 0; i < NUM_BELTS; i++) - if (game.belt_dir[i] == MV_NO_MOVING) - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + for (i = 0; i < MAX_NUM_KEYS; i++) + key[i] = key_bits & (1 << i); - /* check if any connected player was not found in playfield */ - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; + DrawGameValue_Level(level_nr); - if (player->connected && !player->present) - { - for (j = 0; j < MAX_PLAYERS; j++) - { - struct PlayerInfo *some_player = &stored_player[j]; - int jx = some_player->jx, jy = some_player->jy; + DrawGameValue_Emeralds(emeralds); + DrawGameValue_Dynamite(dynamite); + DrawGameValue_Score(score); + DrawGameValue_Time(time); - /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) - { - player->present = TRUE; - player->active = TRUE; + DrawGameValue_Keys(key); +} - some_player->present = FALSE; - some_player->active = FALSE; +void UpdateGameDoorValues() +{ + UpdateGameControlValues(); +} -#if 0 - player->element_nr = some_player->element_nr; -#endif +void DrawGameDoorValues() +{ + DisplayGameControlValues(); +} -#if USE_NEW_BLOCK_STYLE - player->block_last_field = some_player->block_last_field; - player->block_delay = some_player->block_delay; -#endif +void DrawGameDoorValues_OLD() +{ + int time_value = (game.no_time_limit ? TimePlayed : TimeLeft); + int dynamite_value = 0; + int score_value = (local_player->LevelSolved ? local_player->score_final : + local_player->score); + int gems_value = local_player->gems_still_needed; + int key_bits = 0; + int i, j; - StorePlayer[jx][jy] = player->element_nr; - player->jx = player->last_jx = jx; - player->jy = player->last_jy = jy; + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + DrawGameDoorValues_EM(); - break; - } - } - } + return; } - if (tape.playing) + if (game.centered_player_nr == -1) { - /* when playing a tape, eliminate all players which do not participate */ - for (i = 0; i < MAX_PLAYERS; i++) { - if (stored_player[i].active && !tape.player_participates[i]) - { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; + for (j = 0; j < MAX_NUM_KEYS; j++) + if (stored_player[i].key[j]) + key_bits |= (1 << j); - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; - } + dynamite_value += stored_player[i].inventory_size; } } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ + else { - /* when in single player mode, eliminate all but the first active player */ - - for (i = 0; i < MAX_PLAYERS; i++) - { - if (stored_player[i].active) - { - for (j = i + 1; j < MAX_PLAYERS; j++) - { - if (stored_player[j].active) - { - struct PlayerInfo *player = &stored_player[j]; - int jx = player->jx, jy = player->jy; + int player_nr = game.centered_player_nr; - player->active = FALSE; - player->present = FALSE; + for (i = 0; i < MAX_NUM_KEYS; i++) + if (stored_player[player_nr].key[i]) + key_bits |= (1 << i); - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; - } - } - } - } + dynamite_value = stored_player[player_nr].inventory_size; } - /* 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; - } + DrawAllGameValues(gems_value, dynamite_value, score_value, time_value, + key_bits); +} - 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); - } - } +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ - if (BorderElement == EL_EMPTY) - { - SBX_Left = 0; - SBX_Right = lev_fieldx - SCR_FIELDX; - SBY_Upper = 0; - SBY_Lower = lev_fieldy - SCR_FIELDY; - } - else - { - SBX_Left = -1; - SBX_Right = lev_fieldx - SCR_FIELDX + 1; - SBY_Upper = -1; - SBY_Lower = lev_fieldy - SCR_FIELDY + 1; - } +static void InitGameEngine() +{ + int i, j, k, l, x, y; - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) - SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) - SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + /* set single or multi-player game mode (needed for re-playing tapes) */ + game.team_mode = setup.team_mode; - /* if local player not found, look for custom element that might create - the player (make some assumptions about the right custom element) */ - if (!local_player->present) + if (tape.playing) { - int start_x = 0, start_y = 0; - int found_rating = 0; - int found_element = EL_UNDEFINED; + int num_players = 0; - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; - int content; - int xx, yy; - boolean is_player; + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + num_players++; - if (!IS_CUSTOM_ELEMENT(element)) - continue; + /* multi-player tapes contain input data for more than one player */ + game.team_mode = (num_players > 1); + } - if (CAN_CHANGE(element)) - { - for (i = 0; i < element_info[element].num_change_pages; i++) - { - content = element_info[element].change_page[i].target_element; - is_player = ELEM_IS_PLAYER(content); + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ - if (is_player && (found_rating < 3 || element < found_element)) - { - start_x = x; - start_y = y; + /* + Summary of bugfix/change: + Fixed handling for custom elements that change when pushed by the player. - found_rating = 3; - found_element = element; - } - } - } + Fixed/changed in version: + 3.1.0 - for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) - { - content = element_info[element].content[xx][yy]; - is_player = ELEM_IS_PLAYER(content); + Description: + Before 3.1.0, custom elements that "change when pushing" changed directly + after the player started pushing them (until then handled in "DigField()"). + Since 3.1.0, these custom elements are not changed until the "pushing" + move of the element is finished (now handled in "ContinueMoving()"). - if (is_player && (found_rating < 2 || element < found_element)) - { - start_x = x + xx - 1; - start_y = y + yy - 1; + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 3.1.0, which might use the old behaviour before it was changed; known tapes + that are affected are some tapes from the level set "Walpurgis Gardens" by + Jamie Cullen. + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 3.1.0 or + above (including some development versions of 3.1.0), but before it was + known that this change would break tapes like the above and was fixed in + 3.1.1, so that the changed behaviour was active although the engine version + while recording maybe was before 3.1.0. There is at least one tape that is + affected by this exception, which is the tape for the one-level set "Bug + Machine" by Juergen Bonhagen. + */ - found_rating = 2; - found_element = element; - } - - if (!CAN_CHANGE(element)) - continue; + game.use_change_when_pushing_bug = + (game.engine_version < VERSION_IDENT(3,1,0,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(3,1,0,0) && + tape.game_version < VERSION_IDENT(3,1,1,0))); - for (i = 0; i < element_info[element].num_change_pages; i++) - { - content= element_info[element].change_page[i].target_content[xx][yy]; - is_player = ELEM_IS_PLAYER(content); + /* + Summary of bugfix/change: + Fixed handling for blocking the field the player leaves when moving. + + Fixed/changed in version: + 3.1.1 + + Description: + Before 3.1.1, when "block last field when moving" was enabled, the field + the player is leaving when moving was blocked for the time of the move, + and was directly unblocked afterwards. This resulted in the last field + being blocked for exactly one less than the number of frames of one player + move. Additionally, even when blocking was disabled, the last field was + blocked for exactly one frame. + Since 3.1.1, due to changes in player movement handling, the last field + is not blocked at all when blocking is disabled. When blocking is enabled, + the last field is blocked for exactly the number of frames of one player + move. Additionally, if the player is Murphy, the hero of Supaplex, the + last field is blocked for exactly one more than the number of frames of + one player move. - if (is_player && (found_rating < 1 || element < found_element)) - { - start_x = x + xx - 1; - start_y = y + yy - 1; + Affected levels/tapes: + (!!! yet to be determined -- probably many !!!) + */ - found_rating = 1; - found_element = element; - } - } - } - } + game.use_block_last_field_bug = + (game.engine_version < VERSION_IDENT(3,1,1,0)); - scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : - start_x > SBX_Right + MIDPOSX ? SBX_Right : - start_x - MIDPOSX); + /* + Summary of bugfix/change: + Changed behaviour of CE changes with multiple changes per single frame. + + Fixed/changed in version: + 3.2.0-6 + + Description: + Before 3.2.0-6, only one single CE change was allowed in each engine frame. + This resulted in race conditions where CEs seem to behave strange in some + situations (where triggered CE changes were just skipped because there was + already a CE change on that tile in the playfield in that engine frame). + Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME. + (The number of changes per frame must be limited in any case, because else + it is easily possible to define CE changes that would result in an infinite + loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value + should be set large enough so that it would only be reached in cases where + the corresponding CE change conditions run into a loop. Therefore, it seems + to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the + maximal number of change pages for custom elements.) - scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : - start_y > SBY_Lower + MIDPOSY ? SBY_Lower : - start_y - MIDPOSY); - } - else - { -#if 1 - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + Affected levels/tapes: + Probably many. + */ - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); +#if USE_ONLY_ONE_CHANGE_PER_FRAME + game.max_num_changes_per_frame = 1; #else - scroll_x = SBX_Left; - scroll_y = SBY_Upper; - if (local_player->jx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + game.max_num_changes_per_frame = + (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32); #endif - } - CloseDoor(DOOR_CLOSE_1); + /* ---------------------------------------------------------------------- */ - /* !!! FIX THIS (START) !!! */ - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - { - InitGameEngine_EM(); - } - else - { - DrawLevel(); - DrawAllPlayers(); + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); +#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 - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); - } - /* !!! FIX THIS (END) !!! */ + /* ---------- initialize player's initial move delay --------------------- */ - /* 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); + /* dynamically adjust player properties according to level information */ + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay_value[i] = + get_move_delay_from_stepsize(level.initial_player_stepsize[i]); - DrawGameDoorValues(); + /* dynamically adjust player properties according to game engine version */ + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay[i] = + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value[i] : 0); - 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(); + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); - /* 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); + /* ---------- initialize changing elements ------------------------------- */ - OpenDoor(DOOR_OPEN_ALL); + /* initialize changing elements information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; - if (setup.sound_music) - PlayLevelMusic(); + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } - KeyboardAutoRepeatOffUnlessAutoplay(); + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + { + ei->has_change_event[j] = FALSE; - if (options.debug) - { - for (i = 0; i < MAX_PLAYERS; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } } -#if 0 - printf("::: starting game [%d]\n", FrameCounter); -#endif -} - -void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) -{ - /* this is used for non-R'n'D game engines to update certain engine values */ + /* add changing elements from pre-defined list */ + for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; - /* needed to determine if sounds are played within the visible screen area */ - scroll_x = actual_scroll_x; - scroll_y = actual_scroll_y; -} + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; -void InitMovDir(int x, int y) -{ - int i, element = Feld[x][y]; - static int xy[4][2] = - { - { 0, +1 }, - { +1, 0 }, - { 0, -1 }, - { -1, 0 } - }; - static int direction[3][4] = - { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, - { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } - }; + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; - 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; + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; - 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; + ei->has_change_event[CE_DELAY] = TRUE; - 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; + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } - 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; + /* ---------- initialize internal run-time variables --------------------- */ - 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; + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - case EL_SP_SNIKSNAK: - MovDir[x][y] = MV_UP; - break; + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } + } - case EL_SP_ELECTRON: - MovDir[x][y] = MV_LEFT; - break; + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - 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; + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change_or_has_action) + continue; - default: - if (IS_CUSTOM_ELEMENT(element)) + for (k = 0; k < NUM_CHANGE_EVENTS; k++) { - struct ElementInfo *ei = &element_info[element]; - int move_direction_initial = ei->move_direction_initial; - int move_pattern = ei->move_pattern; - - if (move_direction_initial == MV_START_PREVIOUS) + /* only add event page for the first page found with this event */ + if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k])) { - if (MovDir[x][y] != MV_NO_MOVING) - return; + ei->has_change_event[k] = TRUE; - move_direction_initial = MV_START_AUTOMATIC; + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; } + } + } + } - if (move_direction_initial == MV_START_RANDOM) - MovDir[x][y] = 1 << RND(4); - else if (move_direction_initial & MV_ANY_DIRECTION) - MovDir[x][y] = move_direction_initial; - else if (move_pattern == MV_ALL_DIRECTIONS || - move_pattern == MV_TURNING_LEFT || - move_pattern == MV_TURNING_RIGHT || - move_pattern == MV_TURNING_LEFT_RIGHT || - move_pattern == MV_TURNING_RIGHT_LEFT || - move_pattern == MV_TURNING_RANDOM) - MovDir[x][y] = 1 << RND(4); - else if (move_pattern == MV_HORIZONTAL) - MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); - else if (move_pattern == MV_VERTICAL) - MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - else if (move_pattern & MV_ANY_DIRECTION) - MovDir[x][y] = element_info[element].move_pattern; - else if (move_pattern == MV_ALONG_LEFT_SIDE || - move_pattern == MV_ALONG_RIGHT_SIDE) - { #if 1 - /* use random direction as default start direction */ - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) - MovDir[x][y] = 1 << RND(4); -#endif - - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + /* ---------- initialize reference elements in change conditions --------- */ - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) - { - if (move_pattern == MV_ALONG_RIGHT_SIDE) - MovDir[x][y] = direction[0][i]; - else - MovDir[x][y] = direction[1][i]; + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + struct ElementInfo *ei = &element_info[element]; - break; - } - } - } - } - else - { - MovDir[x][y] = 1 << RND(4); + for (j = 0; j < ei->num_change_pages; j++) + { + int trigger_element = ei->change_page[j].initial_trigger_element; - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; + if (trigger_element >= EL_PREV_CE_8 && + trigger_element <= EL_NEXT_CE_8) + trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element); - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + ei->change_page[j].trigger_element = trigger_element; + } + } +#endif - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + /* ---------- initialize run-time trigger player and element ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_EMPTY; + ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE; + ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; + ei->change_page[j].actual_trigger_ce_score = 0; + } + } + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; + + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change_or_has_action) + continue; + + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) + { + int trigger_element = ei->change_page[j].trigger_element; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + if (ei->change_page[j].has_event[k]) { - if (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) + if (IS_GROUP_ELEMENT(trigger_element)) { - MovDir[x][y] = direction[1][i]; - break; + struct ElementGroupInfo *group = + element_info[trigger_element].group; + + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; } + else if (trigger_element == EL_ANY_ELEMENT) + for (l = 0; l < MAX_NUM_ELEMENTS; l++) + trigger_events[l][k] = TRUE; + else + trigger_events[trigger_element][k] = TRUE; } } } - break; + } } - GfxDir[x][y] = MovDir[x][y]; -} - -void InitAmoebaNr(int x, int y) -{ - int i; - int group_nr = AmoebeNachbarNr(x, y); + /* ---------- initialize push delay -------------------------------------- */ - if (group_nr == 0) + /* initialize push delay values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - for (i = 1; i < MAX_NUM_AMOEBA; i++) + if (!IS_CUSTOM_ELEMENT(i)) { - if (AmoebaCnt[i] == 0) + /* set default push delay values (corrected since version 3.0.7-1) */ + if (game.engine_version < VERSION_IDENT(3,0,7,1)) { - group_nr = i; - break; + element_info[i].push_delay_fixed = 2; + element_info[i].push_delay_random = 8; + } + else + { + element_info[i].push_delay_fixed = 8; + element_info[i].push_delay_random = 8; } } } - 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 1 - if (tape.auto_play) /* tape might already be stopped here */ - tape.auto_play_level_solved = TRUE; -#else - if (tape.playing && tape.auto_play) - tape.auto_play_level_solved = TRUE; -#endif - - local_player->LevelSolved = FALSE; + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) + { + int e = push_delay_list[i].element; - PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; + element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + } - if (TimeLeft) + /* set push delay value for Supaplex elements for newer engine versions */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); - - while (TimeLeft > 0) + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_TIME_BONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) - TimeLeft -= 10; - else - TimeLeft--; - - DrawGameValue_Time(TimeLeft); - - BackToFront(); + if (IS_SP_ELEMENT(i)) + { + /* set SP push delay to just enough to push under a falling zonk */ + int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); - if (!tape.playing) - Delay(10); + element_info[i].push_delay_fixed = delay; + element_info[i].push_delay_random = 0; + } } - - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); } - else if (level.time == 0) /* level without time limit */ - { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); - - while (TimePlayed < 999) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_TIME_BONUS]); - if (TimePlayed < 900 && !(TimePlayed % 10)) - TimePlayed += 10; - else - TimePlayed++; - DrawGameValue_Time(TimePlayed); + /* ---------- initialize move stepsize ----------------------------------- */ - BackToFront(); + /* initialize move stepsize values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL; - if (!tape.playing) - Delay(10); - } + /* set move stepsize value for certain elements from pre-defined list */ + for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) + { + int e = move_stepsize_list[i].element; - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } - /* close exit door after last player */ - if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) - { - int element = Feld[ExitX][ExitY]; - - Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : - EL_SP_EXIT_CLOSING); + /* ---------- initialize collect score ----------------------------------- */ - PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); - } + /* initialize collect score values for custom elements from initial value */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_score = element_info[i].collect_score_initial; - /* Hero disappears */ - DrawLevelField(ExitX, ExitY); - BackToFront(); + /* ---------- initialize collect count ----------------------------------- */ - if (tape.playing) - return; + /* initialize collect count values for non-custom elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_count_initial = 0; - CloseDoor(DOOR_CLOSE_1); + /* add collect count values for all elements from pre-defined list */ + for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) + element_info[collect_count_list[i].element].collect_count_initial = + collect_count_list[i].count; - if (tape.recording) - { - TapeStop(); - SaveTape(tape.level_nr); /* Ask to save tape */ - } + /* ---------- initialize access direction -------------------------------- */ - if (level_nr == leveldir_current->handicap_level) - { - leveldir_current->handicap_level++; - SaveLevelSetup_SeriesInfo(); - } + /* initialize access direction values to default (access from every side) */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].access_direction = MV_ALL_DIRECTIONS; - if (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 */ + /* set access direction value for certain elements from pre-defined list */ + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; - if ((hi_pos = NewHiScore()) >= 0) - { - game_status = GAME_MODE_SCORES; - DrawHallOfFame(hi_pos); - if (raise_level) - { - level_nr++; - TapeErase(); - } - } - else + /* ---------- initialize explosion content ------------------------------- */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - game_status = GAME_MODE_MAIN; - if (raise_level) + if (IS_CUSTOM_ELEMENT(i)) + continue; + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) { - level_nr++; - TapeErase(); + /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */ + + element_info[i].content.e[x][y] = + (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW : + i == EL_PLAYER_2 ? EL_EMERALD_RED : + i == EL_PLAYER_3 ? EL_EMERALD : + i == EL_PLAYER_4 ? EL_EMERALD_PURPLE : + i == EL_MOLE ? EL_EMERALD_RED : + i == EL_PENGUIN ? EL_EMERALD_PURPLE : + i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) : + i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND : + i == EL_SP_ELECTRON ? EL_SP_INFOTRON : + i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content : + i == EL_WALL_EMERALD ? EL_EMERALD : + i == EL_WALL_DIAMOND ? EL_DIAMOND : + i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND : + i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW : + i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED : + i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE : + i == EL_WALL_PEARL ? EL_PEARL : + i == EL_WALL_CRYSTAL ? EL_CRYSTAL : + EL_EMPTY); } - DrawMainMenu(); } - BackToFront(); + /* ---------- initialize recursion detection ------------------------------ */ + recursion_loop_depth = 0; + recursion_loop_detected = FALSE; + recursion_loop_element = EL_UNDEFINED; + + /* ---------- initialize graphics engine ---------------------------------- */ + game.scroll_delay_value = + (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value : + setup.scroll_delay ? setup.scroll_delay_value : 0); + game.scroll_delay_value = + MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY); } -int NewHiScore() +int get_num_special_action(int element, int action_first, int action_last) { - 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; + int num_special_action = 0; + int i, j; - for (k = 0; k < MAX_SCORE_ENTRIES; k++) + for (i = action_first; i <= action_last; i++) { - 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 + boolean found = FALSE; - for (l = m; l > k; l--) - { - strcpy(highscore[l].Name, highscore[l - 1].Name); - highscore[l].Score = highscore[l - 1].Score; - } - } + for (j = 0; j < NUM_DIRECTIONS; j++) + if (el_act_dir2img(element, i, j) != + el_act_dir2img(element, ACTION_DEFAULT, j)) + found = TRUE; -#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; + if (found) + num_special_action++; + else 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; + return num_special_action; } -void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) -{ - if (player->GfxAction != action || player->GfxDir != dir) - { -#if 0 - printf("Player frame reset! (%d => %d, %d => %d)\n", - player->GfxAction, action, player->GfxDir, dir); -#endif - player->GfxAction = action; - player->GfxDir = dir; - player->Frame = 0; - player->StepFrame = 0; - } -} +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ -static void ResetRandomAnimationValue(int x, int y) +void InitGame() { - GfxRandom[x][y] = INIT_GFX_RANDOM(); -} + int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); + int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); -static void ResetGfxAnimation(int x, int y) -{ - GfxFrame[x][y] = 0; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = 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 */ +#if 0 + boolean do_fading = (game_status == GAME_MODE_MAIN); +#endif +#if 1 + int initial_move_dir = MV_DOWN; +#else + int initial_move_dir = MV_NONE; +#endif + int i, j, x, y; -void InitMovingField(int x, int y, int direction) -{ - int element = Feld[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int newx = x + dx; - int newy = y + dy; +#if 1 + game_status = GAME_MODE_PLAYING; +#endif - if (!WasJustMoving[x][y] || direction != MovDir[x][y]) - ResetGfxAnimation(x, y); +#if 1 - MovDir[newx][newy] = MovDir[x][y] = direction; - GfxDir[x][y] = direction; + StopAnimation(); - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); - if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = ACTION_FALLING; +#if 1 + if (level_editor_test_game) + FadeSkipNextFadeIn(); else - GfxAction[x][y] = ACTION_MOVING; + FadeSetEnterScreen(); +#else + if (level_editor_test_game) + fading = fading_none; + else + fading = menu.destination; +#endif - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; - GfxDir[newx][newy] = GfxDir[x][y]; -} +#if 1 + FadeOut(REDRAW_FIELD); +#else + if (do_fading) + FadeOut(REDRAW_FIELD); +#endif -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); +#endif - *goes_to_x = newx; - *goes_to_y = newy; -} +#if 0 + printf("::: FADING OUT: DONE\n"); + Delay(1000); +#endif -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 0 + game_status = GAME_MODE_PLAYING; +#endif - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; +#if 1 + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); +#endif - *comes_from_x = oldx; - *comes_from_y = oldy; -} +#if 1 + DrawCompleteVideoDisplay(); +#endif -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; + InitGameEngine(); + InitGameControlValues(); - if (element == EL_BLOCKED) + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); + + 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->index_bit = (1 << i); + player->element_nr = EL_PLAYER_1 + i; -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]; + player->present = FALSE; + player->active = FALSE; + player->mapped = FALSE; - if (IS_MOVING(x, y)) - { - if (element == EL_BLOCKED) - { - int oldx, oldy; + player->killed = FALSE; + player->reanimated = FALSE; - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; - } - else - return EL_BLOCKED; - } - else - return element; -} + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; -static void RemoveField(int x, int y) -{ - Feld[x][y] = EL_EMPTY; + player->score = 0; + player->score_final = 0; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; - AmoebaNr[x][y] = 0; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Pushed[x][y] = FALSE; + for (j = 0; j < MAX_NUM_KEYS; j++) + player->key[j] = FALSE; -#if 0 - ExplodeField[x][y] = EX_TYPE_NONE; -#endif + player->num_white_keys = 0; - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NO_MOVING; -} + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; -void RemoveMovingField(int x, int y) -{ - int oldx = x, oldy = y, newx = x, newy = y; - int element = Feld[x][y]; - int next_element = EL_UNDEFINED; + player->MovDir = initial_move_dir; + player->MovPos = 0; + player->GfxPos = 0; + player->GfxDir = initial_move_dir; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; - if (element != EL_BLOCKED && !IS_MOVING(x, y)) - return; + player->initial_element = player->element_nr; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); + player->use_murphy = FALSE; - if (IS_MOVING(x, y)) - { - Moving2Blocked(x, y, &newx, &newy); -#if 0 - if (Feld[newx][newy] != EL_BLOCKED) - return; -#else - if (Feld[newx][newy] != EL_BLOCKED) - { - /* element is moving, but target field is not free (blocked), but - already occupied by something different (example: acid pool); - in this case, only remove the moving field, but not the target */ + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ - RemoveField(oldx, oldy); + player->gravity = level.initial_player_gravity[i]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); - DrawLevelField(oldx, oldy); + player->actual_frame_counter = 0; - return; - } -#endif - } - else if (element == EL_BLOCKED) - { - Blocked2Moving(x, y, &oldx, &oldy); - if (!IS_MOVING(oldx, oldy)) - return; - } + player->step_counter = 0; - if (element == EL_BLOCKED && - (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - next_element = get_next_element(Feld[oldx][oldy]); + player->last_move_dir = initial_move_dir; - RemoveField(oldx, oldy); - RemoveField(newx, newy); + player->is_active = FALSE; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + player->is_waiting = FALSE; + player->is_moving = FALSE; + player->is_auto_moving = FALSE; + player->is_digging = FALSE; + player->is_snapping = FALSE; + player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; - if (next_element != EL_UNDEFINED) - Feld[oldx][oldy] = next_element; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - DrawLevelField(oldx, oldy); - DrawLevelField(newx, newy); -} + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; -void DrawDynamite(int x, int y) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2img(Feld[x][y]); - int frame; + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) - return; + player->dir_waiting = initial_move_dir; + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; - if (IS_WALKABLE_INSIDE(Back[x][y])) - return; + player->switch_x = -1; + player->switch_y = -1; - if (Back[x][y]) - DrawGraphic(sx, sy, el2img(Back[x][y]), 0); - else if (Store[x][y]) - DrawGraphic(sx, sy, el2img(Store[x][y]), 0); + player->drop_x = -1; + player->drop_y = -1; - frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + player->show_envelope = 0; -#if 1 - if (Back[x][y] || Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic, frame); - else - DrawGraphic(sx, sy, graphic, frame); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); - else if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic, frame); - else - DrawGraphic(sx, sy, graphic, frame); -#endif -} - -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); - PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); + SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE); - return; - } - } + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; -#if 1 - StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); -#else - if (Feld[x][y] == EL_DYNAMITE_ACTIVE || - Feld[x][y] == EL_SP_DISK_RED_ACTIVE) - StopSound(SND_DYNAMITE_ACTIVE); - else - StopSound(SND_DYNABOMB_ACTIVE); -#endif + player->drop_delay = 0; + player->drop_pressed_delay = 0; - Bang(x, y); -} + player->last_jx = -1; + player->last_jy = -1; + player->jx = -1; + player->jy = -1; -void DrawRelocatePlayer(struct PlayerInfo *player) -{ - boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.warp_forward); - int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); - int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int jx = player->jx; - int jy = player->jy; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; - if (level.instant_relocation) - { -#if 1 - int offset = (setup.scroll_delay ? 3 : 0); + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; - if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + if (level.use_initial_inventory[i]) { - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + for (j = 0; j < level.initial_inventory_size[i]; j++) + { + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + int k; - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + } } - else - { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || - (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) - scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); - 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); + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); - /* 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); + player->LevelSolved = FALSE; + player->GameOver = FALSE; - /* 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); - } -#else - scroll_x += (local_player->jx - old_jx); - scroll_y += (local_player->jy - old_jy); + player->LevelSolved_GameWon = FALSE; + player->LevelSolved_GameEnd = FALSE; + player->LevelSolved_PanelOff = FALSE; + player->LevelSolved_SaveTape = FALSE; + player->LevelSolved_SaveScore = FALSE; + player->LevelSolved_CountingTime = 0; + player->LevelSolved_CountingScore = 0; - /* 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); + map_player_action[i] = i; + } - /* don't scroll over playfield boundaries */ - if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) - scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); -#endif + network_player_action_received = FALSE; - RedrawPlayfield(TRUE, 0,0,0,0); - } - else - { -#if 1 -#if 0 - int offset = (setup.scroll_delay ? 3 : 0); +#if defined(NETWORK_AVALIABLE) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NONE); #endif - int scroll_xx = -999, scroll_yy = -999; - - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - while (scroll_xx != scroll_x || scroll_yy != scroll_y) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + ZX = ZY = -1; + ExitX = ExitY = -1; - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + TapeTime = 0; - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + ScreenMovDir = MV_NONE; + ScreenMovPos = 0; + ScreenGfxPos = 0; - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ -#if 1 - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; -#else - if (scroll_xx == scroll_x && scroll_yy == scroll_y) - break; -#endif + AllPlayersGone = FALSE; - scroll_x -= dx; - scroll_y -= dy; + game.no_time_limit = (level.time == 0); - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + game.yamyam_content_nr = 0; + game.robot_wheel_active = FALSE; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.wind_direction = level.wind_direction_initial; - ScrollLevel(dx, dy); - DrawAllPlayers(); +#if !USE_PLAYER_GRAVITY + game.gravity = FALSE; + game.explosions_delayed = TRUE; +#endif - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - FlushDisplay(); - Delay(wait_delay_value); + game.lenses_time_left = 0; + game.magnify_time_left = 0; - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } -#else - int scroll_xx = -999, scroll_yy = -999; + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + game.envelope_active = FALSE; - while (scroll_xx != scroll_x || scroll_yy != scroll_y) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + /* set focus to local player for network games, else to all players */ + game.centered_player_nr = (network_playing ? local_player->index_nr : -1); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + if (network_playing && tape.recording) + { + /* store client dependent player focus when recording network games */ + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + for (i = 0; i < NUM_BELTS; i++) + { + game.belt_dir[i] = MV_NONE; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + for (i = 0; i < MAX_NUM_AMOEBA; i++) + AmoebaCnt[i] = AmoebaCnt2[i] = 0; -#if 1 - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; -#else - if (scroll_xx == scroll_x && scroll_yy == scroll_y) - break; +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status at level initialization:\n"); + } #endif - scroll_x -= dx; - scroll_y -= dy; - - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + SCAN_PLAYFIELD(x, y) + { + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; /* initialized in InitField() */ +#endif + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; - ScrollLevel(dx, dy); - DrawAllPlayers(); + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - FlushDisplay(); - Delay(wait_delay_value); + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } -#endif + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; - DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; + GfxRedraw[x][y] = GFX_REDRAW_NONE; } -} - -void RelocatePlayer(int jx, int jy, int el_player_raw) -{ -#if 1 - int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw); -#else - int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); -#endif - struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; - boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.warp_forward); - int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); - int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int old_jx = player->jx; - int old_jy = player->jy; - int old_element = Feld[old_jx][old_jy]; - int element = Feld[jx][jy]; - boolean player_relocated = (old_jx != jx || old_jy != jy); - int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); - int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); -#if 1 - int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); - int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); - int leave_side_horiz = move_dir_horiz; - int leave_side_vert = move_dir_vert; -#else - static int trigger_sides[4][2] = + SCAN_PLAYFIELD(x, y) { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; - int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; - int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; - int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; -#endif - int enter_side = enter_side_horiz | enter_side_vert; - int leave_side = leave_side_horiz | leave_side_vert; + if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) + emulate_bd = FALSE; + if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) + emulate_sb = FALSE; + if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) + emulate_sp = FALSE; - if (player->GameOver) /* do not reanimate dead player */ - return; + InitField(x, y, TRUE); - if (!player_relocated) /* no need to relocate the player */ - return; + ResetGfxAnimation(x, y); + } - if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + InitBeltMovement(); + + for (i = 0; i < MAX_PLAYERS; i++) { - RemoveField(jx, jy); /* temporarily remove newly placed player */ - DrawLevelField(jx, jy); + struct PlayerInfo *player = &stored_player[i]; + + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); } - if (player->present) + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + +#if USE_NEW_ALL_SLIPPERY + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - while (player->MovPos) + if (!IS_CUSTOM_ELEMENT(i)) { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; -#if USE_NEW_MOVE_DELAY - AdvanceFrameAndPlayerCounters(player->index_nr); -#else - FrameCounter++; + /* SP style elements prefer to slip down on the left side */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } #endif - DrawPlayer(player); + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; - BackToFront(); - Delay(wait_delay_value); + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; + + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; } - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ +#if 0 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; - player->is_moving = FALSE; + if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ + element_info[i].ignition_delay = 1; +#endif } -#if 1 - if (IS_CUSTOM_ELEMENT(old_element)) - CheckElementChangeByPlayer(old_jx, old_jy, old_element, - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); + /* correct non-moving belts to start moving left */ + for (i = 0; i < NUM_BELTS; i++) + if (game.belt_dir[i] == MV_NONE) + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); -#endif +#if USE_NEW_PLAYER_ASSIGNMENTS + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + /* choose default local player */ + local_player = &stored_player[0]; - Feld[jx][jy] = el_player; - InitPlayerField(jx, jy, el_player, TRUE); + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected = FALSE; - if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ - { - Feld[jx][jy] = element; - InitField(jx, jy, FALSE); - } + local_player->connected = TRUE; + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ -#if 1 - if (player == local_player) /* only visually relocate local player */ - DrawRelocatePlayer(player); +#if 0 + printf("::: TEAM MODE: %d\n", game.team_mode); #endif + if (tape.playing) + { #if 1 - TestIfHeroTouchesBadThing(jx, jy); - TestIfPlayerTouchesCustomElement(jx, jy); -#endif + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected = tape.player_participates[i]; +#else + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ -#if 0 - printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]); + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + stored_player[i].connected = TRUE; #endif + } + else if (game.team_mode && !options.network) + { + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ -#if 0 -#if 0 - /* needed to allow change of walkable custom element by entering player */ - if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER))) - Changed[jx][jy] = 0; /* allow another change (but prevent loop) */ -#else - /* needed to allow change of walkable custom element by entering player */ - Changed[jx][jy] = 0; /* allow another change */ -#endif + for (i = 0; i < MAX_PLAYERS; i++) + if (setup.input[i].use_joystick || + setup.input[i].key.left != KSYM_UNDEFINED) + stored_player[i].connected = TRUE; + } + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after level initialization:\n"); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } #endif -#if 0 - printf("::: player entering %d, %d from %s ...\n", jx, jy, - enter_side == MV_LEFT ? "left" : - enter_side == MV_RIGHT ? "right" : - enter_side == MV_UP ? "top" : - enter_side == MV_DOWN ? "bottom" : "oops! no idea!"); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("Reassigning players ...\n"); #endif -#if 1 - if (IS_CUSTOM_ELEMENT(element)) - CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - CheckTriggeredElementChangeByPlayer(jx, jy, element, - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); -#endif -} + if (player->connected && !player->present) + { + struct PlayerInfo *field_player = NULL; -void Explode(int ex, int ey, int phase, int mode) -{ - int x, y; -#if 0 - int num_phase = 9; +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- looking for field player for player %d ...\n", i + 1); #endif - /* !!! eliminate this variable !!! */ - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + /* assign first free player found that is present in the playfield */ #if 1 - int last_phase; + /* first try: look for unmapped playfield player that is not connected */ + for (j = 0; j < MAX_PLAYERS; j++) + if (field_player == NULL && + stored_player[j].present && + !stored_player[j].mapped && + !stored_player[j].connected) + field_player = &stored_player[j]; + + /* second try: look for *any* unmapped playfield player */ + for (j = 0; j < MAX_PLAYERS; j++) + if (field_player == NULL && + stored_player[j].present && + !stored_player[j].mapped) + field_player = &stored_player[j]; #else - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; + /* first try: look for unmapped playfield player that is not connected */ + if (field_player == NULL) + for (j = 0; j < MAX_PLAYERS; j++) + if (stored_player[j].present && + !stored_player[j].mapped && + !stored_player[j].connected) + field_player = &stored_player[j]; + + /* second try: look for *any* unmapped playfield player */ + if (field_player == NULL) + for (j = 0; j < MAX_PLAYERS; j++) + if (stored_player[j].present && + !stored_player[j].mapped) + field_player = &stored_player[j]; +#endif + + if (field_player != NULL) + { + int jx = field_player->jx, jy = field_player->jy; + +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- found player %d\n", field_player->index_nr + 1); #endif - int border_element; - if (game.explosions_delayed) - { - ExplodeField[ex][ey] = mode; - return; - } + player->present = FALSE; + player->active = FALSE; - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ - { - int center_element = Feld[ex][ey]; + field_player->present = TRUE; + field_player->active = TRUE; -#if 0 - printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter); -#endif + /* + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; -#if 0 - /* --- This is only really needed (and now handled) in "Impact()". --- */ - /* do not explode moving elements that left the explode field in time */ - if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && - (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) - return; -#endif + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; + */ - if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) - PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); + StorePlayer[jx][jy] = field_player->element_nr; - /* remove things displayed in background while burning dynamite */ - if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) - Back[ex][ey] = 0; + field_player->jx = field_player->last_jx = jx; + field_player->jy = field_player->last_jy = jy; - 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; - } + if (local_player == player) + local_player = field_player; -#if 1 + map_player_action[field_player->index_nr] = i; -#if 1 - last_phase = element_info[center_element].explosion_delay + 1; -#else - last_phase = element_info[center_element].explosion_delay; -#endif + field_player->mapped = TRUE; -#if 0 - printf("::: %d -> %d\n", center_element, last_phase); -#endif +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- map_player_action[%d] == %d\n", + field_player->index_nr + 1, i + 1); #endif + } + } - for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + if (player->connected && player->present) + player->mapped = TRUE; + } + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after player assignment (first stage):\n"); + + for (i = 0; i < MAX_PLAYERS; i++) { - int xx = x - ex + 1; - int yy = y - ey + 1; - int element; + struct PlayerInfo *player = &stored_player[i]; -#if 1 -#if 1 - if (!IN_LEV_FIELD(x, y) || - (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || - (mode == EX_TYPE_CROSS && (x != ex && y != ey))) - continue; -#else - if (!IN_LEV_FIELD(x, y) || - (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) - continue; + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } #endif + #else - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_TYPE_NORMAL || - center_element == EL_AMOEBA_TO_DIAMOND) && - (x != ex || y != ey))) - continue; -#endif - element = Feld[x][y]; + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + if (player->connected && !player->present) + { + for (j = 0; j < MAX_PLAYERS; j++) { - element = MovingOrBlocked2Element(x, y); + struct PlayerInfo *field_player = &stored_player[j]; + int jx = field_player->jx, jy = field_player->jy; - if (!IS_EXPLOSION_PROOF(element)) - RemoveMovingField(x, y); - } + /* assign first free player found that is present in the playfield */ + if (field_player->present && !field_player->connected) + { + player->present = TRUE; + player->active = TRUE; -#if 1 + field_player->present = FALSE; + field_player->active = FALSE; -#if 0 - if (IS_EXPLOSION_PROOF(element)) - continue; -#else - /* indestructible elements can only explode in center (but not flames) */ -#if 1 - if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || - mode == EX_TYPE_BORDER)) || - element == EL_FLAMES) - continue; -#else - if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || - element == EL_FLAMES) - continue; -#endif + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; + + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; + + StorePlayer[jx][jy] = player->element_nr; + + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; + + break; + } + } + } + } #endif -#else - if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0,0) || - (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || - element == EL_FLAMES) - continue; +#if 0 + printf("::: local_player->present == %d\n", local_player->present); #endif + if (tape.playing) + { + /* when playing a tape, eliminate all players who do not participate */ + +#if USE_NEW_PLAYER_ASSIGNMENTS + #if 1 - if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && - (game.engine_version < VERSION_IDENT(3,1,0,0) || - (x == ex && y == ey && mode != EX_TYPE_BORDER))) -#else - if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + if (!game.team_mode) #endif + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && + !tape.player_participates[map_player_action[i]]) { - if (IS_ACTIVE_BOMB(element)) - { - /* re-activate things under the bomb like gate or penguin */ -#if 1 - Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); - Back[x][y] = 0; -#else - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); - Store[x][y] = 0; -#endif + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; -#if 0 - printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y], - element_info[Feld[x][y]].token_name, - Store[x][y], Store2[x][y]); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy); #endif - } - continue; + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; } + } - /* save walkable background elements while explosion on same tile */ -#if 0 - if (IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#else -#if 1 -#if 1 - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && - (x != ex || y != ey || mode == EX_TYPE_BORDER)) - Back[x][y] = element; #else - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && - (x != ex || y != ey)) - Back[x][y] = element; -#endif -#else - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#endif -#endif - - /* ignite explodable elements reached by other explosion */ - if (element == EL_EXPLOSION) - element = Store2[x][y]; -#if 1 - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && + !tape.player_participates[i]) { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - RemoveField(x, y); + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } #endif + } + else if (!options.network && !game.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ - if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active) { - switch(StorePlayer[ex][ey]) + for (j = i + 1; j < MAX_PLAYERS; j++) { - case EL_PLAYER_2: - Store[x][y] = EL_PLAYER_IS_EXPLODING_2; - break; - case EL_PLAYER_3: - Store[x][y] = EL_PLAYER_IS_EXPLODING_3; - break; - case EL_PLAYER_4: - Store[x][y] = EL_PLAYER_IS_EXPLODING_4; - break; - case EL_PLAYER_1: - default: - Store[x][y] = EL_PLAYER_IS_EXPLODING_1; - break; + if (stored_player[j].active) + { + struct PlayerInfo *player = &stored_player[j]; + int jx = player->jx, jy = player->jy; + + player->active = FALSE; + player->present = FALSE; + + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } } + } + } + } -#if 1 - if (PLAYERINFO(ex, ey)->use_murphy_graphic) - Store[x][y] = EL_EMPTY; + /* when recording the game, store which players take part in the game */ + if (tape.recording) + { +#if USE_NEW_PLAYER_ASSIGNMENTS + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].connected) + tape.player_participates[i] = TRUE; #else - if (game.emulation == EMU_SUPAPLEX) - Store[x][y] = EL_EMPTY; + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + tape.player_participates[i] = TRUE; #endif - } - else if (center_element == EL_MOLE) - Store[x][y] = EL_EMERALD_RED; - else if (center_element == EL_PENGUIN) - Store[x][y] = EL_EMERALD_PURPLE; - else if (center_element == EL_BUG) - Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); - else if (center_element == EL_BD_BUTTERFLY) - Store[x][y] = EL_BD_DIAMOND; - else if (center_element == EL_SP_ELECTRON) - Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_AMOEBA_TO_DIAMOND) - Store[x][y] = level.amoeba_content; - else if (center_element == EL_YAMYAM) - Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; - else if (IS_CUSTOM_ELEMENT(center_element) && - element_info[center_element].content[xx][yy] != EL_EMPTY) - Store[x][y] = element_info[center_element].content[xx][yy]; - else if (element == EL_WALL_EMERALD) - Store[x][y] = EL_EMERALD; - else if (element == EL_WALL_DIAMOND) - Store[x][y] = EL_DIAMOND; - else if (element == EL_WALL_BD_DIAMOND) - Store[x][y] = EL_BD_DIAMOND; - else if (element == EL_WALL_EMERALD_YELLOW) - Store[x][y] = EL_EMERALD_YELLOW; - else if (element == EL_WALL_EMERALD_RED) - Store[x][y] = EL_EMERALD_RED; - else if (element == EL_WALL_EMERALD_PURPLE) - Store[x][y] = EL_EMERALD_PURPLE; - else if (element == EL_WALL_PEARL) - Store[x][y] = EL_PEARL; - else if (element == EL_WALL_CRYSTAL) - Store[x][y] = EL_CRYSTAL; - else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) - Store[x][y] = element_info[element].content[1][1]; - else - Store[x][y] = EL_EMPTY; + } - if (x != ex || y != ey || mode == EX_TYPE_BORDER || - center_element == EL_AMOEBA_TO_DIAMOND) - Store2[x][y] = element; +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after player assignment (final stage):\n"); -#if 0 - printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], - element_info[Store2[x][y]].token_name); + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } #endif -#if 0 - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } + if (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 NEW_TILESIZE + + // printf("::: START-0: %d, %d\n", lev_fieldx, SCR_FIELDX); + // printf("::: START-1: %d, %d\n", SBX_Left, SBX_Right); #if 1 - RemoveField(x, y); + if (full_lev_fieldx <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (full_lev_fieldy <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; #else - MovDir[x][y] = MovPos[x][y] = 0; - GfxDir[x][y] = MovDir[x][y]; - AmoebaNr[x][y] = 0; -#endif + if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; #endif - Feld[x][y] = EL_EXPLOSION; + /* + printf("::: START-2: %d, %d (%d)\n", SBX_Left, SBX_Right, + SBX_Right - SBX_Left + 1); + */ + #if 1 - GfxElement[x][y] = center_element; + if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX) + SBX_Left--; + if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY) + SBY_Upper--; #else - GfxElement[x][y] = EL_UNDEFINED; + if (EVEN(SCR_FIELDX)) + SBX_Left--; + if (EVEN(SCR_FIELDY)) + SBY_Upper--; #endif - ExplodePhase[x][y] = 1; -#if 1 - ExplodeDelay[x][y] = last_phase; +#if 0 + printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right); + printf("\n"); #endif -#if 0 -#if 1 - GfxFrame[x][y] = 0; /* animation does not start until next frame */ #else - GfxFrame[x][y] = -1; /* animation does not start until next frame */ -#endif + + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; #endif - Stop[x][y] = TRUE; - } + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; - if (center_element == EL_YAMYAM) - game.yamyam_content_nr = - (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; -#if 0 - printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey], - element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]); -#endif + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; - return; - } + found_rating = 4; + found_element = element; + } - if (Stop[ex][ey]) - return; + if (!IS_CUSTOM_ELEMENT(element)) + continue; - x = ex; - y = ey; + if (CAN_CHANGE(element)) + { + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as single target */ + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); -#if 1 - if (phase == 1) - GfxFrame[x][y] = 0; /* restart explosion animation */ -#endif + if (is_player && (found_rating < 3 || + (found_rating == 3 && element < found_element))) + { + start_x = x; + start_y = y; -#if 0 - printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]); -#endif + found_rating = 3; + found_element = element; + } + } + } -#if 1 - last_phase = ExplodeDelay[x][y]; -#endif + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[xx][yy]; + is_player = ELEM_IS_PLAYER(content); - ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + if (is_player && (found_rating < 2 || + (found_rating == 2 && element < found_element))) + { + start_x = x + xx - 1; + start_y = y + yy - 1; -#ifdef DEBUG + found_rating = 2; + found_element = element; + } - /* activate this even in non-DEBUG version until cause for crash in - getGraphicAnimationFrame() (see below) is found and eliminated */ -#endif -#if 1 + if (!CAN_CHANGE(element)) + continue; - if (GfxElement[x][y] == EL_UNDEFINED) - { - printf("\n\n"); - printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); - printf("Explode(): This should never happen!\n"); - printf("\n\n"); + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[xx][yy]; - GfxElement[x][y] = EL_EMPTY; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || + (found_rating == 1 && element < found_element))) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); } -#endif + else + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); -#if 1 + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } - border_element = Store2[x][y]; -#if 1 - if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) - border_element = StorePlayer[x][y]; -#else - if (IS_PLAYER(x, y)) - border_element = StorePlayer[x][y]; +#if 0 + printf("::: %d, %d (initial)\n", scroll_x, scroll_y); #endif #if 0 - printf("::: %d,%d: %d %s [%d]\n", x, y, border_element, - element_info[border_element].token_name, Store2[x][y]); + /* do not use PLAYING mask for fading out from main screen */ + game_status = GAME_MODE_MAIN; #endif #if 0 - printf("::: phase == %d\n", phase); -#endif - if (phase == element_info[border_element].ignition_delay || - phase == last_phase) - { - boolean border_explosion = FALSE; + StopAnimation(); + + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); #if 1 -#if 1 - if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && - !PLAYER_EXPLOSION_PROTECTED(x, y)) + if (level_editor_test_game) + FadeSkipNextFadeIn(); + else + FadeSetEnterScreen(); #else - if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present) + if (level_editor_test_game) + fading = fading_none; + else + fading = menu.destination; #endif + +#if 1 + FadeOut(REDRAW_FIELD); #else - if (IS_PLAYER(x, y)) + if (do_fading) + FadeOut(REDRAW_FIELD); #endif - { - KillHeroUnlessExplosionProtected(x, y); - border_explosion = TRUE; -#if 0 - if (phase == last_phase) - printf("::: IS_PLAYER\n"); #endif - } - else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) - { + #if 0 - printf("::: %d,%d: %d %s\n", x, y, border_element, - element_info[border_element].token_name); + game_status = GAME_MODE_PLAYING; #endif - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - border_explosion = TRUE; - -#if 0 - if (phase == last_phase) - printf("::: CAN_EXPLODE_BY_EXPLOSION\n"); -#endif - } - else if (border_element == EL_AMOEBA_TO_DIAMOND) - { - AmoebeUmwandeln(x, y); - Store2[x][y] = 0; - border_explosion = TRUE; + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + InitGameEngine_EM(); #if 0 - if (phase == last_phase) - printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n", - element_info[border_element].explosion_delay, - element_info[border_element].ignition_delay, - phase); -#endif - } - -#if 1 - /* if an element just explodes due to another explosion (chain-reaction), - do not immediately end the new explosion when it was the last frame of - the explosion (as it would be done in the following "if"-statement!) */ - if (border_explosion && phase == last_phase) - return; + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap_EM(backbuffer); #endif } - -#else - - if (phase == first_phase_after_start) + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) { - int element = Store2[x][y]; + InitGameEngine_SP(); - if (element == EL_BLACK_ORB) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } +#if 0 + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap_SP(backbuffer); +#endif } - else if (phase == half_phase) + else { - int element = Store2[x][y]; - - if (IS_PLAYER(x, y)) - KillHeroUnlessExplosionProtected(x, y); - else if (CAN_EXPLODE_BY_EXPLOSION(element)) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - else if (element == EL_AMOEBA_TO_DIAMOND) - AmoebeUmwandeln(x, y); - } -#endif + DrawLevel(); + DrawAllPlayers(); - if (phase == last_phase) - { - int element; + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); #if 0 - printf("::: done: phase == %d\n", phase); + /* blit playfield from scroll buffer to normal back buffer for fading in */ +#if NEW_TILESIZE + BlitScreenToBitmap(backbuffer); +#else + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); +#endif #endif #if 0 - printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); + redraw_mask |= REDRAW_FROM_BACKBUFFER; #endif + } +#if 1 + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap(backbuffer); - element = Feld[x][y] = Store[x][y]; - Store[x][y] = Store2[x][y] = 0; - GfxElement[x][y] = EL_UNDEFINED; - - /* player can escape from explosions and might therefore be still alive */ - if (element >= EL_PLAYER_IS_EXPLODING_1 && - element <= EL_PLAYER_IS_EXPLODING_4) - Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ? - EL_EMPTY : - element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW : - element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED : - element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD : - EL_EMERALD_PURPLE); - - /* restore probably existing indestructible background element */ - if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) - element = Feld[x][y] = Back[x][y]; - Back[x][y] = 0; - - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; - GfxDir[x][y] = MV_NO_MOVING; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; + redraw_mask |= REDRAW_FROM_BACKBUFFER; +#endif + /* !!! FIX THIS (END) !!! */ #if 1 - InitField_WithBug2(x, y, FALSE); + FadeIn(REDRAW_FIELD); #else - InitField(x, y, FALSE); + if (do_fading) + FadeIn(REDRAW_FIELD); + + BackToFront(); +#endif + + if (!game.restart_level) + { + /* copy default game door content to main double buffer */ #if 1 - /* !!! not needed !!! */ #if 1 - if (game.engine_version < VERSION_IDENT(3,1,0,0) && - CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE) - InitMovDir(x, y); + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); #else - if (CAN_MOVE(element)) - InitMovDir(x, y); -#endif + struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL]; + + /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */ + ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE); + BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y, + MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY); #endif +#else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); #endif - DrawLevelField(x, y); - - TestIfElementTouchesCustomElement(x, y); - - if (GFX_CRUMBLED(element)) - DrawLevelFieldCrumbledSandNeighbours(x, y); + } - if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) - StorePlayer[x][y] = 0; + SetPanelBackground(); + SetDrawBackgroundMask(REDRAW_DOOR_1); - if (ELEM_IS_PLAYER(element)) - RelocatePlayer(x, y, element); - } #if 1 - else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + UpdateAndDisplayGameControlValues(); #else - else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + UpdateGameDoorValues(); + DrawGameDoorValues(); #endif + + if (!game.restart_level) { + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ #if 1 - int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); -#else - int stored = Store[x][y]; - int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : - stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : - IMG_SP_EXPLOSION); -#endif -#if 1 - int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0); #else - int frame = getGraphicAnimationFrame(graphic, phase - delay); -#endif - -#if 0 - printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]); -#endif - -#if 0 - printf("::: %d / %d [%d - %d]\n", - GfxFrame[x][y], phase - delay, phase, delay); -#endif - -#if 0 - printf("::: %d ['%s'] -> %d\n", GfxElement[x][y], - element_info[GfxElement[x][y]].token_name, - graphic); + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); #endif - if (phase == delay) - DrawLevelFieldCrumbledSand(x, y); - - if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) - { - DrawLevelElement(x, y, Back[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); - } - else if (IS_WALKABLE_UNDER(Back[x][y])) - { - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - DrawLevelElementThruMask(x, y, Back[x][y]); - } - else if (!IS_WALKABLE_INSIDE(Back[x][y])) - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - } -} + OpenDoor(DOOR_OPEN_ALL); -void DynaExplode(int ex, int ey) -{ - int i, j; - int dynabomb_element = Feld[ex][ey]; - int dynabomb_size = 1; - boolean dynabomb_xl = FALSE; - struct PlayerInfo *player; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + PlaySound(SND_GAME_STARTING); - if (IS_ACTIVE_BOMB(dynabomb_element)) - { - player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; - dynabomb_size = player->dynabomb_size; - dynabomb_xl = player->dynabomb_xl; - player->dynabombs_left++; - } + if (setup.sound_music) + PlayLevelMusic(); - Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); + KeyboardAutoRepeatOffUnlessAutoplay(); - for (i = 0; i < NUM_DIRECTIONS; i++) - { - for (j = 1; j <= dynabomb_size; j++) +#if DEBUG_INIT_PLAYER + if (options.debug) { - int x = ex + j * xy[i][0]; - int y = ey + j * xy[i][1]; - int element; - - if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) - break; + printf("Player status (final):\n"); - element = Feld[x][y]; + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - /* do not restart explosions of fields with active bombs */ - if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) - continue; + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); - Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); + if (local_player == player) + printf(" (local player)"); -#if 1 -#if 1 - if (element != EL_EMPTY && element != EL_EXPLOSION && - !IS_DIGGABLE(element) && !dynabomb_xl) - break; -#else - if (element != EL_EMPTY && element != EL_EXPLOSION && - !CAN_GROW_INTO(element) && !dynabomb_xl) - break; -#endif -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && element != EL_EXPLOSION && - element != EL_SAND && !dynabomb_xl) - break; -#endif + printf("\n"); + } } +#endif } -} -void Bang(int x, int y) -{ #if 1 - int element = MovingOrBlocked2Element(x, y); -#else - int element = Feld[x][y]; -#endif + UnmapAllGadgets(); -#if 1 - if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) -#else - if (IS_PLAYER(x, y)) + MapGameButtons(); + MapTapeButtons(); #endif - { - struct PlayerInfo *player = PLAYERINFO(x, y); - element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : - player->element_nr); - } + if (!game.restart_level && !tape.playing) + { + LevelStats_incPlayed(level_nr); -#if 0 -#if 1 - PlayLevelSoundAction(x, y, ACTION_EXPLODING); -#else - if (game.emulation == EMU_SUPAPLEX) - PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); - else - PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); -#endif -#endif + SaveLevelSetup_SeriesInfo(); #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_TYPE_NORMAL); - break; - case EL_DYNABOMB_PLAYER_1_ACTIVE: - case EL_DYNABOMB_PLAYER_2_ACTIVE: - case EL_DYNABOMB_PLAYER_3_ACTIVE: - case EL_DYNABOMB_PLAYER_4_ACTIVE: - case EL_DYNABOMB_INCREASE_NUMBER: - case EL_DYNABOMB_INCREASE_SIZE: - case EL_DYNABOMB_INCREASE_POWER: - DynaExplode(x, y); - break; - case EL_PENGUIN: - case EL_LAMP: - case EL_LAMP_ACTIVE: -#if 1 - case EL_AMOEBA_TO_DIAMOND: -#endif - if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); - else - Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); - break; - default: -#if 1 - if (element_info[element].explosion_type == EXPLODES_CROSS) -#else - if (CAN_EXPLODE_CROSS(element)) -#endif -#if 1 - Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); -#else - DynaExplode(x, y); + printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr)); #endif -#if 1 - else if (element_info[element].explosion_type == EXPLODES_1X1) -#else - else if (CAN_EXPLODE_1X1(element)) -#endif - Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); - else - Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); - break; } - CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); + game.restart_level = FALSE; } -void SplashAcid(int x, int y) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) { -#if 1 - if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && - (!IN_LEV_FIELD(x - 1, y - 2) || - !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) - Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; - - if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && - (!IN_LEV_FIELD(x + 1, y - 2) || - !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) - Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; - - PlayLevelSound(x, y, SND_ACID_SPLASHING); -#else - /* input: position of element entering acid (obsolete) */ - - int element = Feld[x][y]; - - if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID) - return; - - if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) - { - PlayLevelSound(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; + /* this is used for non-R'n'D game engines to update certain engine values */ - if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) && - (!IN_LEV_FIELD(x + 1, y - 1) || - !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1)))) - Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT; - } -#endif + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; } -static void InitBeltMovement() +void InitMovDir(int x, int y) { - static int belt_base_element[4] = + int i, element = Feld[x][y]; + static int xy[4][2] = { - EL_CONVEYOR_BELT_1_LEFT, - EL_CONVEYOR_BELT_2_LEFT, - EL_CONVEYOR_BELT_3_LEFT, - EL_CONVEYOR_BELT_4_LEFT + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } }; - static int belt_base_active_element[4] = + static int direction[3][4] = { - EL_CONVEYOR_BELT_1_LEFT_ACTIVE, - EL_CONVEYOR_BELT_2_LEFT_ACTIVE, - EL_CONVEYOR_BELT_3_LEFT_ACTIVE, - EL_CONVEYOR_BELT_4_LEFT_ACTIVE + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; - int x, y, i, j; - - /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < NUM_BELTS; i++) + switch (element) { - int belt_nr = i; - - for (j = 0; j < NUM_BELT_PARTS; j++) - { - int element = belt_base_active_element[belt_nr] + j; - int graphic = el2img(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 (game.belt_dir[i] == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; - else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; - } - } + 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; - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + 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; - for (i = 0; i < NUM_BELTS; i++) - { - if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltElement(element); - int belt_nr = i; + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + 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; - Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; - } - } - } - } - } -} + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: + Feld[x][y] = EL_YAMYAM; + MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT]; + break; -static void ToggleBeltSwitch(int x, int y) -{ - static int belt_base_element[4] = - { - EL_CONVEYOR_BELT_1_LEFT, - EL_CONVEYOR_BELT_2_LEFT, - EL_CONVEYOR_BELT_3_LEFT, - EL_CONVEYOR_BELT_4_LEFT - }; - static int belt_base_active_element[4] = - { - EL_CONVEYOR_BELT_1_LEFT_ACTIVE, - EL_CONVEYOR_BELT_2_LEFT_ACTIVE, - EL_CONVEYOR_BELT_3_LEFT_ACTIVE, - EL_CONVEYOR_BELT_4_LEFT_ACTIVE - }; - static int belt_base_switch_element[4] = - { - EL_CONVEYOR_BELT_1_SWITCH_LEFT, - EL_CONVEYOR_BELT_2_SWITCH_LEFT, - EL_CONVEYOR_BELT_3_SWITCH_LEFT, - EL_CONVEYOR_BELT_4_SWITCH_LEFT - }; - static int belt_move_dir[4] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT, - MV_NO_MOVING, - }; + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; - 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; + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; - if (!IS_BELT_SWITCH(element)) - return; + 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; - game.belt_dir_nr[belt_nr] = belt_dir_nr; - game.belt_dir[belt_nr] = belt_dir; + default: + if (IS_CUSTOM_ELEMENT(element)) + { + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; - if (belt_dir_nr == 3) - belt_dir_nr = 1; + if (move_direction_initial == MV_START_PREVIOUS) + { + if (MovDir[x][y] != MV_NONE) + return; - /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < NUM_BELT_PARTS; i++) - { - int element = belt_base_active_element[belt_nr] + i; - int graphic = el2img(element); + move_direction_initial = MV_START_AUTOMATIC; + } - if (belt_dir == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; - else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; - } + if (move_direction_initial == MV_START_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_direction_initial & MV_ANY_DIRECTION) + MovDir[x][y] = move_direction_initial; + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (move_pattern == MV_ALONG_LEFT_SIDE || + move_pattern == MV_ALONG_RIGHT_SIDE) + { + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); - for (yy = 0; yy < lev_fieldy; yy++) - { - for (xx = 0; xx < lev_fieldx; xx++) - { - int element = Feld[xx][yy]; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - if (IS_BELT_SWITCH(element)) - { - int e_belt_nr = getBeltNrFromBeltSwitchElement(element); + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; - if (e_belt_nr == belt_nr) - { - Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; - DrawLevelField(xx, yy); - } + break; + } + } + } } - else if (IS_BELT(element) && belt_dir != MV_NO_MOVING) + else { - int e_belt_nr = getBeltNrFromBeltElement(element); + MovDir[x][y] = 1 << RND(4); - if (e_belt_nr == belt_nr) + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i = 0; i < NUM_DIRECTIONS; i++) { - int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); + 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; + } + } } } - else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltActiveElement(element); + break; + } - 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); - } - } - } - } + GfxDir[x][y] = MovDir[x][y]; } -static void ToggleSwitchgateSwitch(int x, int y) +void InitAmoebaNr(int x, int y) { - int xx, yy; - - game.switchgate_pos = !game.switchgate_pos; + int i; + int group_nr = AmoebeNachbarNr(x, y); - for (yy = 0; yy < lev_fieldy; yy++) + if (group_nr == 0) { - for (xx = 0; xx < lev_fieldx; xx++) + for (i = 1; i < MAX_NUM_AMOEBA; i++) { - 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; -#if 1 - PlayLevelSoundAction(xx, yy, ACTION_CLOSING); -#else - PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING); -#endif - } - else if (element == EL_SWITCHGATE_CLOSED || - element == EL_SWITCHGATE_CLOSING) + if (AmoebaCnt[i] == 0) { - Feld[xx][yy] = EL_SWITCHGATE_OPENING; -#if 1 - PlayLevelSoundAction(xx, yy, ACTION_OPENING); -#else - PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING); -#endif + group_nr = i; + break; } } } -} -static int getInvisibleActiveFromInvisibleElement(int element) -{ - return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : - element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : - element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : - element); + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; } -static int getInvisibleFromInvisibleActiveElement(int element) +static void PlayerWins(struct PlayerInfo *player) { - return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : - element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : - element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : - element); + player->LevelSolved = TRUE; + player->GameOver = TRUE; + + player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : player->score); + + player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : + TimeLeft); + player->LevelSolved_CountingScore = player->score_final; } -static void RedrawAllLightSwitchesAndInvisibleElements() +void GameWon() { - int x, y; + static int time, time_final; + static int score, score_final; + static int game_over_delay_1 = 0; + static int game_over_delay_2 = 0; + int game_over_delay_value_1 = 50; + int game_over_delay_value_2 = 50; - for (y = 0; y < lev_fieldy; y++) + if (!local_player->LevelSolved_GameWon) { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + int i; - 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); + /* do not start end game actions before the player stops moving (to exit) */ + if (local_player->MovPos) + return; - 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); + local_player->LevelSolved_GameWon = TRUE; + local_player->LevelSolved_SaveTape = tape.recording; + local_player->LevelSolved_SaveScore = !tape.playing; - DrawLevelField(x, y); - } + if (!tape.playing) + { + LevelStats_incSolved(level_nr); + + SaveLevelSetup_SeriesInfo(); + +#if 0 + printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr)); +#endif } - } -} -static void ToggleLightSwitch(int x, int y) -{ - int element = Feld[x][y]; + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; - game.light_time_left = - (element == EL_LIGHT_SWITCH ? - level.time_light * FRAMES_PER_SECOND : 0); +#if 1 + TapeStop(); +#endif - RedrawAllLightSwitchesAndInvisibleElements(); -} + game_over_delay_1 = game_over_delay_value_1; + game_over_delay_2 = game_over_delay_value_2; -static void ActivateTimegateSwitch(int x, int y) -{ - int xx, yy; + time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft); + score = score_final = local_player->score_final; - game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + if (TimeLeft > 0) + { + time_final = 0; + score_final += TimeLeft * level.score[SC_TIME_BONUS]; + } + else if (game.no_time_limit && TimePlayed < 999) + { + time_final = 999; + score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS]; + } - for (yy = 0; yy < lev_fieldy; yy++) - { - for (xx = 0; xx < lev_fieldx; xx++) + local_player->score_final = score_final; + + if (level_editor_test_game) { - int element = Feld[xx][yy]; + time = time_final; + score = score_final; + +#if 1 + local_player->LevelSolved_CountingTime = time; + local_player->LevelSolved_CountingScore = score; + + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; + + DisplayGameControlValues(); +#else + DrawGameValue_Time(time); + DrawGameValue_Score(score); +#endif + } - if (element == EL_TIMEGATE_CLOSED || - element == EL_TIMEGATE_CLOSING) + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */ { - Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); + /* close exit door after last player */ + if ((AllPlayersGone && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) || + Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN) + { + int element = Feld[ExitX][ExitY]; + +#if 0 + if (element == EL_EM_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN) + { + Bang(ExitX, ExitY); + } + else +#endif + { + Feld[ExitX][ExitY] = + (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING : + element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING: + element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING: + EL_EM_STEEL_EXIT_CLOSING); + + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + } + + /* player disappears */ + DrawLevelField(ExitX, ExitY); } - /* - else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + for (i = 0; i < MAX_PLAYERS; i++) { - Feld[xx][yy] = EL_TIMEGATE_SWITCH; - DrawLevelField(xx, yy); - } - */ + struct PlayerInfo *player = &stored_player[i]; + + if (player->present) + { + RemovePlayer(player); + /* player disappears */ + DrawLevelField(player->jx, player->jy); + } + } } + + PlaySound(SND_GAME_WINNING); } - Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; -} + if (game_over_delay_1 > 0) + { + game_over_delay_1--; -inline static int getElementMoveStepsize(int x, int y) -{ - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); - int sign = (horiz_move ? dx : dy); - int step = sign * element_info[element].move_stepsize; + return; + } - /* special values for move stepsize for spring and things on conveyor belt */ - if (horiz_move) + if (time != time_final) { -#if 0 - if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; - else if (CAN_FALL(element) && !CAN_MOVE(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; + int time_to_go = ABS(time_final - time); + int time_count_dir = (time < time_final ? +1 : -1); + int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1); + + time += time_count_steps * time_count_dir; + score += time_count_steps * level.score[SC_TIME_BONUS]; + +#if 1 + local_player->LevelSolved_CountingTime = time; + local_player->LevelSolved_CountingScore = score; + + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; + + DisplayGameControlValues(); #else - if (CAN_FALL(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; - else if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; + DrawGameValue_Time(time); + DrawGameValue_Score(score); #endif - } - return step; -} + if (time == time_final) + StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); -void Impact(int x, int y) -{ - boolean lastline = (y == lev_fieldy-1); - boolean object_hit = FALSE; - boolean impact = (lastline || object_hit); - int element = Feld[x][y]; - int smashed = EL_STEELWALL; + return; + } + + local_player->LevelSolved_PanelOff = TRUE; - if (!lastline) /* check if element below was hit */ + if (game_over_delay_2 > 0) { - if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) - return; + game_over_delay_2--; - object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || - MovDir[x][y + 1] != MV_DOWN || - MovPos[x][y + 1] <= TILEY / 2)); + return; + } -#if 0 - object_hit = !IS_FREE(x, y + 1); +#if 1 + GameEnd(); #endif +} - /* do not smash moving elements that left the smashed field in time */ - if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && - ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) - object_hit = FALSE; +void GameEnd() +{ + int hi_pos; + boolean raise_level = FALSE; - if (object_hit) - smashed = MovingOrBlocked2Element(x, y + 1); + local_player->LevelSolved_GameEnd = TRUE; - impact = (lastline || object_hit); - } + CloseDoor(DOOR_CLOSE_1); - if (!lastline && smashed == EL_ACID) /* element falls into acid */ + if (local_player->LevelSolved_SaveTape) { - SplashAcid(x, y + 1); - return; - } +#if 0 + TapeStop(); +#endif - /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ - /* only reset graphic animation if graphic really changes after impact */ - if (impact && - el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) - { - ResetGfxAnimation(x, y); - DrawLevelField(x, y); +#if 1 + SaveTapeChecked(tape.level_nr); /* ask to save tape */ +#else + SaveTape(tape.level_nr); /* ask to save tape */ +#endif } - if (impact && CAN_EXPLODE_IMPACT(element)) + if (level_editor_test_game) { - Bang(x, y); + game_status = GAME_MODE_MAIN; + +#if 1 + DrawAndFadeInMainMenu(REDRAW_FIELD); +#else + DrawMainMenu(); +#endif + return; } - else if (impact && element == EL_PEARL) + + if (!local_player->LevelSolved_SaveScore) { - ResetGfxAnimation(x, y); +#if 1 + FadeOut(REDRAW_FIELD); +#endif + + game_status = GAME_MODE_MAIN; + + DrawAndFadeInMainMenu(REDRAW_FIELD); - Feld[x][y] = EL_PEARL_BREAKING; - PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } - else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + + if (level_nr == leveldir_current->handicap_level) { - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + leveldir_current->handicap_level++; - return; + SaveLevelSetup_SeriesInfo(); } - if (impact && element == EL_AMOEBA_DROP) + if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + + if ((hi_pos = NewHiScore()) >= 0) { - if (object_hit && IS_PLAYER(x, y + 1)) - KillHeroUnlessEnemyProtected(x, y + 1); - else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y + 1); - else - { - Feld[x][y] = EL_AMOEBA_GROWING; - Store[x][y] = EL_AMOEBA_WET; + game_status = GAME_MODE_SCORES; - ResetRandomAnimationValue(x, y); + DrawHallOfFame(hi_pos); + + if (raise_level) + { + level_nr++; + TapeErase(); } - return; } - - if (object_hit) /* check which object was hit */ + else { - if (CAN_PASS_MAGIC_WALL(element) && - (smashed == EL_MAGIC_WALL || - smashed == EL_BD_MAGIC_WALL)) - { - int xx, yy; - int activated_magic_wall = - (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : - EL_BD_MAGIC_WALL_ACTIVE); +#if 1 + FadeOut(REDRAW_FIELD); +#endif - /* 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_status = GAME_MODE_MAIN; - game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; - game.magic_wall_active = TRUE; - - PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? - SND_MAGIC_WALL_ACTIVATING : - SND_BD_MAGIC_WALL_ACTIVATING)); - } - - if (IS_PLAYER(x, y + 1)) - { - if (CAN_SMASH_PLAYER(element)) - { - KillHeroUnlessEnemyProtected(x, y + 1); - return; - } - } - else if (smashed == EL_PENGUIN) + if (raise_level) { - if (CAN_SMASH_PLAYER(element)) - { - Bang(x, y + 1); - return; - } + level_nr++; + TapeErase(); } - else if (element == EL_BD_DIAMOND) + + DrawAndFadeInMainMenu(REDRAW_FIELD); + } +} + +int NewHiScore() +{ + int k, l; + int position = -1; + + LoadScore(level_nr); + + if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) || + local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; + + for (k = 0; k < MAX_SCORE_ENTRIES; k++) + { + if (local_player->score_final > highscore[k].Score) { - if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + /* player has made it to the hall of fame */ + + if (k < MAX_SCORE_ENTRIES - 1) { - Bang(x, y + 1); - return; - } - } - else if (((element == EL_SP_INFOTRON || - element == EL_SP_ZONK) && - (smashed == EL_SP_SNIKSNAK || - smashed == EL_SP_ELECTRON || - smashed == EL_SP_DISK_ORANGE)) || - (element == EL_SP_INFOTRON && - smashed == EL_SP_DISK_YELLOW)) - { - Bang(x, y + 1); - return; - } -#if 0 - else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) - { - Bang(x, y + 1); - return; - } + int m = MAX_SCORE_ENTRIES - 1; + +#ifdef ONE_PER_NAME + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (strEqual(setup.player_name, highscore[l].Name)) + m = l; + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; #endif - else if (CAN_SMASH_EVERYTHING(element)) - { - if (IS_CLASSIC_ENEMY(smashed) || - CAN_EXPLODE_SMASHED(smashed)) - { - Bang(x, y + 1); - return; - } - else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) - { - if (smashed == EL_LAMP || - smashed == EL_LAMP_ACTIVE) - { - Bang(x, y + 1); - return; - } - else if (smashed == EL_NUT) - { - Feld[x][y + 1] = EL_NUT_BREAKING; - PlayLevelSound(x, y, SND_NUT_BREAKING); - RaiseScoreElement(EL_NUT); - return; - } - else if (smashed == EL_PEARL) - { - ResetGfxAnimation(x, y); - Feld[x][y + 1] = EL_PEARL_BREAKING; - PlayLevelSound(x, y, SND_PEARL_BREAKING); - return; - } - else if (smashed == EL_DIAMOND) - { - Feld[x][y + 1] = EL_DIAMOND_BREAKING; - PlayLevelSound(x, y, SND_DIAMOND_BREAKING); - return; - } - else if (IS_BELT_SWITCH(smashed)) - { - ToggleBeltSwitch(x, y + 1); - } - else if (smashed == EL_SWITCHGATE_SWITCH_UP || - smashed == EL_SWITCHGATE_SWITCH_DOWN) - { - ToggleSwitchgateSwitch(x, y + 1); - } - else if (smashed == EL_LIGHT_SWITCH || - smashed == EL_LIGHT_SWITCH_ACTIVE) + for (l = m; l > k; l--) { - ToggleLightSwitch(x, y + 1); + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; } - else - { -#if 0 - TestIfElementSmashesCustomElement(x, y, MV_DOWN); -#endif - - CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + } -#if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeBySide(x, y + 1, smashed, element, - CE_SWITCHED, CH_SIDE_TOP); - CheckTriggeredElementChangeBySide(x, y + 1, smashed, - CE_OTHER_IS_SWITCHING,CH_SIDE_TOP); -#else - CheckTriggeredElementChangeBySide(x, y + 1, smashed, - CE_OTHER_IS_SWITCHING,CH_SIDE_TOP); - CheckElementChangeBySide(x, y + 1, smashed, element, - CE_SWITCHED, CH_SIDE_TOP); +#ifdef ONE_PER_NAME + put_into_list: #endif - } - } - else - { - CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); - } + 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_final; + position = k; + break; } - } - /* play sound of magic wall / mill */ - if (!lastline && - (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) - { - if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) - PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); - else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) - PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); +#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 - return; } - /* play sound of object that hits the ground */ - if (lastline || object_hit) - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + if (position >= 0) + SaveScore(level_nr); + + return position; } -inline static void TurnRoundExt(int x, int y) +inline static int getElementMoveStepsizeExt(int x, int y, int direction) { - 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 move_pattern = element_info[element].move_pattern; - - int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; - int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; - int 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; + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } - 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; + return step; +} - int xx, yy; +inline static int getElementMoveStepsize(int x, int y) +{ + return getElementMoveStepsizeExt(x, y, MovDir[x][y]); +} - if (element == EL_BUG || element == EL_BD_BUTTERFLY) +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) { - TestIfBadThingTouchesOtherBadThing(x, y); - - if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) - MovDir[x][y] = right_dir; - else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = left_dir; - - if (element == EL_BUG && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ - MovDelay[x][y] = 1; - } #if 0 - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - TestIfBadThingTouchesOtherBadThing(x, y); + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif - if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = right_dir; + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; + } +} - if ((element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON) - && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ - MovDelay[x][y] = 1; - } -#else - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) - { - TestIfBadThingTouchesOtherBadThing(x, y); +#if USE_GFX_RESET_GFX_ANIMATION +static void ResetGfxFrame(int x, int y, boolean redraw) +{ + int element = Feld[x][y]; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + int last_gfx_frame = GfxFrame[x][y]; + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; + + if (redraw && GfxFrame[x][y] != last_gfx_frame) + DrawLevelGraphicAnimation(x, y, graphic); +} +#endif - if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = right_dir; +static void ResetGfxAnimation(int x, int y) +{ + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; + GfxFrame[x][y] = 0; - if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - TestIfBadThingTouchesOtherBadThing(x, y); +#if USE_GFX_RESET_GFX_ANIMATION + ResetGfxFrame(x, y, FALSE); +#endif +} - if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) - MovDir[x][y] = left_dir; - else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) - MovDir[x][y] = right_dir; +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - } +void InitMovingField(int x, int y, int direction) +{ + int element = Feld[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; + boolean is_moving_before, is_moving_after; +#if 0 + boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]); #endif - else if (element == EL_YAMYAM) - { - boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); - if (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; + /* check if element was/is moving or being moved before/after mode change */ +#if 1 +#if 1 + is_moving_before = (WasJustMoving[x][y] != 0); +#else + /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */ + is_moving_before = WasJustMoving[x][y]; +#endif +#else + is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0); +#endif + is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0); - MovDelay[x][y] = 16 + 16 * RND(3); - } - else if (element == EL_DARK_YAMYAM) - { - boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, - left_x, left_y); - boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, - right_x, right_y); + /* reset animation only for moving elements which change direction of moving + or which just started or stopped moving + (else CEs with property "can move" / "not moving" are reset each frame) */ +#if USE_GFX_RESET_ONLY_WHEN_MOVING +#if 1 + if (is_moving_before != is_moving_after || + direction != MovDir[x][y]) + ResetGfxAnimation(x, y); +#else + if ((is_moving_before || is_moving_after) && !continues_moving) + ResetGfxAnimation(x, y); +#endif +#else + if (!continues_moving) + ResetGfxAnimation(x, y); +#endif - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + MovDir[x][y] = direction; + GfxDir[x][y] = direction; - MovDelay[x][y] = 16 + 16 * RND(3); - } - else if (element == EL_PACMAN) - { - boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y); +#if USE_GFX_RESET_ONLY_WHEN_MOVING + GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING : + direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); +#else + GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); +#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; + /* this is needed for CEs with property "can move" / "not moving" */ - MovDelay[x][y] = 6 + RND(40); - } - else if (element == EL_PIG) + if (is_moving_after) { - boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); - boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); - boolean should_turn_left, should_turn_right, should_move_on; - int rnd_value = 24; - int rnd = RND(rnd_value); - - should_turn_left = (can_turn_left && - (!can_move_on || - IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, - y + back_dy + left_dy))); - should_turn_right = (can_turn_right && - (!can_move_on || - IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, - y + back_dy + right_dy))); - should_move_on = (can_move_on && - (!can_turn_left || - !can_turn_right || - IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, - y + move_dy + left_dy) || - IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, - y + move_dy + right_dy))); - - 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[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; + MovDir[newx][newy] = MovDir[x][y]; -#if 1 - /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */ - if (!IN_LEV_FIELD(xx, yy) || - (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) - MovDir[x][y] = old_move_dir; -#else - if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) - MovDir[x][y] = old_move_dir; +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; #endif - MovDelay[x][y] = 0; + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } - else if (element == EL_DRAGON) - { - boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); - boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); - int rnd_value = 24; - int rnd = RND(rnd_value); +} -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif +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); - 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; + *goes_to_x = newx; + *goes_to_y = newy; +} - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; +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 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y], - xx, yy, Feld[xx][yy], - FrameCounter); -#endif + if (direction == MV_LEFT) + oldx++; + else if (direction == MV_RIGHT) + oldx--; + else if (direction == MV_UP) + oldy++; + else if (direction == MV_DOWN) + oldy--; -#if 1 - if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) - MovDir[x][y] = old_move_dir; -#else - if (!IS_FREE(xx, yy)) - MovDir[x][y] = old_move_dir; -#endif + *comes_from_x = oldx; + *comes_from_y = oldy; +} -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif +int MovingOrBlocked2Element(int x, int y) +{ + int element = Feld[x][y]; - MovDelay[x][y] = 0; + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; } - else if (element == EL_MOLE) + 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)) { - boolean can_move_on = - (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, - IS_AMOEBOID(Feld[move_x][move_y]) || - Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); - if (!can_move_on) + if (element == EL_BLOCKED) { - boolean can_turn_left = - (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, - IS_AMOEBOID(Feld[left_x][left_y]))); + int oldx, oldy; - boolean can_turn_right = - (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + 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; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; +#if 0 + /* !!! this would prevent the removed tile from being redrawn !!! */ + GfxRedraw[x][y] = GFX_REDRAW_NONE; +#endif +} + +void RemoveMovingField(int x, int y) +{ + int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; + + if (element != EL_BLOCKED && !IS_MOVING(x, y)) + return; + + if (IS_MOVING(x, y)) + { + Moving2Blocked(x, y, &newx, &newy); + + if (Feld[newx][newy] != EL_BLOCKED) + { + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + TEST_DrawLevelField(oldx, oldy); + + return; + } + } + else if (element == EL_BLOCKED) + { + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + return; + } + + if (element == EL_BLOCKED && + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; + + TEST_DrawLevelField(oldx, oldy); + TEST_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 (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); + + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + if (Back[x][y] || 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); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); + + return; + } + } + + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); + + Bang(x, y); +} + +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active) + { + int sx = stored_player[i].jx; + int sy = stored_player[i].jy; + + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } + + num_checked_players++; + } + } +} + +static boolean checkIfAllPlayersFitToScreen_RND() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + return (sx2 - sx1 < SCR_FIELDX && + sy2 - sy1 < SCR_FIELDY); +} + +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, + boolean center_screen, boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + + if (quick_relocation) + { + if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) + { + if (!level.shifted_relocation || center_screen) + { + /* quick relocation (without scrolling), with centering of screen */ + + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* quick relocation (without scrolling), but do not center screen */ + + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } + } + else + { +#if 1 + if (!level.shifted_relocation || center_screen) + { + /* quick relocation (without scrolling), with centering of screen */ + + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* quick relocation (without scrolling), but do not center screen */ + + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } +#else + /* quick relocation (without scrolling), inside visible screen area */ + + int offset = game.scroll_delay_value; + + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || + (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) + scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); + + if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) || + (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset)) + scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -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 over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); +#endif + } + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { +#if 1 + int scroll_xx, scroll_yy; + + if (!level.shifted_relocation || center_screen) + { + /* visible relocation (with scrolling), with centering of screen */ + + scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* visible relocation (with scrolling), but do not center screen */ + + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } + +#else + + /* visible relocation (with scrolling), with centering of screen */ + + int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); +#endif + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_x != scroll_xx || scroll_y != scroll_yy) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } + + DrawAllPlayers(); + BackToFront(); + Delay(wait_delay_value); + } +} + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ + int el_player = GET_PLAYER_ELEMENT(el_player_raw); + int player_nr = GET_PLAYER_NR(el_player); + struct PlayerInfo *player = &stored_player[player_nr]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + + AdvanceFrameAndPlayerCounters(player->index_nr); + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be + possible that the relocation target field did not contain a player element, + but a walkable element, to which the new player was relocated -- in this + case, restore that (already initialized!) element on the player field */ + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; /* restore previously existing element */ +#if 0 + /* !!! do not initialize already initialized element a second time !!! */ + /* (this causes at least problems with "element creation" CE trigger for + already existing elements, and existing Sokoban fields counted twice) */ + InitField(jx, jy, FALSE); +#endif + } + + /* only visually relocate centered player */ + DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir, + FALSE, level.instant_relocation); + + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); + +#if 1 + if (player->is_switching) + { + /* ensure that relocation while still switching an element does not cause + a new element to be treated as also switched directly after relocation + (this is important for teleporter switches that teleport the player to + a place where another teleporter switch is in the same direction, which + would then incorrectly be treated as immediately switched before the + direction key that caused the switch was released) */ + + player->switch_x += jx - old_jx; + player->switch_y += jy - old_jy; + } +#endif +} + +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int last_phase; + int border_element; + + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + int artwork_element, explosion_element; /* set these values later */ + +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) + return; +#endif + +#if 0 + /* !!! at this place, the center element may be EL_BLOCKED !!! */ + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + 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; + } + + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ + + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); + + artwork_element = stored_player[player_nr].artwork_element; + + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + + last_phase = element_info[explosion_element].explosion_delay + 1; + + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + { + int xx = x - ex + 1; + int yy = y - ey + 1; + int element; + + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; + + element = Feld[x][y]; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + { + element = MovingOrBlocked2Element(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); + } + + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || + element == EL_FLAMES) + continue; + + /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy + behaviour, for example when touching a yamyam that explodes to rocks + with active deadly shield, a rock is created under the player !!! */ + /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */ +#if 0 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; + } + + continue; + } + + /* save walkable background elements while explosion on same tile */ + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; + + /* ignite explodable elements reached by other explosion */ + if (element == EL_EXPLOSION) + element = Store2[x][y]; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); + + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) + { + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; + + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; + + if (PLAYERINFO(ex, ey)->use_murphy) + Store[x][y] = EL_EMPTY; + } + + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; +#if 1 + /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE" + (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond + otherwise) -- FIX THIS !!! */ + else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY) + Store[x][y] = element_info[element].content.e[1][1]; +#else + else if (!CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; +#endif + else + Store[x][y] = EL_EMPTY; + + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) + Store2[x][y] = element; + + Feld[x][y] = EL_EXPLOSION; + GfxElement[x][y] = artwork_element; + + ExplodePhase[x][y] = 1; + ExplodeDelay[x][y] = last_phase; + + Stop[x][y] = TRUE; + } + + if (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + + return; + } + + if (Stop[ex][ey]) + return; + + x = ex; + y = ey; + + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ + + last_phase = ExplodeDelay[x][y]; + + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ + +#endif +#if 1 + +#if 1 + /* this can happen if the player leaves an explosion just in time */ + if (GfxElement[x][y] == EL_UNDEFINED) + GfxElement[x][y] = EL_EMPTY; +#else + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } +#endif + +#endif + + border_element = Store2[x][y]; + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; + + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) + { + boolean border_explosion = FALSE; + + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + KillPlayerUnlessExplosionProtected(x, y); + border_explosion = TRUE; + } + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + border_explosion = TRUE; + } + else if (border_element == EL_AMOEBA_TO_DIAMOND) + { + AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; + } + + /* if an element just explodes due to another explosion (chain-reaction), + do not immediately end the new explosion when it was the last frame of + the explosion (as it would be done in the following "if"-statement!) */ + if (border_explosion && phase == last_phase) + return; + } + + if (phase == last_phase) + { + int element; + + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) + { + int player_nr = element - EL_PLAYER_IS_EXPLODING_1; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); + + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; + + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } + + /* restore probably existing indestructible background element */ + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NONE; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + InitField_WithBug2(x, y, FALSE); + + TEST_DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); + } + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + if (phase == delay) + TEST_DrawLevelFieldCrumbled(x, y); + + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) + { + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); + } + else if (IS_WALKABLE_UNDER(Back[x][y])) + { + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } +} + +void DynaExplode(int ex, int ey) +{ + int i, j; + int dynabomb_element = Feld[ex][ey]; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (IS_ACTIVE_BOMB(dynabomb_element)) + { + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } + + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 1; j <= dynabomb_size; j++) + { + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; + int element; + + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(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_TYPE_BORDER); + + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; + } + } +} + +void Bang(int x, int y) +{ + int element = MovingOrBlocked2Element(x, y); + int explosion_type = EX_TYPE_NORMAL; + + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + element = Feld[x][y] = player->initial_element; +#else + element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : + player->element_nr); +#endif + + if (level.use_explosion_element[player->index_nr]) + { + int explosion_element = level.explosion_element[player->index_nr]; + + if (element_info[explosion_element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[explosion_element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + } + } + + switch (element) + { + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_MOLE: + RaiseScoreElement(element); + break; + + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + explosion_type = EX_TYPE_DYNA; + break; + + case EL_DC_LANDMINE: +#if 0 + case EL_EM_EXIT_OPEN: + case EL_EM_STEEL_EXIT_OPEN: +#endif + explosion_type = EX_TYPE_CENTER; + break; + + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: + case EL_AMOEBA_TO_DIAMOND: + if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */ + explosion_type = EX_TYPE_CENTER; + break; + + default: + if (element_info[element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + break; + } + + if (explosion_type == EX_TYPE_DYNA) + DynaExplode(x, y); + else + Explode(x, y, EX_PHASE_START, explosion_type); + + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); +} + +void SplashAcid(int x, int y) +{ + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; + + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; + + PlayLevelSound(x, y, SND_ACID_SPLASHING); +} + +static void InitBeltMovement() +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i = 0; i < NUM_BELTS; i++) + { + int belt_nr = i; + + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int element = belt_base_active_element[belt_nr] + j; + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); + + if (game.belt_dir[i] == MV_LEFT) + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } + else + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } + } + } + + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + + for (i = 0; i < NUM_BELTS; i++) + { + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; + + if (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_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + static int belt_base_switch_element[4] = + { + EL_CONVEYOR_BELT_1_SWITCH_LEFT, + EL_CONVEYOR_BELT_2_SWITCH_LEFT, + EL_CONVEYOR_BELT_3_SWITCH_LEFT, + EL_CONVEYOR_BELT_4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NONE, + MV_RIGHT, + MV_NONE, + }; + + 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 < NUM_BELT_PARTS; i++) + { + int element = belt_base_active_element[belt_nr] + i; + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); + + if (belt_dir == MV_LEFT) + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } + else + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } + } + + SCAN_PLAYFIELD(xx, yy) + { + 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; + TEST_DrawLevelField(xx, yy); + } + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + 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; + TEST_DrawLevelField(xx, yy); + } + } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + TEST_DrawLevelField(xx, yy); + } + } + } +} + +static void ToggleSwitchgateSwitch(int x, int y) +{ + int xx, yy; + + game.switchgate_pos = !game.switchgate_pos; + + SCAN_PLAYFIELD(xx, yy) + { + int element = Feld[xx][yy]; + +#if !USE_BOTH_SWITCHGATE_SWITCHES + if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_UP || + element == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + TEST_DrawLevelField(xx, yy); + } +#else + if (element == EL_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP; + TEST_DrawLevelField(xx, yy); + } +#endif + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) + { + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; + + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; + + PlayLevelSoundAction(xx, yy, ACTION_OPENING); + } + } +} + +static int getInvisibleActiveFromInvisibleElement(int element) +{ + return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : + element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); +} + +static int getInvisibleFromInvisibleActiveElement(int element) +{ + return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : + element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); +} + +static void RedrawAllLightSwitchesAndInvisibleElements() +{ + int x, y; + + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + + if (element == EL_LIGHT_SWITCH && + game.light_time_left > 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + TEST_DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + TEST_DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + TEST_DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; + + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + TEST_DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + TEST_DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.lenses_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + TEST_DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; + + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + TEST_DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + IS_DC_GATE_GRAY(element) ? + EL_DC_GATE_WHITE_GRAY_ACTIVE : + element); + TEST_DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + IS_DC_GATE_GRAY_ACTIVE(element) ? + EL_DC_GATE_WHITE_GRAY : + element); + TEST_DrawLevelField(x, y); + } + } +} + +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; + + SCAN_PLAYFIELD(xx, yy) + { + int element = Feld[xx][yy]; + + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING); + } + + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + TEST_DrawLevelField(xx, yy); + } + */ + + } + +#if 1 + Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE : + EL_DC_TIMEGATE_SWITCH_ACTIVE); +#else + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; +#endif +} + +void Impact(int x, int y) +{ + boolean last_line = (y == lev_fieldy - 1); + boolean object_hit = FALSE; + boolean impact = (last_line || object_hit); + int element = Feld[x][y]; + int smashed = EL_STEELWALL; + + if (!last_line) /* 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)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + +#if USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + TEST_DrawLevelField(x, y + 2); + + object_hit = TRUE; + } + + if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 2] = EL_ROCK; + TEST_DrawLevelField(x, y + 2); + + object_hit = TRUE; + } +#endif + + if (object_hit) + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (last_line || object_hit); + } + + if (!last_line && smashed == EL_ACID) /* element falls into acid */ + { + SplashAcid(x, y + 1); + return; + } + + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + TEST_DrawLevelField(x, y); + } + + if (impact && CAN_EXPLODE_IMPACT(element)) + { + Bang(x, y); + return; + } + else if (impact && element == EL_PEARL && + smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE) + { + ResetGfxAnimation(x, y); + + Feld[x][y] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + { + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + + return; + } + + if (impact && element == EL_AMOEBA_DROP) + { + if (object_hit && IS_PLAYER(x, y + 1)) + KillPlayerUnlessEnemyProtected(x, y + 1); + else if (object_hit && smashed == EL_PENGUIN) + Bang(x, y + 1); + else + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + + ResetRandomAnimationValue(x, y); + } + return; + } + + if (object_hit) /* check which object was hit */ + { + if ((CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + smashed == EL_DC_MAGIC_WALL)) + { + int xx, yy; + int activated_magic_wall = + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : + smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE : + EL_DC_MAGIC_WALL_ACTIVE); + + /* activate magic wall / mill */ + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; + } + + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; + + PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? + SND_MAGIC_WALL_ACTIVATING : + smashed == EL_BD_MAGIC_WALL ? + SND_BD_MAGIC_WALL_ACTIVATING : + SND_DC_MAGIC_WALL_ACTIVATING)); + } + + if (IS_PLAYER(x, y + 1)) + { + if (CAN_SMASH_PLAYER(element)) + { + KillPlayerUnlessEnemyProtected(x, y + 1); + return; + } + } + else if (smashed == EL_PENGUIN) + { + if (CAN_SMASH_PLAYER(element)) + { + Bang(x, y + 1); + return; + } + } + else if (element == EL_BD_DIAMOND) + { + if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + { + Bang(x, y + 1); + return; + } + } + else if (((element == EL_SP_INFOTRON || + element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || + smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) || + (element == EL_SP_INFOTRON && + smashed == EL_SP_DISK_YELLOW)) + { + Bang(x, y + 1); + return; + } + else if (CAN_SMASH_EVERYTHING(element)) + { + if (IS_CLASSIC_ENEMY(smashed) || + CAN_EXPLODE_SMASHED(smashed)) + { + Bang(x, y + 1); + return; + } + else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) + { + if (smashed == EL_LAMP || + smashed == EL_LAMP_ACTIVE) + { + Bang(x, y + 1); + return; + } + else if (smashed == EL_NUT) + { + Feld[x][y + 1] = EL_NUT_BREAKING; + PlayLevelSound(x, y, SND_NUT_BREAKING); + RaiseScoreElement(EL_NUT); + return; + } + else if (smashed == EL_PEARL) + { + ResetGfxAnimation(x, y); + + Feld[x][y + 1] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (smashed == EL_DIAMOND) + { + Feld[x][y + 1] = EL_DIAMOND_BREAKING; + PlayLevelSound(x, y, SND_DIAMOND_BREAKING); + return; + } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y + 1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_UP || + smashed == EL_SWITCHGATE_SWITCH_DOWN || + smashed == EL_DC_SWITCHGATE_SWITCH_UP || + smashed == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y + 1); + } + else if (smashed == EL_LIGHT_SWITCH || + smashed == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y + 1); + } + else + { +#if 0 + TestIfElementSmashesCustomElement(x, y, MV_DOWN); +#endif + + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X, + CH_SIDE_TOP); + } + } + else + { + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + } + } + } + + /* play sound of magic wall / mill */ + if (!last_line && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)) + { + if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING); + + return; + } + + /* play sound of object that hits the ground */ + if (last_line || object_hit) + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); +} + +inline static void TurnRoundExt(int x, int y) +{ + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + static struct + { + int left, right, back; + } turn[] = + { + { 0, 0, 0 }, + { MV_DOWN, MV_UP, MV_RIGHT }, + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } + }; + + int element = Feld[x][y]; + int move_pattern = element_info[element].move_pattern; + + int old_move_dir = MovDir[x][y]; + int left_dir = turn[old_move_dir].left; + int right_dir = turn[old_move_dir].right; + int back_dir = turn[old_move_dir].back; + + int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy; + int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy; + int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy; + int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy; + + int left_x = x + left_dx, left_y = y + left_dy; + int right_x = x + right_dx, right_y = y + right_dy; + int move_x = x + move_dx, move_y = y + move_dy; + + int xx, yy; + + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (element == EL_BUG && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_YAMYAM) + { + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); + + if (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 = DARK_YAMYAM_CAN_ENTER_FIELD(element, + left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, + right_x, right_y); + + if (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 = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_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; + + MovDelay[x][y] = 6 + RND(40); + } + else if (element == EL_PIG) + { + boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; + int rnd_value = 24; + int rnd = RND(rnd_value); + + should_turn_left = (can_turn_left && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, + y + back_dy + left_dy))); + should_turn_right = (can_turn_right && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, + y + back_dy + right_dy))); + should_move_on = (can_move_on && + (!can_turn_left || + !can_turn_right || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, + y + move_dy + left_dy) || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, + y + move_dy + right_dy))); + + 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; + + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_DRAGON) + { + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (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; + + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_MOLE) + { + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); + if (!can_move_on) + { + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, IS_AMOEBOID(Feld[right_x][right_y]))); - 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 (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.wind_direction; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { +#if USE_NEW_SPRING_BUMPER + if (MovDir[x][y] & MV_HORIZONTAL) + { + if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && + !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + { + Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; + ResetGfxAnimation(move_x, move_y); + TEST_DrawLevelField(move_x, move_y); + + MovDir[x][y] = back_dir; + } + else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + MovDir[x][y] = MV_NONE; + } +#else + if (MovDir[x][y] & MV_HORIZONTAL && + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) + MovDir[x][y] = MV_NONE; +#endif + + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN || + element == EL_EMC_ANDROID) + { + int attr_x = -1, attr_y = -1; + + if (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 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) + { + 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 < NUM_DIRECTIONS; i++) + { + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; + + if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN || + Feld[ex][ey] == EL_EM_EXIT_OPEN || + Feld[ex][ey] == EL_STEEL_EXIT_OPEN || + Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN)) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NONE; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (element == EL_ROBOT) + { + int newx, newy; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8 + 8 * !RND(3); + else + MovDelay[x][y] = 16; + } + else if (element == EL_PENGUIN) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else if (element == EL_SATELLITE) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else if (element == EL_EMC_ANDROID) + { + static int check_pos[16] = + { + -1, /* 0 => (invalid) */ + 7, /* 1 => MV_LEFT */ + 3, /* 2 => MV_RIGHT */ + -1, /* 3 => (invalid) */ + 1, /* 4 => MV_UP */ + 0, /* 5 => MV_LEFT | MV_UP */ + 2, /* 6 => MV_RIGHT | MV_UP */ + -1, /* 7 => (invalid) */ + 5, /* 8 => MV_DOWN */ + 6, /* 9 => MV_LEFT | MV_DOWN */ + 4, /* 10 => MV_RIGHT | MV_DOWN */ + -1, /* 11 => (invalid) */ + -1, /* 12 => (invalid) */ + -1, /* 13 => (invalid) */ + -1, /* 14 => (invalid) */ + -1, /* 15 => (invalid) */ + }; + static struct + { + int dx, dy; + int dir; + } check_xy[8] = + { + { -1, -1, MV_LEFT | MV_UP }, + { 0, -1, MV_UP }, + { +1, -1, MV_RIGHT | MV_UP }, + { +1, 0, MV_RIGHT }, + { +1, +1, MV_RIGHT | MV_DOWN }, + { 0, +1, MV_DOWN }, + { -1, +1, MV_LEFT | MV_DOWN }, + { -1, 0, MV_LEFT }, + }; + int start_pos, check_order; + boolean can_clone = FALSE; + int i; + + /* check if there is any free field around current position */ + for (i = 0; i < 8; i++) + { + int newx = x + check_xy[i].dx; + int newy = y + check_xy[i].dy; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + can_clone = TRUE; + + break; + } + } + + if (can_clone) /* randomly find an element to clone */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + + if (ANDROID_CAN_CLONE_FIELD(newx, newy)) + { + element_info[element].move_leave_type = LEAVE_TYPE_LIMITED; + element_info[element].move_leave_element = EL_TRIGGER_ELEMENT; + + Store[x][y] = Feld[newx][newy]; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* randomly find a direction to move */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_clone_time * 8 + 1; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* cloning and moving successful */ + return; + + /* cannot clone -- try to move towards player */ + + start_pos = check_pos[MovDir[x][y] & 0x0f]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 3; i++) + { + /* first check start_pos, then previous/next or (next/previous) pos */ + int pos_raw = start_pos + (i < 2 ? i : -1) * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IS_PLAYER(newx, newy)) + break; + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_move_time * 8 + 1; + + break; + } + } + } + } + else if (move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM || + move_pattern == MV_ALL_DIRECTIONS) + { + boolean can_turn_left = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + return; + + if (move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (move_pattern == MV_TURNING_LEFT_RIGHT) + MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); + else if (move_pattern == MV_TURNING_RIGHT_LEFT) + MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); + else if (move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : + can_turn_right && !can_turn_left ? right_dir : + RND(2) ? left_dir : right_dir); + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) + { + if (move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_BALLOON) + else if (move_pattern & MV_ANY_DIRECTION) { - MovDir[x][y] = game.balloon_dir; - MovDelay[x][y] = 0; + MovDir[x][y] = move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_SPRING) + else if (move_pattern & MV_WIND_DIRECTION) { -#if 0 - if (MovDir[x][y] & MV_HORIZONTAL && - !SPRING_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = MV_NO_MOVING; -#else - if (MovDir[x][y] & MV_HORIZONTAL && - (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || - SPRING_CAN_ENTER_FIELD(element, x, y + 1))) - MovDir[x][y] = MV_NO_MOVING; -#endif + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_LEFT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; - MovDelay[x][y] = 0; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_ROBOT || - element == EL_SATELLITE || - element == EL_PENGUIN) + else if (move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) { int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); if (AllPlayersGone) { @@ -4820,2926 +7826,3475 @@ inline static void TurnRoundExt(int x, int y) { int i; - for (i = 0; i < MAX_PLAYERS; 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; + } + } + } + + MovDir[x][y] = MV_NONE; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + { + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + + return; + } + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + } + } + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) + { + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NONE; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + static int test_xy[7][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN, + MV_UP, + MV_LEFT, + MV_RIGHT, + }; + boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); + int move_preference = -1000000; /* start with very low preference */ + int new_move_dir = MV_NONE; + int start_test = RND(4); + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; + + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; + + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; + + break; + } + + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) + continue; + + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; + + if (move_dir_preference > move_preference) + { + /* prefer field that has not been visited for the longest time */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + else if (move_dir_preference == move_preference && + move_dir == old_move_dir) + { + /* prefer last direction when all directions are preferred equally */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + } + + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + + TurnRoundExt(x, y); + + GfxDir[x][y] = MovDir[x][y]; + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); + + ResetGfxFrame(x, y, FALSE); +} + +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->is_pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + if (MovDelay[x][y] == 0) + 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)) { - 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; - } - } - } + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; -#if 1 - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && - (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || - game.engine_version < VERSION_IDENT(3,1,0,0))) + Feld[x][y] = EL_QUICKSAND_EMPTYING; +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; #else - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) + Store[x][y] = EL_ROCK; #endif - { - 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 < NUM_DIRECTIONS; i++) + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { - int ex = x + xy[i][0]; - int ey = y + xy[i][1]; - - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + if (!MovDelay[x][y]) { - 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); + MovDelay[x][y] = TILEY + 1; - if (element == EL_ROBOT) - { - int newx, newy; + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) - MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING); - if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8 + 8 * !RND(3); - else - MovDelay[x][y] = 16; - } - else if (element == EL_PENGUIN) - { - int newx, newy; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - MovDelay[x][y] = 1; + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) - return; + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING); - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) - return; + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - MovDir[x][y] = old_move_dir; - return; + PlayLevelSoundAction(x, y, ACTION_FILLING); } } - else /* (element == EL_SATELLITE) */ + else if (element == EL_QUICKSAND_FAST_FULL) { - int newx, newy; + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - MovDelay[x][y] = 1; + Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING; +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; +#else + Store[x][y] = EL_ROCK; +#endif - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) - return; + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING); - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) - return; + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - MovDir[x][y] = old_move_dir; - return; + PlayLevelSoundAction(x, y, ACTION_FILLING); } - } - } - else if (move_pattern == MV_TURNING_LEFT || - move_pattern == MV_TURNING_RIGHT || - move_pattern == MV_TURNING_LEFT_RIGHT || - move_pattern == MV_TURNING_RIGHT_LEFT || - move_pattern == MV_TURNING_RANDOM || - move_pattern == MV_ALL_DIRECTIONS) - { - boolean can_turn_left = - CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = - CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); - - if (move_pattern == MV_TURNING_LEFT) - MovDir[x][y] = left_dir; - else if (move_pattern == MV_TURNING_RIGHT) - MovDir[x][y] = right_dir; - else if (move_pattern == MV_TURNING_LEFT_RIGHT) - MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); - else if (move_pattern == MV_TURNING_RIGHT_LEFT) - MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); - else if (move_pattern == MV_TURNING_RANDOM) - MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : - can_turn_right && !can_turn_left ? right_dir : - RND(2) ? left_dir : right_dir); - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (move_pattern == MV_HORIZONTAL || - move_pattern == MV_VERTICAL) - { - if (move_pattern & old_move_dir) - MovDir[x][y] = back_dir; - else if (move_pattern == MV_HORIZONTAL) - MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); - else if (move_pattern == MV_VERTICAL) - MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (move_pattern & MV_ANY_DIRECTION) - { - MovDir[x][y] = move_pattern; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (move_pattern == MV_ALONG_LEFT_SIDE) - { - if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = right_dir; + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING); - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (move_pattern == MV_ALONG_RIGHT_SIDE) - { - if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) - MovDir[x][y] = right_dir; - else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = left_dir; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (move_pattern == MV_TOWARDS_PLAYER || - move_pattern == MV_AWAY_FROM_PLAYER) - { - int attr_x = -1, attr_y = -1; - int newx, newy; - boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - if (AllPlayersGone) + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { - attr_x = ExitX; - attr_y = ExitY; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; + + PlayLevelSoundAction(x, y, ACTION_FILLING); } - else + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) { - int i; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - for (i = 0; i < MAX_PLAYERS; i++) + Feld[x][y] = EL_QUICKSAND_FAST_FILLING; + Store[x][y] = element; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (element == EL_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (!player->active) - continue; + 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 (attr_x == -1 || - ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + if (MovDelay[x][y]) { - attr_x = jx; - attr_y = jy; + 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; - MovDir[x][y] = MV_NO_MOVING; - if (attr_x < x) - MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); - else if (attr_x > x) - MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); - if (attr_y < y) - MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); - else if (attr_y > y) - MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED_BD(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY / 4 + 1; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]); + Store[x][y] = 0; + } + } + else if (element == EL_DC_MAGIC_WALL_FULL) { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED_DC(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY / 4 + 1; - if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) - return; + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]); + Store[x][y] = 0; + } + } + else if ((CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))) - if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) - return; + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - MovDir[x][y] = old_move_dir; + Feld[x][y] = + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING : + EL_DC_MAGIC_WALL_FILLING); + Store[x][y] = element; } - } - else if (move_pattern == MV_WHEN_PUSHED || - move_pattern == MV_WHEN_DROPPED) - { - if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = MV_NO_MOVING; + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) + { + SplashAcid(x, y + 1); - MovDelay[x][y] = 0; - } - else if (move_pattern & MV_MAZE_RUNNER_STYLE) - { - static int test_xy[7][2] = + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Store[x][y] = EL_ACID; + } + else if ( +#if USE_FIX_IMPACT_COLLISION + (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckImpact[x][y] && !IS_FREE(x, y + 1)) || +#else + (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || +#endif + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 }, - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - }; - static int test_dir[7] = + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ + + CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; + + Impact(x, y); + } + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN, - MV_UP, - MV_LEFT, - MV_RIGHT, - }; - boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); - int move_preference = -1000000; /* start with very low preference */ - int new_move_dir = MV_NO_MOVING; - int start_test = RND(4); - int i; + if (MovDir[x][y] == MV_NONE) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + } + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) + { + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; - for (i = 0; i < NUM_DIRECTIONS; i++) + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + else if (element == EL_AMOEBA_DROP) { - int move_dir = test_dir[start_test + i]; - int move_dir_preference; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + } + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) + { + boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - xx = x + test_xy[start_test + i][0]; - yy = y + test_xy[start_test + i][1]; +#if USE_NEW_ALL_SLIPPERY + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) + { + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; - if (hunter_mode && IN_LEV_FIELD(xx, yy) && - (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } +#else + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } +#endif + +#if USE_NEW_ALL_SLIPPERY +#else +#if USE_NEW_SP_SLIPPERY + /* !!! better use the same properties as for custom elements here !!! */ + else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && + can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) + { + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; + } +#endif +#endif + +#if USE_NEW_ALL_SLIPPERY + if (can_fall_both) { - new_move_dir = move_dir; + if (element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); - break; + can_fall_both = FALSE; } - - if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) - continue; - - move_dir_preference = -1 * RunnerVisit[xx][yy]; - if (hunter_mode && PlayerVisit[xx][yy] > 0) - move_dir_preference = PlayerVisit[xx][yy]; - - if (move_dir_preference > move_preference) +#else + if (can_fall_both) { - /* prefer field that has not been visited for the longest time */ - move_preference = move_dir_preference; - new_move_dir = move_dir; + if (game.emulation == EMU_BOULDERDASH || + element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; } - else if (move_dir_preference == move_preference && - move_dir == old_move_dir) +#endif + + if (can_fall_any) { - /* prefer last direction when all directions are preferred equally */ - move_preference = move_dir_preference; - new_move_dir = move_dir; + /* if not determined otherwise, prefer left side for slipping down */ + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); + started_moving = TRUE; } } - - MovDir[x][y] = new_move_dir; - if (old_move_dir != new_move_dir) - { -#if 1 - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); +#if 0 + else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element)) #else - MovDelay[x][y] = 9; + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) #endif - } - } -} - -static void TurnRound(int x, int y) -{ - int direction = MovDir[x][y]; + { + boolean left_is_free = (x > 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); + int belt_dir = game.belt_dir[belt_nr]; -#if 0 - GfxDir[x][y] = MovDir[x][y]; -#endif + if ((belt_dir == MV_LEFT && left_is_free) || + (belt_dir == MV_RIGHT && right_is_free)) + { + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); - TurnRoundExt(x, y); + InitMovingField(x, y, belt_dir); + started_moving = TRUE; -#if 1 - GfxDir[x][y] = MovDir[x][y]; -#endif + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; - if (direction != MovDir[x][y]) - GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; + } + else + { + MovDir[x][y] = 0; /* if element was moving, stop it */ + } + } + } -#if 1 - if (MovDelay[x][y]) - GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); + /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE) #else - if (MovDelay[x][y]) - GfxAction[x][y] = ACTION_WAITING; + if (CAN_MOVE(element) && !started_moving) #endif -} - -static boolean JustBeingPushed(int x, int y) -{ - int i; - - for (i = 0; i < MAX_PLAYERS; i++) { - struct PlayerInfo *player = &stored_player[i]; + int move_pattern = element_info[element].move_pattern; + int newx, newy; - if (player->active && player->is_pushing && player->MovPos) +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NONE) { - 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; + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); } - } +#endif +#endif - return FALSE; -} + Moving2Blocked(x, y, &newx, &newy); -void StartMoving(int x, int y) -{ -#if 0 - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); -#endif - boolean started_moving = FALSE; /* some elements can fall _and_ move */ - int element = Feld[x][y]; + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; - if (Stop[x][y]) - return; + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + WasJustMoving[x][y] = 0; + CheckCollision[x][y] = 0; -#if 1 - if (MovDelay[x][y] == 0) - GfxAction[x][y] = ACTION_DEFAULT; -#else - /* !!! this should be handled more generic (not only for mole) !!! */ - if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) - GfxAction[x][y] = ACTION_DEFAULT; -#endif + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); - 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)) + if (Feld[x][y] != element) /* element has changed */ return; + } - if (element == EL_QUICKSAND_FULL) + if (!MovDelay[x][y]) /* start new movement phase */ { - if (IS_FREE(x, y + 1)) + /* all objects that can change their move direction after each step + (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ + + if (element != EL_YAMYAM && + element != EL_DARK_YAMYAM && + element != EL_PACMAN && + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT && + move_pattern != MV_TURNING_LEFT_RIGHT && + move_pattern != MV_TURNING_RIGHT_LEFT && + move_pattern != MV_TURNING_RANDOM) { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + TurnRound(x, y); - Feld[x][y] = EL_QUICKSAND_EMPTYING; - Store[x][y] = EL_ROCK; -#if 1 - PlayLevelSoundAction(x, y, ACTION_EMPTYING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); -#endif + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) + TEST_DrawLevelField(x, y); } - else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + } + + 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 (!MovDelay[x][y]) - MovDelay[x][y] = TILEY + 1; + DrawLevelElementAnimationIfNeeded(x, y, element); + PlayLevelSoundAction(x, y, ACTION_WAITING); + } + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_DRAGON) + { + int i; + int dir = MovDir[x][y]; + int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT : + dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : + dir == MV_UP ? IMG_FLAMES_1_UP : + dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); - if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); + + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i = 1; i <= 3; i++) { - MovDelay[x][y]--; + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); + + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) + break; + if (MovDelay[x][y]) - return; + { + int flamed = MovingOrBlocked2Element(xx, yy); + + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else + RemoveMovingField(xx, yy); +#endif + + ChangeDelay[xx][yy] = 0; + + Feld[xx][yy] = EL_FLAMES; + + if (IN_SCR_FIELD(sx, sy)) + { + TEST_DrawLevelFieldCrumbled(xx, yy); + DrawGraphic(sx, sy, flame_graphic, frame); + } + } + else + { + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; + TEST_DrawLevelField(xx, yy); + } } + } - Feld[x][y] = EL_QUICKSAND_EMPTY; - Feld[x][y + 1] = EL_QUICKSAND_FULL; - Store[x][y + 1] = Store[x][y]; - Store[x][y] = 0; -#if 1 - PlayLevelSoundAction(x, y, ACTION_FILLING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_FILLING); -#endif + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlayLevelSoundAction(x, y, ACTION_WAITING); + + return; } } - else if ((element == EL_ROCK || element == EL_BD_ROCK) && - Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + + /* now make next step */ + + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && + !PLAYER_ENEMY_PROTECTED(newx, newy)) { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]); - Feld[x][y] = EL_QUICKSAND_FILLING; - Store[x][y] = element; -#if 1 - PlayLevelSoundAction(x, y, ACTION_FILLING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_FILLING); -#endif + return; } - else if (element == EL_MAGIC_WALL_FULL) + + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + !IS_MV_DIAGONAL(MovDir[x][y]) && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) { - if (IS_FREE(x, y + 1)) + SplashAcid(newx, newy); + Store[x][y] = EL_ACID; + } + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) + { + if (Feld[newx][newy] == EL_EXIT_OPEN || + Feld[newx][newy] == EL_EM_EXIT_OPEN || + Feld[newx][newy] == EL_STEEL_EXIT_OPEN || + Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN) { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + RemoveField(x, y); + TEST_DrawLevelField(x, y); - Feld[x][y] = EL_MAGIC_WALL_EMPTYING; - Store[x][y] = EL_CHANGED(Store[x][y]); + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + + local_player->friends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + PlayerWins(local_player); + + return; } - else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) + TEST_DrawLevelField(newx, newy); + else + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - Feld[x][y] = EL_MAGIC_WALL_ACTIVE; - Feld[x][y + 1] = EL_MAGIC_WALL_FULL; - Store[x][y + 1] = EL_CHANGED(Store[x][y]); - Store[x][y] = 0; + return; } } - else if (element == EL_BD_MAGIC_WALL_FULL) + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { - if (IS_FREE(x, y + 1)) + if (IS_FOOD_PIG(Feld[newx][newy])) { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } - Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; - Store[x][y] = EL_CHANGED2(Store[x][y]); + PlayLevelSound(x, y, SND_PIG_DIGGING); } - else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + else if (!IS_FREE(newx, newy)) { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - if (MovDelay[x][y]) + return; + } + } + else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy)) + { + if (Store[x][y] != EL_EMPTY) + { + boolean can_clone = FALSE; + int xx, yy; + + /* check if element to clone is still there */ + for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++) { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y]) + { + can_clone = TRUE; + + break; + } } - 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; + /* cannot clone or target field not free anymore -- do not clone */ + if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + Store[x][y] = EL_EMPTY; } - } - else if (CAN_PASS_MAGIC_WALL(element) && - (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) - { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; - Feld[x][y] = - (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : - EL_BD_MAGIC_WALL_FILLING); - Store[x][y] = element; - } -#if 0 - else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) -#else - else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) -#endif - { - SplashAcid(x, y + 1); + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + if (IS_MV_DIAGONAL(MovDir[x][y])) + { + int diagonal_move_dir = MovDir[x][y]; + int stored = Store[x][y]; + int change_delay = 8; + int graphic; - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + /* android is moving diagonally */ - Store[x][y] = EL_ACID; -#if 0 - /* !!! TEST !!! better use "_FALLING" etc. !!! */ - GfxAction[x][y + 1] = ACTION_ACTIVE; -#endif - } -#if 1 - else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + CreateField(x, y, EL_DIAGONAL_SHRINKING); - (game.engine_version >= VERSION_IDENT(3,0,7,0) && - CAN_SMASH(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored); + GfxElement[x][y] = EL_EMC_ANDROID; + GfxAction[x][y] = ACTION_SHRINKING; + GfxDir[x][y] = diagonal_move_dir; + ChangeDelay[x][y] = change_delay; - (game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED))) + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], + GfxDir[x][y]); -#else -#if 1 - else if (game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - WasJustMoving[x][y] && !Pushed[x][y + 1]) -#else - else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - WasJustMoving[x][y]) -#endif -#endif + DrawLevelGraphicAnimation(x, y, graphic); + PlayLevelSoundAction(x, y, ACTION_SHRINKING); - { - /* this is needed for a special case not covered by calling "Impact()" - from "ContinueMoving()": if an element moves to a tile directly below - another element which was just falling on that tile (which was empty - in the previous frame), the falling element above would just stop - instead of smashing the element below (in previous version, the above - element was just checked for "moving" instead of "falling", resulting - in incorrect smashes caused by horizontal movement of the above - element; also, the case of the player being the element to smash was - simply not covered here... :-/ ) */ + if (Feld[newx][newy] == EL_ACID) + { + SplashAcid(newx, newy); -#if 0 - WasJustMoving[x][y] = 0; - WasJustFalling[x][y] = 0; -#endif + return; + } - CheckCollision[x][y] = 0; + CreateField(newx, newy, EL_DIAGONAL_GROWING); + + Store[newx][newy] = EL_EMC_ANDROID; + GfxElement[newx][newy] = EL_EMC_ANDROID; + GfxAction[newx][newy] = ACTION_GROWING; + GfxDir[newx][newy] = diagonal_move_dir; + ChangeDelay[newx][newy] = change_delay; + + graphic = el_act_dir2img(GfxElement[newx][newy], + GfxAction[newx][newy], GfxDir[newx][newy]); + + DrawLevelGraphicAnimation(newx, newy, graphic); + PlayLevelSoundAction(newx, newy, ACTION_GROWING); + + return; + } + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + PlayLevelSoundAction(x, y, ACTION_DIGGING); + } + } + else if (!IS_FREE(newx, newy)) + { #if 0 - if (IS_PLAYER(x, y + 1)) - printf("::: we ARE now killing the player [%d]\n", FrameCounter); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); #endif - Impact(x, y); - } - else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) - { - if (MovDir[x][y] == MV_NO_MOVING) - { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + return; } } - else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) - { - if (WasJustFalling[x][y]) /* prevent animation from being restarted */ - MovDir[x][y] = MV_DOWN; - - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; - } - else if (element == EL_AMOEBA_DROP) + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) { - Feld[x][y] = EL_AMOEBA_GROWING; - Store[x][y] = EL_AMOEBA_WET; - } - /* Store[x][y + 1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY - */ -#if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) -#else - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && - !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && - element != EL_DX_SUPABOMB) -#endif +#if 1 + if (!DigFieldByCE(newx, newy, element)) + return; #else - else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || - (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && - !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && - element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) -#endif - { - boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && - (IS_FREE(x - 1, y + 1) || - Feld[x - 1][y + 1] == EL_ACID)); - boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && - (IS_FREE(x + 1, y + 1) || - Feld[x + 1][y + 1] == EL_ACID)); - boolean can_fall_any = (can_fall_left || can_fall_right); - boolean can_fall_both = (can_fall_left && can_fall_right); + int new_element = Feld[newx][newy]; - if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + if (!IS_FREE(newx, newy)) { - int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : + IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(new_element) && + !IS_DIGGABLE(new_element) && + !IS_COLLECTIBLE(new_element)) + return; + + if (AmoebaNr[newx][newy] && + (new_element == EL_AMOEBA_FULL || + new_element == EL_BD_AMOEBA || + new_element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[newx][newy]]--; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + } + + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + RemoveField(newx, newy); + TEST_DrawLevelField(newx, newy); + } - if (slippery_type == SLIPPERY_ONLY_LEFT) - can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ONLY_RIGHT) - can_fall_left = FALSE; - else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) - can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) - can_fall_left = FALSE; + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; - can_fall_any = (can_fall_left || can_fall_right); - can_fall_both = (can_fall_left && can_fall_right); + PlayLevelSoundAction(x, y, action); } -#if USE_NEW_SP_SLIPPERY - /* !!! better use the same properties as for custom elements here !!! */ - else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && - can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) - { - can_fall_right = FALSE; /* slip down on left side */ - can_fall_both = FALSE; - } -#endif + Store[newx][newy] = EL_EMPTY; #if 1 - if (can_fall_both) + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = new_element; +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) { - if (game.emulation == EMU_BOULDERDASH || - element == EL_BD_ROCK || element == EL_BD_DIAMOND) - can_fall_right = FALSE; /* slip down on left side */ - else - can_fall_left = !(can_fall_right = RND(2)); + int move_leave_element = element_info[element].move_leave_element; - can_fall_both = FALSE; + /* this makes it possible to leave the removed element again */ + Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? + new_element : move_leave_element); } #endif - if (can_fall_any) - { -#if 0 - if (can_fall_both && - (game.emulation != EMU_BOULDERDASH && - element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - can_fall_left = !(can_fall_right = RND(2)); #endif - /* if not determined otherwise, prefer left side for slipping down */ - InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); - started_moving = TRUE; + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ } } -#if 0 - else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element)) -#else - else if (IS_BELT_ACTIVE(Feld[x][y + 1])) -#endif + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { - 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)) + if (!IS_FREE(newx, newy)) { -#if 1 - int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); -#endif - - InitMovingField(x, y, belt_dir); - started_moving = TRUE; - -#if 1 - Pushed[x][y] = TRUE; - Pushed[nextx][y] = TRUE; -#endif + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - GfxAction[x][y] = ACTION_DEFAULT; + return; } else { - MovDir[x][y] = 0; /* if element was moving, stop it */ - } - } - } - - /* not "else if" because of elements that can fall and move (EL_SPRING) */ -#if 0 - if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) -#else - if (CAN_MOVE(element) && !started_moving) -#endif - { - int move_pattern = element_info[element].move_pattern; - int newx, newy; + 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 0 -#if DEBUG - if (MovDir[x][y] == MV_NO_MOVING) - { - printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", - x, y, element, element_info[element].token_name); - printf("StartMoving(): This should never happen!\n"); - } -#endif -#endif + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) + { + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; - Moving2Blocked(x, y, &newx, &newy); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); -#if 1 - if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) - return; -#else - if ((element == EL_SATELLITE || - element == EL_BALLOON || - element == EL_SPRING) - && JustBeingPushed(x, y)) - return; -#endif + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); -#if 1 + MovDelay[x][y] = 50; -#if 1 - if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) -#else - if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) -#endif - { + /* !!! */ #if 0 - printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", - element, element_info[element].token_name, - WasJustMoving[x][y], - HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING), - HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING), - HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING), - HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT)); + RemoveField(newx, newy); #endif - -#if 1 - WasJustMoving[x][y] = 0; + Feld[newx][newy] = EL_FLAMES; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); #endif - - CheckCollision[x][y] = 0; - - TestIfElementHitsCustomElement(x, y, MovDir[x][y]); - + Feld[newx1][newy1] = EL_FLAMES; + } + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { #if 0 - if (Feld[x][y] != element) /* element has changed */ - { - element = Feld[x][y]; - move_pattern = element_info[element].move_pattern; + RemoveField(newx2, newy2); +#endif + Feld[newx2][newy2] = EL_FLAMES; + } - if (!CAN_MOVE(element)) return; + } } -#else - if (Feld[x][y] != element) /* element has changed */ - return; -#endif } -#endif - -#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) + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] == EL_BLOCKED) - Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); } -#endif -#endif + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } #if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) + { + RemoveMovingField(newx, newy); + } +#else + if (IS_MOVING(newx, newy)) + { + RemoveMovingField(newx, newy); + } #endif + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } - if (!MovDelay[x][y]) /* start new movement phase */ + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); + } + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { - /* all objects that can change their move direction after each step - (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } - if (element != EL_YAMYAM && - element != EL_DARK_YAMYAM && - element != EL_PACMAN && - !(move_pattern & MV_ANY_DIRECTION) && - move_pattern != MV_TURNING_LEFT && - move_pattern != MV_TURNING_RIGHT && - move_pattern != MV_TURNING_LEFT_RIGHT && - move_pattern != MV_TURNING_RIGHT_LEFT && - move_pattern != MV_TURNING_RANDOM) + if (element == EL_MOLE) { - TurnRound(x, y); + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlayLevelSound(x, y, SND_MOLE_DIGGING); -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); -#endif + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + TEST_DrawLevelField(x, y); - if (MovDelay[x][y] && (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON || - element == EL_MOLE)) - DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } - - if (MovDelay[x][y]) /* wait some time before next movement */ + 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)) { - MovDelay[x][y]--; + /* object was running against a wall */ + + TurnRound(x, y); #if 0 - if (element == EL_YAMYAM) + /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */ + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) { - printf("::: %d\n", - el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); - DrawLevelElementAnimation(x, y, element); + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ } #endif - if (MovDelay[x][y]) /* element still has to wait some time */ - { -#if 0 - /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ - ResetGfxAnimation(x, y); -#endif + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); -#if 0 - if (GfxAction[x][y] != ACTION_WAITING) - printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + if (DONT_TOUCH(element)) + TestIfBadThingTouchesPlayer(x, y); - GfxAction[x][y] = ACTION_WAITING; -#endif - } + return; + } - if (element == EL_ROBOT || -#if 0 - element == EL_PACMAN || -#endif - element == EL_YAMYAM || - element == EL_DARK_YAMYAM) - { -#if 0 - DrawLevelElementAnimation(x, y, element); -#else - DrawLevelElementAnimationIfNeeded(x, y, element); -#endif - PlayLevelSoundAction(x, y, ACTION_WAITING); - } - else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_DRAGON) - { - int i; - int dir = MovDir[x][y]; - int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT : - dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : - dir == MV_UP ? IMG_FLAMES_1_UP : - dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + InitMovingField(x, y, MovDir[x][y]); + + PlayLevelSoundAction(x, y, ACTION_MOVING); + } + + if (MovDir[x][y]) + ContinueMoving(x, y); +} +void ContinueMoving(int x, int y) +{ + int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx, newy = y + dy; + int stored = Store[x][y]; + int stored_new = Store[newx][newy]; + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); + boolean last_line = (newy == lev_fieldy - 1); + + MovPos[x][y] += getElementMoveStepsize(x, y); + + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + + if (ABS(MovPos[x][y]) < TILEX) + { #if 0 - printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); + int ee = Feld[x][y]; + int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]); + + printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n", + x, y, ABS(MovPos[x][y]), + ee, gg, ff, + GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]); #endif - GfxAction[x][y] = ACTION_ATTACKING; + TEST_DrawLevelField(x, y); - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + return; /* element is still moving */ + } - PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + /* element reached destination field */ - for (i = 1; i <= 3; i++) - { - int xx = x + i * dx; - int yy = y + i * dy; - int sx = SCREENX(xx); - int sy = SCREENY(yy); - int flame_graphic = graphic + (i - 1); + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) - break; + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx, yy); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; - /* !!! */ -#if 0 - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) - Bang(xx, yy); - else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) - RemoveMovingField(xx, yy); - else - RemoveField(xx, yy); -#else - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) - Bang(xx, yy); - else - RemoveMovingField(xx, yy); +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); #endif + } + 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]; -#if 0 - if (ChangeDelay[xx][yy]) - printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || - Feld[xx][yy] == EL_BLOCKED)); +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); #endif + } + else if (element == EL_DC_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_DC_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; -#if 1 - ChangeDelay[xx][yy] = 0; +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); #endif - Feld[xx][yy] = EL_FLAMES; - if (IN_SCR_FIELD(sx, sy)) - { - DrawLevelFieldCrumbledSand(xx, yy); - DrawGraphic(sx, sy, flame_graphic, frame); - } - } - else - { - if (Feld[xx][yy] == EL_FLAMES) - Feld[xx][yy] = EL_EMPTY; - DrawLevelField(xx, yy); - } - } - } + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - if (MovDelay[x][y]) /* element still has to wait some time */ - { - PlayLevelSoundAction(x, y, ACTION_WAITING); + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - return; - } + Back[x][y] = Back[newx][newy] = 0; + } -#if 0 - /* special case of "moving" animation of waiting elements (FIX THIS !!!); - for all other elements GfxAction will be set by InitMovingField() */ - if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) - GfxAction[x][y] = ACTION_MOVING; + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + + MovDelay[newx][newy] = 0; + + if (CAN_CHANGE_OR_HAS_ACTION(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } + +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; #endif - } - /* now make next step */ + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif - if (DONT_COLLIDE_WITH(element) && - IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && - !PLAYER_ENEMY_PROTECTED(newx, newy)) - { -#if 1 - TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ - return; + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + /* some elements can leave other elements behind after moving */ +#if 1 + if (ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) #else - /* player killed by element which is deadly when colliding with */ - MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx, newy)); - return; + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) #endif + { + int move_leave_element = ei->move_leave_element; - } #if 1 #if 1 - else if (CAN_MOVE_INTO_ACID(element) && - IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && - (MovDir[x][y] == MV_DOWN || - game.engine_version >= VERSION_IDENT(3,1,0,0))) -#else - else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN && - IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID) -#endif + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored); #else - - else if ((element == EL_PENGUIN || - element == EL_ROBOT || - element == EL_SATELLITE || - element == EL_BALLOON || - IS_CUSTOM_ELEMENT(element)) && - IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; #endif - { - SplashAcid(newx, newy); - Store[x][y] = EL_ACID; - } - else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) - { - if (Feld[newx][newy] == EL_EXIT_OPEN) - { -#if 1 - RemoveField(x, y); - DrawLevelField(x, y); #else - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_type == LEAVE_TYPE_LIMITED && + ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; #endif - PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); - if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + Feld[x][y] = move_leave_element; - local_player->friends_still_needed--; - if (!local_player->friends_still_needed && - !local_player->GameOver && AllPlayersGone) - local_player->LevelSolved = local_player->GameOver = TRUE; + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; - return; - } - else if (IS_FOOD_PENGUIN(Feld[newx][newy])) - { - if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) - DrawLevelField(newx, newy); - else - GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; - } - else if (!IS_FREE(newx, newy)) - { - GfxAction[x][y] = ACTION_WAITING; + InitField(x, y, FALSE); - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + if (GFX_CRUMBLED(Feld[x][y])) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); - return; - } - } - else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) - { - if (IS_FOOD_PIG(Feld[newx][newy])) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } - PlayLevelSound(x, y, SND_PIG_DIGGING); - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ - return; - } - } + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; -#if 1 + TEST_DrawLevelField(x, y); + TEST_DrawLevelField(newx, newy); - /* - else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy)) - */ + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - else if (IS_CUSTOM_ELEMENT(element) && - CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy) + /* prevent pushed element from moving on in pushed direction */ + if (pushed_by_player && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); -#if 0 - && - !IS_FREE(newx, newy) -#endif + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + MovDir[newx][newy] = 0; -) - { - int new_element = Feld[newx][newy]; + if (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); -#if 0 - printf("::: '%s' digs '%s' [%d]\n", - element_info[element].token_name, - element_info[Feld[newx][newy]].token_name, - StorePlayer[newx][newy]); + WasJustMoving[newx][newy] = CHECK_DELAY_MOVING; + + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = CHECK_DELAY_FALLING; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; + +#if USE_FIX_IMPACT_COLLISION + if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again) + CheckImpact[newx][newy] = CHECK_DELAY_IMPACT; #endif + } - if (!IS_FREE(newx, newy)) - { - int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : - IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : - ACTION_BREAKING); + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesPlayer(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); - /* no element can dig solid indestructible elements */ - if (IS_INDESTRUCTIBLE(new_element) && - !IS_DIGGABLE(new_element) && - !IS_COLLECTIBLE(new_element)) - return; + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - if (AmoebaNr[newx][newy] && - (new_element == EL_AMOEBA_FULL || - new_element == EL_BD_AMOEBA || - new_element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[newx][newy]]--; - AmoebaCnt2[AmoebaNr[newx][newy]]--; - } + if (DONT_GET_HIT_BY(element)) + { + TestIfGoodThingGetsHitByBadThing(newx, newy, direction); + } - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - RemoveField(newx, newy); - DrawLevelField(newx, newy); - } + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); - /* if digged element was about to explode, prevent the explosion */ - ExplodeField[newx][newy] = EX_TYPE_NONE; + if (pushed_by_player && !game.use_change_when_pushing_bug) + { + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); - PlayLevelSoundAction(x, y, action); - } + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); + } -#if 1 -#if 1 - Store[newx][newy] = EL_EMPTY; - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) - Store[newx][newy] = element_info[element].move_leave_element; -#else - Store[newx][newy] = EL_EMPTY; - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || - element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) - Store[newx][newy] = element_info[element].move_leave_element; -#endif -#else - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) - element_info[element].can_leave_element = TRUE; -#endif + if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ + MovDelay[newx][newy] = 1; - if (move_pattern & MV_MAZE_RUNNER_STYLE) + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); + + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + { + int page = ChangePage[newx][newy]; + struct ElementChangeInfo *change = &ei->change_page[page]; + + ChangePage[newx][newy] = -1; + + if (change->can_change) + { + if (ChangeElement(newx, newy, element, page)) { - RunnerVisit[x][y] = FrameCounter; - PlayerVisit[x][y] /= 8; /* expire player visit path */ + if (change->post_change_function) + change->post_change_function(newx, newy); } } + if (change->has_action) + ExecuteCustomElementAction(newx, newy, element, page); + } #endif - 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); + TestIfElementHitsCustomElement(newx, newy, direction); + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); - 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 (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +} - if ((wanna_flame || - IS_CLASSIC_ENEMY(element1) || - IS_CLASSIC_ENEMY(element2)) && - element1 != EL_DRAGON && element2 != EL_DRAGON && - element1 != EL_FLAMES && element2 != EL_FLAMES) - { -#if 1 - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_ATTACKING; -#endif +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 } + }; - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; - PlayLevelSound(x, y, SND_DRAGON_ATTACKING); + if (!IN_LEV_FIELD(x, y)) + continue; - MovDelay[x][y] = 50; + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; + } + + return group_nr; +} + +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (new_group_nr == 0) + return; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; - /* !!! */ -#if 0 - RemoveField(newx, newy); -#endif - Feld[newx][newy] = EL_FLAMES; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) - { -#if 0 - RemoveField(newx1, newy1); -#endif - Feld[newx1][newy1] = EL_FLAMES; - } - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) - { -#if 0 - RemoveField(newx2, newy2); -#endif - Feld[newx2][newy2] = EL_FLAMES; - } + if (!IN_LEV_FIELD(x, y)) + continue; - return; - } - } - } - else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMOND) + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && + AmoebaNr[x][y] != new_group_nr) { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + int old_group_nr = AmoebaNr[x][y]; - PlayLevelSound(x, y, SND_YAMYAM_DIGGING); - } - else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && - IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + if (old_group_nr == 0) + return; -#if 0 - /* !!! test !!! */ - if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) -#else - if (IS_MOVING(newx, newy)) -#endif - { - RemoveMovingField(newx, newy); - } - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + 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; - PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); - } - else if ((element == EL_PACMAN || element == EL_MOLE) - && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) + SCAN_PLAYFIELD(xx, yy) { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; } + } + } +} - if (element == EL_MOLE) - { - Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlayLevelSound(x, y, SND_MOLE_DIGGING); +void AmoebeUmwandeln(int ax, int ay) +{ + int i, x, y; - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_DIGGING; - DrawLevelField(x, y); + if (Feld[ax][ay] == EL_AMOEBA_DEAD) + { + int group_nr = AmoebaNr[ax][ay]; - MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandeln(): This should never happen!\n"); + return; + } +#endif - return; /* wait for shrinking amoeba */ - } - else /* element == EL_PACMAN */ + SCAN_PLAYFIELD(x, y) + { + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - PlayLevelSound(x, y, SND_PACMAN_DIGGING); + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; } } - else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_AMOEBA_SHRINKING || - (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(ax, ay); + } + else + { + static int xy[4][2] = { - /* wait for shrinking amoeba to completely disappear */ - return; - } - else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) { - /* object was running against a wall */ + x = ax + xy[i][0]; + y = ay + xy[i][1]; - TurnRound(x, y); + if (!IN_LEV_FIELD(x, y)) + continue; -#if 0 - if (move_pattern & MV_ANY_DIRECTION && - move_pattern == MovDir[x][y]) + if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) { - int blocking_element = - (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); - -#if 0 - printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", - element_info[element].token_name, - element_info[blocking_element].token_name, - x, y, newx, newy); -#endif - - CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, - MovDir[x][y]); - - element = Feld[x][y]; /* element might have changed */ + PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(x, y); } -#endif - -#if 1 - if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ - DrawLevelElementAnimation(x, y, element); -#else - if (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK) - DrawLevelField(x, y); - else if (element == EL_MOLE) - DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || - element == EL_BD_FIREFLY) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SATELLITE) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimationIfNeeded(x, y, element); -#endif + } + } +} - if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); +void AmoebeUmwandelnBD(int ax, int ay, int new_element) +{ + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; -#if 0 - PlayLevelSoundAction(x, y, ACTION_WAITING); +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; + } #endif - return; + SCAN_PLAYFIELD(x, y) + { + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + TEST_DrawLevelField(x, y); + done = TRUE; } - - InitMovingField(x, y, MovDir[x][y]); - - PlayLevelSoundAction(x, y, ACTION_MOVING); } - if (MovDir[x][y]) - ContinueMoving(x, y); + if (done) + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); } -void ContinueMoving(int x, int y) +void AmoebeWaechst(int x, int y) { - int element = Feld[x][y]; - int stored = Store[x][y]; - struct ElementInfo *ei = &element_info[element]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int newx = x + dx, newy = y + dy; -#if 0 - int nextx = newx + dx, nexty = newy + dy; -#endif -#if 1 - boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); - boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); -#else - boolean pushed_by_player = Pushed[x][y]; -#endif + static unsigned int sound_delay = 0; + static unsigned int sound_delay_value = 0; - MovPos[x][y] += getElementMoveStepsize(x, y); + if (!MovDelay[x][y]) /* start new growing cycle */ + { + MovDelay[x][y] = 7; -#if 0 - if (pushed_by_player && IS_PLAYER(x, y)) + if (DelayReached(&sound_delay, sound_delay_value)) + { + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); + sound_delay_value = 30; + } + } + + if (MovDelay[x][y]) /* wait some time before growing bigger */ { - /* special case: moving object pushed by player */ - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); + } + + if (!MovDelay[x][y]) + { + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + TEST_DrawLevelField(x, y); + } } -#else - if (pushed_by_player) /* special case: moving object pushed by player */ - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); -#endif +} + +void AmoebaDisappearing(int x, int y) +{ + static unsigned int sound_delay = 0; + static unsigned int sound_delay_value = 0; - if (ABS(MovPos[x][y]) < TILEX) + if (!MovDelay[x][y]) /* start new shrinking cycle */ { - DrawLevelField(x, y); + MovDelay[x][y] = 7; - return; /* element is still moving */ + if (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; } - /* element reached destination field */ + 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]); - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } -#if 1 - if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ - { - element = Feld[newx][newy] = EL_ACID; - } -#endif - else if (element == EL_MOLE) - { - Feld[x][y] = EL_SAND; + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_EMPTY; + TEST_DrawLevelField(x, y); - DrawLevelFieldCrumbledSandNeighbours(x, y); - } - else if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) +} + +void AmoebeAbleger(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int newax = ax, neway = ay; + boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); + static int xy[4][2] = { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (!level.amoeba_speed && element != EL_EMC_DRIPPER) { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; + Feld[ax][ay] = EL_AMOEBA_DEAD; + TEST_DrawLevelField(ax, ay); + return; } - else if (element == EL_SOKOBAN_OBJECT) - { - if (Back[x][y]) - Feld[x][y] = Back[x][y]; - if (Back[newx][newy]) - Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - Back[x][y] = Back[newx][newy] = 0; - } -#if 0 - else if (Store[x][y] == EL_ACID) + if (!MovDelay[ax][ay]) /* start making new amoeba field */ + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + + if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ { - element = Feld[newx][newy] = EL_ACID; + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; } -#endif -#if 0 - else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - Store[x][y] != EL_EMPTY)) + + if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */ { - /* some elements can leave other elements behind after moving */ + int start = RND(4); + int x = ax + xy[start][0]; + int y = ay + xy[start][1]; - Feld[x][y] = ei->move_leave_element; - InitField(x, y, FALSE); + if (!IN_LEV_FIELD(x, y)) + return; - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) + { + newax = x; + neway = y; + } + + if (newax == ax && neway == ay) + return; } -#endif + else /* normal or "filled" (BD style) amoeba */ + { + int start = RND(4); + boolean waiting_for_player = FALSE; - Store[x][y] = EL_EMPTY; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int j = (start + i) % 4; + int x = ax + xy[j][0]; + int y = ay + xy[j][1]; - if (CAN_CHANGE(element)) - { - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; - } + if (!IN_LEV_FIELD(x, y)) + continue; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) + { + newax = x; + neway = y; + break; + } + else if (IS_PLAYER(x, y)) + waiting_for_player = TRUE; + } - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ + if (newax == ax && neway == ay) /* amoeba cannot grow */ + { + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + TEST_DrawLevelField(ax, ay); + AmoebaCnt[AmoebaNr[ax][ay]]--; - Pushed[x][y] = Pushed[newx][newy] = FALSE; + if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ + { + if (element == EL_AMOEBA_FULL) + AmoebeUmwandeln(ax, ay); + else if (element == EL_BD_AMOEBA) + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); + } + } + return; + } + else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) + { + /* amoeba gets larger by growing in some direction */ - ResetGfxAnimation(x, y); /* reset animation values for old field */ + int new_group_nr = AmoebaNr[ax][ay]; -#if 1 - /* some elements can leave other elements behind after moving */ -#if 1 - if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && - (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) -#else - if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && - !IS_PLAYER(x, y)) -#endif +#ifdef DEBUG + if (new_group_nr == 0) { - int move_leave_element = ei->move_leave_element; + printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); + printf("AmoebeAbleger(): This should never happen!\n"); + return; + } +#endif - Feld[x][y] = move_leave_element; - InitField(x, y, FALSE); + AmoebaNr[newax][neway] = new_group_nr; + AmoebaCnt[new_group_nr]++; + AmoebaCnt2[new_group_nr]++; - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); - if (ELEM_IS_PLAYER(move_leave_element)) - RelocatePlayer(x, y, move_leave_element); + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; + } + } } -#endif -#if 0 - /* some elements can leave other elements behind after moving */ - if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - ei->can_leave_element_last)) + if (!can_drop || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) { - Feld[x][y] = ei->move_leave_element; - InitField(x, y, FALSE); - - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; } + else if (neway == ay || element == EL_EMC_DRIPPER) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ - ei->can_leave_element_last = ei->can_leave_element; - ei->can_leave_element = FALSE; -#endif - -#if 0 - /* 2.1.1 (does not work correctly for spring) */ - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; -#else - -#if 0 - /* (does not work for falling objects that slide horizontally) */ - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; -#else - /* - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; - */ + PlayLevelSoundAction(newax, neway, ACTION_GROWING); + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; + } -#if 0 - if (!CAN_MOVE(element) || - (CAN_FALL(element) && direction == MV_DOWN)) - GfxDir[x][y] = MovDir[newx][newy] = 0; -#else - if (!CAN_MOVE(element) || - (CAN_FALL(element) && direction == MV_DOWN && - (element == EL_SPRING || - element_info[element].move_pattern == MV_WHEN_PUSHED || - element_info[element].move_pattern == MV_WHEN_DROPPED))) - GfxDir[x][y] = MovDir[newx][newy] = 0; -#endif + TEST_DrawLevelField(newax, neway); +} -#endif -#endif +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : + level.biomaze); + boolean changed = FALSE; - DrawLevelField(x, y); - DrawLevelField(newx, newy); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + if (Stop[ax][ay]) + return; - /* prevent pushed element from moving on in pushed direction */ - if (pushed_by_player && CAN_MOVE(element) && - element_info[element].move_pattern & MV_ANY_DIRECTION && - !(element_info[element].move_pattern & direction)) - TurnRound(newx, newy); + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; -#if 1 - /* prevent elements on conveyor belt from moving on in last direction */ - if (pushed_by_conveyor && CAN_FALL(element) && - direction & MV_HORIZONTAL) + if (MovDelay[ax][ay]) /* wait some time before next cycle */ { -#if 0 - if (CAN_MOVE(element)) - InitMovDir(newx, newy); - else - MovDir[newx][newy] = 0; -#else - MovDir[newx][newy] = 0; -#endif + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; } -#endif - if (!pushed_by_player) + for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) { - int nextx = newx + dx, nexty = newy + dy; - boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; - WasJustMoving[newx][newy] = 3; + if (!IN_LEV_FIELD(xx, yy)) + continue; - if (CAN_FALL(element) && direction == MV_DOWN) - WasJustFalling[newx][newy] = 3; + for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) + { + int x = xx+x2, y = yy+y2; - if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) - CheckCollision[newx][newy] = 2; - } + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); + if (((Feld[x][y] == element || + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; + } - if (!IS_CUSTOM_ELEMENT(element)) - TestIfBadThingTouchesOtherBadThing(newx, newy); + if (xx == ax && yy == ay) /* field in the middle */ + { + if (nachbarn < life_parameter[0] || + nachbarn > life_parameter[1]) + { + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + TEST_DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + TEST_DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); - -#if USE_NEW_MOVE_STYLE -#if 0 - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && - IS_PLAYER(x, newy + 1)) - printf("::: we would now kill the player [%d]\n", FrameCounter); -#endif - /* give the player one last chance (one more frame) to move away */ - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && - (!IS_PLAYER(x, newy + 1) || - game.engine_version < VERSION_IDENT(3,1,1,0))) - Impact(x, newy); -#else - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); -#endif + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} -#if 1 +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} -#if USE_PUSH_BUGFIX -#if 1 - if (pushed_by_player && !game.use_bug_change_when_pushing) -#else - if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0)) -#endif -#else - if (pushed_by_player) -#endif +static void RunRobotWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); +} +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) { -#if 1 - int dig_side = MV_DIR_OPPOSITE(direction); -#else - static int trigger_sides[4] = - { - CH_SIDE_RIGHT, /* moving left */ - CH_SIDE_LEFT, /* moving right */ - CH_SIDE_BOTTOM, /* moving up */ - CH_SIDE_TOP, /* moving down */ - }; - int dig_side = trigger_sides[MV_DIR_BIT(direction)]; -#endif - struct PlayerInfo *player = PLAYERINFO(x, y); + ZX = ZY = -1; - CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED, - player->index_bit, dig_side); + game.robot_wheel_active = FALSE; } -#endif +} -#if 1 - TestIfElementTouchesCustomElement(x, y); /* empty or new element */ -#endif +static void InitTimegateWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +} -#if 0 - if (ChangePage[newx][newy] != -1) /* delayed change */ - ChangeElement(newx, newy, ChangePage[newx][newy]); -#endif +static void RunTimegateWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE); +} +static void InitMagicBallDelay(int x, int y) +{ #if 1 - - TestIfElementHitsCustomElement(newx, newy, direction); - + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; #else + ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; +#endif +} + +static void ActivateMagicBall(int bx, int by) +{ + int x, y; - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + if (level.ball_random) { - int hitting_element = Feld[newx][newy]; + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; - /* !!! fix side (direction) orientation here and elsewhere !!! */ - CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, - direction); + x = bx - 1 + xx; + y = by - 1 + yy; -#if 0 - if (IN_LEV_FIELD(nextx, nexty)) + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) { - int opposite_direction = MV_DIR_OPPOSITE(direction); - int hitting_side = direction; - int touched_side = opposite_direction; - int touched_element = MovingOrBlocked2Element(nextx, nexty); - boolean object_hit = (!IS_MOVING(nextx, nexty) || - MovDir[nextx][nexty] != direction || - ABS(MovPos[nextx][nexty]) <= TILEY / 2); - - if (object_hit) - { - int i; + int xx = x - bx + 1; + int yy = y - by + 1; - CheckElementChangeBySide(nextx, nexty, touched_element, - CE_HIT_BY_SOMETHING, opposite_direction); + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + } - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) - { - for (i = 0; i < element_info[hitting_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[hitting_element].change_page[i]; + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; +} - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && - change->trigger_side & touched_side && - change->trigger_element == touched_element) - { - CheckElementChangeByPage(newx, newy, hitting_element, - touched_element, CE_OTHER_IS_HITTING,i); - break; - } - } - } +void CheckExit(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) - { - for (i = 0; i < element_info[touched_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[touched_element].change_page[i]; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && - change->trigger_side & hitting_side && - change->trigger_element == hitting_element) - { - CheckElementChangeByPage(nextx, nexty, touched_element, - hitting_element, CE_OTHER_GETS_HIT, i); - break; - } - } - } - } - } -#endif + return; } -#endif - TestIfPlayerTouchesCustomElement(newx, newy); - TestIfElementTouchesCustomElement(newx, newy); + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); } -int AmoebeNachbarNr(int ax, int ay) +void CheckExitEM(int x, int y) { - 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 < NUM_DIRECTIONS; i++) + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - int x = ax + xy[i][0]; - int y = ay + xy[i][1]; + int element = Feld[x][y]; + int graphic = el2img(element); - if (!IN_LEV_FIELD(x, y)) - continue; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (Feld[x][y] == element && AmoebaNr[x][y] > 0) - group_nr = AmoebaNr[x][y]; + return; } - return group_nr; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EM_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING); } -void AmoebenVereinigen(int ax, int ay) +void CheckExitSteel(int x, int y) { - int i, x, y, xx, yy; - int new_group_nr = AmoebaNr[ax][ay]; - static int xy[4][2] = + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (new_group_nr == 0) return; + } - for (i = 0; i < NUM_DIRECTIONS; i++) - { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - if (!IN_LEV_FIELD(x, y)) - continue; + Feld[x][y] = EL_STEEL_EXIT_OPENING; - 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]; + PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING); +} - if (old_group_nr == 0) - return; +void CheckExitSteelEM(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); - 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 (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - 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; - } - } - } + return; } + + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EM_STEEL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING); } -void AmoebeUmwandeln(int ax, int ay) +void CheckExitSP(int x, int y) { - int i, x, y; - - if (Feld[ax][ay] == EL_AMOEBA_DEAD) + if (local_player->gems_still_needed > 0) { - int group_nr = AmoebaNr[ax][ay]; + int element = Feld[x][y]; + int graphic = el2img(element); -#ifdef DEBUG - if (group_nr == 0) - { - printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandeln(): This should never happen!\n"); - return; - } -#endif + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - for (y = 0; y < lev_fieldy; y++) - { - 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; - } - } - } - PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(ax, ay); + return; } - else - { - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - for (i = 0; i < NUM_DIRECTIONS; i++) - { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - if (!IN_LEV_FIELD(x, y)) - continue; + Feld[x][y] = EL_SP_EXIT_OPENING; - if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) - { - PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(x, y); - } - } - } + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } -void AmoebeUmwandelnBD(int ax, int ay, int new_element) +static void CloseAllOpenTimegates() { int x, y; - int group_nr = AmoebaNr[ax][ay]; - boolean done = FALSE; -#ifdef DEBUG - if (group_nr == 0) + SCAN_PLAYFIELD(x, y) { - printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandelnBD(): This should never happen!\n"); - return; - } -#endif + int element = Feld[x][y]; - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) { - if (AmoebaNr[x][y] == group_nr && - (Feld[x][y] == EL_AMOEBA_DEAD || - Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBA_GROWING)) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = new_element; - InitField(x, y, FALSE); - DrawLevelField(x, y); - done = TRUE; - } + Feld[x][y] = EL_TIMEGATE_CLOSING; + + PlayLevelSoundAction(x, y, ACTION_CLOSING); } } - - if (done) - PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? - SND_BD_AMOEBA_TURNING_TO_ROCK : - SND_BD_AMOEBA_TURNING_TO_GEM)); } -void AmoebeWaechst(int x, int y) +void DrawTwinkleOnField(int x, int y) { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; - if (!MovDelay[x][y]) /* start new growing cycle */ + if (Feld[x][y] == EL_BD_DIAMOND) + return; + + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !GetSimpleRandom(500); + + if (MovDelay[x][y] != 0) /* wait some time before next frame */ { - MovDelay[x][y] = 7; + MovDelay[x][y]--; - if (DelayReached(&sound_delay, sound_delay_value)) + DrawLevelElementAnimation(x, y, Feld[x][y]); + + if (MovDelay[x][y] != 0) { -#if 1 - PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); -#else - if (Store[x][y] == EL_BD_AMOEBA) - PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING); - else - PlayLevelSound(x, y, SND_AMOEBA_GROWING); -#endif - sound_delay_value = 30; + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); + + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); } } +} - if (MovDelay[x][y]) /* wait some time before growing bigger */ +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 (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, - 6 - MovDelay[x][y]); + int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); + int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } if (!MovDelay[x][y]) { + if (MovDir[x][y] == MV_LEFT) + { + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) + TEST_DrawLevelField(x - 1, y); + } + else if (MovDir[x][y] == MV_RIGHT) + { + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) + TEST_DrawLevelField(x + 1, y); + } + else if (MovDir[x][y] == MV_UP) + { + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) + TEST_DrawLevelField(x, y - 1); + } + else + { + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) + TEST_DrawLevelField(x, y + 1); + } + Feld[x][y] = Store[x][y]; Store[x][y] = 0; - DrawLevelField(x, y); + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + TEST_DrawLevelField(x, y); } } } -void AmoebaDisappearing(int x, int y) +void MauerAbleger(int ax, int ay) { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; + int element = Feld[ax][ay]; + int graphic = el2img(element); + boolean oben_frei = FALSE, unten_frei = FALSE; + boolean links_frei = FALSE, rechts_frei = FALSE; + boolean oben_massiv = FALSE, unten_massiv = FALSE; + boolean links_massiv = FALSE, rechts_massiv = FALSE; + boolean new_wall = FALSE; - if (!MovDelay[x][y]) /* start new shrinking cycle */ - { - MovDelay[x][y] = 7; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - if (DelayReached(&sound_delay, sound_delay_value)) - sound_delay_value = 30; + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; + + if (MovDelay[ax][ay]) /* wait some time before building new wall */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; } - if (MovDelay[x][y]) /* wait some time before shrinking */ + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) + links_frei = TRUE; + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) + rechts_frei = TRUE; + + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + if (oben_frei) { - int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, - 6 - MovDelay[x][y]); + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); + new_wall = TRUE; + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; + } + } - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL || + element == EL_BD_EXPANDABLE_WALL) + { + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; } - if (!MovDelay[x][y]) + if (rechts_frei) { - 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; + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; } } + + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + TEST_DrawLevelField(ax, ay); + + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; + + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; + + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); } -void AmoebeAbleger(int ax, int ay) +void MauerAblegerStahl(int ax, int ay) { - int i; int element = Feld[ax][ay]; int graphic = el2img(element); - int newax = ax, neway = ay; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - if (!level.amoeba_speed) - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - return; - } + boolean oben_frei = FALSE, unten_frei = FALSE; + boolean links_frei = FALSE, rechts_frei = FALSE; + boolean oben_massiv = FALSE, unten_massiv = FALSE; + boolean links_massiv = FALSE, rechts_massiv = FALSE; + boolean new_wall = FALSE; if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; - if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { MovDelay[ax][ay]--; if (MovDelay[ax][ay]) 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]; - - if (!IN_LEV_FIELD(x, y)) - return; + 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 1 - if (IS_FREE(x, y) || - CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) + if (element == EL_EXPANDABLE_STEELWALL_VERTICAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + { + if (oben_frei) { - newax = x; - neway = y; + Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0); + new_wall = TRUE; } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) + if (unten_frei) { - newax = x; - neway = y; + Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0); + new_wall = TRUE; } -#endif - - 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 < NUM_DIRECTIONS; i++) + if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + { + if (links_frei) { - 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 1 - if (IS_FREE(x, y) || - CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) - { - newax = x; - neway = y; - break; - } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) - { - newax = x; - neway = y; - break; - } -#endif - else if (IS_PLAYER(x, y)) - waiting_for_player = TRUE; + Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0); + new_wall = TRUE; } - if (newax == ax && neway == ay) /* amoeba cannot grow */ + if (rechts_frei) { -#if 1 - if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) -#else - if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) -#endif - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - AmoebaCnt[AmoebaNr[ax][ay]]--; - - if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ - { - if (element == EL_AMOEBA_FULL) - AmoebeUmwandeln(ax, ay); - else if (element == EL_BD_AMOEBA) - AmoebeUmwandelnBD(ax, ay, level.amoeba_content); - } - } - return; + Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0); + new_wall = TRUE; } - else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) - { - /* amoeba gets larger by growing in some direction */ + } - int new_group_nr = AmoebaNr[ax][ay]; + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; -#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 + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_STEELWALL_VERTICAL)) + Feld[ax][ay] = EL_STEELWALL; - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); +} - /* if amoeba touches other amoeba(s) after growing, unify them */ - AmoebenVereinigen(newax, neway); +void CheckForDragon(int x, int y) +{ + int i, j; + boolean dragon_found = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 0; j < 4; j++) + { + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) { - AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); - return; + if (Feld[xx][yy] == EL_DRAGON) + dragon_found = TRUE; } + else + break; } } - if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || - (neway == lev_fieldy - 1 && newax != ax)) - { - Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ - Store[newax][neway] = element; - } - else if (neway == ay) - { - Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ -#if 1 - PlayLevelSoundAction(newax, neway, ACTION_GROWING); -#else - PlayLevelSound(newax, neway, SND_AMOEBA_GROWING); -#endif - } - else + if (!dragon_found) { - InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ - Feld[ax][ay] = EL_AMOEBA_DROPPING; - Store[ax][ay] = EL_AMOEBA_DROP; - ContinueMoving(ax, ay); - return; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 0; j < 3; j++) + { + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) + { + Feld[xx][yy] = EL_EMPTY; + TEST_DrawLevelField(xx, yy); + } + else + break; + } + } } - - DrawLevelField(newax, neway); } -void Life(int ax, int ay) +static void InitBuggyBase(int x, int y) { - int x1, y1, x2, y2; - static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ - int life_time = 40; - int element = Feld[ax][ay]; - int graphic = el2img(element); - boolean changed = FALSE; - - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - - if (Stop[ax][ay]) - return; + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; - if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ - MovDelay[ax][ay] = life_time; + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); +} - if (MovDelay[ax][ay]) /* wait some time before next cycle */ +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - int xx = ax+x1, yy = ay+y1; - int nachbarn = 0; - - if (!IN_LEV_FIELD(xx, yy)) - continue; + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; - for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) + if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy)) { - 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_GAME_OF_LIFE && IS_PLAYER(x, y))) && - !Stop[x][y]) || - (IS_FREE(x, y) && Stop[x][y])) - nachbarn++; - } + PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); - if (xx == ax && yy == ay) /* field in the middle */ - { - if (nachbarn < life[0] || nachbarn > life[1]) - { - Feld[xx][yy] = EL_EMPTY; - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; - } - } -#if 1 - else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) - { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) - { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; - } - } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) - { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) - { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; - } + break; } -#endif } - - if (changed) - PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : - SND_GAME_OF_LIFE_GROWING); } -static void InitRobotWheel(int x, int y) +static void InitTrap(int x, int y) { - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } -static void RunRobotWheel(int x, int y) +static void ActivateTrap(int x, int y) { - PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); } -static void StopRobotWheel(int x, int y) +static void ChangeActiveTrap(int x, int y) { - if (ZX == x && ZY == y) - ZX = ZY = -1; + int graphic = IMG_TRAP_ACTIVE; + + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + TEST_DrawLevelFieldCrumbled(x, y); } -static void InitTimegateWheel(int x, int y) +static int getSpecialActionElement(int element, int number, int base_element) { -#if 1 - ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; -#else - /* another brainless, "type style" bug ... :-( */ - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; -#endif + return (element != EL_EMPTY ? element : + number != -1 ? base_element + number - 1 : + EL_EMPTY); } -static void RunTimegateWheel(int x, int y) +static int getModifiedActionNumber(int value_old, int operator, int operand, + int value_min, int value_max) { - PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + int value_new = (operator == CA_MODE_SET ? operand : + operator == CA_MODE_ADD ? value_old + operand : + operator == CA_MODE_SUBTRACT ? value_old - operand : + operator == CA_MODE_MULTIPLY ? value_old * operand : + operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) : + operator == CA_MODE_MODULO ? value_old % MAX(1, operand) : + value_old); + + return (value_new < value_min ? value_min : + value_new > value_max ? value_max : + value_new); } -void CheckExit(int x, int y) +static void ExecuteCustomElementAction(int x, int y, int element, int page) { - if (local_player->gems_still_needed > 0 || - local_player->sokobanfields_still_needed > 0 || - local_player->lights_still_needed > 0) - { - int element = Feld[x][y]; - int graphic = el2img(element); - - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int target_element = change->target_element; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int action_element = change->action_element; + int i; + if (!change->has_action) return; - } - if (AllPlayersGone) /* do not re-open exit door closed after last player */ - return; + /* ---------- determine action paramater values -------------------------- */ - Feld[x][y] = EL_EXIT_OPENING; + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); - PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); -} + int action_arg_element_raw = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element : + action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element: + action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element : + action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element : + EL_EMPTY); + int action_arg_element = GetElementFromGroupElement(action_arg_element_raw); -void CheckExitSP(int x, int y) -{ - if (local_player->gems_still_needed > 0) - { - int element = Feld[x][y]; - int graphic = el2img(element); +#if 0 + if (action_arg_element_raw == EL_GROUP_START) + printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element)); +#endif + + int action_arg_direction = + (action_arg >= CA_ARG_DIRECTION_LEFT && + action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION : + action_arg == CA_ARG_DIRECTION_TRIGGER ? + change->actual_trigger_side : + action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ? + MV_DIR_OPPOSITE(change->actual_trigger_side) : + MV_NONE); + + int action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); + + int action_arg_number_max = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : + action_type == CA_SET_LEVEL_GEMS ? 999 : + action_type == CA_SET_LEVEL_TIME ? 9999 : + action_type == CA_SET_LEVEL_SCORE ? 99999 : + action_type == CA_SET_CE_VALUE ? 9999 : + action_type == CA_SET_CE_SCORE ? 9999 : + CA_ARG_MAX); + + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : +#if USE_NEW_CUSTOM_VALUE + action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) : +#else + action_type == CA_SET_CE_VALUE ? ei->custom_value_initial : +#endif + action_type == CA_SET_CE_SCORE ? 0 : + 0); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : +#if USE_NEW_CUSTOM_VALUE + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : +#else + action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial : +#endif + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element): + action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: + action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element): + action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) : + action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score: + action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) : + action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element : + -1); + + int action_arg_number_old = + (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed : + action_type == CA_SET_LEVEL_TIME ? TimeLeft : + action_type == CA_SET_LEVEL_SCORE ? local_player->score : + action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : + action_type == CA_SET_CE_SCORE ? ei->collect_score : + 0); + + int action_arg_number_new = + getModifiedActionNumber(action_arg_number_old, + action_mode, action_arg_number, + action_arg_number_min, action_arg_number_max); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); +#if 1 + int trigger_player_bits = + (change->actual_trigger_player_bits != CH_PLAYER_NONE ? + change->actual_trigger_player_bits : change->trigger_player); +#else + int trigger_player_bits = + (change->actual_trigger_player >= EL_PLAYER_1 && + change->actual_trigger_player <= EL_PLAYER_4 ? + (1 << (change->actual_trigger_player - EL_PLAYER_1)) : + PLAYER_BITS_ANY); +#endif - return; - } + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) : + PLAYER_BITS_ANY); - if (AllPlayersGone) /* do not re-open exit door closed after last player */ - return; + /* ---------- execute action -------------------------------------------- */ - Feld[x][y] = EL_SP_EXIT_OPENING; + switch (action_type) + { + case CA_NO_ACTION: + { + return; + } - PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); -} + /* ---------- level actions ------------------------------------------- */ -static void CloseAllOpenTimegates() -{ - int x, y; + case CA_RESTART_LEVEL: + { + game.restart_level = TRUE; - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) + break; + } + + case CA_SHOW_ENVELOPE: { - int element = Feld[x][y]; + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); + + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + break; + } + + case CA_SET_LEVEL_TIME: + { + if (level.time > 0) /* only modify limited time value */ { - Feld[x][y] = EL_TIMEGATE_CLOSING; + TimeLeft = action_arg_number_new; + #if 1 - PlayLevelSoundAction(x, y, ACTION_CLOSING); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); #else - PlayLevelSound(x, y, SND_TIMEGATE_CLOSING); + DrawGameValue_Time(TimeLeft); #endif + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); } + + break; } - } -} -void EdelsteinFunkeln(int x, int y) -{ - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) - return; + case CA_SET_LEVEL_SCORE: + { + local_player->score = action_arg_number_new; - if (Feld[x][y] == EL_BD_DIAMOND) - return; +#if 1 + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; - if (MovDelay[x][y] == 0) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + DisplayGameControlValues(); +#else + DrawGameValue_Score(local_player->score); +#endif - if (MovDelay[x][y] != 0) /* wait some time before next frame */ - { - MovDelay[x][y]--; + break; + } + + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; + +#if 1 + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; + + DisplayGameControlValues(); +#else + DrawGameValue_Emeralds(local_player->gems_still_needed); +#endif + + break; + } + +#if !USE_PLAYER_GRAVITY + case CA_SET_LEVEL_GRAVITY: + { + game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity : + game.gravity); + break; + } +#endif + + case CA_SET_LEVEL_WIND: + { + game.wind_direction = action_arg_direction; + + break; + } + + case CA_SET_LEVEL_RANDOM_SEED: + { +#if 1 + /* ensure that setting a new random seed while playing is predictable */ + InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1); +#else + InitRND(action_arg_number_new); +#endif + +#if 0 + printf("::: %d -> %d\n", action_arg_number_new, RND(10)); +#endif + +#if 0 + { + int i; + + printf("::: "); + for (i = 0; i < 9; i++) + printf("%d, ", RND(2)); + printf("\n"); + } +#endif + + break; + } + + /* ---------- player actions ------------------------------------------ */ + + case CA_MOVE_PLAYER: + { + /* automatically move to the next field in specified direction */ + for (i = 0; i < MAX_PLAYERS; i++) + if (trigger_player_bits & (1 << i)) + stored_player[i].programmed_action = action_arg_direction; + + break; + } + + case CA_EXIT_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + PlayerWins(&stored_player[i]); + + break; + } - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + case CA_KILL_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillPlayer(&stored_player[i]); - DrawLevelElementAnimation(x, y, Feld[x][y]); + break; + } - if (MovDelay[x][y] != 0) + case CA_SET_PLAYER_KEYS: { - int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, - 10 - MovDelay[x][y]); + int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); - - if (setup.direct_draw) + if (IS_KEY(element)) { - int dest_x, dest_y; - - dest_x = FX + SCREENX(x) * TILEX; - dest_y = FY + SCREENY(y) * TILEY; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); + DrawGameDoorValues(); + } + } } + + break; } - } -} -void MauerWaechst(int x, int y) -{ - int delay = 6; + case CA_SET_PLAYER_SPEED: + { +#if 0 + printf("::: trigger_player_bits == %d\n", trigger_player_bits); +#endif - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3 * delay; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) + { + action_arg_number = 2; + action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : + CA_MODE_MULTIPLY); + } + else if (action_arg == CA_ARG_NUMBER_RESET) + { + action_arg_number = level.initial_player_stepsize[i]; + } - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); - int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); + } + } + + break; } - if (!MovDelay[x][y]) + case CA_SET_PLAYER_SHIELD: { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) - DrawLevelField(x - 1, y); - } - else if (MovDir[x][y] == MV_RIGHT) - { - if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) - DrawLevelField(x + 1, y); - } - else if (MovDir[x][y] == MV_UP) + for (i = 0; i < MAX_PLAYERS; i++) { - if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) - DrawLevelField(x, y - 1); + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } } - else + + break; + } + +#if USE_PLAYER_GRAVITY + case CA_SET_PLAYER_GRAVITY: + { + for (i = 0; i < MAX_PLAYERS; i++) { - if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) - DrawLevelField(x, y + 1); + if (trigger_player_bits & (1 << i)) + { + stored_player[i].gravity = + (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity : + stored_player[i].gravity); + } } - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); + break; } - } -} +#endif -void MauerAbleger(int ax, int ay) -{ - int element = Feld[ax][ay]; - int graphic = el2img(element); - boolean oben_frei = FALSE, unten_frei = FALSE; - boolean links_frei = FALSE, rechts_frei = FALSE; - boolean oben_massiv = FALSE, unten_massiv = FALSE; - boolean links_massiv = FALSE, rechts_massiv = FALSE; - boolean new_wall = FALSE; + case CA_SET_PLAYER_ARTWORK: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int artwork_element = action_arg_element; - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; +#if USE_GFX_RESET_PLAYER_ARTWORK + if (stored_player[i].artwork_element != artwork_element) + stored_player[i].Frame = 0; +#endif - if (MovDelay[ax][ay]) /* wait some time before building new wall */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + stored_player[i].artwork_element = artwork_element; - 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; + SetPlayerWaiting(&stored_player[i], FALSE); - if (element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) - { - if (oben_frei) - { - Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay-1] = element; - GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay - 1), - IMG_EXPANDABLE_WALL_GROWING_UP, 0); - new_wall = TRUE; - } - if (unten_frei) - { - Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay+1] = element; - GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay + 1), - IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); - new_wall = TRUE; - } - } + /* set number of special actions for bored and sleeping animation */ + stored_player[i].num_special_action_bored = + get_num_special_action(artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + stored_player[i].num_special_action_sleeping = + get_num_special_action(artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); + } + } - if (element == EL_EXPANDABLE_WALL_HORIZONTAL || - element == EL_EXPANDABLE_WALL_ANY || - element == EL_EXPANDABLE_WALL) - { - if (links_frei) - { - Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax-1][ay] = element; - GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) - DrawGraphic(SCREENX(ax - 1), SCREENY(ay), - IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); - new_wall = TRUE; + break; } - if (rechts_frei) + case CA_SET_PLAYER_INVENTORY: { - Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax+1][ay] = element; - GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax + 1), SCREENY(ay), - IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); - new_wall = TRUE; + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int j, k; + + if (trigger_player_bits & (1 << i)) + { + int inventory_element = action_arg_element; + + if (action_arg == CA_ARG_ELEMENT_TARGET || + action_arg == CA_ARG_ELEMENT_TRIGGER || + action_arg == CA_ARG_ELEMENT_ACTION) + { + int element = inventory_element; + int collect_count = element_info[element].collect_count_initial; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + else if (action_arg == CA_ARG_INVENTORY_RM_TARGET || + action_arg == CA_ARG_INVENTORY_RM_TRIGGER || + action_arg == CA_ARG_INVENTORY_RM_ACTION) + { + if (player->inventory_infinite_element != EL_UNDEFINED && + IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element, + action_arg_element_raw)) + player->inventory_infinite_element = EL_UNDEFINED; + + for (k = 0, j = 0; j < player->inventory_size; j++) + { + if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j], + action_arg_element_raw)) + player->inventory_element[k++] = player->inventory_element[j]; + } + + player->inventory_size = k; + } + else if (action_arg == CA_ARG_INVENTORY_RM_FIRST) + { + if (player->inventory_size > 0) + { + for (j = 0; j < player->inventory_size - 1; j++) + player->inventory_element[j] = player->inventory_element[j + 1]; + + player->inventory_size--; + } + } + else if (action_arg == CA_ARG_INVENTORY_RM_LAST) + { + if (player->inventory_size > 0) + player->inventory_size--; + } + else if (action_arg == CA_ARG_INVENTORY_RM_ALL) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + } + else if (action_arg == CA_ARG_INVENTORY_RESET) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + + if (level.use_initial_inventory[i]) + { + for (j = 0; j < level.initial_inventory_size[i]; j++) + { + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + } + } + } + } + + break; } - } - if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); + /* ---------- CE actions ---------------------------------------------- */ - if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) - oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) - unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) - links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) - rechts_massiv = TRUE; + case CA_SET_CE_VALUE: + { +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; - if (((oben_massiv && unten_massiv) || - element == EL_EXPANDABLE_WALL_HORIZONTAL || - element == EL_EXPANDABLE_WALL) && - ((links_massiv && rechts_massiv) || - element == EL_EXPANDABLE_WALL_VERTICAL)) - Feld[ax][ay] = EL_WALL; + CustomValue[x][y] = action_arg_number_new; - if (new_wall) -#if 1 - PlayLevelSoundAction(ax, ay, ACTION_GROWING); -#else - PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING); + if (CustomValue[x][y] != last_ce_value) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X); + + if (CustomValue[x][y] == 0) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); + } + } #endif -} -void CheckForDragon(int x, int y) -{ - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + break; + } - for (i = 0; i < NUM_DIRECTIONS; i++) - { - for (j = 0; j < 4; j++) + case CA_SET_CE_SCORE: { - int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; +#if USE_NEW_CUSTOM_VALUE + int last_ce_score = ei->collect_score; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) + ei->collect_score = action_arg_number_new; + + if (ei->collect_score != last_ce_score) { - if (Feld[xx][yy] == EL_DRAGON) - dragon_found = TRUE; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X); + + if (ei->collect_score == 0) + { + int xx, yy; + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X); + + /* + This is a very special case that seems to be a mixture between + CheckElementChange() and CheckTriggeredElementChange(): while + the first one only affects single elements that are triggered + directly, the second one affects multiple elements in the playfield + that are triggered indirectly by another element. This is a third + case: Changing the CE score always affects multiple identical CEs, + so every affected CE must be checked, not only the single CE for + which the CE score was changed in the first place (as every instance + of that CE shares the same CE score, and therefore also can change)! + */ + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + CheckElementChange(xx, yy, element, EL_UNDEFINED, + CE_SCORE_GETS_ZERO); + } + } } - else - break; +#endif + + break; } - } - if (!dragon_found) - { - for (i = 0; i < NUM_DIRECTIONS; i++) + case CA_SET_CE_ARTWORK: { - 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; - } - } - } -} + int artwork_element = action_arg_element; + boolean reset_frame = FALSE; + int xx, yy; -static void InitBuggyBase(int x, int y) -{ - int element = Feld[x][y]; - int activating_delay = FRAMES_PER_SECOND / 4; + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial : + element); - ChangeDelay[x][y] = - (element == EL_SP_BUGGY_BASE ? - 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : - element == EL_SP_BUGGY_BASE_ACTIVATING ? - activating_delay : - element == EL_SP_BUGGY_BASE_ACTIVE ? - 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); -} + if (ei->gfx_element != artwork_element) + reset_frame = TRUE; -static void WarnBuggyBase(int x, int y) -{ - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + ei->gfx_element = artwork_element; - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + { + if (reset_frame) + { + ResetGfxAnimation(xx, yy); + ResetRandomAnimationValue(xx, yy); + } - if (IS_PLAYER(xx, yy)) - { - PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); + TEST_DrawLevelField(xx, yy); + } + } break; } - } -} -static void InitTrap(int x, int y) -{ - ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); -} + /* ---------- engine actions ------------------------------------------ */ -static void ActivateTrap(int x, int y) -{ - PlayLevelSound(x, y, SND_TRAP_ACTIVATING); -} + case CA_SET_ENGINE_SCAN_MODE: + { + InitPlayfieldScanMode(action_arg); -static void ChangeActiveTrap(int x, int y) -{ - int graphic = IMG_TRAP_ACTIVE; + break; + } - /* if new animation frame was drawn, correct crumbled sand border */ - if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - DrawLevelFieldCrumbledSand(x, y); + default: + break; + } } -static void ChangeElementNowExt(int x, int y, int target_element) +static void CreateFieldExt(int x, int y, int element, boolean is_change) { + int old_element = Feld[x][y]; + int new_element = GetElementFromGroupElement(element); int previous_move_direction = MovDir[x][y]; -#if 1 - boolean add_player = (ELEM_IS_PLAYER(target_element) && - IS_WALKABLE(Feld[x][y])); -#else - boolean add_player = (ELEM_IS_PLAYER(target_element) && - IS_WALKABLE(Feld[x][y]) && - !IS_MOVING(x, y)); +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; +#endif + boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y); + boolean new_element_is_player = ELEM_IS_PLAYER(new_element); + boolean add_player_onto_element = (new_element_is_player && +#if USE_CODE_THAT_BREAKS_SNAKE_BITE + /* this breaks SnakeBite when a snake is + halfway through a door that closes */ + /* NOW FIXED AT LEVEL INIT IN files.c */ + new_element != EL_SOKOBAN_FIELD_PLAYER && #endif + IS_WALKABLE(old_element)); - /* check if element under player changes from accessible to unaccessible +#if 0 + /* check if element under the player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && - IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { -#if 0 - printf("::: BOOOM! [%d, '%s']\n", target_element, - element_info[target_element].token_name); -#endif - Bang(x, y); + return; } - -#if 1 - if (!add_player) #endif + + if (!add_player_onto_element) { -#if 1 if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) RemoveMovingField(x, y); else RemoveField(x, y); - Feld[x][y] = target_element; -#else - RemoveField(x, y); - Feld[x][y] = target_element; -#endif + Feld[x][y] = new_element; +#if !USE_GFX_RESET_GFX_ANIMATION ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); +#endif - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS) MovDir[x][y] = previous_move_direction; -#if 1 - InitField_WithBug1(x, y, FALSE); -#else - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); +#if USE_NEW_CUSTOM_VALUE + if (element_info[new_element].use_last_ce_value) + CustomValue[x][y] = last_ce_value; #endif - DrawLevelField(x, y); + InitField_WithBug1(x, y, FALSE); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); - } + new_element = Feld[x][y]; /* element may have changed */ -#if 0 - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#if USE_GFX_RESET_GFX_ANIMATION + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); #endif -#if 0 - TestIfBadThingTouchesHero(x, y); - TestIfPlayerTouchesCustomElement(x, y); - TestIfElementTouchesCustomElement(x, y); -#endif + TEST_DrawLevelField(x, y); - /* "Changed[][]" not set yet to allow "entered by player" change one time */ - if (ELEM_IS_PLAYER(target_element)) - RelocatePlayer(x, y, target_element); + if (GFX_CRUMBLED(new_element)) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } #if 1 - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + /* check if element under the player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + /* (must be checked after creating new element for walkable group elements) */ +#if USE_FIX_KILLED_BY_NON_WALKABLE + if (IS_PLAYER(x, y) && !player_explosion_protected && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) + { + Bang(x, y); + + return; + } +#else + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) + { + Bang(x, y); + + return; + } +#endif #endif -#if 1 - TestIfBadThingTouchesHero(x, y); + /* "ChangeCount" not set yet to allow "entered by player" change one time */ + if (new_element_is_player) + RelocatePlayer(x, y, new_element); + + if (is_change) + ChangeCount[x][y]++; /* count number of changes in the same frame */ + + TestIfBadThingTouchesPlayer(x, y); TestIfPlayerTouchesCustomElement(x, y); TestIfElementTouchesCustomElement(x, y); +} + +static void CreateField(int x, int y, int element) +{ + CreateFieldExt(x, y, element, FALSE); +} + +static void CreateElementFromChange(int x, int y, int element) +{ + element = GET_VALID_RUNTIME_ELEMENT(element); + +#if USE_STOP_CHANGED_ELEMENTS + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + int old_element = Feld[x][y]; + + /* prevent changed element from moving in same engine frame + unless both old and new element can either fall or move */ + if ((!CAN_FALL(old_element) || !CAN_FALL(element)) && + (!CAN_MOVE(old_element) || !CAN_MOVE(element))) + Stop[x][y] = TRUE; + } #endif + + CreateFieldExt(x, y, element, TRUE); } -static boolean ChangeElementNow(int x, int y, int element, int page) +static boolean ChangeElement(int x, int y, int element, int page) { - struct ElementChangeInfo *change = &element_info[element].change_page[page]; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int ce_value = CustomValue[x][y]; + int ce_score = ei->collect_score; int target_element; int old_element = Feld[x][y]; /* always use default change event to prevent running into a loop */ - if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) - ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY); + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; - if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY)) + if (ChangeEvent[x][y] == CE_DELAY) { - /* reset actual trigger element and player */ + /* reset actual trigger element, trigger player and action element */ change->actual_trigger_element = EL_EMPTY; - change->actual_trigger_player = EL_PLAYER_1; + change->actual_trigger_player = EL_EMPTY; + change->actual_trigger_player_bits = CH_PLAYER_NONE; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; + change->actual_trigger_ce_score = 0; } - /* do not change already changed elements with same change event */ -#if 0 - if (Changed[x][y] & ChangeEvent[x][y]) - return FALSE; -#else - if (Changed[x][y]) + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) return FALSE; -#endif - - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ -#if 0 - /* !!! indirect change before direct change !!! */ - CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); -#endif + ChangeCount[x][y]++; /* count number of changes in the same frame */ if (change->explode) { @@ -7764,7 +11319,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; - int content_element = change->target_content[xx][yy]; + int content_element = change->target_content.e[xx][yy]; int e; can_replace[xx][yy] = TRUE; @@ -7787,39 +11342,13 @@ static boolean ChangeElementNow(int x, int y, int element, int page) continue; } -#if 0 - if (Changed[ex][ey]) /* do not change already changed elements */ - { - can_replace[xx][yy] = FALSE; - complete_replace = FALSE; - - continue; - } -#endif - e = Feld[ex][ey]; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) e = MovingOrBlocked2Element(ex, ey); -#if 1 - -#if 0 - is_empty = (IS_FREE(ex, ey) || - (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || - (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && - !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); -#else - -#if 0 - is_empty = (IS_FREE(ex, ey) || - (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); -#else is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); -#endif - -#endif is_walkable = (is_empty || IS_WALKABLE(e)); is_diggable = (is_empty || IS_DIGGABLE(e)); @@ -7827,93 +11356,203 @@ static boolean ChangeElementNow(int x, int y, int element, int page) is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); is_removable = (is_diggable || is_collectible); - can_replace[xx][yy] = - (((change->replace_when == CP_WHEN_EMPTY && is_empty) || - (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || - (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || - (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || - (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || - (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && - !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + can_replace[xx][yy] = + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; + } + + if (!change->only_if_complete || complete_replace) + { + boolean something_has_changed = FALSE; + + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element; + + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(element, content_element, change, + ce_value, ce_score); + + CreateElementFromChange(ex, ey, target_element); + + something_has_changed = TRUE; + + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } + + if (something_has_changed) + { + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } + } + } + else + { + target_element = GET_TARGET_ELEMENT(element, change->target_element, change, + ce_value, ce_score); + + if (element == EL_DIAGONAL_GROWING || + element == EL_DIAGONAL_SHRINKING) + { + target_element = Store[x][y]; + + Store[x][y] = EL_EMPTY; + } + + CreateElementFromChange(x, y, target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } + + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); + + return TRUE; +} + +#if USE_NEW_DELAYED_ACTION + +static void HandleElementChange(int x, int y, int page) +{ + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + boolean handle_action_before_change = FALSE; + +#ifdef DEBUG + if (!CAN_CHANGE_OR_HAS_ACTION(element) && + !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE_OR_HAS_ACTION(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif + + return; + } - if (!can_replace[xx][yy]) - complete_replace = FALSE; -#else - empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; + + if (change->can_change) + { #if 1 - half_destructible = (empty_for_element || IS_DIGGABLE(e)); -#else - half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + /* !!! not clear why graphic animation should be reset at all here !!! */ + /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ +#if USE_GFX_RESET_WHEN_NOT_MOVING + /* when a custom element is about to change (for example by change delay), + do not reset graphic animation when the custom element is moving */ + if (!IS_MOVING(x, y)) #endif - - if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) || - (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) || - (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e))) { - can_replace[xx][yy] = FALSE; - complete_replace = FALSE; + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); } #endif + + if (change->pre_change_function) + change->pre_change_function(x, y); } + } - if (!change->only_if_complete || complete_replace) + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + if (change->can_change) { - boolean something_has_changed = FALSE; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - if (change->only_if_complete && change->use_random_replace && - RND(100) < change->random_percentage) - return FALSE; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) - { - int ex = x + xx - 1; - int ey = y + yy - 1; - int content_element; + if (change->change_function) + change->change_function(x, y); + } + } + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; - if (can_replace[xx][yy] && (!change->use_random_replace || - RND(100) < change->random_percentage)) - { - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - RemoveMovingField(ex, ey); + change = &ei->change_page[page]; + } - ChangeEvent[ex][ey] = ChangeEvent[x][y]; + if (IS_MOVING(x, y)) /* never change a running system ;-) */ + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ - content_element = change->target_content[xx][yy]; - target_element = GET_TARGET_ELEMENT(content_element, change); + return; + } - ChangeElementNowExt(ex, ey, target_element); +#if 1 + /* special case: set new level random seed before changing element */ + if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED) + handle_action_before_change = TRUE; - something_has_changed = TRUE; + if (change->has_action && handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); +#endif - /* for symmetry reasons, freeze newly created border elements */ - if (ex != x || ey != y) - Stop[ex][ey] = TRUE; /* no more moving in this frame */ - } + if (change->can_change) + { + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); } - - if (something_has_changed) - PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } - } - else - { - target_element = GET_TARGET_ELEMENT(change->target_element, change); - ChangeElementNowExt(x, y, target_element); - - PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + if (change->has_action && !handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); } - -#if 1 - /* this uses direct change before indirect change */ - CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page); -#endif - - return TRUE; } -static void ChangeElement(int x, int y, int page) +#else + +static void HandleElementChange(int x, int y, int page) { int element = MovingOrBlocked2Element(x, y); struct ElementInfo *ei = &element_info[element]; @@ -7923,9 +11562,9 @@ static void ChangeElement(int x, int y, int page) if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); - printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", x, y, element, element_info[element].token_name); - printf("ChangeElement(): This should never happen!\n"); + printf("HandleElementChange(): This should never happen!\n"); printf("\n\n"); } #endif @@ -7943,8 +11582,7 @@ static void ChangeElement(int x, int y, int page) if (ChangeDelay[x][y] == 0) /* initialize element change */ { - ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + - RND(change->delay_random * change->delay_frames)) + 1; + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -7975,11 +11613,7 @@ static void ChangeElement(int x, int y, int page) change = &ei->change_page[page]; } -#if 0 - if (IS_MOVING(x, y) && !change->explode) -#else if (IS_MOVING(x, y)) /* never change a running system ;-) */ -#endif { ChangeDelay[x][y] = 1; /* try change after next move step */ ChangePage[x][y] = page; /* remember page to use for change */ @@ -7987,7 +11621,7 @@ static void ChangeElement(int x, int y, int page) return; } - if (ChangeElementNow(x, y, element, page)) + if (ChangeElement(x, y, element, page)) { if (change->post_change_function) change->post_change_function(x, y); @@ -7995,76 +11629,144 @@ static void ChangeElement(int x, int y, int page) } } -static boolean CheckTriggeredElementChangeExt(int lx, int ly, +#endif + +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, int trigger_element, int trigger_event, int trigger_player, int trigger_side, int trigger_page) { - int i, j, x, y; + boolean change_done_any = FALSE; int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); + int i; - if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + if (!(trigger_events[trigger_element][trigger_event])) return FALSE; +#if 0 + printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n", + trigger_event, recursion_loop_depth, recursion_loop_detected, + recursion_loop_element, EL_NAME(recursion_loop_element)); +#endif + + RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; + boolean change_done = FALSE; + int p; - boolean change_element = FALSE; - int page = 0; - - if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) continue; - for (j = 0; j < element_info[element].num_change_pages; j++) + for (p = 0; p < element_info[element].num_change_pages; p++) { - struct ElementChangeInfo *change = &element_info[element].change_page[j]; + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - if (change->can_change && - change->events & CH_EVENT_BIT(trigger_event) && + if (change->can_change_or_has_action && + change->has_event[trigger_event] && change->trigger_side & trigger_side && change->trigger_player & trigger_player && change->trigger_page & trigger_page_bits && IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) { + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player); + change->actual_trigger_player_bits = trigger_player; + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + #if 0 - if (!(change->events & CH_EVENT_BIT(trigger_event))) - printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", - trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); + printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n", + element, EL_NAME(element), p); #endif - change_element = TRUE; - page = j; + if ((change->can_change && !change_done) || change->has_action) + { + int x, y; - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + SCAN_PLAYFIELD(x, y) + { + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { +#if USE_FIX_NO_ACTION_AFTER_CHANGE + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ - break; - } - } + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; +#endif + +#if 0 + printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n", + element, EL_NAME(element), p); +#endif + + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { +#if USE_FIX_NO_ACTION_AFTER_CHANGE + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ + + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; +#endif - if (!change_element) - continue; - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) - { #if 0 - if (x == lx && y == ly) /* do not change trigger element itself */ - continue; + printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n", + element, EL_NAME(element), p); #endif - if (Feld[x][y] == element) - { - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); - ChangeElement(x, y, page); + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif + } + } + + if (change->can_change) + { + change_done = TRUE; + change_done_any = TRUE; + +#if 0 + printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n", + element, EL_NAME(element), p); +#endif + + } + } } } } - return TRUE; + RECURSION_LOOP_DETECTION_END(); + + return change_done_any; } static boolean CheckElementChangeExt(int x, int y, @@ -8072,10 +11774,13 @@ static boolean CheckElementChangeExt(int x, int y, int trigger_element, int trigger_event, int trigger_player, - int trigger_side, - int trigger_page) + int trigger_side) { - if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + boolean change_done = FALSE; + int p; + + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) return FALSE; if (Feld[x][y] == EL_BLOCKED) @@ -8084,96 +11789,139 @@ static boolean CheckElementChangeExt(int x, int y, element = Feld[x][y]; } -#if 1 - if (Feld[x][y] != element) /* check if element has already changed */ - { #if 0 - printf("::: %d ('%s') != %d ('%s') [%d]\n", - Feld[x][y], element_info[Feld[x][y]].token_name, - element, element_info[element].token_name, - trigger_event); -#endif + /* check if element has already changed */ + if (Feld[x][y] != element) + return FALSE; +#else + /* check if element has already changed or is about to change after moving */ + if ((game.engine_version < VERSION_IDENT(3,2,0,7) && + Feld[x][y] != element) || + (game.engine_version >= VERSION_IDENT(3,2,0,7) && + (ChangeCount[x][y] >= game.max_num_changes_per_frame || + ChangePage[x][y] != -1))) return FALSE; - } #endif -#if 1 - if (trigger_page < 0) - { - boolean change_element = FALSE; - int i; - - for (i = 0; i < element_info[element].num_change_pages; i++) - { - struct ElementChangeInfo *change = &element_info[element].change_page[i]; - - if (change->can_change && - change->events & CH_EVENT_BIT(trigger_event) && - change->trigger_side & trigger_side && - change->trigger_player & trigger_player) - { - change_element = TRUE; - trigger_page = i; +#if 0 + printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n", + trigger_event, recursion_loop_depth, recursion_loop_detected, + recursion_loop_element, EL_NAME(recursion_loop_element)); +#endif - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); - break; - } - } +#if 0 + printf("::: X: trigger_player_bits == %d\n", trigger_player); +#endif - if (!change_element) - return FALSE; - } - else + for (p = 0; p < element_info[element].num_change_pages; p++) { - struct ElementInfo *ei = &element_info[element]; - struct ElementChangeInfo *change = &ei->change_page[trigger_page]; + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1; /* unused */ - } + /* check trigger element for all events where the element that is checked + for changing interacts with a directly adjacent element -- this is + different to element changes that affect other elements to change on the + whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */ + boolean check_trigger_element = + (trigger_event == CE_TOUCHING_X || + trigger_event == CE_HITTING_X || + trigger_event == CE_HIT_BY_X || +#if 1 + /* this one was forgotten until 3.2.3 */ + trigger_event == CE_DIGGING_X); +#endif -#else + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) + { + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player); + change->actual_trigger_player_bits = trigger_player; + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) + { + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; + + change->actual_trigger_ce_value = CustomValue[xx][yy]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + } - /* !!! this check misses pages with same event, but different side !!! */ + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; - if (trigger_page < 0) - trigger_page = element_info[element].event_page_nr[trigger_event]; + HandleElementChange(x, y, p); - if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side)) - return FALSE; + change_done = TRUE; + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } #endif + } + } - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); - ChangeElement(x, y, trigger_page); + RECURSION_LOOP_DETECTION_END(); - return TRUE; + return change_done; } static void PlayPlayerSound(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element = player->element_nr; + int sound_element = player->artwork_element; int last_action = player->last_action_waiting; int action = player->action_waiting; if (player->is_waiting) { if (action != last_action) - PlayLevelSoundElementAction(jx, jy, element, action); + PlayLevelSoundElementAction(jx, jy, sound_element, action); else - PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); } else { if (action != last_action) - StopSound(element_info[element].sound[last_action]); + StopSound(element_info[sound_element].sound[last_action]); if (last_action == ACTION_SLEEPING) - PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); } } @@ -8191,6 +11939,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) boolean last_waiting = player->is_waiting; int move_dir = player->MovDir; + player->dir_waiting = move_dir; player->last_action_waiting = player->action_waiting; if (is_waiting) @@ -8202,13 +11951,13 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->frame_counter_bored = FrameCounter + game.player_boring_delay_fixed + - SimpleRND(game.player_boring_delay_random); + GetSimpleRandom(game.player_boring_delay_random); player->frame_counter_sleeping = FrameCounter + game.player_sleeping_delay_fixed + - SimpleRND(game.player_sleeping_delay_random); + GetSimpleRandom(game.player_sleeping_delay_random); - InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir); } if (game.player_sleeping_delay_fixed + @@ -8226,6 +11975,24 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->is_bored ? ACTION_BORING : ACTION_WAITING); + if (player->is_sleeping && player->use_murphy) + { + /* special case for sleeping Murphy when leaning against non-free tile */ + + if (!IN_LEV_FIELD(player->jx - 1, player->jy) || + (Feld[player->jx - 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx - 1, player->jy))) + move_dir = MV_LEFT; + else if (!IN_LEV_FIELD(player->jx + 1, player->jy) || + (Feld[player->jx + 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx + 1, player->jy))) + move_dir = MV_RIGHT; + else + player->is_sleeping = FALSE; + + player->dir_waiting = move_dir; + } + if (player->is_sleeping) { if (player->num_special_action_sleeping > 0) @@ -8240,14 +12007,14 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? last_special_action + 1 : ACTION_SLEEPING); int special_graphic = - el_act_dir2img(player->element_nr, special_action, move_dir); + el_act_dir2img(player->artwork_element, special_action, move_dir); player->anim_delay_counter = graphic_info[special_graphic].anim_delay_fixed + - SimpleRND(graphic_info[special_graphic].anim_delay_random); + GetSimpleRandom(graphic_info[special_graphic].anim_delay_random); player->post_delay_counter = graphic_info[special_graphic].post_delay_fixed + - SimpleRND(graphic_info[special_graphic].post_delay_random); + GetSimpleRandom(graphic_info[special_graphic].post_delay_random); player->special_action_sleeping = special_action; } @@ -8270,16 +12037,16 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) { int special_action = - ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored); int special_graphic = - el_act_dir2img(player->element_nr, special_action, move_dir); + el_act_dir2img(player->artwork_element, special_action, move_dir); player->anim_delay_counter = graphic_info[special_graphic].anim_delay_fixed + - SimpleRND(graphic_info[special_graphic].anim_delay_random); + GetSimpleRandom(graphic_info[special_graphic].anim_delay_random); player->post_delay_counter = graphic_info[special_graphic].post_delay_fixed + - SimpleRND(graphic_info[special_graphic].post_delay_random); + GetSimpleRandom(graphic_info[special_graphic].post_delay_random); player->special_action_bored = special_action; } @@ -8308,6 +12075,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = player->MovDir; player->action_waiting = ACTION_DEFAULT; player->special_action_bored = ACTION_DEFAULT; @@ -8315,84 +12083,54 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) } } -#if 1 +static void CheckSingleStepMode(struct PlayerInfo *player) +{ + if (tape.single_step && tape.recording && !tape.pausing) + { + /* as it is called "single step mode", just return to pause mode when the + player stopped moving after one tile (or never starts moving at all) */ + if (!player->is_moving && !player->is_pushing) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } +} + static byte PlayerActions(struct PlayerInfo *player, byte player_action) { -#if 0 - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; -#endif - boolean moved = FALSE, snapped = FALSE, dropped = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; int down = player_action & JOY_DOWN; int button1 = player_action & JOY_BUTTON_1; int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); - -#if 0 - stored_player_action[player->index_nr] = 0; - num_stored_actions++; -#endif - -#if 0 - printf("::: player %d [%d]\n", player->index_nr, FrameCounter); -#endif + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); if (!player->active || tape.pausing) return 0; -#if 0 - printf("::: [%d %d %d %d] [%d %d]\n", - left, right, up, down, button1, button2); -#endif - if (player_action) { -#if 0 - printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); -#endif - -#if 0 - /* !!! TEST !!! */ - if (player->MovPos == 0) - CheckGravityMovement(player); -#endif if (button1) - snapped = SnapField(player, dx, dy); + SnapField(player, dx, dy); else { if (button2) - dropped = DropElement(player); + DropElement(player); - moved = MovePlayer(player, dx, dy); + MovePlayer(player, dx, dy); } - if (tape.single_step && tape.recording && !tape.pausing) - { - if (button1 || (dropped && !moved)) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + CheckSingleStepMode(player); SetPlayerWaiting(player, FALSE); -#if 1 return player_action; -#else - stored_player_action[player->index_nr] = player_action; -#endif } else { -#if 0 - printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); -#endif - /* no actions for this player (no input at player's configured device) */ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); @@ -8406,96 +12144,131 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) player->is_moving = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; + + CheckSingleStepMode(player); return 0; } +} -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS) +static void CheckLevelTime() +{ + int i; + + /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + PlayerWins(local_player); - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } -#endif -} + AllPlayersGone = TRUE; -#else + level.native_em_level->lev->home = -1; + } -static void PlayerActions(struct PlayerInfo *player, byte player_action) -{ - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; - boolean moved = FALSE, snapped = FALSE, dropped = FALSE; - int left = player_action & JOY_LEFT; - int right = player_action & JOY_RIGHT; - int up = player_action & JOY_UP; - int down = player_action & JOY_DOWN; - int button1 = player_action & JOY_BUTTON_1; - int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + game_sp.GameOver = TRUE; - printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + AllPlayersGone = TRUE; + } - if (!player->active || tape.pausing) - return; + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } - if (player_action) + if (TimeFrames >= FRAMES_PER_SECOND) { - printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); + TimeFrames = 0; + TapeTime++; - if (button1) - snapped = SnapField(player, dx, dy); - else + for (i = 0; i < MAX_PLAYERS; i++) { - if (button2) - dropped = DropElement(player); + struct PlayerInfo *player = &stored_player[i]; + + if (SHIELD_ON(player)) + { + player->shield_normal_time_left--; - moved = MovePlayer(player, dx, dy); + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } } - if (tape.single_step && tape.recording && !tape.pausing) + if (!local_player->LevelSolved && !level.use_step_counter) { - if (button1 || (dropped && !moved)) + TimePlayed++; + + if (TimeLeft > 0) { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + TimeLeft--; - stored_player_action[player->index_nr] = player_action; - } - else - { - printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + if (TimeLeft <= 10 && setup.time_limit) + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); - /* no actions for this player (no input at player's configured device) */ +#if 1 + /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value + is reset from other values in UpdateGameDoorValues() -- FIX THIS */ - DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovementWhenNotMoving(player); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; - if (player->MovPos == 0) - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + /* (already called by UpdateAndDisplayGameControlValues() below) */ + // DisplayGameControlValues(); +#else + DrawGameValue_Time(TimeLeft); +#endif - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; - } + if (!TimeLeft && setup.time_limit) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->lev->killed_out_of_time = TRUE; + else + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } + } +#if 1 + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + /* (already called by UpdateAndDisplayGameControlValues() below) */ + // DisplayGameControlValues(); + } +#else + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); +#endif + + level.native_em_level->lev->time = + (game.no_time_limit ? TimePlayed : TimeLeft); + } - TapeRecordAction(stored_player_action); - num_stored_actions = 0; + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } -} + +#if 1 + UpdateAndDisplayGameControlValues(); +#else + UpdateGameDoorValues(); + DrawGameDoorValues(); #endif +} void AdvanceFrameAndPlayerCounters(int player_nr) { @@ -8509,46 +12282,137 @@ void AdvanceFrameAndPlayerCounters(int player_nr) for (i = 0; i < MAX_PLAYERS; i++) { boolean advance_player_counters = (player_nr == -1 || player_nr == i); - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; if (!advance_player_counters) /* not all players may be affected */ continue; +#if USE_NEW_PLAYER_ANIM + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); + + if (count % delay == 0) + move_frames = 1; + } +#endif + stored_player[i].Frame += move_frames; if (stored_player[i].MovPos != 0) stored_player[i].StepFrame += move_frames; -#if USE_NEW_MOVE_DELAY if (stored_player[i].move_delay > 0) stored_player[i].move_delay--; -#endif -#if USE_NEW_PUSH_DELAY /* due to bugs in previous versions, counter must count up, not down */ if (stored_player[i].push_delay != -1) stored_player[i].push_delay++; -#endif if (stored_player[i].drop_delay > 0) stored_player[i].drop_delay--; + + if (stored_player[i].is_dropping_pressed) + stored_player[i].drop_pressed_delay++; + } +} + +void StartGameActions(boolean init_network_game, boolean record_tape, + int random_seed) +{ + unsigned int new_random_seed = InitRND(random_seed); + + if (record_tape) + TapeStartRecording(new_random_seed); + +#if defined(NETWORK_AVALIABLE) + if (init_network_game) + { + SendToServer_StartPlaying(); + + return; } +#endif + + InitGame(); } void GameActions() { - static unsigned long game_frame_delay = 0; - unsigned long game_frame_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + static unsigned int game_frame_delay = 0; + unsigned int game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; -#if 1 byte tape_action[MAX_PLAYERS]; -#endif + int i; + + /* detect endless loops, caused by custom element programming */ + if (recursion_loop_detected && recursion_loop_depth == 0) + { + char *message = getStringCat3("Internal Error! Element ", + EL_NAME(recursion_loop_element), + " caused endless loop! Quit the game?"); + + Error(ERR_WARN, "element '%s' caused endless loop in game engine", + EL_NAME(recursion_loop_element)); + + RequestQuitGameExt(FALSE, level_editor_test_game, message); + + recursion_loop_detected = FALSE; /* if game should be continued */ + + free(message); + + return; + } + + if (game.restart_level) + StartGameActions(options.network, setup.autorecord, level.random_seed); + + /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + PlayerWins(local_player); - if (game_status != GAME_MODE_PLAYING) + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; + } + + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } + + if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) + GameWon(); + + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); + + if (game_status != GAME_MODE_PLAYING) /* status might have changed */ return; game_frame_delay_value = @@ -8563,62 +12427,56 @@ void GameActions() if (network_playing && !network_player_action_received) { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + /* try to get network player actions in time */ #if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif + /* game was quit by network peer */ if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); -#endif - */ - return; - } + return; /* failed to get network player actions in time */ + + /* do not yet reset "network_player_action_received" (for tape.pausing) */ } if (tape.pausing) return; -#if 0 - printf("::: getting new tape action [%d]\n", FrameCounter); -#endif + /* at this point we know that we really continue executing the game */ + + network_player_action_received = FALSE; + /* when playing tape, read previously recorded player input from tape data */ recorded_player_action = (tape.playing ? TapePlayAction() : NULL); #if 1 - /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ - if (recorded_player_action == NULL && tape.pausing) + /* TapePlayAction() may return NULL when toggling to "pause before death" */ + if (tape.pausing) return; #endif -#if 0 - printf("::: %d\n", stored_player[0].action); -#endif - -#if 0 - if (recorded_player_action != NULL) - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].action = recorded_player_action[i]; -#endif + if (tape.set_centered_player) + { + game.centered_player_nr_next = tape.centered_player_nr_next; + game.set_centered_player = TRUE; + } for (i = 0; i < MAX_PLAYERS; i++) { summarized_player_action |= stored_player[i].action; +#if 1 + if (!network_playing && (game.team_mode || tape.playing)) + stored_player[i].effective_action = stored_player[i].action; +#else if (!network_playing) stored_player[i].effective_action = stored_player[i].action; +#endif } #if defined(NETWORK_AVALIABLE) @@ -8626,29 +12484,224 @@ void GameActions() SendToServer_MovePlayer(summarized_player_action); #endif - if (!options.network && !setup.team_mode) + if (!options.network && !game.team_mode) local_player->effective_action = summarized_player_action; -#if 1 + if (tape.recording && + setup.team_mode && + setup.input_on_focus && + game.centered_player_nr != -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = + (i == game.centered_player_nr ? summarized_player_action : 0); + } + if (recorded_player_action != NULL) for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].effective_action = recorded_player_action[i]; + + for (i = 0; i < MAX_PLAYERS; i++) + { + tape_action[i] = stored_player[i].effective_action; + +#if 1 + /* (this may happen in the RND game engine if a player was not present on + the playfield on level start, but appeared later from a custom element */ + if (tape.recording && + setup.team_mode && + tape_action[i] && + !tape.player_participates[i]) + tape.player_participates[i] = TRUE; +#else + /* (this can only happen in the R'n'D game engine) */ + if (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ #endif + } + + /* only record actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); +#if USE_NEW_PLAYER_ASSIGNMENTS #if 1 + if (game.team_mode) +#endif + { + byte mapped_action[MAX_PLAYERS]; + +#if DEBUG_PLAYER_ACTIONS + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); +#endif + + for (i = 0; i < MAX_PLAYERS; i++) + mapped_action[i] = stored_player[map_player_action[i]].effective_action; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = mapped_action[i]; + +#if DEBUG_PLAYER_ACTIONS + printf(" =>"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); +#endif + } +#if DEBUG_PLAYER_ACTIONS + else + { + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); + } +#endif +#endif + +#if 0 + printf("::: summarized_player_action == %d\n", + local_player->effective_action); +#endif + + + + +#if 0 +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status (final):\n"); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } +#endif +#endif + + + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + GameActions_EM_Main(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + GameActions_SP_Main(); + } + else + { + GameActions_RND(); + } +} + +void GameActions_EM_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_EM(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + +void GameActions_SP_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_SP(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + +void GameActions_RND() +{ + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; + + InitPlayfieldScanModeVars(); + +#if USE_ONE_MORE_CHANGE_PER_FRAME + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) { - tape_action[i] = stored_player[i].effective_action; + SCAN_PLAYFIELD(x, y) + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + } + } +#endif + + if (game.set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !stored_player[game.centered_player_nr_next].active) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + } + + if (game.set_centered_player && + ScreenMovPos == 0) /* screen currently aligned at tile position */ + { + int sx, sy; + + if (game.centered_player_nr_next == -1) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { + sx = stored_player[game.centered_player_nr_next].jx; + sy = stored_player[game.centered_player_nr_next].jy; + } + + game.centered_player_nr = game.centered_player_nr_next; + game.set_centered_player = FALSE; - if (tape.recording && tape_action[i] && !tape.player_participates[i]) - tape.player_participates[i] = TRUE; /* player just appeared from CE */ + DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch); + DrawGameDoorValues(); } - /* only save actions from input devices, but not programmed actions */ - if (tape.recording) - TapeRecordAction(tape_action); -#endif - for (i = 0; i < MAX_PLAYERS; i++) { int actual_player_action = stored_player[i].effective_action; @@ -8664,73 +12717,17 @@ void GameActions() CheckGravityMovement(&stored_player[i]); #endif -#if 1 /* overwrite programmed action with tape action */ if (stored_player[i].programmed_action) actual_player_action = stored_player[i].programmed_action; -#endif - -#if 0 - if (stored_player[i].programmed_action) - printf("::: %d\n", stored_player[i].programmed_action); -#endif - - if (recorded_player_action) - { -#if 0 - if (stored_player[i].programmed_action && - stored_player[i].programmed_action != recorded_player_action[i]) - printf("::: %d: %d <-> %d\n", i, - stored_player[i].programmed_action, recorded_player_action[i]); -#endif - -#if 0 - actual_player_action = recorded_player_action[i]; -#endif - } - -#if 0 - /* overwrite tape action with programmed action */ - if (stored_player[i].programmed_action) - actual_player_action = stored_player[i].programmed_action; -#endif - -#if 0 - if (i == 0) - printf("::: action: %d: %x [%d]\n", - stored_player[i].MovPos, actual_player_action, FrameCounter); -#endif -#if 1 PlayerActions(&stored_player[i], actual_player_action); -#else - tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); - - if (tape.recording && tape_action[i] && !tape.player_participates[i]) - tape.player_participates[i] = TRUE; /* player just appeared from CE */ -#endif ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } -#if 0 - if (tape.recording) - TapeRecordAction(tape_action); -#endif - - network_player_action_received = FALSE; - ScrollScreen(NULL, SCROLL_GO_ON); -#if 0 - FrameCounter++; - TimeFrames++; - - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].Frame++; -#endif - -#if 1 /* for backwards compatibility, the following code emulates a fixed bug that occured when pushing elements (causing elements that just made their last pushing step to already (if possible) make their first falling step in the @@ -8739,11 +12736,7 @@ void GameActions() used also in newer levels, but in this case the buggy pushing code is only affecting the "spring" element and no other elements */ -#if 1 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) -#else - if (game.engine_version < VERSION_IDENT(2,2,0,7)) -#endif { for (i = 0; i < MAX_PLAYERS; i++) { @@ -8751,34 +12744,29 @@ void GameActions() int x = player->jx; int y = player->jy; -#if 1 if (player->active && player->is_pushing && player->is_moving && IS_MOVING(x, y) && (game.engine_version < VERSION_IDENT(2,2,0,7) || Feld[x][y] == EL_SPRING)) -#else - if (player->active && player->is_pushing && player->is_moving && - IS_MOVING(x, y)) -#endif { ContinueMoving(x, y); /* continue moving after pushing (this is actually a bug) */ if (!IS_MOVING(x, y)) - { Stop[x][y] = FALSE; - } } } } + +#if 0 + debug_print_timestamp(0, "start main loop profiling"); #endif - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; -#if USE_NEW_BLOCK_STYLE /* this must be handled before main playfield loop */ if (Feld[x][y] == EL_PLAYER_IS_LEAVING) { @@ -8786,6 +12774,19 @@ void GameActions() if (MovDelay[x][y] <= 0) RemoveField(x, y); } + +#if USE_NEW_SNAP_DELAY + if (Feld[x][y] == EL_ELEMENT_SNAPPING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + } + } #endif #if DEBUG @@ -8805,18 +12806,18 @@ void GameActions() WasJustFalling[x][y]--; if (CheckCollision[x][y] > 0) CheckCollision[x][y]--; + if (CheckImpact[x][y] > 0) + CheckImpact[x][y]--; GfxFrame[x][y]++; -#if 1 /* reset finished pushing action (not done in ContinueMoving() to allow - continous pushing animation for elements with zero push delay) */ + continuous pushing animation for elements with zero push delay) */ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } -#endif #if DEBUG if (IS_BLOCKED(x, y)) @@ -8835,36 +12836,77 @@ void GameActions() #endif } - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#if 0 + debug_print_timestamp(0, "- time for pre-main loop:"); +#endif + +#if 0 // -------------------- !!! TEST ONLY !!! -------------------- + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; -#if 1 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); -#else - graphic = el2img(element); -#endif -#if 0 - if (element == -1) +#if 1 { - printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter); - - element = graphic = 0; +#if 1 + int element2 = element; + int graphic2 = graphic; +#else + int element2 = Feld[x][y]; + int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]); +#endif + int last_gfx_frame = GfxFrame[x][y]; + + if (graphic_info[graphic2].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element2].collect_score; + else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; + + if (redraw && GfxFrame[x][y] != last_gfx_frame) + DrawLevelGraphicAnimation(x, y, graphic2); } +#else + ResetGfxFrame(x, y, TRUE); #endif - if (graphic_info[graphic].anim_global_sync) - GfxFrame[x][y] = FrameCounter; - +#if 1 if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic)) ResetRandomAnimationValue(x, y); +#endif +#if 1 SetRandomAnimationValue(x, y); +#endif #if 1 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); #endif + } +#endif // -------------------- !!! TEST ONLY !!! -------------------- + +#if 0 + debug_print_timestamp(0, "- time for TEST loop: -->"); +#endif + + SCAN_PLAYFIELD(x, y) + { + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + ResetGfxFrame(x, y, TRUE); + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(GfxFrame[x][y], graphic)) + ResetRandomAnimationValue(x, y); + + SetRandomAnimationValue(x, y); + + PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); if (IS_INACTIVE(element)) { @@ -8874,70 +12916,184 @@ void GameActions() continue; } -#if 1 /* this may take place after moving, so 'element' may have changed */ -#if 0 - if (IS_CHANGING(x, y)) -#else if (IS_CHANGING(x, y) && (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) -#endif { -#if 0 - ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : - element_info[element].event_page_nr[CE_DELAY]); + int page = element_info[element].event_page_nr[CE_DELAY]; + +#if 1 + HandleElementChange(x, y, page); #else - ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); + if (CAN_CHANGE(element)) + HandleElementChange(x, y, page); + + if (HAS_ACTION(element)) + ExecuteCustomElementAction(x, y, element, page); #endif element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } -#endif + +#if 0 // --------------------------------------------------------------------- if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); -#if 1 element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); -#if 0 - if (element == EL_MOLE) - printf("::: %d, %d, %d [%d]\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], - GfxAction[x][y]); -#endif -#if 0 - if (element == EL_YAMYAM) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); -#endif -#endif if (IS_ANIMATED(graphic) && !IS_MOVING(x, y) && !Stop[x][y]) - { DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 0 - if (element == EL_BUG) - printf("::: %d, %d\n", graphic, GfxFrame[x][y]); -#endif + if (IS_GEM(element) || element == EL_SP_INFOTRON) + TEST_DrawTwinkleOnField(x, y); + } + else if (IS_MOVING(x, y)) + ContinueMoving(x, y); + else + { + switch (element) + { + case EL_ACID: + case EL_EXIT_OPEN: + case EL_EM_EXIT_OPEN: + case EL_SP_EXIT_OPEN: + case EL_STEEL_EXIT_OPEN: + case EL_EM_STEEL_EXIT_OPEN: + case EL_SP_TERMINAL: + case EL_SP_TERMINAL_ACTIVE: + case EL_EXTRA_TIME: + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; -#if 0 - if (element == EL_MOLE) - printf("::: %d, %d\n", graphic, GfxFrame[x][y]); + case EL_DYNAMITE_ACTIVE: + case EL_EM_DYNAMITE_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + CheckDynamite(x, y); + break; + + case EL_AMOEBA_GROWING: + AmoebeWaechst(x, y); + break; + + case EL_AMOEBA_SHRINKING: + AmoebaDisappearing(x, y); + break; + +#if !USE_NEW_AMOEBA_CODE + case EL_AMOEBA_WET: + case EL_AMOEBA_DRY: + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: + case EL_EMC_DRIPPER: + AmoebeAbleger(x, y); + break; #endif + + case EL_GAME_OF_LIFE: + case EL_BIOMAZE: + Life(x, y); + break; + + case EL_EXIT_CLOSED: + CheckExit(x, y); + break; + + case EL_EM_EXIT_CLOSED: + CheckExitEM(x, y); + break; + + case EL_STEEL_EXIT_CLOSED: + CheckExitSteel(x, y); + break; + + case EL_EM_STEEL_EXIT_CLOSED: + CheckExitSteelEM(x, y); + break; + + case EL_SP_EXIT_CLOSED: + CheckExitSP(x, y); + break; + + case EL_EXPANDABLE_WALL_GROWING: + case EL_EXPANDABLE_STEELWALL_GROWING: + MauerWaechst(x, y); + break; + + case EL_EXPANDABLE_WALL: + case EL_EXPANDABLE_WALL_HORIZONTAL: + case EL_EXPANDABLE_WALL_VERTICAL: + case EL_EXPANDABLE_WALL_ANY: + case EL_BD_EXPANDABLE_WALL: + MauerAbleger(x, y); + break; + + case EL_EXPANDABLE_STEELWALL_HORIZONTAL: + case EL_EXPANDABLE_STEELWALL_VERTICAL: + case EL_EXPANDABLE_STEELWALL_ANY: + MauerAblegerStahl(x, y); + break; + + case EL_FLAMES: + CheckForDragon(x, y); + break; + + case EL_EXPLOSION: + break; + + case EL_ELEMENT_SNAPPING: + case EL_DIAGONAL_SHRINKING: + case EL_DIAGONAL_GROWING: + { + graphic = + el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; + } + + default: + if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; } + } + +#else // --------------------------------------------------------------------- + + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) + { + StartMoving(x, y); + + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic) && + !IS_MOVING(x, y) && + !Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); if (IS_GEM(element) || element == EL_SP_INFOTRON) - EdelsteinFunkeln(x, y); + TEST_DrawTwinkleOnField(x, y); } else if ((element == EL_ACID || element == EL_EXIT_OPEN || + element == EL_EM_EXIT_OPEN || element == EL_SP_EXIT_OPEN || + element == EL_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN || element == EL_SP_TERMINAL || element == EL_SP_TERMINAL_ACTIVE || element == EL_EXTRA_TIME || @@ -8949,10 +13105,6 @@ void GameActions() ContinueMoving(x, y); else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); -#if 0 - else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); -#endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); else if (element == EL_AMOEBA_SHRINKING) @@ -8967,31 +13119,43 @@ void GameActions() Life(x, y); else if (element == EL_EXIT_CLOSED) CheckExit(x, y); + else if (element == EL_EM_EXIT_CLOSED) + CheckExitEM(x, y); + else if (element == EL_STEEL_EXIT_CLOSED) + CheckExitSteel(x, y); + else if (element == EL_EM_STEEL_EXIT_CLOSED) + CheckExitSteelEM(x, y); else if (element == EL_SP_EXIT_CLOSED) CheckExitSP(x, y); - else if (element == EL_EXPANDABLE_WALL_GROWING) + else if (element == EL_EXPANDABLE_WALL_GROWING || + element == EL_EXPANDABLE_STEELWALL_GROWING) MauerWaechst(x, y); else if (element == EL_EXPANDABLE_WALL || element == EL_EXPANDABLE_WALL_HORIZONTAL || element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) + element == EL_EXPANDABLE_WALL_ANY || + element == EL_BD_EXPANDABLE_WALL) MauerAbleger(x, y); + else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL || + element == EL_EXPANDABLE_STEELWALL_VERTICAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + MauerAblegerStahl(x, y); else if (element == EL_FLAMES) CheckForDragon(x, y); -#if 0 - else if (IS_AUTO_CHANGING(element)) - ChangeElement(x, y); -#endif else if (element == EL_EXPLOSION) ; /* drawing of correct explosion animation is handled separately */ + else if (element == EL_ELEMENT_SNAPPING || + element == EL_DIAGONAL_SHRINKING || + element == EL_DIAGONAL_GROWING) + { + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + } else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 0 - /* this may take place after moving, so 'element' may have changed */ - if (IS_AUTO_CHANGING(Feld[x][y])) - ChangeElement(x, y); -#endif +#endif // --------------------------------------------------------------------- if (IS_BELT_ACTIVE(element)) PlayLevelSoundAction(x, y, ACTION_ACTIVE); @@ -9006,7 +13170,10 @@ void GameActions() element == EL_MAGIC_WALL_EMPTYING || element == EL_BD_MAGIC_WALL_FULL || element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) && + element == EL_BD_MAGIC_WALL_EMPTYING || + element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) && ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { magic_wall_x = x; @@ -9015,30 +13182,27 @@ void GameActions() } } +#if 0 + debug_print_timestamp(0, "- time for MAIN loop: -->"); +#endif + #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ -#if 1 if (!(FrameCounter % 8)) -#endif { - static unsigned long random = 1684108901; + static unsigned int random = 1684108901; for (i = 0; i < level.amoeba_speed * 28 / 8; i++) { -#if 0 - x = (random >> 10) % lev_fieldx; - y = (random >> 20) % lev_fieldy; -#else x = RND(lev_fieldx); y = RND(lev_fieldy); -#endif element = Feld[x][y]; -#if 1 if (!IS_PLAYER(x,y) && (element == EL_EMPTY || CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || + element == EL_QUICKSAND_FAST_EMPTY || element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT)) { @@ -9048,22 +13212,6 @@ void GameActions() (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) Feld[x][y] = EL_AMOEBA_DROP; } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (!IS_PLAYER(x,y) && - (element == EL_EMPTY || - element == EL_SAND || - element == EL_QUICKSAND_EMPTY || - element == EL_ACID_SPLASH_LEFT || - element == EL_ACID_SPLASH_RIGHT)) - { - if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || - (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || - (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || - (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) - Feld[x][y] = EL_AMOEBA_DROP; - } -#endif random = random * 129 + 1; } @@ -9076,7 +13224,7 @@ void GameActions() { game.explosions_delayed = FALSE; - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -9101,6 +13249,10 @@ void GameActions() element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_EMPTYING) PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); + else if (element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) + PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE); else PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } @@ -9108,9 +13260,10 @@ void GameActions() if (game.magic_wall_time_left > 0) { game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -9118,13 +13271,19 @@ void GameActions() element == EL_MAGIC_WALL_FULL) { Feld[x][y] = EL_MAGIC_WALL_DEAD; - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } else if (element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_FULL) { Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_FULL) + { + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + TEST_DrawLevelField(x, y); } } @@ -9149,6 +13308,22 @@ void GameActions() CloseAllOpenTimegates(); } + if (game.lenses_time_left > 0) + { + game.lenses_time_left--; + + if (game.lenses_time_left == 0) + RedrawAllInvisibleElementsForLenses(); + } + + if (game.magnify_time_left > 0) + { + game.magnify_time_left--; + + if (game.magnify_time_left == 0) + RedrawAllInvisibleElementsForMagnifier(); + } + for (i = 0; i < MAX_PLAYERS; i++) { struct PlayerInfo *player = &stored_player[i]; @@ -9162,57 +13337,46 @@ void GameActions() } } - if (TimeFrames >= FRAMES_PER_SECOND) +#if USE_DELAYED_GFX_REDRAW + SCAN_PLAYFIELD(x, y) { - TimeFrames = 0; - TapeTime++; - - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; - - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } - } - - if (!level.use_step_counter) +#if 1 + if (GfxRedraw[x][y] != GFX_REDRAW_NONE) +#else + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) && + GfxRedraw[x][y] != GFX_REDRAW_NONE) +#endif { - TimePlayed++; - - if (TimeLeft > 0) - { - TimeLeft--; + /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES + !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */ - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + if (GfxRedraw[x][y] & GFX_REDRAW_TILE) + DrawLevelField(x, y); - DrawGameValue_Time(TimeLeft); + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED) + DrawLevelFieldCrumbled(x, y); - if (!TimeLeft && setup.time_limit) - for (i = 0; i < MAX_PLAYERS; i++) - KillHero(&stored_player[i]); - } - else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ - DrawGameValue_Time(TimePlayed); + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS) + DrawLevelFieldCrumbledNeighbours(x, y); + + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED) + DrawTwinkleOnField(x, y); } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + GfxRedraw[x][y] = GFX_REDRAW_NONE; } +#endif + + CheckLevelTime(); DrawAllPlayers(); PlayAllPlayersSound(); if (options.debug) /* calculate frames per second */ { - static unsigned long fps_counter = 0; + static unsigned int fps_counter = 0; static int fps_frames = 0; - unsigned long fps_delay_ms = Counter() - fps_counter; + unsigned int fps_delay_ms = Counter() - fps_counter; fps_frames++; @@ -9227,57 +13391,23 @@ void GameActions() redraw_mask |= REDRAW_FPS; } -#if 0 - if (stored_player[0].jx != stored_player[0].last_jx || - stored_player[0].jy != stored_player[0].last_jy) - printf("::: %d, %d, %d, %d, %d\n", - stored_player[0].MovDir, - stored_player[0].MovPos, - stored_player[0].GfxPos, - stored_player[0].Frame, - stored_player[0].StepFrame); -#endif - -#if USE_NEW_MOVE_DELAY AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ -#else - FrameCounter++; - TimeFrames++; - - for (i = 0; i < MAX_PLAYERS; i++) - { - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; - - stored_player[i].Frame += move_frames; - - if (stored_player[i].MovPos != 0) - stored_player[i].StepFrame += move_frames; - -#if USE_NEW_MOVE_DELAY - if (stored_player[i].move_delay > 0) - stored_player[i].move_delay--; -#endif - - if (stored_player[i].drop_delay > 0) - stored_player[i].drop_delay--; - } -#endif -#if 1 if (local_player->show_envelope != 0 && local_player->MovPos == 0) { ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); local_player->show_envelope = 0; } + +#if 0 + debug_print_timestamp(0, "stop main loop profiling "); + printf("----------------------------------------------------------\n"); #endif -#if USE_NEW_RANDOMIZE /* use random number generator in every frame to make it less predictable */ if (game.engine_version >= VERSION_IDENT(3,1,1,0)) RND(1); -#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -9321,25 +13451,110 @@ static boolean AllPlayersInVisibleScreen() void ScrollLevel(int dx, int dy) { +#if 0 + /* (directly solved in BlitBitmap() now) */ + static Bitmap *bitmap_db_field2 = NULL; int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); int x, y; +#else + int x, y; +#endif + +#if 0 + /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */ + /* only horizontal XOR vertical scroll direction allowed */ + if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0)) + return; +#endif + +#if 0 + /* (directly solved in BlitBitmap() now) */ + if (bitmap_db_field2 == NULL) + bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH); + + /* needed when blitting directly to same bitmap -- should not be needed with + recent SDL libraries, but apparently does not work in 1.2.11 directly */ + BlitBitmap(drawto_field, bitmap_db_field2, + 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); + BlitBitmap(bitmap_db_field2, 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); + +#else + +#if 0 + /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */ + int xsize = (BX2 - BX1 + 1); + int ysize = (BY2 - BY1 + 1); + int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2)); + int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1)); + int step = (start < end ? +1 : -1); + + for (i = start; i != end; i += step) + { + BlitBitmap(drawto_field, drawto_field, + FX + TILEX * (dx != 0 ? i + step : 0), + FY + TILEY * (dy != 0 ? i + step : 0), + TILEX * (dx != 0 ? 1 : xsize), + TILEY * (dy != 0 ? 1 : ysize), + FX + TILEX * (dx != 0 ? i : 0), + FY + TILEY * (dy != 0 ? i : 0)); + } +#else + +#if NEW_TILESIZE +#if NEW_SCROLL + int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0); +#else + int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0); +#endif +#else +#if NEW_SCROLL + int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0); +#else + int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); +#endif +#endif + +#if NEW_TILESIZE + BlitBitmap(drawto_field, drawto_field, + FX + TILEX_VAR * (dx == -1) - softscroll_offset, + FY + TILEY_VAR * (dy == -1) - softscroll_offset, + SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset, + SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset, + FX + TILEX_VAR * (dx == 1) - softscroll_offset, + FY + TILEY_VAR * (dy == 1) - softscroll_offset); +#else 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, + 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); +#endif + +#endif +#endif - if (dx) + if (dx != 0) { x = (dx == 1 ? BX1 : BX2); for (y = BY1; y <= BY2; y++) DrawScreenField(x, y); } - if (dy) + if (dy != 0) { y = (dy == 1 ? BY1 : BY2); for (x = BX1; x <= BX2; x++) @@ -9349,40 +13564,6 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } -#if 0 -static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) -{ - int nextx = x + dx, nexty = y + dy; - int element = Feld[x][y]; - - if ((dx == -1 && - element != EL_SP_PORT_LEFT && - element != EL_SP_GRAVITY_PORT_LEFT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dx == +1 && - element != EL_SP_PORT_RIGHT && - element != EL_SP_GRAVITY_PORT_RIGHT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dy == -1 && - element != EL_SP_PORT_UP && - element != EL_SP_GRAVITY_PORT_UP && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - (dy == +1 && - element != EL_SP_PORT_DOWN && - element != EL_SP_GRAVITY_PORT_DOWN && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(nextx, nexty) || - !IS_FREE(nextx, nexty)) - return FALSE; - - return TRUE; -} -#endif - static boolean canFallDown(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -9417,168 +13598,47 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); int newx = x + dx; int newy = y + dy; -#if 0 - int nextx = newx + dx; - int nexty = newy + dy; -#endif -#if 1 - return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && - IS_GRAVITY_REACHABLE(Feld[newx][newy]) && -#if 0 - (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) && -#endif - (IS_DIGGABLE(Feld[newx][newy]) || - IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || - canPassField(newx, newy, move_dir))); -#else -#if 1 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && IS_GRAVITY_REACHABLE(Feld[newx][newy]) && (IS_DIGGABLE(Feld[newx][newy]) || IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || canPassField(newx, newy, move_dir))); -#else -#if 1 - return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && - (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) || - IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || - canPassField(newx, newy, move_dir))); -#else - return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && - (IS_DIGGABLE(Feld[newx][newy]) || - IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || - (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && - !CAN_MOVE(Feld[newx][newy]) && - IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && - IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && - (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); -#endif -#endif -#endif } static void CheckGravityMovement(struct PlayerInfo *player) { +#if USE_PLAYER_GRAVITY + if (player->gravity && !player->programmed_action) +#else if (game.gravity && !player->programmed_action) +#endif { -#if 1 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; int move_dir_vertical = player->effective_action & MV_VERTICAL; -#else - int move_dir_horizontal = player->action & MV_HORIZONTAL; - int move_dir_vertical = player->action & MV_VERTICAL; -#endif - -#if 1 - boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; -#else - boolean player_is_snapping = player->action & JOY_BUTTON_1; -#endif - + boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1); int jx = player->jx, jy = player->jy; - boolean player_is_moving_to_valid_field = (!player_is_snapping && (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); - -#if 0 - int move_dir = - (player->last_move_dir & MV_HORIZONTAL ? - (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : - (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); -#endif - -#if 0 - int opposite_dir = MV_DIR_OPPOSITE(move_dir); - int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); - int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); - int new_jx = jx + dx, new_jy = jy + dy; - int nextx = new_jx + dx, nexty = new_jy + dy; -#endif - -#if 1 - -#if 1 boolean player_can_fall_down = canFallDown(player); -#else - boolean player_can_fall_down = - (IN_LEV_FIELD(jx, jy + 1) && - (IS_FREE(jx, jy + 1) || - (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid))); -#endif - -#else - boolean player_can_fall_down = - (IN_LEV_FIELD(jx, jy + 1) && - (IS_FREE(jx, jy + 1))); -#endif - -#if 0 - boolean player_is_moving_to_valid_field = - ( -#if 1 - !player_is_snapping && -#endif - -#if 1 - IN_LEV_FIELD(new_jx, new_jy) && - (IS_DIGGABLE(Feld[new_jx][new_jy]) || - (IS_SP_PORT(Feld[new_jx][new_jy]) && - element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir && - IN_LEV_FIELD(nextx, nexty) && - element_info[Feld[nextx][nexty]].access_direction & move_dir)) -#else - IN_LEV_FIELD(new_jx, new_jy) && - (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND || - (IS_SP_PORT(Feld[new_jx][new_jy]) && - canEnterSupaplexPort(new_jx, new_jy, dx, dy))) - /* !!! extend EL_SAND to anything diggable !!! */ -#endif - ); -#endif - -#if 0 - boolean player_is_standing_on_valid_field = - (IS_WALKABLE_INSIDE(Feld[jx][jy]) || - (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN))); -#endif - -#if 0 - printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", - player_can_fall_down, - player_is_standing_on_valid_field, - player_is_moving_to_valid_field, - (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), - player->effective_action, - player->can_fall_into_acid); -#endif if (player_can_fall_down && -#if 0 - !player_is_standing_on_valid_field && -#endif !player_is_moving_to_valid_field) - { -#if 0 - printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n", - jx, jy, FrameCounter); -#endif - player->programmed_action = MV_DOWN; - } } } static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) { -#if 1 return CheckGravityMovement(player); -#endif +#if USE_PLAYER_GRAVITY + if (player->gravity && !player->programmed_action) +#else if (game.gravity && !player->programmed_action) +#endif { int jx = player->jx, jy = player->jy; boolean field_under_player_is_free = @@ -9603,48 +13663,51 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { -#if 0 - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int move_direction = (dx == -1 ? MV_LEFT : - dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); - int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; -#endif int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; +#if !USE_FIXED_DONT_RUN_INTO int element; +#endif int can_move; + boolean player_can_move = !player->cannot_move; if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + dy > 0 ? MV_DOWN : MV_NONE); if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + return MP_NO_ACTION; - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + if (!player_can_move) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + } -#if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; #else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; #endif - if (DONT_RUN_INTO(element)) +#if !USE_FIXED_DONT_RUN_INTO + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + + /* (moved to DigField()) */ + if (player_can_move && DONT_RUN_INTO(element)) { if (element == EL_ACID && dx == 0 && dy == 1) { @@ -9653,21 +13716,22 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); - BuryHero(player); + BuryPlayer(player); } else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); - return MF_MOVING; + return MP_MOVING; } +#endif can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); - if (can_move != MF_MOVING) + if (can_move != MP_MOVING) return can_move; /* check if DigField() has caused relocation of the player */ if (player->jx != jx || player->jy != jy) - return MF_NO_ACTION; + return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */ StorePlayer[jx][jy] = 0; player->last_jx = jx; @@ -9676,46 +13740,37 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->jy = new_jy; StorePlayer[new_jx][new_jy] = player->element_nr; + if (player->move_delay_value_next != -1) + { + player->move_delay_value = player->move_delay_value_next; + player->move_delay_value_next = -1; + } + player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); player->step_counter++; -#if 0 - player->drop_delay = 0; -#endif - PlayerVisit[jx][jy] = FrameCounter; - ScrollPlayer(player, SCROLL_INIT); - -#if 0 - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT, - leave_side); - CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); - } +#if USE_UFAST_PLAYER_EXIT_BUGFIX + player->is_moving = TRUE; +#endif - if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) - { - CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_OTHER_GETS_ENTERED, enter_side); - CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_ENTERED_BY_PLAYER, enter_side); - } +#if 1 + /* should better be called in MovePlayer(), but this breaks some tapes */ + ScrollPlayer(player, SCROLL_INIT); #endif - return MF_MOVING; + return MP_MOVING; } boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + int moved = MP_NO_ACTION; -#if 1 if (!player->active) return FALSE; @@ -9732,54 +13787,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) return FALSE; } -#else - if (!player->active || (!dx && !dy)) - return FALSE; -#endif - -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) - return FALSE; -#else - -#if 1 - -#if 0 - printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, - player->move_delay + player->move_delay_value); -#endif -#if USE_NEW_MOVE_DELAY if (player->move_delay > 0) -#else - if (!FrameReached(&player->move_delay, player->move_delay_value)) -#endif - { -#if 0 - printf("::: can NOT move\n"); -#endif - - return FALSE; - } -#else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; -#endif - -#endif - -#if 0 - printf("::: COULD move now\n"); -#endif -#if USE_NEW_MOVE_DELAY player->move_delay = -1; /* set to "uninitialized" value */ -#endif /* store if player is automatically moved to next field */ - player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + player->is_auto_moving = (player->programmed_action != MV_NONE); /* remove the last programmed player action */ player->programmed_action = 0; @@ -9792,7 +13807,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int original_move_delay_value = player->move_delay_value; #if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n", tape.counter); #endif @@ -9804,11 +13819,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); -#if USE_NEW_MOVE_DELAY AdvanceFrameAndPlayerCounters(player->index_nr); -#else - FrameCounter++; -#endif DrawAllPlayers(); BackToFront(); @@ -9817,6 +13828,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->move_delay_value = original_move_delay_value; } + player->is_active = FALSE; + if (player->last_move_dir & MV_HORIZONTAL) { if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) @@ -9828,14 +13841,31 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } +#if USE_FIXED_BORDER_RUNNING_GFX + if (!moved && !player->is_active) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } +#endif + jx = player->jx; jy = player->jy; - if (moved & MF_MOVING && !ScreenMovPos && +#if 1 + if (moved & MP_MOVING && !ScreenMovPos && + (player->index_nr == game.centered_player_nr || + game.centered_player_nr == -1)) +#else + if (moved & MP_MOVING && !ScreenMovPos && (player == local_player || !options.network)) +#endif { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (setup.scroll_delay ? 3 : 0); + int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -9887,12 +13917,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else +#else if (!options.network && !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; scroll_y = old_scroll_y; } else +#endif { ScrollScreen(player, SCROLL_INIT); ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); @@ -9900,127 +13940,56 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } } -#if 0 -#if 1 - InitPlayerGfxAnimation(player, ACTION_DEFAULT); -#else - if (!(moved & MF_MOVING) && !player->is_pushing) - player->Frame = 0; -#endif -#endif - player->StepFrame = 0; - if (moved & MF_MOVING) + if (moved & MP_MOVING) { -#if 0 - printf("::: REALLY moves now\n"); -#endif - if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx, jy); /* for "crumbled sand" */ + TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; -#if 1 player->is_snapping = FALSE; -#endif - -#if 1 player->is_switching = FALSE; -#endif - player->is_dropping = FALSE; - + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; #if 0 - /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ - -#if 1 - if (game.engine_version < VERSION_IDENT(3,1,0,0)) -#endif - { - int move_direction = player->MovDir; -#if 1 - int enter_side = MV_DIR_OPPOSITE(move_direction); - int leave_side = move_direction; -#else - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; -#endif - int old_element = Feld[old_jx][old_jy]; - int new_element = Feld[jx][jy]; - -#if 1 - /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(old_element)) - CheckElementChangeByPlayer(old_jx, old_jy, old_element, - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); - - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); - - if (IS_CUSTOM_ELEMENT(new_element)) - CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); - - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); -#endif - - } + /* should better be called here than above, but this breaks some tapes */ + ScrollPlayer(player, SCROLL_INIT); #endif - - } else { CheckGravityMovementWhenNotMoving(player); - /* - player->last_move_dir = MV_NO_MOVING; - */ player->is_moving = FALSE; -#if USE_NEW_MOVE_STYLE - /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ - /* ensure that the player is also allowed to move in the next frame */ - /* (currently, the player is forced to wait eight frames before he can try - again!!!) */ + /* at this point, the player is allowed to move, but cannot move right now + (e.g. because of something blocking the way) -- ensure that the player + is also allowed to move in the next frame (in old versions before 3.1.1, + the player was forced to wait again for eight frames before next try) */ if (game.engine_version >= VERSION_IDENT(3,1,1,0)) player->move_delay = 0; /* allow direct movement in the next frame */ -#endif } -#if USE_NEW_MOVE_DELAY if (player->move_delay == -1) /* not yet initialized by DigField() */ player->move_delay = player->move_delay_value; -#endif if (game.engine_version < VERSION_IDENT(3,0,7,0)) { - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); } if (!player->active) - RemoveHero(player); + RemovePlayer(player); return moved; } @@ -10031,80 +14000,81 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) +#if USE_NEW_PLAYER_SPEED + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ + return; +#else + if (!player->active || player->MovPos == 0) return; +#endif if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); -#if 0 - printf("::: %06d: %d,%d: %d (%d) [%d]\n", - FrameCounter, - last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION, - player->block_delay); -#endif + if ((player->block_last_field || player->block_delay_adjustment > 0) && + Feld[last_jx][last_jy] == EL_EMPTY) + { + int last_field_block_delay = 0; /* start with no blocking at all */ + int block_delay_adjustment = player->block_delay_adjustment; -#if USE_NEW_BLOCK_STYLE + /* if player blocks last field, add delay for exactly one move */ + if (player->block_last_field) + { + last_field_block_delay += player->move_delay_value; -#if 0 - if (player->block_delay <= 0) - printf("::: ALERT! block_delay == %d\n", player->block_delay); + /* when blocking enabled, prevent moving up despite gravity */ +#if USE_PLAYER_GRAVITY + if (player->gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; +#else + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; #endif + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; - if (player->block_delay > 0 && - Feld[last_jx][last_jy] == EL_EMPTY) - { Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; - MovDelay[last_jx][last_jy] = player->block_delay + 1; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; } -#else -#if USE_NEW_MOVE_STYLE - if ((game.engine_version < VERSION_IDENT(3,1,1,0) || - player->block_last_field) && - Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; -#else - if (Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; -#endif -#endif - -#if 0 - DrawPlayer(player); -#endif +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else return; +#endif } else if (!FrameReached(&player->actual_frame_counter, 1)) return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); -#if USE_NEW_BLOCK_STYLE -#else - if (!player->block_last_field && - Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) -#if 1 - RemoveField(last_jx, last_jy); + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } #else - Feld[last_jx][last_jy] = EL_EMPTY; -#endif -#endif + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) CheckGravityMovement(player); - -#if 0 - DrawPlayer(player); /* needed here only to cleanup last field */ #endif if (player->MovPos == 0) /* player reached destination field */ { -#if 1 if (player->move_delay_reset_counter > 0) { player->move_delay_reset_counter--; @@ -10118,80 +14088,48 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->move_delay = 0; } } -#else - if (IS_PASSABLE(Feld[last_jx][last_jy])) - { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); - - /* be able to make the next move without delay */ - player->move_delay = 0; - } -#endif - -#if USE_NEW_BLOCK_STYLE -#else - if (player->block_last_field && - Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) -#if 1 - RemoveField(last_jx, last_jy); -#else - Feld[last_jx][last_jy] = EL_EMPTY; -#endif -#endif player->last_jx = jx; player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_EXIT_OPEN || +#if 1 + Feld[jx][jy] == EL_EM_EXIT_OPENING || +#endif + Feld[jx][jy] == EL_STEEL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN || +#if 1 + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING || +#endif Feld[jx][jy] == EL_SP_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { DrawPlayer(player); /* needed here only to cleanup last field */ - RemoveHero(player); + RemovePlayer(player); if (local_player->friends_still_needed == 0 || IS_SP_ELEMENT(Feld[jx][jy])) - player->LevelSolved = player->GameOver = TRUE; + PlayerWins(player); } -#if 1 - /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ /* this breaks one level: "machine", level 000 */ -#if 0 - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) -#endif { int move_direction = player->MovDir; -#if 1 int enter_side = MV_DIR_OPPOSITE(move_direction); int leave_side = move_direction; -#else - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; -#endif int old_jx = last_jx; int old_jy = last_jy; int old_element = Feld[old_jx][old_jy]; int new_element = Feld[jx][jy]; -#if 1 - /* !!! TEST ONLY !!! */ if (IS_CUSTOM_ELEMENT(old_element)) CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, player->index_bit, leave_side); CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, - CE_OTHER_GETS_LEFT, + CE_PLAYER_LEAVES_X, player->index_bit, leave_side); if (IS_CUSTOM_ELEMENT(new_element)) @@ -10199,31 +14137,33 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->index_bit, enter_side); CheckTriggeredElementChangeByPlayer(jx, jy, new_element, - CE_OTHER_GETS_ENTERED, + CE_PLAYER_ENTERS_X, player->index_bit, enter_side); -#endif - } +#if USE_FIX_CE_ACTION_WITH_PLAYER + CheckTriggeredElementChangeBySide(jx, jy, player->initial_element, + CE_MOVE_OF_X, move_direction); +#else + CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, + CE_MOVE_OF_X, move_direction); #endif + } if (game.engine_version >= VERSION_IDENT(3,0,7,0)) { - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); -#if 1 -#if 1 + /* needed because pushed element has not yet reached its destination, so it would trigger a change event at its previous field location */ if (!player->is_pushing) -#endif TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ -#endif if (!player->active) - RemoveHero(player); + RemovePlayer(player); } - if (level.use_step_counter) + if (!local_player->LevelSolved && level.use_step_counter) { int i; @@ -10234,16 +14174,31 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); + +#if 1 + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + DisplayGameControlValues(); +#else DrawGameValue_Time(TimeLeft); +#endif if (!TimeLeft && setup.time_limit) for (i = 0; i < MAX_PLAYERS; i++) - KillHero(&stored_player[i]); + KillPlayer(&stored_player[i]); + } +#if 1 + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; + + DisplayGameControlValues(); } - else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ +#else + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ DrawGameValue_Time(TimePlayed); +#endif } if (tape.single_step && tape.recording && !tape.pausing && @@ -10254,7 +14209,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) void ScrollScreen(struct PlayerInfo *player, int mode) { - static unsigned long screen_frame_counter = 0; + static unsigned int screen_frame_counter = 0; if (mode == SCROLL_INIT) { @@ -10277,7 +14232,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) redraw_mask |= REDRAW_FIELD; } else - ScreenMovDir = MV_NO_MOVING; + ScreenMovDir = MV_NONE; } void TestIfPlayerTouchesCustomElement(int x, int y) @@ -10318,7 +14273,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) if (!IN_LEV_FIELD(xx, yy)) continue; - if (IS_PLAYER(x, y)) + if (IS_PLAYER(x, y)) /* player found at center element */ { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -10331,22 +14286,26 @@ void TestIfPlayerTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ -#if 1 - /* !!! TEST ONLY !!! */ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, player->index_bit, border_side); CheckTriggeredElementChangeByPlayer(xx, yy, border_element, - CE_OTHER_GETS_TOUCHED, + CE_PLAYER_TOUCHES_X, player->index_bit, border_side); -#else - CheckTriggeredElementChangeByPlayer(xx, yy, border_element, - CE_OTHER_GETS_TOUCHED, - player->index_bit, border_side); - CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, border_side); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(x, y)->initial_element; + + CheckElementChangeBySide(xx, yy, border_element, player_element, + CE_TOUCHING_X, border_side); + } #endif } - else if (IS_PLAYER(xx, yy)) + else if (IS_PLAYER(xx, yy)) /* player found at border element */ { struct PlayerInfo *player = PLAYERINFO(xx, yy); @@ -10356,19 +14315,23 @@ void TestIfPlayerTouchesCustomElement(int x, int y) continue; /* center and border element do not touch */ } -#if 1 - /* !!! TEST ONLY !!! */ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, player->index_bit, center_side); CheckTriggeredElementChangeByPlayer(x, y, center_element, - CE_OTHER_GETS_TOUCHED, - player->index_bit, center_side); -#else - CheckTriggeredElementChangeByPlayer(x, y, center_element, - CE_OTHER_GETS_TOUCHED, + CE_PLAYER_TOUCHES_X, player->index_bit, center_side); - CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, center_side); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, center_side); + } #endif break; @@ -10376,6 +14339,8 @@ void TestIfPlayerTouchesCustomElement(int x, int y) } } +#if USE_ELEMENT_TOUCHING_BUGFIX + void TestIfElementTouchesCustomElement(int x, int y) { static int xy[4][2] = @@ -10401,19 +14366,18 @@ void TestIfElementTouchesCustomElement(int x, int y) MV_LEFT | MV_RIGHT }; boolean change_center_element = FALSE; - int center_element_change_page = 0; int center_element = Feld[x][y]; /* should always be non-moving! */ - int border_trigger_element = EL_UNDEFINED; - int i, j; + int border_element_old[NUM_DIRECTIONS]; + int i; for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; - int center_side = trigger_sides[i][0]; - int border_side = trigger_sides[i][1]; int border_element; + border_element_old[i] = -1; + if (!IN_LEV_FIELD(xx, yy)) continue; @@ -10426,77 +14390,122 @@ void TestIfElementTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ - /* check for change of center element (but change it only once) */ - if (IS_CUSTOM_ELEMENT(center_element) && - HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && - !change_center_element) - { - for (j = 0; j < element_info[center_element].num_change_pages; j++) - { - struct ElementChangeInfo *change = - &element_info[center_element].change_page[j]; + border_element_old[i] = border_element; + } - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && - change->trigger_side & border_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element) -#else - change->trigger_element == border_element -#endif - ) - { - change_center_element = TRUE; - center_element_change_page = j; - border_trigger_element = border_element; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_element = border_element_old[i]; - break; - } - } - } + if (border_element == -1) + continue; /* check for change of border element */ - if (IS_CUSTOM_ELEMENT(border_element) && - HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + + /* (center element cannot be player, so we dont have to check this here) */ + } + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_side = trigger_sides[i][1]; + int border_element = border_element_old[i]; + + if (border_element == -1) + continue; + + /* check for change of center element (but change it only once) */ + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + if (IS_PLAYER(xx, yy)) { - for (j = 0; j < element_info[border_element].num_change_pages; j++) - { - struct ElementChangeInfo *change = - &element_info[border_element].change_page[j]; + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, border_side); + } +#endif + } +} - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && - change->trigger_side & center_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element) #else - change->trigger_element == center_element -#endif - ) - { -#if 0 - printf("::: border_element %d, %d\n", x, y); -#endif - CheckElementChangeByPage(xx, yy, border_element, center_element, - CE_OTHER_IS_TOUCHING, j); - break; - } - } - } - } +void TestIfElementTouchesCustomElement_OLD(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; - if (change_center_element) - { -#if 0 - printf("::: center_element %d, %d\n", x, y); -#endif + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); - CheckElementChangeByPage(x, y, center_element, border_trigger_element, - CE_OTHER_IS_TOUCHING, center_element_change_page); + /* check for change of border element */ + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); } } +#endif + void TestIfElementHitsCustomElement(int x, int y, int direction) { int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); @@ -10504,103 +14513,54 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) int hitx = x + dx, hity = y + dy; int hitting_element = Feld[x][y]; int touched_element; -#if 0 - boolean object_hit = (IN_LEV_FIELD(hitx, hity) && - !IS_FREE(hitx, hity) && - (!IS_MOVING(hitx, hity) || - MovDir[hitx][hity] != direction || - ABS(MovPos[hitx][hity]) <= TILEY / 2)); -#endif if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) return; -#if 0 - if (IN_LEV_FIELD(hitx, hity) && !object_hit) - return; -#endif - touched_element = (IN_LEV_FIELD(hitx, hity) ? MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); - CheckElementChangeBySide(x, y, hitting_element, touched_element, - CE_HITTING_SOMETHING, direction); - if (IN_LEV_FIELD(hitx, hity)) { int opposite_direction = MV_DIR_OPPOSITE(direction); int hitting_side = direction; int touched_side = opposite_direction; -#if 0 - int touched_element = MovingOrBlocked2Element(hitx, hity); -#endif -#if 1 boolean object_hit = (!IS_MOVING(hitx, hity) || MovDir[hitx][hity] != direction || ABS(MovPos[hitx][hity]) <= TILEY / 2); object_hit = TRUE; -#endif if (object_hit) { - int i; + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_X, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_X, hitting_side); CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, CE_HIT_BY_SOMETHING, opposite_direction); - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) +#if USE_FIX_CE_ACTION_WITH_PLAYER + if (IS_PLAYER(hitx, hity)) { - for (i = 0; i < element_info[hitting_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[hitting_element].change_page[i]; - - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && - change->trigger_side & touched_side && - -#if 1 - IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) -#else - change->trigger_element == touched_element -#endif - ) - { - CheckElementChangeByPage(x, y, hitting_element, touched_element, - CE_OTHER_IS_HITTING, i); - break; - } - } + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(hitx, hity)->initial_element; + + CheckElementChangeBySide(x, y, hitting_element, player_element, + CE_HITTING_X, touched_side); } - - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) - { - for (i = 0; i < element_info[touched_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[touched_element].change_page[i]; - - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && - change->trigger_side & hitting_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) -#else - change->trigger_element == hitting_element #endif - ) - { - CheckElementChangeByPage(hitx, hity, touched_element, - hitting_element, CE_OTHER_GETS_HIT, i); - break; - } - } - } } } + + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); } #if 0 @@ -10656,56 +14616,11 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, CE_SMASHED_BY_SOMETHING, opposite_direction); - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) - { - for (i = 0; i < element_info[hitting_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[hitting_element].change_page[i]; - - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) && - change->trigger_side & touched_side && - -#if 1 - IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) -#else - change->trigger_element == touched_element -#endif - ) - { - CheckElementChangeByPage(x, y, hitting_element, touched_element, - CE_OTHER_IS_SMASHING, i); - break; - } - } - } - - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED)) - { - for (i = 0; i < element_info[touched_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[touched_element].change_page[i]; + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, touched_side); - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) && - change->trigger_side & hitting_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) -#else - change->trigger_element == hitting_element -#endif - ) - { - CheckElementChangeByPage(hitx, hity, touched_element, - hitting_element, CE_OTHER_GETS_SMASHED,i); - break; - } - } - } + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_OTHER_GETS_SMASHED, hitting_side); } } } @@ -10714,6 +14629,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { @@ -10741,13 +14657,9 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); -#if 0 - test_element = Feld[test_x][test_y]; -#else test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); -#endif /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing @@ -10769,18 +14681,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); -#if 1 if (player->shield_deadly_time_left > 0 && !IS_INDESTRUCTIBLE(bad_element)) Bang(kill_x, kill_y); else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) - KillHero(player); -#else - if (player->shield_deadly_time_left > 0) - Bang(kill_x, kill_y); - else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) - KillHero(player); -#endif + KillPlayer(player); } else Bang(good_x, good_y); @@ -10822,11 +14727,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) test_x = bad_x + test_xy[i][0]; test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); test_element = Feld[test_x][test_y]; @@ -10852,12 +14758,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) kill_x = test_x; kill_y = test_y; + break; } else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; + break; } } @@ -10869,52 +14777,102 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 1 if (player->shield_deadly_time_left > 0 && !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) - KillHero(player); -#else - if (player->shield_deadly_time_left > 0) + KillPlayer(player); + } + else + Bang(kill_x, kill_y); + } +} + +void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir) +{ + int bad_element = Feld[bad_x][bad_y]; + int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0); + int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0); + int test_x = bad_x + dx, test_y = bad_y + dy; + int test_move_dir, test_element; + int kill_x = -1, kill_y = -1; + + if (!IN_LEV_FIELD(test_x, test_y)) + return; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); + + test_element = Feld[test_x][test_y]; + + if (test_move_dir != bad_move_dir) + { + /* good thing can be player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + + /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the + player as being hit when he is moving towards the bad thing, because + the "get hit by" condition would be lost after the player stops) */ + if (player->MovPos != 0 && player->MovDir == bad_move_dir) + return; /* player moves away from bad thing */ + + kill_x = test_x; + kill_y = test_y; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) - KillHero(player); -#endif + KillPlayer(player); } else Bang(kill_x, kill_y); } } -void TestIfHeroTouchesBadThing(int x, int y) +void TestIfPlayerTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir) { TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfBadThingTouchesHero(int x, int y) +void TestIfBadThingTouchesPlayer(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir) { TestIfBadThingHitsGoodThing(x, y, move_dir); } void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) @@ -10951,13 +14909,35 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) Bang(bad_x, bad_y); } -void KillHero(struct PlayerInfo *player) +void KillPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; +#if 0 + printf("::: 0: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + + /* the following code was introduced to prevent an infinite loop when calling + -> Bang() + -> CheckTriggeredElementChangeExt() + -> ExecuteCustomElementAction() + -> KillPlayer() + -> (infinitely repeating the above sequence of function calls) + which occurs when killing the player while having a CE with the setting + "kill player X when explosion of "; the solution using a new + field "player->killed" was chosen for backwards compatibility, although + clever use of the fields "player->active" etc. would probably also work */ +#if 1 + if (player->killed) + return; +#endif + + player->killed = TRUE; + /* remove accessible field at the player's position */ Feld[jx][jy] = EL_EMPTY; @@ -10965,41 +14945,60 @@ void KillHero(struct PlayerInfo *player) player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; +#if 0 + printf("::: 1: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + Bang(jx, jy); - BuryHero(player); + +#if 0 + printf("::: 2: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + +#if USE_PLAYER_REANIMATION +#if 1 + if (player->reanimated) /* killed player may have been reanimated */ + player->killed = player->reanimated = FALSE; + else + BuryPlayer(player); +#else + if (player->killed) /* player may have been reanimated */ + BuryPlayer(player); +#endif +#else + BuryPlayer(player); +#endif } -static void KillHeroUnlessEnemyProtected(int x, int y) +static void KillPlayerUnlessEnemyProtected(int x, int y) { if (!PLAYER_ENEMY_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + KillPlayer(PLAYERINFO(x, y)); } -static void KillHeroUnlessExplosionProtected(int x, int y) +static void KillPlayerUnlessExplosionProtected(int x, int y) { if (!PLAYER_EXPLOSION_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + KillPlayer(PLAYERINFO(x, y)); } -void BuryHero(struct PlayerInfo *player) +void BuryPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; -#if 1 - PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); -#else - PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); -#endif + PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; - RemoveHero(player); + RemovePlayer(player); } -void RemoveHero(struct PlayerInfo *player) +void RemovePlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; int i, found = FALSE; @@ -11010,6 +15009,9 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; + if (player->is_moving) + TEST_DrawLevelField(player->last_jx, player->last_jy); + for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) found = TRUE; @@ -11021,6 +15023,27 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +#if USE_NEW_SNAP_DELAY +static void setFieldForSnapping(int x, int y, int element, int direction) +{ + struct ElementInfo *ei = &element_info[element]; + int direction_bit = MV_DIR_TO_BIT(direction); + int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; + int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : + IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); + + Feld[x][y] = EL_ELEMENT_SNAPPING; + MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + + ResetGfxAnimation(x, y); + + GfxElement[x][y] = element; + GfxAction[x][y] = action; + GfxDir[x][y] = direction; + GfxFrame[x][y] = -1; +} +#endif + /* ============================================================================= checkDiagonalPushing() @@ -11058,37 +15081,30 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, ============================================================================= */ -int DigField(struct PlayerInfo *player, - int oldx, int oldy, int x, int y, - int real_dx, int real_dy, int mode) +static int DigField(struct PlayerInfo *player, + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) { -#if 0 - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); -#endif boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); boolean player_was_pushing = player->is_pushing; + boolean player_can_move = (!player->cannot_move && mode != DF_SNAP); + boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP); int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; - int move_direction = (dx == -1 ? MV_LEFT : + int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); int opposite_direction = MV_DIR_OPPOSITE(move_direction); -#if 1 int dig_side = MV_DIR_OPPOSITE(move_direction); -#else - static int trigger_sides[4] = - { - CH_SIDE_RIGHT, /* moving left */ - CH_SIDE_LEFT, /* moving right */ - CH_SIDE_BOTTOM, /* moving up */ - CH_SIDE_TOP, /* moving down */ - }; - int dig_side = trigger_sides[MV_DIR_BIT(move_direction)]; -#endif int old_element = Feld[jx][jy]; +#if USE_FIXED_DONT_RUN_INTO + int element = MovingOrBlocked2ElementIfNotLeaving(x, y); +#else int element; +#endif + int collect_count; if (is_player) /* function can also be called by EL_PENGUIN */ { @@ -11104,894 +15120,804 @@ int DigField(struct PlayerInfo *player, if (mode == DF_NO_PUSH) /* player just stopped pushing */ { player->is_switching = FALSE; -#if USE_NEW_PUSH_DELAY player->push_delay = -1; -#else - player->push_delay = 0; -#endif - return MF_NO_ACTION; + return MP_NO_ACTION; } } +#if !USE_FIXED_DONT_RUN_INTO if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; - -#if 0 - -#if 0 - if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) -#else - if (IS_TUBE(Feld[jx][jy]) || - (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) -#endif - { - int i = 0; - int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); - int tube_leave_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } - }; - - while (tube_leave_directions[i][0] != tube_element) - { - 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 */ - } - -#else + return MP_NO_ACTION; +#endif if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) old_element = Back[jx][jy]; -#endif + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) - return MF_NO_ACTION; /* field has no opening in this direction */ + return MP_NO_ACTION; /* field has no opening in this direction */ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) - return MF_NO_ACTION; /* field has no opening in this direction */ - - element = Feld[x][y]; + return MP_NO_ACTION; /* field has no opening in this direction */ - if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ - return MF_NO_ACTION; - - if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0,0)) - return MF_NO_ACTION; +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) + { + SplashAcid(x, y); -#if 1 - if (game.gravity && is_player && !player->is_auto_moving && - canFallDown(player) && move_direction != MV_DOWN && - !canMoveToValidFieldWithGravity(jx, jy, move_direction)) - return MF_NO_ACTION; /* player cannot walk here due to gravity */ -#endif + Feld[jx][jy] = player->artwork_element; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); -#if 0 - if (element == EL_EMPTY_SPACE && - game.gravity && !player->is_auto_moving && - canFallDown(player) && move_direction != MV_DOWN) - return MF_NO_ACTION; /* player cannot walk here due to gravity */ + return MP_DONT_RUN_INTO; + } #endif - switch (element) +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) { -#if 0 - case EL_SP_PORT_LEFT: - case EL_SP_PORT_RIGHT: - case EL_SP_PORT_UP: - case EL_SP_PORT_DOWN: - case EL_SP_PORT_HORIZONTAL: - case EL_SP_PORT_VERTICAL: - case EL_SP_PORT_ANY: - case EL_SP_GRAVITY_PORT_LEFT: - case EL_SP_GRAVITY_PORT_RIGHT: - case EL_SP_GRAVITY_PORT_UP: - case EL_SP_GRAVITY_PORT_DOWN: -#if 1 - if (!canEnterSupaplexPort(x, y, dx, dy)) - return MF_NO_ACTION; -#else - if ((dx == -1 && - element != EL_SP_PORT_LEFT && - element != EL_SP_GRAVITY_PORT_LEFT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dx == +1 && - element != EL_SP_PORT_RIGHT && - element != EL_SP_GRAVITY_PORT_RIGHT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dy == -1 && - element != EL_SP_PORT_UP && - element != EL_SP_GRAVITY_PORT_UP && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - (dy == +1 && - element != EL_SP_PORT_DOWN && - element != EL_SP_GRAVITY_PORT_DOWN && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(nextx, nexty) || - !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } #endif - if (element == EL_SP_GRAVITY_PORT_LEFT || - element == EL_SP_GRAVITY_PORT_RIGHT || - element == EL_SP_GRAVITY_PORT_UP || - element == EL_SP_GRAVITY_PORT_DOWN) - game.gravity = !game.gravity; +#if USE_FIXED_DONT_RUN_INTO + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MP_NO_ACTION; +#endif - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; -#if 1 - if (player->move_delay_reset_counter == 0) - { - player->move_delay_reset_counter = 2; /* two double speed steps */ +#if !USE_FIXED_DONT_RUN_INTO + element = Feld[x][y]; +#endif - DOUBLE_PLAYER_SPEED(player); - } -#else - player->move_delay_reset_counter = 2; + collect_count = element_info[element].collect_count_initial; - DOUBLE_PLAYER_SPEED(player); -#endif + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MP_NO_ACTION; -#if 0 - printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter); -#endif + if (game.engine_version < VERSION_IDENT(2,2,0,0)) + player_can_move = player_can_move_or_snap; - PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); - break; -#endif + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + { + CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); -#if 0 - case EL_TUBE_ANY: - case EL_TUBE_VERTICAL: - case EL_TUBE_HORIZONTAL: - case EL_TUBE_VERTICAL_LEFT: - case EL_TUBE_VERTICAL_RIGHT: - case EL_TUBE_HORIZONTAL_UP: - case EL_TUBE_HORIZONTAL_DOWN: - case EL_TUBE_LEFT_UP: - case EL_TUBE_LEFT_DOWN: - case EL_TUBE_RIGHT_UP: - case EL_TUBE_RIGHT_DOWN: - { - int i = 0; - int tube_enter_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, - { -1, MV_NO_MOVING } - }; - - while (tube_enter_directions[i][0] != element) - { - i++; - if (tube_enter_directions[i][0] == -1) /* should not happen */ - break; - } + if (element == EL_DC_LANDMINE) + Bang(x, y); - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + if (Feld[x][y] != element) /* field changed by snapping */ + return MP_ACTION; - PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); - } - break; + return MP_NO_ACTION; + } + +#if USE_PLAYER_GRAVITY + if (player->gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ +#else + if (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ #endif - default: + if (player_can_move && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; + if (IS_RND_GATE(element)) + { + if (!player->key[RND_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_RND_GATE_GRAY(element)) + { + if (!player->key[RND_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_RND_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || + element == EL_EM_EXIT_OPEN || #if 1 - if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) -#else - if (IS_WALKABLE(element)) + element == EL_EM_EXIT_OPENING || #endif - { - int sound_element = SND_ELEMENT(element); - int sound_action = ACTION_WALKING; - -#if 0 - if (!ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ + element == EL_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN || +#if 1 + element == EL_EM_STEEL_EXIT_OPENING || #endif + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } -#if 0 - if (element == EL_EMPTY_SPACE && - game.gravity && !player->is_auto_moving && - canFallDown(player) && move_direction != MV_DOWN) - return MF_NO_ACTION; /* player cannot walk here due to gravity */ -#endif + /* play sound from background or player, whatever is available */ + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action); + } + else if (player_can_move && + IS_PASSABLE(element) && canPassField(x, y, move_direction)) + { + if (!ACCESS_FROM(element, opposite_direction)) + return MP_NO_ACTION; /* field not accessible from this direction */ - if (IS_GATE(element)) - { - if (!player->key[element - EL_GATE_1]) - return MF_NO_ACTION; - } - else if (IS_GATE_GRAY(element)) - { - if (!player->key[element - EL_GATE_1_GRAY]) - return MF_NO_ACTION; - } - else if (element == EL_EXIT_OPEN || - element == EL_SP_EXIT_OPEN || - element == EL_SP_EXIT_OPENING) - { - sound_action = ACTION_PASSING; /* player is passing exit */ - } - else if (element == EL_EMPTY) - { - sound_action = ACTION_MOVING; /* nothing to walk on */ - } + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MP_NO_ACTION; - /* play sound from background or player, whatever is available */ - if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) - PlayLevelSoundElementAction(x, y, sound_element, sound_action); - else - PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); + if (IS_EM_GATE(element)) + { + if (!player->key[EM_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EM_GATE_GRAY(element)) + { + if (!player->key[EM_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EM_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE(element)) + { + if (!player->key[EMC_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE_GRAY(element)) + { + if (!player->key[EMC_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (element == EL_DC_GATE_WHITE || + element == EL_DC_GATE_WHITE_GRAY || + element == EL_DC_GATE_WHITE_GRAY_ACTIVE) + { + if (player->num_white_keys == 0) + return MP_NO_ACTION; - break; - } -#if 1 - else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) + player->num_white_keys--; + } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = !player->gravity; #else - else if (IS_PASSABLE(element)) + game.gravity = !game.gravity; #endif - { -#if 0 - if (!canPassField(x, y, move_direction)) - return MF_NO_ACTION; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = TRUE; #else - -#if 0 -#if 1 - if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || - !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || - (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) - return MF_NO_ACTION; + game.gravity = TRUE; +#endif + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = FALSE; #else - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; -#endif + game.gravity = FALSE; #endif + } -#if 1 - if (!ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ -#else - if (IS_CUSTOM_ELEMENT(element) && - !ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ -#endif + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; -#if 1 - if (CAN_MOVE(element)) /* only fixed elements can be passed! */ - return MF_NO_ACTION; -#endif + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ -#endif + DOUBLE_PLAYER_SPEED(player); + } - if (IS_EM_GATE(element)) - { - if (!player->key[element - EL_EM_GATE_1]) - return MF_NO_ACTION; - } - else if (IS_EM_GATE_GRAY(element)) - { - if (!player->key[element - EL_EM_GATE_1_GRAY]) - return MF_NO_ACTION; - } - else if (IS_SP_PORT(element)) - { - if (element == EL_SP_GRAVITY_PORT_LEFT || - element == EL_SP_GRAVITY_PORT_RIGHT || - element == EL_SP_GRAVITY_PORT_UP || - element == EL_SP_GRAVITY_PORT_DOWN) - game.gravity = !game.gravity; - else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || - element == EL_SP_GRAVITY_ON_PORT_RIGHT || - element == EL_SP_GRAVITY_ON_PORT_UP || - element == EL_SP_GRAVITY_ON_PORT_DOWN) - game.gravity = TRUE; - else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || - element == EL_SP_GRAVITY_OFF_PORT_RIGHT || - element == EL_SP_GRAVITY_OFF_PORT_UP || - element == EL_SP_GRAVITY_OFF_PORT_DOWN) - game.gravity = FALSE; - } + PlayLevelSoundAction(x, y, ACTION_PASSING); + } + else if (player_can_move_or_snap && IS_DIGGABLE(element)) + { + RemoveField(x, y); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; -#if 1 - if (player->move_delay_reset_counter == 0) - { - player->move_delay_reset_counter = 2; /* two double speed steps */ + if (mode != DF_SNAP) + { + GfxElement[x][y] = GFX_ELEMENT(element); + player->is_digging = TRUE; + } - DOUBLE_PLAYER_SPEED(player); - } -#else - player->move_delay_reset_counter = 2; + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - DOUBLE_PLAYER_SPEED(player); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); + + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - PlayLevelSoundAction(x, y, ACTION_PASSING); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_move_or_snap && IS_COLLECTIBLE(element)) + { + RemoveField(x, y); - break; - } - else if (IS_DIGGABLE(element)) - { - RemoveField(x, y); + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } + + if (element == EL_SPEED_PILL) + { + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + } + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += level.extra_time; - if (mode != DF_SNAP) - { #if 1 - GfxElement[x][y] = GFX_ELEMENT(element); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); #else - GfxElement[x][y] = - (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + DrawGameValue_Time(TimeLeft); #endif - player->is_digging = TRUE; - } + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += level.shield_normal_time; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += level.shield_deadly_time; + } + else if (element == EL_DYNAMITE || + element == EL_EM_DYNAMITE || + element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + DrawGameDoorValues(); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if (IS_KEY(element)) + { + player->key[KEY_NR(element)] = TRUE; - CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED, - player->index_bit, dig_side); + DrawGameDoorValues(); + } + else if (element == EL_DC_KEY_WHITE) + { + player->num_white_keys++; -#if 1 - if (mode == DF_SNAP) - TestIfElementTouchesCustomElement(x, y); /* for empty space */ -#endif + /* display white keys? */ + /* DrawGameDoorValues(); */ + } + else if (IS_ENVELOPE(element)) + { + player->show_envelope = element; + } + else if (element == EL_EMC_LENSES) + { + game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND; - break; - } - else if (IS_COLLECTIBLE(element)) - { - RemoveField(x, y); + RedrawAllInvisibleElementsForLenses(); + } + else if (element == EL_EMC_MAGNIFIER) + { + game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND; - if (is_player && mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } + RedrawAllInvisibleElementsForMagnifier(); + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; - if (element == EL_SPEED_PILL) - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - else if (element == EL_EXTRA_TIME && level.time > 0) - { - TimeLeft += 10; - DrawGameValue_Time(TimeLeft); - } - else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) - { - player->shield_normal_time_left += 10; - if (element == EL_SHIELD_DEADLY) - player->shield_deadly_time_left += 10; - } - else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) - { + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (i = 0; i < collect_count; i++) if (player->inventory_size < MAX_INVENTORY_SIZE) player->inventory_element[player->inventory_size++] = element; - DrawGameValue_Dynamite(local_player->inventory_size); - } - else if (element == EL_DYNABOMB_INCREASE_NUMBER) - { - player->dynabomb_count++; - player->dynabombs_left++; - } - else if (element == EL_DYNABOMB_INCREASE_SIZE) - { - player->dynabomb_size++; - } - else if (element == EL_DYNABOMB_INCREASE_POWER) - { - player->dynabomb_xl = TRUE; - } - else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || - (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) - { - int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? - element - EL_KEY_1 : element - EL_EM_KEY_1); - - player->key[key_nr] = TRUE; - - DrawGameValue_Keys(player); + DrawGameDoorValues(); + } + else if (collect_count > 0) + { + local_player->gems_still_needed -= collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; - redraw_mask |= REDRAW_DOOR_1; - } - else if (IS_ENVELOPE(element)) - { #if 1 - player->show_envelope = element; + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; + + DisplayGameControlValues(); #else - ShowEnvelope(element - EL_ENVELOPE_1); + DrawGameValue_Emeralds(local_player->gems_still_needed); #endif - } - else if (IS_DROPPABLE(element) || - IS_THROWABLE(element)) /* can be collected and dropped */ - { - int i; - - if (element_info[element].collect_count == 0) - player->inventory_infinite_element = element; - else - for (i = 0; i < element_info[element].collect_count; i++) - if (player->inventory_size < MAX_INVENTORY_SIZE) - player->inventory_element[player->inventory_size++] = element; - - DrawGameValue_Dynamite(local_player->inventory_size); - } - else if (element_info[element].collect_count > 0) - { - local_player->gems_still_needed -= - element_info[element].collect_count; - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; - - DrawGameValue_Emeralds(local_player->gems_still_needed); - } + } - RaiseScoreElement(element); - PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - if (is_player) - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_OTHER_GETS_COLLECTED, - player->index_bit, dig_side); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); -#if 1 - if (mode == DF_SNAP) - TestIfElementTouchesCustomElement(x, y); /* for empty space */ + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - break; - } - else if (IS_PUSHABLE(element)) - { - if (mode == DF_SNAP && element != EL_BD_ROCK) - return MF_NO_ACTION; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_move_or_snap && IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MP_NO_ACTION; - if (CAN_FALL(element) && dy) - return MF_NO_ACTION; + if (CAN_FALL(element) && dy) + return MP_NO_ACTION; - if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && - !(element == EL_SPRING && level.use_spring_bug)) - return MF_NO_ACTION; + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MP_NO_ACTION; -#if 1 - if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && - ((move_direction & MV_VERTICAL && - ((element_info[element].move_pattern & MV_LEFT && - IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || - (element_info[element].move_pattern & MV_RIGHT && - IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || - (move_direction & MV_HORIZONTAL && - ((element_info[element].move_pattern & MV_UP && - IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || - (element_info[element].move_pattern & MV_DOWN && - IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) - return MF_NO_ACTION; -#endif + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MP_NO_ACTION; -#if 1 - /* do not push elements already moving away faster than player */ - if (CAN_MOVE(element) && MovDir[x][y] == move_direction && - ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) - return MF_NO_ACTION; -#else - if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) - return MF_NO_ACTION; -#endif + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MP_NO_ACTION; -#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } -#if 1 - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) - { - if (player->push_delay_value == -1 || !player_was_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } - else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - { - if (player->push_delay_value == -1) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } -#else - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - { - if (player->push_delay_value == -1 || !player_was_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } -#endif - else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) - { - if (!player->is_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } + player->is_pushing = TRUE; + player->is_active = TRUE; - /* - if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - (game.engine_version < VERSION_IDENT(3,0,7,1) || - !player_is_pushing)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - */ -#else - if (!player->is_pushing && - game.engine_version >= VERSION_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); -#endif + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (IS_SB_ELEMENT(element) && + Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) || + (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))))) + return MP_NO_ACTION; -#if 0 - printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n", - player->push_delay, player->push_delay_value, - FrameCounter, game.engine_version, - player_was_pushing, player->is_pushing, - element, element_info[element].token_name, - GET_NEW_PUSH_DELAY(element)); -#endif + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MP_NO_ACTION; - player->is_pushing = TRUE; + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; - if (!(IN_LEV_FIELD(nextx, nexty) && - (IS_FREE(nextx, nexty) || - (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && - IS_SB_ELEMENT(element))))) - return MF_NO_ACTION; + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; + } -#if USE_NEW_PUSH_DELAY + if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)) + { + if (!DigFieldByCE(nextx, nexty, element)) + return MP_NO_ACTION; + } -#if 0 - if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) - printf("::: ALERT: %d, %d [%d / %d]\n", - player->push_delay, player->push_delay2, - FrameCounter, FrameCounter / 50); -#endif + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - if (player->push_delay == -1) /* new pushing; restart delay */ - player->push_delay = 0; -#else - if (player->push_delay == 0) /* new pushing; restart delay */ - player->push_delay = FrameCounter; -#endif + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } -#if USE_NEW_PUSH_DELAY -#if 0 - if ( (player->push_delay > 0) != (!xxx_fr) ) - printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", - player->push_delay, - xxx_pdv2, player->push_delay2, player->push_delay_value, - FrameCounter, FrameCounter / 50); -#endif + Feld[x][y] = EL_SOKOBAN_OBJECT; -#if 0 - if (player->push_delay > 0 && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) -#else - /* !!! */ - if (player->push_delay < player->push_delay_value && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) -#endif + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); +#if 1 + if (local_player->sokobanfields_still_needed == 0 && + (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)) #else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) -#endif - { - /* make sure that there is no move delay before next try to push */ -#if USE_NEW_MOVE_DELAY - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - player->move_delay = 0; -#else - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - player->move_delay = INITIAL_MOVE_DELAY_OFF; + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) #endif + { + PlayerWins(player); - return MF_NO_ACTION; - } + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); -#if 0 - printf("::: NOW PUSHING... [%d]\n", FrameCounter); -#endif + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FIELD_FULL) - { - Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; - } + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) - { - Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed--; - } + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; - Feld[x][y] = EL_SOKOBAN_OBJECT; + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ - if (Back[x][y] == Back[nextx][nexty]) - PlayLevelSoundAction(x, y, ACTION_PUSHING); - else if (Back[x][y] != 0) - PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, - ACTION_EMPTYING); - else - PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, - ACTION_FILLING); + /* check for element change _after_ element has been pushed */ + if (game.use_change_when_pushing_bug) + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - if (local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); - } - } - else - PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + return MP_ACTION; + } - InitMovingField(x, y, move_direction); - GfxAction[x][y] = ACTION_PUSHING; + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - if (mode == DF_SNAP) - ContinueMoving(x, y); - else - MovPos[x][y] = (dx != 0 ? dx : dy); + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); - Pushed[x][y] = TRUE; - Pushed[nextx][nexty] = TRUE; + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; - if (game.engine_version < VERSION_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - else - player->push_delay_value = -1; /* get new value later */ + game.robot_wheel_active = TRUE; -#if USE_PUSH_BUGFIX - /* now: check for element change _after_ element has been pushed! */ -#if 1 - if (game.use_bug_change_when_pushing) -#else - if (game.engine_version < VERSION_IDENT(3,1,0,0)) -#endif - { - CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x,y,element,CE_OTHER_GETS_PUSHED, - player->index_bit, dig_side); - } + TEST_DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; -#else + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN || + element == EL_DC_SWITCHGATE_SWITCH_UP || + element == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + } + else if (element == EL_TIMEGATE_SWITCH || + element == EL_DC_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_NONE || + element == EL_BALLOON_SWITCH_ANY) + { + game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + element == EL_BALLOON_SWITCH_NONE ? MV_NONE : + move_direction); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; -#if 1 - /* check for element change _after_ element has been pushed! */ -#else + ResetGfxAnimation(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + + if (level.time > 0 || level.use_time_orb_bug) + { + TimeLeft += level.time_orb_time; + game.no_time_limit = FALSE; #if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, - player->index_bit, dig_side); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); #else - CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, - player->index_bit, dig_side); - CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); -#endif + DrawGameValue_Time(TimeLeft); #endif + } -#endif + ResetGfxAnimation(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; - break; - } - else if (IS_SWITCHABLE(element)) + game.ball_state = !game.ball_state; + + SCAN_PLAYFIELD(xx, yy) { - if (PLAYER_SWITCHING(player, x, y)) - { - CheckTriggeredElementChangeByPlayer(x,y, element, - CE_OTHER_GETS_PRESSED, - player->index_bit, dig_side); + int e = Feld[xx][yy]; - return MF_ACTION; + if (game.ball_state) + { + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); + } + else + { + if (e == EL_EMC_MAGIC_BALL_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL); + else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH); } + } + } - player->is_switching = TRUE; - player->switch_x = x; - player->switch_y = y; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); - if (element == EL_ROBOT_WHEEL) - { - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - DrawLevelField(x, y); - } - else if (element == EL_SP_TERMINAL) - { - int xx, yy; + return MP_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); + + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); + } - for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) - { - if (Feld[xx][yy] == EL_SP_DISK_YELLOW) - Bang(xx, yy); - else if (Feld[xx][yy] == EL_SP_TERMINAL) - Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; - } - } - else if (IS_BELT_SWITCH(element)) - { - ToggleBeltSwitch(x, y); - } - else if (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) - { - ToggleSwitchgateSwitch(x, y); - } - else if (element == EL_LIGHT_SWITCH || - element == EL_LIGHT_SWITCH_ACTIVE) - { - ToggleLightSwitch(x, y); + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); -#if 0 - PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); -#endif - } - else if (element == EL_TIMEGATE_SWITCH) - { - ActivateTimegateSwitch(x, y); - } - else if (element == EL_BALLOON_SWITCH_LEFT || - element == EL_BALLOON_SWITCH_RIGHT || - element == EL_BALLOON_SWITCH_UP || - element == EL_BALLOON_SWITCH_DOWN || - element == EL_BALLOON_SWITCH_ANY) - { - if (element == EL_BALLOON_SWITCH_ANY) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : - element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SWITCH_UP ? MV_UP : - element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : - MV_NO_MOVING); - } - else if (element == EL_LAMP) - { - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; + return MP_NO_ACTION; + } - DrawLevelField(x, y); - } - else if (element == EL_TIME_ORB_FULL) - { - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawGameValue_Time(TimeLeft); + player->push_delay = -1; - DrawLevelField(x, y); + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (Feld[x][y] != element) /* really digged/collected something */ + { + player->is_collecting = !player->is_digging; + player->is_active = TRUE; + } + } -#if 0 - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); -#endif - } + return MP_MOVING; +} - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_OTHER_IS_SWITCHING, - player->index_bit, dig_side); +static boolean DigFieldByCE(int x, int y, int digging_element) +{ + int element = Feld[x][y]; - CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, - player->index_bit, dig_side); + if (!IS_FREE(x, y)) + { + int action = (IS_DIGGABLE(element) ? ACTION_DIGGING : + IS_COLLECTIBLE(element) ? ACTION_COLLECTING : + ACTION_BREAKING); - return MF_ACTION; - } - else - { - if (!PLAYER_SWITCHING(player, x, y)) - { - player->is_switching = TRUE; - player->switch_x = x; - player->switch_y = y; + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(element) && + !IS_DIGGABLE(element) && + !IS_COLLECTIBLE(element)) + return FALSE; -#if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_OTHER_IS_SWITCHING, - player->index_bit, dig_side); -#else - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_OTHER_IS_SWITCHING, - player->index_bit, dig_side); - CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, - player->index_bit, dig_side); -#endif - } + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } -#if 1 - /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ - CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, - player->index_bit, dig_side); -#else - CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, - player->index_bit, dig_side); - CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, - player->index_bit, dig_side); -#endif - } + if (IS_MOVING(x, y)) + RemoveMovingField(x, y); + else + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); + } - return MF_NO_ACTION; + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[x][y] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); } -#if USE_NEW_PUSH_DELAY - player->push_delay = -1; + Store[x][y] = EL_EMPTY; + +#if 1 + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element))) + Store[x][y] = element; #else - player->push_delay = 0; -#endif + if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element))) + { + int move_leave_element = element_info[digging_element].move_leave_element; - if (Feld[x][y] != element) /* really digged/collected something */ - player->is_collecting = !player->is_digging; + /* this makes it possible to leave the removed element again */ + Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ? + element : move_leave_element); + } +#endif - return MF_MOVING; + return TRUE; } -boolean SnapField(struct PlayerInfo *player, int dx, int dy) +static boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; - int snap_direction = (dx == -1 ? MV_LEFT : + int snap_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + boolean can_continue_snapping = (level.continuous_snapping && + WasJustFalling[x][y] < CHECK_DELAY_FALLING); -#if 0 - if (player->MovPos != 0) - return FALSE; -#else if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; -#endif if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; @@ -12016,14 +15942,18 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } +#if USE_NEW_CONTINUOUS_SNAPPING + /* prevent snapping with already pressed snap key when not allowed */ + if (player->is_snapping && !can_continue_snapping) + return FALSE; +#else if (player->is_snapping) return FALSE; +#endif player->MovDir = snap_direction; -#if 1 if (player->MovPos == 0) -#endif { player->is_moving = FALSE; player->is_digging = FALSE; @@ -12031,52 +15961,39 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) } player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; - if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) return FALSE; player->is_snapping = TRUE; + player->is_active = TRUE; -#if 1 if (player->MovPos == 0) -#endif { player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; } -#if 1 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ - DrawLevelField(player->last_jx, player->last_jy); -#endif + TEST_DrawLevelField(player->last_jx, player->last_jy); - DrawLevelField(x, y); - -#if 0 - BackToFront(); -#endif + TEST_DrawLevelField(x, y); return TRUE; } -boolean DropElement(struct PlayerInfo *player) +static boolean DropElement(struct PlayerInfo *player) { int old_element, new_element; int dropx = player->jx, dropy = player->jy; int drop_direction = player->MovDir; -#if 1 int drop_side = drop_direction; +#if 1 + int drop_element = get_next_dropped_element(player); #else - static int trigger_sides[4] = - { - CH_SIDE_LEFT, /* dropping left */ - CH_SIDE_RIGHT, /* dropping right */ - CH_SIDE_TOP, /* dropping up */ - CH_SIDE_BOTTOM, /* dropping down */ - }; - int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; -#endif int drop_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : player->inventory_infinite_element != EL_UNDEFINED ? @@ -12084,6 +16001,16 @@ boolean DropElement(struct PlayerInfo *player) player->dynabombs_left > 0 ? EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : EL_UNDEFINED); +#endif + + player->is_dropping_pressed = TRUE; + + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MP_ACTION; if (IS_THROWABLE(drop_element)) { @@ -12102,30 +16029,20 @@ boolean DropElement(struct PlayerInfo *player) return FALSE; /* check if player has anything that can be dropped */ -#if 1 if (new_element == EL_UNDEFINED) return FALSE; -#else - if (player->inventory_size == 0 && - player->inventory_infinite_element == EL_UNDEFINED && - player->dynabombs_left == 0) + + /* check if drop key was pressed long enough for EM style dynamite */ + if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE; -#endif /* check if anything can be dropped at the current position */ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; /* collected custom elements can only be dropped on empty fields */ -#if 1 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) return FALSE; -#else - if (player->inventory_size > 0 && - IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) - && old_element != EL_EMPTY) - return FALSE; -#endif if (old_element != EL_EMPTY) Back[dropx][dropy] = old_element; /* store old element on this field */ @@ -12140,14 +16057,12 @@ boolean DropElement(struct PlayerInfo *player) { player->inventory_size--; -#if 0 - new_element = player->inventory_element[player->inventory_size]; -#endif - - DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameDoorValues(); if (new_element == EL_DYNAMITE) new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_EM_DYNAMITE) + new_element = EL_EM_DYNAMITE_ACTIVE; else if (new_element == EL_SP_DISK_RED) new_element = EL_SP_DISK_RED_ACTIVE; } @@ -12160,25 +16075,14 @@ boolean DropElement(struct PlayerInfo *player) PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); -#if 1 /* needed if previous element just changed to "empty" in the last frame */ - Changed[dropx][dropy] = 0; /* allow another change */ -#endif + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ -#if 1 - /* !!! TEST ONLY !!! */ CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, player->index_bit, drop_side); CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, - CE_OTHER_GETS_DROPPED, + CE_PLAYER_DROPS_X, player->index_bit, drop_side); -#else - CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, - CE_OTHER_GETS_DROPPED, - player->index_bit, drop_side); - CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, drop_side); -#endif TestIfElementTouchesCustomElement(dropx, dropy); } @@ -12186,10 +16090,6 @@ boolean DropElement(struct PlayerInfo *player) { player->dynabombs_left--; -#if 0 - new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; -#endif - Feld[dropx][dropy] = new_element; if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) @@ -12199,20 +16099,8 @@ boolean DropElement(struct PlayerInfo *player) PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } - - -#if 1 - if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ - { -#if 1 InitField_WithBug1(dropx, dropy, FALSE); -#else - InitField(dropx, dropy, FALSE); - if (CAN_MOVE(Feld[dropx][dropy])) - InitMovDir(dropx, dropy); -#endif - } new_element = Feld[dropx][dropy]; /* element might have changed */ @@ -12220,67 +16108,37 @@ boolean DropElement(struct PlayerInfo *player) element_info[new_element].move_pattern == MV_WHEN_DROPPED) { #if 0 - int move_stepsize = element_info[new_element].move_stepsize; + int move_direction; + int nextx, nexty; #endif - int move_direction, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) MovDir[dropx][dropy] = drop_direction; +#if 0 move_direction = MovDir[dropx][dropy]; nextx = dropx + GET_DX_FROM_DIR(move_direction); nexty = dropy + GET_DY_FROM_DIR(move_direction); - -#if 1 - Changed[dropx][dropy] = 0; /* allow another change */ - CheckCollision[dropx][dropy] = 2; -#else - - if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) - { -#if 0 - WasJustMoving[dropx][dropy] = 3; -#else -#if 1 - InitMovingField(dropx, dropy, move_direction); - ContinueMoving(dropx, dropy); -#endif -#endif - } -#if 0 - /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ - else - { - Changed[dropx][dropy] = 0; /* allow another change */ - -#if 1 - TestIfElementHitsCustomElement(dropx, dropy, move_direction); -#else - CheckElementChangeBySide(dropx, dropy, new_element, touched_element, - CE_HITTING_SOMETHING, move_direction); -#endif - } #endif -#endif + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ -#if 0 - player->drop_delay = 2 * TILEX / move_stepsize + 1; +#if USE_FIX_IMPACT_COLLISION + /* do not cause impact style collision by dropping elements that can fall */ + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; +#else + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; #endif } -#if 0 - player->drop_delay = 8 + 8 + 8; -#endif - -#if 1 player->drop_delay = GET_NEW_DROP_DELAY(drop_element); -#endif - -#endif - player->is_dropping = TRUE; + player->drop_pressed_delay = 0; + player->is_dropping_pressed = FALSE; + + player->drop_x = dropx; + player->drop_y = dropy; return TRUE; } @@ -12403,14 +16261,12 @@ static void PlayLevelMusic() PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } -void PlayLevelSound_EM(int x, int y, int element_em, int sample) +void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) { int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); - -#if 0 - if (sample == SAMPLE_bug) - printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample); -#endif + int offset = (BorderElement == EL_STEELWALL ? 1 : 0); + int x = xx - 1 - offset; + int y = yy - 1 - offset; switch (sample) { @@ -12435,27 +16291,35 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) break; case SAMPLE_bug: - PlayLevelSoundElementAction(x, y, EL_BUG, ACTION_MOVING); + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); break; case SAMPLE_tank: - PlayLevelSoundElementAction(x, y, EL_SPACESHIP, ACTION_MOVING); + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); break; - case SAMPLE_android: + case SAMPLE_android_clone: PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); break; + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + case SAMPLE_spring: PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); break; case SAMPLE_slurp: - PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + PlayLevelSoundElementAction(x, y, element, ACTION_EATING); break; case SAMPLE_eater: - PlayLevelSoundElementAction(x, y, EL_YAMYAM, ACTION_WAITING); + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; + + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); break; case SAMPLE_alien: @@ -12471,11 +16335,16 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) break; case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif break; case SAMPLE_wonderfall: - PlayLevelSoundElementAction(x, y, EL_MAGIC_WALL, ACTION_FILLING); + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); break; case SAMPLE_drip: @@ -12491,7 +16360,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) break; case SAMPLE_acid: - PlayLevelSound(x, y, SND_ACID_SPLASHING); + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); break; case SAMPLE_ball: @@ -12510,7 +16379,11 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); break; - case SAMPLE_exit: + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; + + case SAMPLE_exit_leave: PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); break; @@ -12527,37 +16400,58 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) break; case SAMPLE_wheel: - PlaySoundStereo(SND_MAGIC_WALL_ACTIVE, SOUND_MIDDLE); + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); break; case SAMPLE_boom: PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); break; - case SAMPLE_time: - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - break; - case SAMPLE_die: PlayLevelSoundElementAction(x, y, element, ACTION_DYING); break; + case SAMPLE_time: + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); + break; + default: PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); break; } } +void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) +{ + int element = map_element_SP_to_RND(element_sp); + int action = map_action_SP_to_RND(action_sp); + int offset = (setup.sp_show_border_elements ? 0 : 1); + int x = xx - offset; + int y = yy - offset; + +#if 0 + printf("::: %d -> %d\n", element_sp, action_sp); +#endif + + PlayLevelSoundElementAction(x, y, element, action); +} + void RaiseScore(int value) { local_player->score += value; +#if 1 + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + + DisplayGameControlValues(); +#else DrawGameValue_Score(local_player->score); +#endif } void RaiseScoreElement(int element) { - switch(element) + switch (element) { case EL_EMERALD: case EL_BD_DIAMOND: @@ -12600,6 +16494,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_EM_DYNAMITE: case EL_SP_DISK_RED: case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: @@ -12611,12 +16506,21 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_SHIELD]); break; case EL_EXTRA_TIME: - RaiseScore(level.score[SC_TIME_BONUS]); + RaiseScore(level.extra_time_score); break; case EL_KEY_1: case EL_KEY_2: case EL_KEY_3: case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: + case EL_DC_KEY_WHITE: RaiseScore(level.score[SC_KEY]); break; default: @@ -12625,96 +16529,446 @@ void RaiseScoreElement(int element) } } -void RequestQuitGame(boolean ask_if_really_quit) +void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) { - 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 (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED)) { +#if 1 + /* closing door required in case of envelope style request dialogs */ + if (!skip_request) + CloseDoor(DOOR_CLOSE_1); +#endif + #if defined(NETWORK_AVALIABLE) if (options.network) - SendToServer_StopPlaying(); + SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); else #endif { - game_status = GAME_MODE_MAIN; - DrawMainMenu(); + if (quick_quit) + { +#if 1 + +#if 1 + FadeSkipNextFadeIn(); +#else + fading = fading_none; +#endif + +#else + OpenDoor(DOOR_CLOSE_1); +#endif + + game_status = GAME_MODE_MAIN; + +#if 1 + DrawAndFadeInMainMenu(REDRAW_FIELD); +#else + DrawMainMenu(); +#endif + } + else + { +#if 0 + FadeOut(REDRAW_FIELD); +#endif + + game_status = GAME_MODE_MAIN; + + DrawAndFadeInMainMenu(REDRAW_FIELD); + } } } - else + else /* continue playing the game */ { - -#if 1 if (tape.playing && tape.deactivate_display) TapeDeactivateDisplayOff(TRUE); -#endif OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); -#if 1 if (tape.playing && tape.deactivate_display) TapeDeactivateDisplayOn(); + } +} + +void RequestQuitGame(boolean ask_if_really_quit) +{ + boolean quick_quit = (!ask_if_really_quit || level_editor_test_game); + boolean skip_request = AllPlayersGone || quick_quit; + + RequestQuitGameExt(skip_request, quick_quit, + "Do you really want to quit the game?"); +} + + +/* ------------------------------------------------------------------------- */ +/* random generator functions */ +/* ------------------------------------------------------------------------- */ + +unsigned int InitEngineRandom_RND(int seed) +{ + game.num_random_calls = 0; + +#if 0 + unsigned int rnd_seed = InitEngineRandom(seed); + + printf("::: START RND: %d\n", rnd_seed); + + return rnd_seed; +#else + + return InitEngineRandom(seed); + #endif +} + +unsigned int RND(int max) +{ + if (max > 0) + { + game.num_random_calls++; + + return GetEngineRandom(max); } + + return 0; } -/* ---------- new game button stuff ---------------------------------------- */ +/* ------------------------------------------------------------------------- */ +/* game engine snapshot handling functions */ +/* ------------------------------------------------------------------------- */ + +struct EngineSnapshotInfo +{ + /* runtime values for custom element collect score */ + int collect_score[NUM_CUSTOM_ELEMENTS]; + + /* runtime values for group element choice position */ + int choice_pos[NUM_GROUP_ELEMENTS]; + + /* runtime values for belt position animations */ + int belt_graphic[4][NUM_BELT_PARTS]; + int belt_anim_mode[4][NUM_BELT_PARTS]; +}; + +static struct EngineSnapshotInfo engine_snapshot_rnd; +static char *snapshot_level_identifier = NULL; +static int snapshot_level_nr = -1; + +static void SaveEngineSnapshotValues_RND() +{ + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + int i, j; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score; + } + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + { + int element = EL_GROUP_START + i; + + engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos; + } + + for (i = 0; i < 4; i++) + { + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int element = belt_base_active_element[i] + j; + int graphic = el2img(element); + int anim_mode = graphic_info[graphic].anim_mode; + + engine_snapshot_rnd.belt_graphic[i][j] = graphic; + engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode; + } + } +} + +static void LoadEngineSnapshotValues_RND() +{ + unsigned int num_random_calls = game.num_random_calls; + int i, j; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + element_info[element].collect_score = engine_snapshot_rnd.collect_score[i]; + } + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + { + int element = EL_GROUP_START + i; + + element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i]; + } + + for (i = 0; i < 4; i++) + { + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int graphic = engine_snapshot_rnd.belt_graphic[i][j]; + int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j]; -/* 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) + graphic_info[graphic].anim_mode = anim_mode; + } + } + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + InitRND(tape.random_seed); + for (i = 0; i < num_random_calls; i++) + RND(1); + } + + if (game.num_random_calls != num_random_calls) + { + Error(ERR_INFO, "number of random calls out of sync"); + Error(ERR_INFO, "number of random calls should be %d", num_random_calls); + Error(ERR_INFO, "number of random calls is %d", game.num_random_calls); + Error(ERR_EXIT, "this should not happen -- please debug"); + } +} + +void FreeEngineSnapshot() +{ + FreeEngineSnapshotBuffers(); + + setString(&snapshot_level_identifier, NULL); + snapshot_level_nr = -1; +} + +void SaveEngineSnapshot() +{ + /* do not save snapshots from editor */ + if (level_editor_test_game) + return; + + /* free previous snapshot buffers, if needed */ + FreeEngineSnapshotBuffers(); + +#if 1 + /* copy some special values to a structure better suited for the snapshot */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveEngineSnapshotValues_SP(); + + /* save values stored in special snapshot structure */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); +#else + /* copy some special values to a structure better suited for the snapshot */ + + SaveEngineSnapshotValues_RND(); + SaveEngineSnapshotValues_EM(); + SaveEngineSnapshotValues_SP(); + + /* save values stored in special snapshot structure */ + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); +#endif + + /* save further RND engine values */ + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir)); + + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y)); + + /* save level identification information */ + + setString(&snapshot_level_identifier, leveldir_current->identifier); + snapshot_level_nr = level_nr; + +#if 0 + ListNode *node = engine_snapshot_list_rnd; + int num_bytes = 0; + + while (node != NULL) + { + num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size; + + node = node->next; + } + + printf("::: size of engine snapshot: %d bytes\n", num_bytes); +#endif +} + +void LoadEngineSnapshot() +{ + /* restore generically stored snapshot buffers */ + + LoadEngineSnapshotBuffers(); + + /* restore special values from snapshot structure */ + +#if 1 + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + LoadEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + LoadEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_SP(); +#else + LoadEngineSnapshotValues_RND(); + LoadEngineSnapshotValues_EM(); + LoadEngineSnapshotValues_SP(); +#endif + +#if 0 + printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y); +#endif + +#if 0 + // needed if tile size was different when saving and loading engine snapshot + if (local_player->present) + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } +#endif + +#if 0 + printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y); +#endif +} + +boolean CheckEngineSnapshot() +{ + return (strEqual(snapshot_level_identifier, leveldir_current->identifier) && + snapshot_level_nr == level_nr); +} + + +/* ---------- new game button stuff ---------------------------------------- */ static struct { - int x, y; + int graphic; + struct Rect *pos; int gadget_id; char *infotext; } gamebutton_info[NUM_GAME_BUTTONS] = { { - GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_STOP, - "stop game" + IMG_GAME_BUTTON_GFX_STOP, &game.button.stop, + GAME_CTRL_ID_STOP, "stop game" + }, + { + IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause, + GAME_CTRL_ID_PAUSE, "pause game" }, { - GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PAUSE, - "pause game" + IMG_GAME_BUTTON_GFX_PLAY, &game.button.play, + GAME_CTRL_ID_PLAY, "play game" }, { - GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PLAY, - "play game" + IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music, + SOUND_CTRL_ID_MUSIC, "background music on/off" }, { - SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_MUSIC, - "background music on/off" + IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops, + SOUND_CTRL_ID_LOOPS, "sound loops on/off" }, { - SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_LOOPS, - "sound loops on/off" + IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple, + SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" }, { - SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_SIMPLE, - "normal sounds on/off" + IMG_GAME_BUTTON_GFX_SAVE, &game.button.save, + GAME_CTRL_ID_SAVE, "save game" + }, + { + IMG_GAME_BUTTON_GFX_LOAD, &game.button.load, + GAME_CTRL_ID_LOAD, "load game" } }; @@ -12724,29 +16978,40 @@ void CreateGameButtons() for (i = 0; i < NUM_GAME_BUTTONS; i++) { - Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap; + struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic]; + struct Rect *pos = gamebutton_info[i].pos; struct GadgetInfo *gi; int button_type; boolean checked; - unsigned long event_mask; - int gd_xoffset, gd_yoffset; - int gd_x1, gd_x2, gd_y1, gd_y2; + unsigned int event_mask; + int base_x = (tape.show_game_buttons ? VX : DX); + int base_y = (tape.show_game_buttons ? VY : DY); + int gd_x = gfx->src_x; + int gd_y = gfx->src_y; + int gd_xp = gfx->src_x + gfx->pressed_xoffset; + int gd_yp = gfx->src_y + gfx->pressed_yoffset; + int gd_xa = gfx->src_x + gfx->active_xoffset; + int gd_ya = gfx->src_y + gfx->active_yoffset; + int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset; + int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset; int id = i; - gd_xoffset = gamebutton_info[i].x; - gd_yoffset = gamebutton_info[i].y; - gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset; - gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset; + if (gfx->bitmap == NULL) + { + game_gadget[id] = NULL; + + continue; + } if (id == GAME_CTRL_ID_STOP || id == GAME_CTRL_ID_PAUSE || - id == GAME_CTRL_ID_PLAY) + id == GAME_CTRL_ID_PLAY || + id == GAME_CTRL_ID_SAVE || + id == GAME_CTRL_ID_LOAD) { button_type = GD_TYPE_NORMAL_BUTTON; checked = FALSE; event_mask = GD_EVENT_RELEASED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; } else { @@ -12756,23 +17021,22 @@ void CreateGameButtons() (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_X, base_x + GDI_ACTIVE_POS(pos->x), + GDI_Y, base_y + GDI_ACTIVE_POS(pos->y), + GDI_WIDTH, gfx->width, + GDI_HEIGHT, gfx->height, GDI_TYPE, button_type, GDI_STATE, GD_BUTTON_UNPRESSED, GDI_CHECKED, checked, - GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1, - GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1, - GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2, - GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2, + GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y, + GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp, + GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya, + GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap, + GDI_DIRECT_DRAW, FALSE, GDI_EVENT_MASK, event_mask, GDI_CALLBACK_ACTION, HandleGameButtons, GDI_END); @@ -12792,7 +17056,7 @@ void FreeGameButtons() FreeGadget(game_gadget[i]); } -static void MapGameButtons() +void MapGameButtons() { int i; @@ -12808,21 +17072,38 @@ void UnmapGameButtons() UnmapGadget(game_gadget[i]); } -static void HandleGameButtons(struct GadgetInfo *gi) +void RedrawGameButtons() +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + RedrawGadget(game_gadget[i]); +} + +static void HandleGameButtonsExt(int id) { - int id = gi->custom_id; + boolean handle_game_buttons = + (game_status == GAME_MODE_PLAYING || + (game_status == GAME_MODE_MAIN && tape.show_game_buttons)); - if (game_status != GAME_MODE_PLAYING) + if (!handle_game_buttons) return; switch (id) { case GAME_CTRL_ID_STOP: - RequestQuitGame(TRUE); + if (game_status == GAME_MODE_MAIN) + break; + + if (tape.playing) + TapeStop(); + else + RequestQuitGame(TRUE); + break; case GAME_CTRL_ID_PAUSE: - if (options.network) + if (options.network && game_status == GAME_MODE_PLAYING) { #if defined(NETWORK_AVALIABLE) if (tape.pausing) @@ -12836,7 +17117,11 @@ static void HandleGameButtons(struct GadgetInfo *gi) break; case GAME_CTRL_ID_PLAY: - if (tape.pausing) + if (game_status == GAME_MODE_MAIN) + { + StartGameActions(options.network, setup.autorecord, level.random_seed); + } + else if (tape.pausing) { #if defined(NETWORK_AVALIABLE) if (options.network) @@ -12845,7 +17130,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) #endif { tape.pausing = FALSE; - DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0); } } break; @@ -12854,6 +17139,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_music) { setup.sound_music = FALSE; + FadeMusic(); } else if (audio.music_available) @@ -12872,6 +17158,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.loops_available) { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); } break; @@ -12882,11 +17169,44 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.sound_available) { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); } break; + case GAME_CTRL_ID_SAVE: + TapeQuickSave(); + break; + + case GAME_CTRL_ID_LOAD: + TapeQuickLoad(); + break; + default: break; } } + +static void HandleGameButtons(struct GadgetInfo *gi) +{ + HandleGameButtonsExt(gi->custom_id); +} + +void HandleSoundButtonKeys(Key key) +{ +#if 1 + if (key == setup.shortcut.sound_simple) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_loops) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_music) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON); +#else + if (key == setup.shortcut.sound_simple) + HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE); + else if (key == setup.shortcut.sound_loops) + HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS); + else if (key == setup.shortcut.sound_music) + HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC); +#endif +}