X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=05e65026508d942835b1e28bd9c464b7fa2d2e8c;hb=8f33ee4940b9c35bf4627b7ef1126d03748da646;hp=5b22dcbd4f7d511af5972303033fe20a6f5bae44;hpb=268045d6b06349f1cf10d5cc6f9516b5caa20dea;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 5b22dcbd..05e65026 100644 --- a/src/game.c +++ b/src/game.c @@ -32,12 +32,12 @@ #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 @@ -98,6 +98,8 @@ RND(element_info[e].push_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ @@ -142,6 +144,10 @@ Feld[x][y] == EL_EXIT_OPEN || \ Feld[x][y] == EL_ACID)) +#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + #define MOLE_CAN_ENTER_FIELD(x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) @@ -161,6 +167,11 @@ /* forward declaration for internal use */ +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); @@ -169,16 +180,20 @@ static void KillHeroUnlessProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); +static void ChangeElement(int, int, int); +static boolean CheckTriggeredElementSideChange(int, int, int, int, int); static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementSideChange(int, int, int, int, int, int); static boolean CheckElementChange(int, int, int, int); -static void ChangeElementNow(int, int, int); -static void PlaySoundLevel(int, int, int); -static void PlaySoundLevelNearest(int, int, int); -static void PlaySoundLevelAction(int, int, int); -static void PlaySoundLevelElementAction(int, int, int, int); -static void PlaySoundLevelActionIfLoop(int, int, int); -static void StopSoundLevelActionIfLoop(int, int, int); +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -216,7 +231,7 @@ struct ChangingElementInfo void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { { EL_NUT_BREAKING, @@ -242,6 +257,30 @@ static struct ChangingElementInfo changing_element_list[] = NULL, NULL }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -398,9 +437,9 @@ move_stepsize_list[] = struct { int element; - int gem_count; + int count; } -gem_count_list[] = +collect_count_list[] = { { EL_EMERALD, 1 }, { EL_BD_DIAMOND, 1 }, @@ -415,19 +454,21 @@ gem_count_list[] = { EL_UNDEFINED, 0 }, }; -static boolean changing_element[MAX_NUM_ELEMENTS]; static unsigned long trigger_events[MAX_NUM_ELEMENTS]; -#define IS_AUTO_CHANGING(e) (changing_element[e]) +#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ + CH_EVENT_BIT(CE_DELAY)) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ IS_JUST_CHANGING(x, y)) +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) + void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -438,7 +479,7 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); @@ -495,62 +536,71 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - int element = Feld[x][y]; - - switch (element) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } - else - { - stored_player[0].use_murphy_graphic = TRUE; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; - Feld[x][y] = EL_PLAYER_1; + return; } - /* no break! */ - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + if (!options.network || player->connected) + { + player->active = TRUE; - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + StorePlayer[x][y] = Feld[x][y]; + + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); break; case EL_STONEBLOCK: @@ -635,13 +685,16 @@ static void InitField(int x, int y, boolean init_game) case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); + 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; @@ -654,6 +707,7 @@ static void InitField(int x, int y, boolean init_game) 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: @@ -706,8 +760,8 @@ void DrawGameDoorValues() { int i, j; - for (i=0; igems_still_needed, 3), FONT_TEXT_2); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); DrawText(DX + XX_SCORE, DY + YY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); DrawText(DX + XX_TIME, DY + YY_TIME, @@ -733,7 +787,7 @@ void DrawGameDoorValues() static void InitGameEngine() { - int i; + int i, j, k; /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : @@ -743,126 +797,157 @@ static void InitGameEngine() InitElementPropertiesEngine(game.engine_version); #if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); #endif /* ---------- initialize player's initial move delay --------------------- */ /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : INITIAL_MOVE_DELAY_OFF); /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + /* ---------- initialize changing elements ------------------------------- */ /* initialize changing elements information */ - for (i=0; ichange = &ei->change_page[0]; if (!IS_CUSTOM_ELEMENT(i)) { - element_info[i].change.target_element = EL_EMPTY_SPACE; - element_info[i].change.delay_fixed = 0; - element_info[i].change.delay_random = 0; - element_info[i].change.delay_frames = 1; + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; } - changing_element[i] = FALSE; -#else - changing_element[i].base_element = EL_UNDEFINED; - changing_element[i].next_element = EL_UNDEFINED; - changing_element[i].change_delay = -1; - changing_element[i].pre_change_function = NULL; - changing_element[i].change_function = NULL; - changing_element[i].post_change_function = NULL; -#endif + 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]; + } } /* add changing elements from pre-defined list */ - for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++) + for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) { - int element = changing_element_list[i].element; - struct ChangingElementInfo *ce = &changing_element_list[i]; - struct ElementChangeInfo *change = &element_info[element].change; + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change_events |= CH_EVENT_BIT(CE_DELAY); + } #if 1 - change->target_element = ce->target_element; - change->delay_fixed = ce->change_delay; - change->pre_change_function = ce->pre_change_function; - change->change_function = ce->change_function; - change->post_change_function = ce->post_change_function; + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - changing_element[element] = TRUE; -#else - changing_element[element].base_element = ce->base_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; -#endif + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].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]; + } + } + } } - /* add changing elements from custom element configuration */ - for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) +#else + + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; -#if 0 - struct ElementChangeInfo *change = &element_info[element].change; -#endif /* only add custom elements that change after fixed/random frame delay */ - if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) - continue; - -#if 1 - changing_element[element] = TRUE; -#else - changing_element[element].base_element = element; - changing_element[element].next_element = change->target_element; - changing_element[element].change_delay = (change->delay_fixed * - change->delay_frames); -#endif + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); } +#endif /* ---------- initialize trigger events ---------------------------------- */ /* initialize trigger events information */ - for (i=0; inum_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + { + int trigger_element = ei->change_page[j].trigger_element; + + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else /* add trigger events from element change event properties */ - for (i=0; itrigger_element] |= + element_info[i].change->events; +#endif /* ---------- initialize push delay -------------------------------------- */ /* initialize push delay values to default */ - for (i=0; ilights_still_needed = 0; player->friends_still_needed = 0; - for (j=0; j<4; j++) + for (j = 0; j < 4; j++) player->key[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -960,8 +1044,6 @@ void InitGame() player->MovDir = MV_NO_MOVING; player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; player->GfxPos = 0; player->GfxDir = MV_NO_MOVING; player->GfxAction = ACTION_DEFAULT; @@ -969,24 +1051,78 @@ void InitGame() player->StepFrame = 0; player->use_murphy_graphic = FALSE; - player->use_disk_red_graphic = FALSE; player->actual_frame_counter = 0; + player->step_counter = 0; + player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; player->is_waiting = FALSE; + player->is_moving = FALSE; player->is_digging = FALSE; + player->is_snapping = FALSE; player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + + player->anim_delay_counter = 0; + player->post_delay_counter = 0; + + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + + player->num_special_action_bored = 0; + player->num_special_action_sleeping = 0; + + /* determine number of special actions for bored and sleeping animation */ + for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++) + { + boolean found = FALSE; + + for (k = 0; k < NUM_DIRECTIONS; k++) + if (el_act_dir2img(player->element_nr, j, k) != + el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) + found = TRUE; + + if (found) + player->num_special_action_bored++; + else + break; + } + for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++) + { + boolean found = FALSE; + + for (k = 0; k < NUM_DIRECTIONS; k++) + if (el_act_dir2img(player->element_nr, j, k) != + el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) + found = TRUE; + + if (found) + player->num_special_action_sleeping++; + else + break; + } + + player->switch_x = -1; + player->switch_y = -1; + + player->show_envelope = 0; player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; player->push_delay = 0; - player->push_delay_value = 5; - - player->snapped = FALSE; + player->push_delay_value = game.initial_push_delay_value; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -994,6 +1130,8 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_size = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -1031,43 +1169,55 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; - for (i=0; i<4; i++) + game.envelope_active = FALSE; + + for (i = 0; i < 4; i++) { game.belt_dir[i] = MV_NO_MOVING; game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } - for (i=0; iconnected && !player->present) { - for (j=0; jjx, jy = some_player->jy; @@ -1124,7 +1274,7 @@ void InitGame() { /* when playing a tape, eliminate all players who do not participate */ - for (i=0; ijx >= 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); + /* 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; + + 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; + + if (!IS_CUSTOM_ELEMENT(element)) + continue; + + 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); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i = 0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (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); + } + 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); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } CloseDoor(DOOR_CLOSE_1); @@ -1266,17 +1507,22 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + if (setup.sound_music) - PlayMusic(level_nr); + PlayLevelMusic(); KeyboardAutoRepeatOffUnlessAutoplay(); if (options.debug) { - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) printf("Player %d %sactive.\n", i + 1, (stored_player[i].active ? "" : "not ")); } + +#if 0 + printf("::: starting game [%d]\n", FrameCounter); +#endif } void InitMovDir(int x, int y) @@ -1372,7 +1618,7 @@ void InitMovDir(int x, int y) else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE || element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) { - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int x1 = x + xy[i][0]; int y1 = y + xy[i][1]; @@ -1399,7 +1645,7 @@ void InitMovDir(int x, int y) element != EL_BD_FIREFLY) break; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int x1 = x + xy[i][0]; int y1 = y + xy[i][1]; @@ -1422,6 +1668,8 @@ void InitMovDir(int x, int y) } break; } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1431,7 +1679,7 @@ void InitAmoebaNr(int x, int y) if (group_nr == 0) { - for (i=1; iMovPos) 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; @@ -1514,6 +1767,18 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } + /* 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); + + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + /* Hero disappears */ DrawLevelField(ExitX, ExitY); BackToFront(); @@ -1575,7 +1840,7 @@ int NewHiScore() local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) return -1; - for (k=0; kscore > highscore[k].Score) { @@ -1586,14 +1851,14 @@ int NewHiScore() int m = MAX_SCORE_ENTRIES - 1; #ifdef ONE_PER_NAME - for (l=k; lk; l--) + for (l = m; l > k; l--) { strcpy(highscore[l].Name, highscore[l - 1].Name); highscore[l].Score = highscore[l - 1].Score; @@ -1649,6 +1914,7 @@ static void ResetGfxAnimation(int x, int y) { GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; } void InitMovingField(int x, int y, int direction) @@ -1659,10 +1925,11 @@ void InitMovingField(int x, int y, int direction) int newx = x + dx; int newy = y + dy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); MovDir[newx][newy] = MovDir[x][y] = direction; + GfxDir[x][y] = direction; if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; @@ -1673,8 +1940,9 @@ void InitMovingField(int x, int y, int direction) GfxAction[x][y] = ACTION_MOVING; GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1753,10 +2021,12 @@ static void RemoveField(int x, int y) AmoebaNr[x][y] = 0; ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; Pushed[x][y] = FALSE; GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } void RemoveMovingField(int x, int y) @@ -1843,14 +2113,14 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y] != 0) { DrawDynamite(x, y); - PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); return; } } #if 1 - StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); #else if (Feld[x][y] == EL_DYNAMITE_ACTIVE || Feld[x][y] == EL_SP_DISK_RED_ACTIVE) @@ -1862,49 +2132,122 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void Explode(int ex, int ey, int phase, int mode) +void RelocatePlayer(int x, int y, int element) { - int x, y; - int num_phase = 9; - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; - if (game.explosions_delayed) - { - ExplodeField[ex][ey] = mode; - return; - } +#if 1 + RemoveField(x, y); /* temporarily remove newly placed player */ + DrawLevelField(x, y); +#endif - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + if (player->present) { - int center_element = Feld[ex][ey]; + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; -#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 >= RELEASE_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) - return; -#endif + DrawPlayer(player); - if (mode == EX_NORMAL || mode == EX_CENTER) - PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + BackToFront(); + Delay(GAME_FRAME_DELAY); + } - /* remove things displayed in background while burning dynamite */ - if (!IS_INDESTRUCTIBLE(Back[ex][ey])) - Back[ex][ey] = 0; + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - { - /* put moving element to center field (and let it explode there) */ + player->is_moving = FALSE; + } + + Feld[x][y] = element; + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + 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(GAME_FRAME_DELAY); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + } +} + +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int num_phase = 9; + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + +#if 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_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); + + /* 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; } - for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) + 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; @@ -1927,7 +2270,7 @@ void Explode(int ex, int ey, int phase, int mode) #if 1 -#if 1 +#if 0 if (IS_EXPLOSION_PROOF(element)) continue; #else @@ -1939,7 +2282,7 @@ void Explode(int ex, int ey, int phase, int mode) #else if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0) || + (game.engine_version < VERSION_IDENT(2,2,0,0) || (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || element == EL_FLAMES) continue; @@ -1958,11 +2301,11 @@ void Explode(int ex, int ey, int phase, int mode) } /* save walkable background elements while explosion on same tile */ -#if 1 +#if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; #else - if (IS_INDESTRUCTIBLE(element) && IS_WALKABLE(element)) + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) Back[x][y] = element; #endif @@ -2038,7 +2381,7 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; - else if (IS_CUSTOM_ELEMENT(element)) + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) Store[x][y] = element_info[element].content[1][1]; else Store[x][y] = EL_EMPTY; @@ -2061,6 +2404,7 @@ void Explode(int ex, int ey, int phase, int mode) RemoveField(x, y); #else MovDir[x][y] = MovPos[x][y] = 0; + GfxDir[x][y] = MovDir[x][y]; AmoebaNr[x][y] = 0; #endif #endif @@ -2091,6 +2435,24 @@ void Explode(int ex, int ey, int phase, int mode) 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 (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 + if (phase == first_phase_after_start) { int element = Store2[x][y]; @@ -2130,14 +2492,26 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Back[x][y]; Back[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[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; + InitField(x, y, FALSE); if (CAN_MOVE(element)) InitMovDir(x, y); 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; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -2193,9 +2567,9 @@ void DynaExplode(int ex, int ey) Explode(ex, ey, EX_PHASE_START, EX_CENTER); - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { - for (j=1; j<=dynabomb_size; j++) + for (j = 1; j <= dynabomb_size; j++) { int x = ex + j * xy[i % 4][0]; int y = ey + j * xy[i % 4][1]; @@ -2212,6 +2586,7 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && element != EL_SAND && element != EL_EXPLOSION && @@ -2229,7 +2604,11 @@ void Bang(int x, int y) int element = Feld[x][y]; #endif +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y)) +#endif { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -2239,12 +2618,12 @@ void Bang(int x, int y) #if 0 #if 1 - PlaySoundLevelAction(x, y, ACTION_EXPLODING); + PlayLevelSoundAction(x, y, ACTION_EXPLODING); #else if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); #endif #endif @@ -2285,7 +2664,10 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } @@ -2299,7 +2681,7 @@ void SplashAcid(int x, int y) if (element != EL_ACID_SPLASH_LEFT && element != EL_ACID_SPLASH_RIGHT) { - PlaySoundLevel(x, y, SND_ACID_SPLASHING); + 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) || @@ -2333,11 +2715,11 @@ static void InitBeltMovement() int x, y, i, j; /* set frame order for belt animation graphic according to belt direction */ - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int belt_nr = i; - for (j=0; j<3; j++) + for (j = 0; j < 3; j++) { int element = belt_base_active_element[belt_nr] + j; int graphic = el2img(element); @@ -2349,13 +2731,13 @@ static void InitBeltMovement() } } - for(y=0; y= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + 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; @@ -2677,7 +3061,9 @@ void Impact(int x, int y) return; } - if (impact) + /* 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); @@ -2691,27 +3077,15 @@ void Impact(int x, int y) else if (impact && element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); - return; - } -#if 1 - else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT)) - { - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); - + PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } -#else - else if (impact && CAN_CHANGE(element) && - HAS_CHANGE_EVENT(element, CE_IMPACT)) + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) { - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); - - ChangeElementNow(x, y, element); + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); return; } -#endif if (impact && element == EL_AMOEBA_DROP) { @@ -2741,15 +3115,15 @@ void Impact(int x, int y) EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy=0; yy rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) @@ -3093,8 +3472,25 @@ void TurnRound(int x, int y) xx = x + move_xy[MovDir[x][y]].x; yy = y + move_xy[MovDir[x][y]].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 1 + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; +#else if (!IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; +#endif + +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif MovDelay[x][y] = 0; } @@ -3154,7 +3550,7 @@ void TurnRound(int x, int y) { int i; - for (i=0; ijx, jy = player->jy; @@ -3188,7 +3584,7 @@ void TurnRound(int x, int y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int ex = x + xy[i % 4][0]; int ey = y + xy[i % 4][1]; @@ -3284,16 +3680,16 @@ void TurnRound(int x, int y) } } } - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || - element_info[element].move_pattern == MV_TURNING_LEFT || - element_info[element].move_pattern == MV_TURNING_RIGHT) + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT) { boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); - if (element_info[element].move_pattern == MV_TURNING_LEFT) + if (move_pattern == MV_TURNING_LEFT) MovDir[x][y] = left_dir; - else if (element_info[element].move_pattern == MV_TURNING_RIGHT) + else if (move_pattern == MV_TURNING_RIGHT) MovDir[x][y] = right_dir; else if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -3306,24 +3702,24 @@ void TurnRound(int x, int y) MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element_info[element].move_pattern == MV_HORIZONTAL || - element_info[element].move_pattern == MV_VERTICAL) + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) { - if (element_info[element].move_pattern & old_move_dir) + if (move_pattern & old_move_dir) MovDir[x][y] = back_dir; - else if (element_info[element].move_pattern == MV_HORIZONTAL) + else if (move_pattern == MV_HORIZONTAL) MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); - else if (element_info[element].move_pattern == MV_VERTICAL) + else if (move_pattern == MV_VERTICAL) MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + else if (move_pattern & MV_ANY_DIRECTION) { - MovDir[x][y] = element_info[element].move_pattern; + MovDir[x][y] = move_pattern; MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) + else if (move_pattern == MV_ALONG_LEFT_SIDE) { if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) MovDir[x][y] = left_dir; @@ -3333,7 +3729,7 @@ void TurnRound(int x, int y) if (MovDir[x][y] != old_move_dir) MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + else if (move_pattern == MV_ALONG_RIGHT_SIDE) { if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) MovDir[x][y] = right_dir; @@ -3343,13 +3739,12 @@ void TurnRound(int x, int y) if (MovDir[x][y] != old_move_dir) MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER || - element_info[element].move_pattern == MV_AWAY_FROM_PLAYER) + 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 = - (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER); + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); if (AllPlayersGone) { @@ -3360,7 +3755,7 @@ void TurnRound(int x, int y) { int i; - for (i=0; ijx, jy = player->jy; @@ -3411,17 +3806,121 @@ void TurnRound(int x, int y) MovDir[x][y] = old_move_dir; } } + else if (move_pattern == MV_WHEN_PUSHED) + { + if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE || + element == EL_MAZE_RUNNER) + { + 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_NO_MOVING; + int start_test = RND(4); + int i; + + for (i = 0; i < 4; 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 (!MAZE_RUNNER_CAN_ENTER_FIELD(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] = 9; + } +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + +#if 0 + GfxDir[x][y] = MovDir[x][y]; +#endif + + TurnRoundExt(x, y); + +#if 1 + GfxDir[x][y] = MovDir[x][y]; +#endif + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + +#if 1 + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +#else + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_WAITING; +#endif } static boolean JustBeingPushed(int x, int y) { int i; - for (i=0; iactive && player->Pushing && player->MovPos) + 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); @@ -3436,20 +3935,26 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; +#if 1 + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; +#else /* !!! this should be handled more generic (not only for mole) !!! */ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) GfxAction[x][y] = ACTION_DEFAULT; +#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x>0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; @@ -3463,9 +3968,9 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_ROCK; #if 1 - PlaySoundLevelAction(x, y, ACTION_EMPTYING); + PlayLevelSoundAction(x, y, ACTION_EMPTYING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); + PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); #endif } else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) @@ -3485,9 +3990,9 @@ void StartMoving(int x, int y) Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; #if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); + PlayLevelSoundAction(x, y, ACTION_FILLING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); #endif } } @@ -3500,9 +4005,9 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; #if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); + PlayLevelSoundAction(x, y, ACTION_FILLING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); #endif } else if (element == EL_MAGIC_WALL_FULL) @@ -3591,25 +4096,37 @@ void StartMoving(int x, int y) #endif } #if 1 + else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_SMASH(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + +#else #if 1 - else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && + else if (game.engine_version < VERSION_IDENT(2,2,0,7) && CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - JustStopped[x][y] && !Pushed[x][y + 1]) + WasJustMoving[x][y] && !Pushed[x][y + 1]) #else else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - JustStopped[x][y]) + WasJustMoving[x][y]) #endif +#endif + { - /* calling "Impact()" here is not only completely unneccessary - (because it already gets called from "ContinueMoving()" in - all relevant situations), but also completely bullshit, because - "JustStopped" also indicates a finished *horizontal* movement; - we must keep this trash for backwards compatibility with older - tapes */ + /* 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... :-/ ) */ Impact(x, y); } -#endif else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) @@ -3620,7 +4137,7 @@ void StartMoving(int x, int y) } else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - if (JustStopped[x][y]) /* prevent animation from being restarted */ + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; InitMovingField(x, y, MV_DOWN); @@ -3639,13 +4156,13 @@ void StartMoving(int x, int y) else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) #else else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { @@ -3707,13 +4224,19 @@ void StartMoving(int x, int y) /* not "else if" because of elements that can fall and move (EL_SPRING) */ if (CAN_MOVE(element) && !started_moving) { + int move_pattern = element_info[element].move_pattern; int newx, newy; +#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 #if 0 #if 0 @@ -3729,6 +4252,11 @@ void StartMoving(int x, int y) #endif #endif +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif + if (!MovDelay[x][y]) /* start new movement phase */ { /* all objects that can change their move direction after each step @@ -3737,12 +4265,17 @@ void StartMoving(int x, int y) if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && element != EL_PACMAN && - !(element_info[element].move_pattern & MV_ANY_DIRECTION) && - element_info[element].move_pattern != MV_TURNING_LEFT && - element_info[element].move_pattern != MV_TURNING_RIGHT) + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); +#endif + if (MovDelay[x][y] && (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || @@ -3771,7 +4304,13 @@ void StartMoving(int x, int y) /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ ResetGfxAnimation(x, y); #endif + +#if 0 + if (GfxAction[x][y] != ACTION_WAITING) + printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + GfxAction[x][y] = ACTION_WAITING; +#endif } if (element == EL_ROBOT || @@ -3786,7 +4325,7 @@ void StartMoving(int x, int y) #else DrawLevelElementAnimationIfNeeded(x, y, element); #endif - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) DrawLevelElementAnimationIfNeeded(x, y, element); @@ -3800,12 +4339,27 @@ void StartMoving(int x, int y) 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, -1); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + +#if 0 + printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); +#endif + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - for (i=1; i<=3; i++) + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i = 1; i <= 3; i++) { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + 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])) @@ -3822,7 +4376,10 @@ void StartMoving(int x, int y) Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); + } } else { @@ -3835,19 +4392,25 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); return; } - GfxAction[x][y] = ACTION_MOVING; +#if 0 + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; +#endif } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { #if 1 @@ -3879,7 +4442,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING); + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); @@ -3895,7 +4458,7 @@ void StartMoving(int x, int y) if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); else - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; } else if (!IS_FREE(newx, newy)) { @@ -3920,16 +4483,45 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_PIG_DIGGING); + PlayLevelSound(x, y, SND_PIG_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + return; + } + } + else if ((move_pattern & MV_MAZE_RUNNER_STYLE || + element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy)) + { + if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); } else if (!IS_FREE(newx, newy)) { +#if 0 if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); +#endif return; } + + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ } else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { @@ -3939,14 +4531,15 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } else { boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; + int 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) ? @@ -3958,19 +4551,26 @@ void StartMoving(int x, int y) element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; + Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) Feld[newx1][newy1] = EL_FLAMES; if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) Feld[newx2][newy2] = EL_FLAMES; + return; } } @@ -3986,7 +4586,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); } else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) @@ -4007,7 +4607,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); + 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])) @@ -4023,7 +4623,7 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlaySoundLevel(x, y, SND_MOLE_DIGGING); + PlayLevelSound(x, y, SND_MOLE_DIGGING); ResetGfxAnimation(x, y); GfxAction[x][y] = ACTION_DIGGING; @@ -4036,7 +4636,7 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && @@ -4053,7 +4653,8 @@ void StartMoving(int x, int y) TurnRound(x, y); #if 1 - DrawLevelElementAnimation(x, y, element); + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); #else if (element == EL_BUG || element == EL_SPACESHIP || @@ -4074,7 +4675,7 @@ void StartMoving(int x, int y) TestIfBadThingTouchesHero(x, y); #if 0 - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); #endif return; @@ -4082,7 +4683,7 @@ void StartMoving(int x, int y) InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, ACTION_MOVING); + PlayLevelSoundAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -4104,146 +4705,254 @@ void ContinueMoving(int x, int y) if (pushed) /* 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) /* object reached its destination */ + if (ABS(MovPos[x][y]) < TILEX) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - - if (element == EL_MOLE) - { - Feld[x][y] = EL_SAND; - - DrawLevelFieldCrumbledSandNeighbours(x, y); - } - else if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_SOKOBAN_OBJECT) - { - if (Back[x][y]) - Feld[x][y] = Back[x][y]; - - if (Back[newx][newy]) - Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + DrawLevelField(x, y); - Back[x][y] = Back[newx][newy] = 0; - } - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } + return; /* element is still moving */ + } - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + /* element reached destination field */ - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - Pushed[x][y] = Pushed[newx][newy] = FALSE; + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; + + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; + } + + Store[x][y] = 0; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; + + /* 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]; + + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + + /* 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 */ - ResetGfxAnimation(x, y); /* reset animation values for old field */ + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 0 - /* 2.1.1 (does not work correctly for spring) */ - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 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; + /* (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; - */ + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN)) + GfxDir[x][y] = MovDir[newx][newy] = 0; - if (!CAN_MOVE(element) || - (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; #endif #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - if (!pushed) /* special case: moving object pushed by player */ - JustStopped[newx][newy] = 3; + /* prevent pushed element from moving on in pushed direction */ + if (pushed && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + if (!pushed) /* special case: moving object pushed by player */ + { + WasJustMoving[newx][newy] = 3; - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; + } - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - CheckElementChange(newx, newy, element, CE_COLLISION); + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); - TestIfPlayerTouchesCustomElement(newx, newy); - TestIfElementTouchesCustomElement(newx, newy); + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); } - else /* still moving on */ + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + Impact(x, newy); + +#if 1 + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); +#endif + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) { - DrawLevelField(x, y); + /* !!! fix side (direction) orientation here and elsewhere !!! */ + CheckElementSideChange(newx, newy, Feld[newx][newy], + direction, CE_COLLISION_ACTIVE, -1); + +#if 0 + if (IN_LEV_FIELD(nextx, nexty)) + { + static int opposite_directions[] = + { + MV_RIGHT, + MV_LEFT, + MV_DOWN, + MV_UP + }; + int move_dir_bit = MV_DIR_BIT(direction); + int opposite_direction = opposite_directions[move_dir_bit]; + int hitting_side = direction; + int touched_side = opposite_direction; + int hitting_element = Feld[newx][newy]; + 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; + + CheckElementSideChange(nextx, nexty, Feld[nextx][nexty], + opposite_direction, CE_COLLISION_PASSIVE, -1); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE)) + { + 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_COLL_ACTIVE) && + change->sides & touched_side && + change->trigger_element == touched_element) + { + CheckElementSideChange(newx, newy, hitting_element, + CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE)) + { + 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_IS_COLL_PASSIVE) && + change->sides & hitting_side && + change->trigger_element == hitting_element) + { + CheckElementSideChange(nextx, nexty, touched_element, + CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i); + break; + } + } + } + } + } +#endif } + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } int AmoebeNachbarNr(int ax, int ay) @@ -4259,7 +4968,7 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int x = ax + xy[i][0]; int y = ay + xy[i][1]; @@ -4289,7 +4998,7 @@ void AmoebenVereinigen(int ax, int ay) if (new_group_nr == 0) return; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -4312,9 +5021,9 @@ void AmoebenVereinigen(int ax, int ay) AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy=0; yy= life[2] && nachbarn <= life[3]) @@ -4730,7 +5442,7 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : SND_GAME_OF_LIFE_GROWING); } @@ -4741,7 +5453,7 @@ static void InitRobotWheel(int x, int y) static void RunRobotWheel(int x, int y) { - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); } static void StopRobotWheel(int x, int y) @@ -4757,7 +5469,7 @@ static void InitTimegateWheel(int x, int y) static void RunTimegateWheel(int x, int y) { - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } void CheckExit(int x, int y) @@ -4775,9 +5487,12 @@ void CheckExit(int x, int y) return; } + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + Feld[x][y] = EL_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); } void CheckExitSP(int x, int y) @@ -4793,18 +5508,21 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() { int x, y; - for (y=0; yexplode) { Bang(x, y); - return; + + return TRUE; } if (change->use_content) @@ -5181,7 +5918,7 @@ static void ChangeElementNow(int x, int y, int element) boolean can_change[3][3]; int xx, yy; - for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { boolean half_destructible; int ex = x + xx - 1; @@ -5226,11 +5963,13 @@ static void ChangeElementNow(int x, int y, int element) if (!change->only_complete || complete_change) { + boolean something_has_changed = FALSE; + if (change->only_complete && change->use_random_change && RND(100) < change->random) - return; + return FALSE; - for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { int ex = x + xx - 1; int ey = y + yy - 1; @@ -5241,132 +5980,158 @@ static void ChangeElementNow(int x, int y, int element) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + ChangeElementNowExt(ex, ey, change->content[xx][yy]); - /* for symmetry reasons, stop newly created border elements */ + something_has_changed = TRUE; + + /* for symmetry reasons, freeze newly created border elements */ if (ex != x || ey != y) - Stop[ex][ey] = TRUE; + Stop[ex][ey] = TRUE; /* no more moving in this frame */ } } - return; + if (something_has_changed) + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } } + else + { + ChangeElementNowExt(x, y, change->target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + } - ChangeElementNowExt(x, y, change->target_element); + return TRUE; } -static void ChangeElement(int x, int y) +static void ChangeElement(int x, int y, int page) { -#if 1 int element = MovingOrBlocked2Element(x, y); -#else - int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + +#if 0 +#ifdef DEBUG + if (!CAN_CHANGE(element)) + { + printf("\n\n"); + printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("ChangeElement(): This should never happen!\n"); + printf("\n\n"); + } +#endif #endif - struct ElementChangeInfo *change = &element_info[element].change; if (ChangeDelay[x][y] == 0) /* initialize element change */ { -#if 1 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + RND(change->delay_random * change->delay_frames)) + 1; -#else - ChangeDelay[x][y] = changing_element[element].change_delay + 1; - - if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) - { - int max_random_delay = element_info[element].change.delay_random; - int delay_frames = element_info[element].change.delay_frames; - - ChangeDelay[x][y] += RND(max_random_delay * delay_frames); - } -#endif ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); -#if 1 if (change->pre_change_function) change->pre_change_function(x, y); -#else - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); -#endif } ChangeDelay[x][y]--; if (ChangeDelay[x][y] != 0) /* continue element change */ { - int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 1 if (change->change_function) change->change_function(x, y); -#else - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); -#endif } else /* finish element change */ { -#if 0 - int next_element = changing_element[element].next_element; -#endif + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + } 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 */ return; } -#if 1 - ChangeElementNow(x, y, element); - - if (change->post_change_function) - change->post_change_function(x, y); -#else - if (next_element != EL_UNDEFINED) - ChangeElementNow(x, y, next_element); - else - ChangeElementNow(x, y, element_info[element].change.target_element); - - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); -#endif + if (ChangeElementNow(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } } } -static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, - int trigger_event) +static boolean CheckTriggeredElementSideChange(int lx, int ly, + int trigger_element, + int trigger_side, + int trigger_event) { - int i, x, y; + int i, j, x, y; if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) return FALSE; - for (i=0; ican_change && +#if 1 + change->events & CH_EVENT_BIT(trigger_event) && +#endif + change->sides & trigger_side && + change->trigger_element == trigger_element) + { +#if 0 + if (!(change->events & CH_EVENT_BIT(trigger_event))) + printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", + trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); +#endif + + change_element = TRUE; + page = j; + + break; + } + } + + 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; +#endif - if (Feld[x][y] == i) + if (Feld[x][y] == element) { ChangeDelay[x][y] = 1; - ChangeElement(x, y); + ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); + ChangeElement(x, y, page); } } } @@ -5374,25 +6139,213 @@ static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, return TRUE; } -static boolean CheckElementChange(int x, int y, int element, int trigger_event) +static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, + int trigger_event) +{ + return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY, + trigger_event); +} + +static boolean CheckElementSideChange(int x, int y, int element, int side, + int trigger_event, int page) { - if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) return FALSE; if (Feld[x][y] == EL_BLOCKED) + { Blocked2Moving(x, y, &x, &y); + element = Feld[x][y]; + } + + if (page < 0) + page = element_info[element].event_page_nr[trigger_event]; + + if (!(element_info[element].change_page[page].sides & side)) + return FALSE; ChangeDelay[x][y] = 1; - ChangeElement(x, y); + ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); + ChangeElement(x, y, page); return TRUE; } -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static boolean CheckElementChange(int x, int y, int element, int trigger_event) +{ + return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1); +} + +static void PlayPlayerSound(struct PlayerInfo *player) { + int jx = player->jx, jy = player->jy; + int element = player->element_nr; + 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); + else + PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + } + else + { + if (action != last_action) + StopSound(element_info[element].sound[last_action]); + + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); + } +} + +static void PlayAllPlayersSound() +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); +} + +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; + + player->last_action_waiting = player->action_waiting; + + if (is_waiting) + { + if (!last_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; + + player->frame_counter_bored = + FrameCounter + + game.player_boring_delay_fixed + + SimpleRND(game.player_boring_delay_random); + player->frame_counter_sleeping = + FrameCounter + + game.player_sleeping_delay_fixed + + SimpleRND(game.player_sleeping_delay_random); + + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + } + + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && + player->anim_delay_counter == 0 && + player->post_delay_counter == 0 && + FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && + FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; + + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); + + if (player->is_sleeping) + { + if (player->num_special_action_sleeping > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + else if (player->is_bored) + { + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_bored = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + } + else if (last_waiting) /* waiting -> not waiting */ + { + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + + player->anim_delay_counter = 0; + player->post_delay_counter = 0; + + player->action_waiting = ACTION_DEFAULT; + + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + } +} + +#if 1 +static byte PlayerActions(struct PlayerInfo *player, byte player_action) +{ +#if 0 static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; - boolean moved = FALSE, snapped = FALSE, bombed = FALSE; +#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; @@ -5402,36 +6355,57 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) 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 if (!player->active || tape.pausing) - return; + return 0; if (player_action) { +#if 0 + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); +#endif + if (button1) snapped = SnapField(player, dx, dy); else { if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) { - if (button1 || (bombed && !moved)) + if (button1 || (dropped && !moved)) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ } } + 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, DF_NO_PUSH); @@ -5439,24 +6413,100 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) CheckGravityMovement(player); if (player->MovPos == 0) - { + SetPlayerWaiting(player, TRUE); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + + return 0; + } + #if 0 - printf("Trying... Player frame reset\n"); + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } #endif +} - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); +#else + +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); + + stored_player_action[player->index_nr] = 0; + num_stored_actions++; + + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + + if (!player->active || tape.pausing) + return; + + if (player_action) + { + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); + + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); + + moved = 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 */ + } } + stored_player_action[player->index_nr] = player_action; + } + else + { + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; } if (tape.recording && num_stored_actions >= MAX_PLAYERS) { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + TapeRecordAction(stored_player_action); num_stored_actions = 0; } } +#endif void GameActions() { @@ -5466,6 +6516,9 @@ void GameActions() int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; +#if 1 + byte tape_action[MAX_PLAYERS]; +#endif if (game_status != GAME_MODE_PLAYING) return; @@ -5510,9 +6563,13 @@ void GameActions() if (tape.pausing) return; +#if 0 + printf("::: getting new tape action [%d]\n", FrameCounter); +#endif + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - for (i=0; ieffective_action = summarized_player_action; - for (i=0; ijx; int y = player->jy; - if (player->active && player->Pushing && player->is_moving && + if (player->active && player->is_pushing && player->is_moving && IS_MOVING(x, y)) { ContinueMoving(x, y); @@ -5578,17 +6644,32 @@ void GameActions() } #endif - for (y=0; y 0) - JustStopped[x][y]--; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; GfxFrame[x][y]++; #if 1 /* reset finished pushing action (not done in ContinueMoving() to allow - continous pushing animation for elements without push delay) */ + continous pushing animation for elements with zero push delay) */ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); @@ -5613,11 +6694,11 @@ void GameActions() #endif } - for (y=0; y 0) @@ -5854,7 +6952,7 @@ void GameActions() game.magic_wall_time_left--; if (!game.magic_wall_time_left) { - for (y=0; yshield_deadly_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); else if (player->shield_normal_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; TimePlayed++; - for (i=0; ishow_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } +#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -5998,7 +7106,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) int min_x = x, min_y = y, max_x = x, max_y = y; int i; - for (i=0; iprogrammed_action) + if (game.gravity && !player->programmed_action) { int move_dir_vertical = player->action & (MV_UP | MV_DOWN); int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); @@ -6082,6 +7190,7 @@ static void CheckGravityMovement(struct PlayerInfo *player) (IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_SAND)); + /* !!! extend EL_SAND to anything diggable !!! */ if (field_under_player_is_free && !player_is_moving_to_valid_field && @@ -6091,17 +7200,33 @@ static void CheckGravityMovement(struct PlayerInfo *player) } /* - MoveFigureOneStep() + MovePlayerOneStep() ----------------------------------------------------------------------------- dx, dy: direction (non-diagonal) to try to move the player to real_dx, real_dy: direction as read from input device (can be diagonal) */ -boolean MoveFigureOneStep(struct PlayerInfo *player, +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { +#if 0 + static int change_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 = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; +#endif int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; + int new_jx = jx + dx, new_jy = jy + dy; int element; int can_move; @@ -6146,22 +7271,48 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; - jx = player->jx = new_jx; - jy = player->jy = new_jy; - StorePlayer[jx][jy] = player->element_nr; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(player, SCROLL_INIT); + player->step_counter++; + + PlayerVisit[jx][jy] = FrameCounter; + + ScrollPlayer(player, SCROLL_INIT); + +#if 0 + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_OTHER_GETS_LEFT); + CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) + { + CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side, + CE_ENTERED_BY_PLAYER, -1); + } +#endif return MF_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; @@ -6200,7 +7351,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); FrameCounter++; DrawAllPlayers(); @@ -6212,13 +7363,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } jx = player->jx; @@ -6297,7 +7448,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) #if 1 InitPlayerGfxAnimation(player, ACTION_DEFAULT); #else - if (!(moved & MF_MOVING) && !player->Pushing) + if (!(moved & MF_MOVING) && !player->is_pushing) player->Frame = 0; #endif #endif @@ -6315,6 +7466,51 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; +#if 1 + player->is_snapping = FALSE; +#endif + +#if 1 + player->is_switching = FALSE; +#endif + + +#if 1 + { + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = player->MovDir; + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; + +#if 1 + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) + { + CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_OTHER_GETS_LEFT); + CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_ENTERED_BY_PLAYER, -1); + } +#endif + + } +#endif + + } else { @@ -6326,8 +7522,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->is_moving = FALSE; } - TestIfHeroTouchesBadThing(jx, jy); - TestIfPlayerTouchesCustomElement(jx, jy); + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) RemoveHero(player); @@ -6335,7 +7534,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; @@ -6374,7 +7573,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) DrawPlayer(player); /* needed here only to cleanup last field */ #endif - if (player->MovPos == 0) + if (player->MovPos == 0) /* player reached destination field */ { if (IS_PASSABLE(Feld[last_jx][last_jy])) { @@ -6389,15 +7588,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + 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); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#if 1 + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#endif + + if (!player->active) + RemoveHero(player); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -6434,7 +7647,6 @@ void ScrollScreen(struct PlayerInfo *player, int mode) void TestIfPlayerTouchesCustomElement(int x, int y) { - static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6442,43 +7654,73 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; - boolean center_is_player = (IS_PLAYER(x, y)); + static int change_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 + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ int i; - /* prevent TestIfPlayerTouchesCustomElement() from looping */ - if (check_changing) - return; - - check_changing = TRUE; - - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; if (!IN_LEV_FIELD(xx, yy)) continue; - if (center_is_player) + if (IS_PLAYER(x, y)) { - CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); - CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); + 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 */ + + CheckTriggeredElementSideChange(xx, yy, border_element, border_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(xx, yy, border_element, border_side, + CE_TOUCHED_BY_PLAYER, -1); } else if (IS_PLAYER(xx, yy)) { - CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED); - CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER); + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + CheckTriggeredElementSideChange(x, y, center_element, center_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(x, y, center_element, center_side, + CE_TOUCHED_BY_PLAYER, -1); break; } } - - check_changing = FALSE; } void TestIfElementTouchesCustomElement(int x, int y) { - static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6486,37 +7728,94 @@ void TestIfElementTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; - boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y])); - int i; - - /* prevent TestIfElementTouchesCustomElement() from looping */ - if (check_changing) - return; - - check_changing = TRUE; + static int change_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_change_page = 0; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i, j; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; if (!IN_LEV_FIELD(xx, yy)) continue; - if (center_is_custom && - Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element) + 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 (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) { - CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING); + for (j = 0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & border_side && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; + + break; + } + } } - if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) && - Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element) + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) { - CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING); + for (j = 0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & center_side && + change->trigger_element == center_element) + { + CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, j); + break; + } + } } } - check_changing = FALSE; + if (change_center_element) + CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, center_element_change_page); } void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) @@ -6537,7 +7836,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) MV_DOWN }; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int test_x, test_y, test_move_dir, test_element; @@ -6594,6 +7893,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -6605,7 +7911,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int test_x, test_y, test_move_dir, test_element; @@ -6633,6 +7939,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + kill_x = test_x; kill_y = test_y; break; @@ -6652,24 +7964,6 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_PROTECTED(kill_x, kill_y)) @@ -6721,7 +8015,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int x, y, element; @@ -6776,11 +8070,11 @@ void BuryHero(struct PlayerInfo *player) return; #if 1 - PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); + PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); #else - PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); + PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); #endif - PlaySoundLevel(jx, jy, SND_GAME_LOSING); + PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -6797,7 +8091,7 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; - for (i=0; ijx, jy = player->jy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; @@ -6856,6 +8157,7 @@ int DigField(struct PlayerInfo *player, dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); + int dig_side = change_sides[MV_DIR_BIT(move_direction)]; int element; if (player->MovPos == 0) @@ -6865,11 +8167,11 @@ int DigField(struct PlayerInfo *player, } if (player->MovPos == 0) /* last pushing move finished */ - player->Pushing = FALSE; + player->is_pushing = FALSE; if (mode == DF_NO_PUSH) /* player just stopped pushing */ { - player->Switching = FALSE; + player->is_switching = FALSE; player->push_delay = 0; return MF_NO_ACTION; @@ -6882,7 +8184,7 @@ int DigField(struct PlayerInfo *player, 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))) + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) #endif { int i = 0; @@ -6917,111 +8219,11 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0)) + game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; switch (element) { - case EL_ROBOT_WHEEL: - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; - - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; - - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; - - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; - - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); - - return MF_ACTION; - break; - - case EL_BALLOON_SWITCH_LEFT: - case EL_BALLOON_SWITCH_RIGHT: - case EL_BALLOON_SWITCH_UP: - case EL_BALLOON_SWITCH_DOWN: - case 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); - PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); - - return MF_ACTION; - break; - case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -7057,11 +8259,17 @@ int DigField(struct PlayerInfo *player, !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + 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; + /* automatically move to the next field with double speed */ player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); + PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; case EL_TUBE_ANY: @@ -7103,27 +8311,10 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); + PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); } break; - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; - - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); - return MF_ACTION; - break; - default: if (IS_WALKABLE(element)) @@ -7140,7 +8331,9 @@ int DigField(struct PlayerInfo *player, if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; } - else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) { sound_action = ACTION_PASSING; /* player is passing exit */ } @@ -7151,9 +8344,9 @@ int DigField(struct PlayerInfo *player, /* play sound from background or player, whatever is available */ if (element_info[element].sound[sound_action] != SND_UNDEFINED) - PlaySoundLevelElementAction(x, y, element, sound_action); + PlayLevelSoundElementAction(x, y, element, sound_action); else - PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); + PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); break; } @@ -7162,6 +8355,11 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) { if (!player->key[element - EL_EM_GATE_1]) @@ -7177,7 +8375,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevelAction(x, y, ACTION_PASSING); + PlayLevelSoundAction(x, y, ACTION_PASSING); break; } @@ -7187,12 +8385,23 @@ int DigField(struct PlayerInfo *player, if (mode != DF_SNAP) { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif player->is_digging = TRUE; } - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif break; } @@ -7221,11 +8430,11 @@ int DigField(struct PlayerInfo *player, } else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) { - player->dynamite++; - player->use_disk_red_graphic = (element == EL_SP_DISK_RED); + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); } else if (element == EL_DYNABOMB_INCREASE_NUMBER) { @@ -7252,10 +8461,29 @@ int DigField(struct PlayerInfo *player, el2edimg(EL_KEY_1 + key_nr)); redraw_mask |= REDRAW_DOOR_1; } - else if (element_info[element].gem_count > 0) + else if (IS_ENVELOPE(element)) + { +#if 1 + player->show_envelope = element; +#else + ShowEnvelope(element - EL_ENVELOPE_1); +#endif + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; + + for (i = 0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) { local_player->gems_still_needed -= - element_info[element].gem_count; + element_info[element].collect_count; if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; @@ -7264,10 +8492,15 @@ int DigField(struct PlayerInfo *player, } RaiseScoreElement(element); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + break; } else if (IS_PUSHABLE(element)) @@ -7282,14 +8515,62 @@ int DigField(struct PlayerInfo *player, !(element == EL_SPRING && use_spring_bug)) return MF_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 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) return MF_NO_ACTION; +#endif + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } - if (!player->Pushing && - game.engine_version >= RELEASE_IDENT(2,2,0,7)) + /* + 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 0 + printf("::: push delay: %ld [%d, %d] [%d]\n", + player->push_delay_value, FrameCounter, game.engine_version, + player->is_pushing); +#endif - player->Pushing = TRUE; + player->is_pushing = TRUE; if (!(IN_LEV_FIELD(nextx, nexty) && (IS_FREE(nextx, nexty) || @@ -7306,7 +8587,17 @@ int DigField(struct PlayerInfo *player, if (!FrameReached(&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 = INITIAL_MOVE_DELAY_OFF; + return MF_NO_ACTION; + } + +#if 0 + printf("::: NOW PUSHING... [%d]\n", FrameCounter); +#endif if (IS_SB_ELEMENT(element)) { @@ -7325,23 +8616,23 @@ int DigField(struct PlayerInfo *player, Feld[x][y] = EL_SOKOBAN_OBJECT; if (Back[x][y] == Back[nextx][nexty]) - PlaySoundLevelAction(x, y, ACTION_PUSHING); + PlayLevelSoundAction(x, y, ACTION_PUSHING); else if (Back[x][y] != 0) - PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, ACTION_EMPTYING); else - PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, ACTION_FILLING); if (local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); } } else - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); InitMovingField(x, y, move_direction); GfxAction[x][y] = ACTION_PUSHING; @@ -7354,18 +8645,127 @@ int DigField(struct PlayerInfo *player, Pushed[x][y] = TRUE; Pushed[nextx][nexty] = TRUE; - if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + 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 */ - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); - CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PUSHED); + CheckElementSideChange(x, y, element, dig_side, + CE_PUSHED_BY_PLAYER, -1); break; } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + return MF_ACTION; + + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + + 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); + +#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--; + + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + + DrawLevelField(x, y); + +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } + + return MF_ACTION; + } else { - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); - CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); + } + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PRESSED); + CheckElementSideChange(x, y, element, dig_side, + CE_PRESSED_BY_PLAYER, -1); } return MF_NO_ACTION; @@ -7388,7 +8788,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -7400,12 +8800,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; - player->snapped = FALSE; + player->is_snapping = FALSE; if (player->MovPos == 0) { + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; } @@ -7413,15 +8814,21 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; player->MovDir = snap_direction; + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; + player->is_snapping = TRUE; + + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; @@ -7431,71 +8838,70 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element; + int old_element; if (!player->active || player->MovPos) return FALSE; - element = Feld[jx][jy]; + old_element = Feld[jx][jy]; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) return FALSE; -#if 0 - if (element != EL_EMPTY) + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; -#endif - if (element != EL_EMPTY) - { -#if 0 - Store[jx][jy] = element; -#else - Back[jx][jy] = element; -#endif - } + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) + return FALSE; + + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ MovDelay[jx][jy] = 96; ResetGfxAnimation(jx, jy); ResetRandomAnimationValue(jx, jy); - if (player->dynamite) + if (player->inventory_size > 0) { - Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : - EL_DYNAMITE_ACTIVE); - player->dynamite--; + int new_element = player->inventory_element[--player->inventory_size]; + + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { -#if 1 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); -#endif - } - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); + + TestIfElementTouchesCustomElement(jx, jy); } - else + else /* player is dropping a dyna bomb */ { + player->dynabombs_left--; + Feld[jx][jy] = EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); - player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(jx, jy, ACTION_DROPPING); } return TRUE; @@ -7508,21 +8914,18 @@ boolean PlaceBomb(struct PlayerInfo *player) static int *loop_sound_frame = NULL; static int *loop_sound_volume = NULL; -void InitPlaySoundLevel() +void InitPlayLevelSound() { int num_sounds = getSoundListSize(); - if (loop_sound_frame != NULL) - free(loop_sound_frame); + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - if (loop_sound_volume != NULL) - free(loop_sound_volume); - - loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); } -static void PlaySoundLevel(int x, int y, int nr) +static void PlayLevelSound(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; @@ -7567,42 +8970,59 @@ static void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -static void PlaySoundLevelNearest(int x, int y, int sound_action) +static void PlayLevelSoundNearest(int x, int y, int sound_action) { - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : x > LEVELX(BX2) ? LEVELX(BX2) : x, y < LEVELY(BY1) ? LEVELY(BY1) : y > LEVELY(BY2) ? LEVELY(BY2) : y, sound_action); } -static void PlaySoundLevelAction(int x, int y, int action) +static void PlayLevelSoundAction(int x, int y, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], action); + PlayLevelSoundElementAction(x, y, Feld[x][y], action); } -static void PlaySoundLevelElementAction(int x, int y, int element, int action) +static void PlayLevelSoundElementAction(int x, int y, int element, int action) { int sound_effect = element_info[element].sound[action]; if (sound_effect != SND_UNDEFINED) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); } -static void PlaySoundLevelActionIfLoop(int x, int y, int action) +static void PlayLevelSoundActionIfLoop(int x, int y, int action) { int sound_effect = element_info[Feld[x][y]].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); } -static void StopSoundLevelActionIfLoop(int x, int y, int action) +static void StopLevelSoundActionIfLoop(int x, int y, int action) { int sound_effect = element_info[Feld[x][y]].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); + StopSound(sound_effect); +} + +static void PlayLevelMusic() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } void RaiseScore(int value) @@ -7676,7 +9096,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_KEY]); break; default: - RaiseScore(element_info[element].score); + RaiseScore(element_info[element].collect_score); break; } } @@ -7766,7 +9186,7 @@ void CreateGameButtons() { int i; - for (i=0; i