X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0b52048d657b6e2243a4ebb8bb2830e4fb2caef6;hb=0504aa8cd46953c83e3beb7ead9e4e908a7140a1;hp=b0d7ec6bfd1a670820bce99d0111fd67b8c7db58;hpb=ea6e4698905d7440a265e323d03cf13fc323c44b;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index b0d7ec6b..5ff50a1f 100644 --- a/src/game.c +++ b/src/game.c @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2002 Artsoft Entertainment * -* Holger Schemel * -* Detmolder Strasse 189 * -* 33604 Bielefeld * -* Germany * -* e-mail: info@artsoft.org * -*----------------------------------------------------------* -* game.c * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// game.c +// ============================================================================ #include "libgame/libgame.h" @@ -17,46 +15,45 @@ #include "init.h" #include "tools.h" #include "screens.h" +#include "events.h" #include "files.h" #include "tape.h" #include "network.h" +#include "anim.h" -/* this switch controls how rocks move horizontally */ -#define OLD_GAME_BEHAVIOUR FALSE + +/* DEBUG SETTINGS */ +#define DEBUG_INIT_PLAYER 1 +#define DEBUG_PLAYER_ACTIONS 0 /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE /* EXPERIMENTAL STUFF */ -#define USE_NEW_STUFF (TRUE * 1) - -#define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1) -#define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1) -#define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1) -#define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1) -#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1) -#define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1) - -#define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1) -#define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1) - -#define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1) -#if 0 -#define USE_BLOCK_DELAY_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#define USE_QUICKSAND_BD_ROCK_BUGFIX 0 +#define USE_QUICKSAND_IMPACT_BUGFIX 0 +#define USE_DELAYED_GFX_REDRAW 0 +#define USE_NEW_PLAYER_ASSIGNMENTS 1 + +#if USE_DELAYED_GFX_REDRAW +#define TEST_DrawLevelField(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE +#define TEST_DrawLevelFieldCrumbled(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS +#define TEST_DrawTwinkleOnField(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED +#else +#define TEST_DrawLevelField(x, y) \ + DrawLevelField(x, y) +#define TEST_DrawLevelFieldCrumbled(x, y) \ + DrawLevelFieldCrumbled(x, y) +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + DrawLevelFieldCrumbledNeighbours(x, y) +#define TEST_DrawTwinkleOnField(x, y) \ + DrawTwinkleOnField(x, y) #endif -#define USE_GRAVITY_BUGFIX_NEW (TRUE * USE_NEW_STUFF * 1) -#define USE_GRAVITY_BUGFIX_OLD (TRUE * USE_NEW_STUFF * 0) - -#define USE_PENGUIN_COLLECT_BUGFIX (TRUE * USE_NEW_STUFF * 1) - -#define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1) - -#define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1) -#define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1) - -#define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1) - -#define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1) /* for DigField() */ @@ -65,623 +62,1475 @@ #define DF_SNAP 2 /* for MovePlayer() */ -#define MF_NO_ACTION 0 -#define MF_MOVING 1 -#define MF_ACTION 2 +#define MP_NO_ACTION 0 +#define MP_MOVING 1 +#define MP_ACTION 2 +#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION) /* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 -/* for Explode() */ +/* for Bang()/Explode() */ #define EX_PHASE_START 0 #define EX_TYPE_NONE 0 #define EX_TYPE_NORMAL (1 << 0) #define EX_TYPE_CENTER (1 << 1) #define EX_TYPE_BORDER (1 << 2) #define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_DYNA (1 << 4) #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) -/* special positions in the game control window (relative to control window) */ -#define XX_LEVEL 37 -#define YY_LEVEL 20 -#define XX_EMERALDS 29 -#define YY_EMERALDS 54 -#define XX_DYNAMITE 29 -#define YY_DYNAMITE 89 -#define XX_KEYS 18 -#define YY_KEYS 123 -#define XX_SCORE 15 -#define YY_SCORE 159 -#define XX_TIME1 29 -#define XX_TIME2 30 -#define YY_TIME 194 - -/* special positions in the game control window (relative to main window) */ -#define DX_LEVEL (DX + XX_LEVEL) -#define DY_LEVEL (DY + YY_LEVEL) -#define DX_EMERALDS (DX + XX_EMERALDS) -#define DY_EMERALDS (DY + YY_EMERALDS) -#define DX_DYNAMITE (DX + XX_DYNAMITE) -#define DY_DYNAMITE (DY + YY_DYNAMITE) -#define DX_KEYS (DX + XX_KEYS) -#define DY_KEYS (DY + YY_KEYS) -#define DX_SCORE (DX + XX_SCORE) -#define DY_SCORE (DY + YY_SCORE) -#define DX_TIME1 (DX + XX_TIME1) -#define DX_TIME2 (DX + XX_TIME2) -#define DY_TIME (DY + YY_TIME) - -/* values for initial player move delay (initial delay counter value) */ -#define INITIAL_MOVE_DELAY_OFF -1 -#define INITIAL_MOVE_DELAY_ON 0 - -/* values for player movement speed (which is in fact a delay value) */ -#define MOVE_DELAY_NORMAL_SPEED 8 -#define MOVE_DELAY_HIGH_SPEED 4 - -#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) -#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) -#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) -#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) - -/* values for other actions */ -#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) - -#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) -#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) - -#define INIT_GFX_RANDOM() (SimpleRND(1000000)) - -#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ - RND(element_info[e].push_delay_random)) -#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ - RND(element_info[e].drop_delay_random)) -#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ - RND(element_info[e].move_delay_random)) -#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ - (element_info[e].move_delay_random)) - -#define GET_TARGET_ELEMENT(e, ch) \ - ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ - (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) - -#define GET_VALID_PLAYER_ELEMENT(e) \ - ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) - -#define CAN_GROW_INTO(e) \ - ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition))) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (condition))) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (condition))) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (DONT_COLLIDE_WITH(e) && \ - IS_PLAYER(x, y) && \ - !PLAYER_ENEMY_PROTECTED(x, y)))) - -#if 0 -#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition) || \ - (DONT_COLLIDE_WITH(e) && \ - IS_PLAYER(x, y) && \ - !PLAYER_ENEMY_PROTECTED(x, y)))) -#endif - -#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) - -#if 1 -#define SATELLITE_CAN_ENTER_FIELD(x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) -#else -#define SATELLITE_CAN_ENTER_FIELD(x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID) -#endif - -#if 0 -#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) -#endif - -#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) - -#if 1 - -#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) - -#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) - -#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) - -#define PIG_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) - -#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ - IS_FOOD_PENGUIN(Feld[x][y]))) -#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) - -#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) - -#define SPRING_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) - -#else - -#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - Feld[x][y] == EL_DIAMOND)) - -#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_FOOD_DARK_YAMYAM(Feld[x][y]))) - -#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_AMOEBOID(Feld[x][y]))) - -#define PIG_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_FOOD_PIG(Feld[x][y]))) - -#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - IS_FOOD_PENGUIN(Feld[x][y]) || \ - Feld[x][y] == EL_EXIT_OPEN)) - -#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID))) - -#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (condition))) - -#define SPRING_CAN_ENTER_FIELD(e, x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID))) - -#endif - -#define GROUP_NR(e) ((e) - EL_GROUP_START) -#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) -#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) -#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) - -#define IS_EQUAL_OR_IN_GROUP(e, ge) \ - (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) - -#if 0 -#define CE_ENTER_FIELD_COND(e, x, y) \ - (!IS_PLAYER(x, y) && \ - (Feld[x][y] == EL_ACID || \ - IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))) -#else -#define CE_ENTER_FIELD_COND(e, x, y) \ - (!IS_PLAYER(x, y) && \ - IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) -#endif - -#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) - -#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) -#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) - -#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) -#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) -#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) -#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) - -/* game button identifiers */ -#define GAME_CTRL_ID_STOP 0 -#define GAME_CTRL_ID_PAUSE 1 -#define GAME_CTRL_ID_PLAY 2 -#define SOUND_CTRL_ID_MUSIC 3 -#define SOUND_CTRL_ID_LOOPS 4 -#define SOUND_CTRL_ID_SIMPLE 5 - -#define NUM_GAME_BUTTONS 6 - - -/* forward declaration for internal use */ - -static void AdvanceFrameAndPlayerCounters(int); - -static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); -static boolean MovePlayer(struct PlayerInfo *, int, int); -static void ScrollPlayer(struct PlayerInfo *, int); -static void ScrollScreen(struct PlayerInfo *, int); - -int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); - -static void InitBeltMovement(void); -static void CloseAllOpenTimegates(void); -static void CheckGravityMovement(struct PlayerInfo *); -static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); -static void KillHeroUnlessEnemyProtected(int, int); -static void KillHeroUnlessExplosionProtected(int, int); - -static void TestIfPlayerTouchesCustomElement(int, int); -static void TestIfElementTouchesCustomElement(int, int); -static void TestIfElementHitsCustomElement(int, int, int); -#if 0 -static void TestIfElementSmashesCustomElement(int, int, int); -#endif - -static void ChangeElement(int, int, int); - -static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); -#define CheckTriggeredElementChange(x, y, e, ev) \ - CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ - CH_SIDE_ANY, -1) -#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ - CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) -#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ - CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) -#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ - CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ - CH_SIDE_ANY, p) - -static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); -#define CheckElementChange(x, y, e, te, ev) \ - CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) -#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ - CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) -#define CheckElementChangeBySide(x, y, e, te, ev, s) \ - CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) -#define CheckElementChangeByPage(x, y, e, te, ev, p) \ - CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) - -static void PlayLevelSound(int, int, int); -static void PlayLevelSoundNearest(int, int, int); -static void PlayLevelSoundAction(int, int, int); -static void PlayLevelSoundElementAction(int, int, int, int); -static void PlayLevelSoundElementActionIfLoop(int, int, int, int); -static void PlayLevelSoundActionIfLoop(int, int, int); -static void StopLevelSoundActionIfLoop(int, int, int); -static void PlayLevelMusic(); - -static void MapGameButtons(); -static void HandleGameButtons(struct GadgetInfo *); - -static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; - - -/* ------------------------------------------------------------------------- */ -/* definition of elements that automatically change to other elements after */ -/* a specified time, eventually calling a function when changing */ -/* ------------------------------------------------------------------------- */ +#define PANEL_OFF() (local_player->LevelSolved_PanelOff) +#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF()) +#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p)) +#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p)) + +/* game panel display and control definitions */ +#define GAME_PANEL_LEVEL_NUMBER 0 +#define GAME_PANEL_GEMS 1 +#define GAME_PANEL_INVENTORY_COUNT 2 +#define GAME_PANEL_INVENTORY_FIRST_1 3 +#define GAME_PANEL_INVENTORY_FIRST_2 4 +#define GAME_PANEL_INVENTORY_FIRST_3 5 +#define GAME_PANEL_INVENTORY_FIRST_4 6 +#define GAME_PANEL_INVENTORY_FIRST_5 7 +#define GAME_PANEL_INVENTORY_FIRST_6 8 +#define GAME_PANEL_INVENTORY_FIRST_7 9 +#define GAME_PANEL_INVENTORY_FIRST_8 10 +#define GAME_PANEL_INVENTORY_LAST_1 11 +#define GAME_PANEL_INVENTORY_LAST_2 12 +#define GAME_PANEL_INVENTORY_LAST_3 13 +#define GAME_PANEL_INVENTORY_LAST_4 14 +#define GAME_PANEL_INVENTORY_LAST_5 15 +#define GAME_PANEL_INVENTORY_LAST_6 16 +#define GAME_PANEL_INVENTORY_LAST_7 17 +#define GAME_PANEL_INVENTORY_LAST_8 18 +#define GAME_PANEL_KEY_1 19 +#define GAME_PANEL_KEY_2 20 +#define GAME_PANEL_KEY_3 21 +#define GAME_PANEL_KEY_4 22 +#define GAME_PANEL_KEY_5 23 +#define GAME_PANEL_KEY_6 24 +#define GAME_PANEL_KEY_7 25 +#define GAME_PANEL_KEY_8 26 +#define GAME_PANEL_KEY_WHITE 27 +#define GAME_PANEL_KEY_WHITE_COUNT 28 +#define GAME_PANEL_SCORE 29 +#define GAME_PANEL_HIGHSCORE 30 +#define GAME_PANEL_TIME 31 +#define GAME_PANEL_TIME_HH 32 +#define GAME_PANEL_TIME_MM 33 +#define GAME_PANEL_TIME_SS 34 +#define GAME_PANEL_TIME_ANIM 35 +#define GAME_PANEL_HEALTH 36 +#define GAME_PANEL_HEALTH_ANIM 37 +#define GAME_PANEL_FRAME 38 +#define GAME_PANEL_SHIELD_NORMAL 39 +#define GAME_PANEL_SHIELD_NORMAL_TIME 40 +#define GAME_PANEL_SHIELD_DEADLY 41 +#define GAME_PANEL_SHIELD_DEADLY_TIME 42 +#define GAME_PANEL_EXIT 43 +#define GAME_PANEL_EMC_MAGIC_BALL 44 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45 +#define GAME_PANEL_LIGHT_SWITCH 46 +#define GAME_PANEL_LIGHT_SWITCH_TIME 47 +#define GAME_PANEL_TIMEGATE_SWITCH 48 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49 +#define GAME_PANEL_SWITCHGATE_SWITCH 50 +#define GAME_PANEL_EMC_LENSES 51 +#define GAME_PANEL_EMC_LENSES_TIME 52 +#define GAME_PANEL_EMC_MAGNIFIER 53 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 54 +#define GAME_PANEL_BALLOON_SWITCH 55 +#define GAME_PANEL_DYNABOMB_NUMBER 56 +#define GAME_PANEL_DYNABOMB_SIZE 57 +#define GAME_PANEL_DYNABOMB_POWER 58 +#define GAME_PANEL_PENGUINS 59 +#define GAME_PANEL_SOKOBAN_OBJECTS 60 +#define GAME_PANEL_SOKOBAN_FIELDS 61 +#define GAME_PANEL_ROBOT_WHEEL 62 +#define GAME_PANEL_CONVEYOR_BELT_1 63 +#define GAME_PANEL_CONVEYOR_BELT_2 64 +#define GAME_PANEL_CONVEYOR_BELT_3 65 +#define GAME_PANEL_CONVEYOR_BELT_4 66 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70 +#define GAME_PANEL_MAGIC_WALL 71 +#define GAME_PANEL_MAGIC_WALL_TIME 72 +#define GAME_PANEL_GRAVITY_STATE 73 +#define GAME_PANEL_GRAPHIC_1 74 +#define GAME_PANEL_GRAPHIC_2 75 +#define GAME_PANEL_GRAPHIC_3 76 +#define GAME_PANEL_GRAPHIC_4 77 +#define GAME_PANEL_GRAPHIC_5 78 +#define GAME_PANEL_GRAPHIC_6 79 +#define GAME_PANEL_GRAPHIC_7 80 +#define GAME_PANEL_GRAPHIC_8 81 +#define GAME_PANEL_ELEMENT_1 82 +#define GAME_PANEL_ELEMENT_2 83 +#define GAME_PANEL_ELEMENT_3 84 +#define GAME_PANEL_ELEMENT_4 85 +#define GAME_PANEL_ELEMENT_5 86 +#define GAME_PANEL_ELEMENT_6 87 +#define GAME_PANEL_ELEMENT_7 88 +#define GAME_PANEL_ELEMENT_8 89 +#define GAME_PANEL_ELEMENT_COUNT_1 90 +#define GAME_PANEL_ELEMENT_COUNT_2 91 +#define GAME_PANEL_ELEMENT_COUNT_3 92 +#define GAME_PANEL_ELEMENT_COUNT_4 93 +#define GAME_PANEL_ELEMENT_COUNT_5 94 +#define GAME_PANEL_ELEMENT_COUNT_6 95 +#define GAME_PANEL_ELEMENT_COUNT_7 96 +#define GAME_PANEL_ELEMENT_COUNT_8 97 +#define GAME_PANEL_CE_SCORE_1 98 +#define GAME_PANEL_CE_SCORE_2 99 +#define GAME_PANEL_CE_SCORE_3 100 +#define GAME_PANEL_CE_SCORE_4 101 +#define GAME_PANEL_CE_SCORE_5 102 +#define GAME_PANEL_CE_SCORE_6 103 +#define GAME_PANEL_CE_SCORE_7 104 +#define GAME_PANEL_CE_SCORE_8 105 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 110 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 111 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 112 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 113 +#define GAME_PANEL_PLAYER_NAME 114 +#define GAME_PANEL_LEVEL_NAME 115 +#define GAME_PANEL_LEVEL_AUTHOR 116 + +#define NUM_GAME_PANEL_CONTROLS 117 + +struct GamePanelOrderInfo +{ + int nr; + int sort_priority; +}; -/* forward declaration for changer functions */ -static void InitBuggyBase(int x, int y); -static void WarnBuggyBase(int x, int y); +static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS]; -static void InitTrap(int x, int y); -static void ActivateTrap(int x, int y); -static void ChangeActiveTrap(int x, int y); +struct GamePanelControlInfo +{ + int nr; -static void InitRobotWheel(int x, int y); -static void RunRobotWheel(int x, int y); -static void StopRobotWheel(int x, int y); + struct TextPosInfo *pos; + int type; -static void InitTimegateWheel(int x, int y); -static void RunTimegateWheel(int x, int y); + int graphic, graphic_active; -struct ChangingElementInfo -{ - int element; - int target_element; - int change_delay; - void (*pre_change_function)(int x, int y); - void (*change_function)(int x, int y); - void (*post_change_function)(int x, int y); + int value, last_value; + int frame, last_frame; + int gfx_frame; + int gfx_random; }; -static struct ChangingElementInfo change_delay_list[] = +static struct GamePanelControlInfo game_panel_controls[] = { { - EL_NUT_BREAKING, - EL_EMERALD, - 6, - NULL, - NULL, - NULL + GAME_PANEL_LEVEL_NUMBER, + &game.panel.level_number, + TYPE_INTEGER, }, { - EL_PEARL_BREAKING, - EL_EMPTY, - 8, - NULL, - NULL, - NULL + GAME_PANEL_GEMS, + &game.panel.gems, + TYPE_INTEGER, }, { - EL_EXIT_OPENING, - EL_EXIT_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_COUNT, + &game.panel.inventory_count, + TYPE_INTEGER, }, { - EL_EXIT_CLOSING, - EL_EXIT_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_1, + &game.panel.inventory_first[0], + TYPE_ELEMENT, }, { - EL_SP_EXIT_OPENING, - EL_SP_EXIT_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_2, + &game.panel.inventory_first[1], + TYPE_ELEMENT, }, { - EL_SP_EXIT_CLOSING, - EL_SP_EXIT_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_3, + &game.panel.inventory_first[2], + TYPE_ELEMENT, }, { - EL_SWITCHGATE_OPENING, - EL_SWITCHGATE_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_4, + &game.panel.inventory_first[3], + TYPE_ELEMENT, }, { - EL_SWITCHGATE_CLOSING, - EL_SWITCHGATE_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_5, + &game.panel.inventory_first[4], + TYPE_ELEMENT, }, { - EL_TIMEGATE_OPENING, - EL_TIMEGATE_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_6, + &game.panel.inventory_first[5], + TYPE_ELEMENT, }, { - EL_TIMEGATE_CLOSING, - EL_TIMEGATE_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_7, + &game.panel.inventory_first[6], + TYPE_ELEMENT, }, - { - EL_ACID_SPLASH_LEFT, - EL_EMPTY, - 8, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_8, + &game.panel.inventory_first[7], + TYPE_ELEMENT, }, { - EL_ACID_SPLASH_RIGHT, - EL_EMPTY, - 8, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_LAST_1, + &game.panel.inventory_last[0], + TYPE_ELEMENT, }, { - EL_SP_BUGGY_BASE, - EL_SP_BUGGY_BASE_ACTIVATING, - 0, - InitBuggyBase, - NULL, - NULL + GAME_PANEL_INVENTORY_LAST_2, + &game.panel.inventory_last[1], + TYPE_ELEMENT, }, { - EL_SP_BUGGY_BASE_ACTIVATING, - EL_SP_BUGGY_BASE_ACTIVE, - 0, - InitBuggyBase, - NULL, - NULL + GAME_PANEL_INVENTORY_LAST_3, + &game.panel.inventory_last[2], + TYPE_ELEMENT, }, { - EL_SP_BUGGY_BASE_ACTIVE, - EL_SP_BUGGY_BASE, - 0, - InitBuggyBase, - WarnBuggyBase, - NULL + GAME_PANEL_INVENTORY_LAST_4, + &game.panel.inventory_last[3], + TYPE_ELEMENT, }, { - EL_TRAP, - EL_TRAP_ACTIVE, - 0, - InitTrap, - NULL, - ActivateTrap + GAME_PANEL_INVENTORY_LAST_5, + &game.panel.inventory_last[4], + TYPE_ELEMENT, }, { - EL_TRAP_ACTIVE, - EL_TRAP, - 31, - NULL, - ChangeActiveTrap, - NULL + GAME_PANEL_INVENTORY_LAST_6, + &game.panel.inventory_last[5], + TYPE_ELEMENT, }, { - EL_ROBOT_WHEEL_ACTIVE, - EL_ROBOT_WHEEL, - 0, - InitRobotWheel, - RunRobotWheel, - StopRobotWheel + GAME_PANEL_INVENTORY_LAST_7, + &game.panel.inventory_last[6], + TYPE_ELEMENT, }, { - EL_TIMEGATE_SWITCH_ACTIVE, - EL_TIMEGATE_SWITCH, - 0, - InitTimegateWheel, - RunTimegateWheel, - NULL + GAME_PANEL_INVENTORY_LAST_8, + &game.panel.inventory_last[7], + TYPE_ELEMENT, }, - { - EL_UNDEFINED, - EL_UNDEFINED, - -1, - NULL, - NULL, - NULL - } -}; - -struct -{ - int element; - int push_delay_fixed, push_delay_random; -} -push_delay_list[] = -{ - { EL_SPRING, 0, 0 }, - { EL_BALLOON, 0, 0 }, - - { EL_SOKOBAN_OBJECT, 2, 0 }, - { EL_SOKOBAN_FIELD_FULL, 2, 0 }, - { EL_SATELLITE, 2, 0 }, - { EL_SP_DISK_YELLOW, 2, 0 }, - - { EL_UNDEFINED, 0, 0 }, -}; - -struct -{ - int element; - int move_stepsize; -} -move_stepsize_list[] = -{ - { EL_AMOEBA_DROP, 2 }, - { EL_AMOEBA_DROPPING, 2 }, - { EL_QUICKSAND_FILLING, 1 }, - { EL_QUICKSAND_EMPTYING, 1 }, - { EL_MAGIC_WALL_FILLING, 2 }, - { EL_BD_MAGIC_WALL_FILLING, 2 }, - { EL_MAGIC_WALL_EMPTYING, 2 }, - { EL_BD_MAGIC_WALL_EMPTYING, 2 }, - - { EL_UNDEFINED, 0 }, -}; - -struct -{ - int element; - int count; -} -collect_count_list[] = -{ - { EL_EMERALD, 1 }, - { EL_BD_DIAMOND, 1 }, - { EL_EMERALD_YELLOW, 1 }, - { EL_EMERALD_RED, 1 }, - { EL_EMERALD_PURPLE, 1 }, - { EL_DIAMOND, 3 }, - { EL_SP_INFOTRON, 1 }, - { EL_PEARL, 5 }, - { EL_CRYSTAL, 8 }, - - { EL_UNDEFINED, 0 }, -}; - -struct -{ - int element; - int direction; -} -access_direction_list[] = -{ - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - - { EL_SP_PORT_LEFT, MV_RIGHT }, - { EL_SP_PORT_RIGHT, MV_LEFT }, - { EL_SP_PORT_UP, MV_DOWN }, - { EL_SP_PORT_DOWN, MV_UP }, - { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, - { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, - { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, - { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, - { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, - { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, - { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, - { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, - { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, - { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, - { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, - { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, - { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, - - { EL_UNDEFINED, MV_NO_MOVING } -}; + GAME_PANEL_KEY_1, + &game.panel.key[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_2, + &game.panel.key[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_3, + &game.panel.key[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_4, + &game.panel.key[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_5, + &game.panel.key[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_6, + &game.panel.key[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_7, + &game.panel.key[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_8, + &game.panel.key[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE, + &game.panel.key_white, + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE_COUNT, + &game.panel.key_white_count, + TYPE_INTEGER, + }, + { + GAME_PANEL_SCORE, + &game.panel.score, + TYPE_INTEGER, + }, + { + GAME_PANEL_HIGHSCORE, + &game.panel.highscore, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME, + &game.panel.time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_HH, + &game.panel.time_hh, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_MM, + &game.panel.time_mm, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_SS, + &game.panel.time_ss, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_ANIM, + &game.panel.time_anim, + TYPE_GRAPHIC, -static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; + IMG_GFX_GAME_PANEL_TIME_ANIM, + IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE + }, + { + GAME_PANEL_HEALTH, + &game.panel.health, + TYPE_INTEGER, + }, + { + GAME_PANEL_HEALTH_ANIM, + &game.panel.health_anim, + TYPE_GRAPHIC, + + IMG_GFX_GAME_PANEL_HEALTH_ANIM, + IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE + }, + { + GAME_PANEL_FRAME, + &game.panel.frame, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_NORMAL, + &game.panel.shield_normal, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_NORMAL_TIME, + &game.panel.shield_normal_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_DEADLY, + &game.panel.shield_deadly, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_DEADLY_TIME, + &game.panel.shield_deadly_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EXIT, + &game.panel.exit, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL, + &game.panel.emc_magic_ball, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL_SWITCH, + &game.panel.emc_magic_ball_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH, + &game.panel.light_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH_TIME, + &game.panel.light_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIMEGATE_SWITCH, + &game.panel.timegate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_TIMEGATE_SWITCH_TIME, + &game.panel.timegate_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SWITCHGATE_SWITCH, + &game.panel.switchgate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES, + &game.panel.emc_lenses, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES_TIME, + &game.panel.emc_lenses_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EMC_MAGNIFIER, + &game.panel.emc_magnifier, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGNIFIER_TIME, + &game.panel.emc_magnifier_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_BALLOON_SWITCH, + &game.panel.balloon_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_DYNABOMB_NUMBER, + &game.panel.dynabomb_number, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_SIZE, + &game.panel.dynabomb_size, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_POWER, + &game.panel.dynabomb_power, + TYPE_ELEMENT, + }, + { + GAME_PANEL_PENGUINS, + &game.panel.penguins, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_OBJECTS, + &game.panel.sokoban_objects, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_FIELDS, + &game.panel.sokoban_fields, + TYPE_INTEGER, + }, + { + GAME_PANEL_ROBOT_WHEEL, + &game.panel.robot_wheel, + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1, + &game.panel.conveyor_belt[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2, + &game.panel.conveyor_belt[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3, + &game.panel.conveyor_belt[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4, + &game.panel.conveyor_belt[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1_SWITCH, + &game.panel.conveyor_belt_switch[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2_SWITCH, + &game.panel.conveyor_belt_switch[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3_SWITCH, + &game.panel.conveyor_belt_switch[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4_SWITCH, + &game.panel.conveyor_belt_switch[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL, + &game.panel.magic_wall, + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL_TIME, + &game.panel.magic_wall_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_GRAVITY_STATE, + &game.panel.gravity_state, + TYPE_STRING, + }, + { + GAME_PANEL_GRAPHIC_1, + &game.panel.graphic[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_2, + &game.panel.graphic[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_3, + &game.panel.graphic[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_4, + &game.panel.graphic[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_5, + &game.panel.graphic[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_6, + &game.panel.graphic[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_7, + &game.panel.graphic[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_8, + &game.panel.graphic[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_1, + &game.panel.element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_2, + &game.panel.element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_3, + &game.panel.element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_4, + &game.panel.element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_5, + &game.panel.element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_6, + &game.panel.element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_7, + &game.panel.element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_8, + &game.panel.element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_COUNT_1, + &game.panel.element_count[0], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_2, + &game.panel.element_count[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_3, + &game.panel.element_count[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_4, + &game.panel.element_count[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_5, + &game.panel.element_count[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_6, + &game.panel.element_count[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_7, + &game.panel.element_count[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_8, + &game.panel.element_count[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1, + &game.panel.ce_score[0], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_2, + &game.panel.ce_score[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_3, + &game.panel.ce_score[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_4, + &game.panel.ce_score[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_5, + &game.panel.ce_score[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_6, + &game.panel.ce_score[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_7, + &game.panel.ce_score[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_8, + &game.panel.ce_score[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1_ELEMENT, + &game.panel.ce_score_element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_2_ELEMENT, + &game.panel.ce_score_element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_3_ELEMENT, + &game.panel.ce_score_element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_4_ELEMENT, + &game.panel.ce_score_element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_5_ELEMENT, + &game.panel.ce_score_element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_6_ELEMENT, + &game.panel.ce_score_element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_7_ELEMENT, + &game.panel.ce_score_element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_8_ELEMENT, + &game.panel.ce_score_element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_PLAYER_NAME, + &game.panel.player_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_NAME, + &game.panel.level_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_AUTHOR, + &game.panel.level_author, + TYPE_STRING, + }, + + { + -1, + NULL, + -1, + } +}; + +/* values for delayed check of falling and moving elements and for collision */ +#define CHECK_DELAY_MOVING 3 +#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING +#define CHECK_DELAY_COLLISION 2 +#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION + +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 + +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) + +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + +/* values for scroll positions */ +#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \ + (x) > SBX_Right + MIDPOSX ? SBX_Right :\ + (x) - MIDPOSX) +#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\ + (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\ + (y) - MIDPOSY) + +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + +#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000)) + +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) +#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ + RND(element_info[e].ce_value_random_initial)) +#define GET_CE_SCORE(e) ( (element_info[e].collect_score)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) +#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \ + RND((c)->delay_random)) + + +#define GET_VALID_RUNTIME_ELEMENT(e) \ + ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e)) + +#define RESOLVED_REFERENCE_ELEMENT(be, e) \ + ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \ + (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \ + (be) + (e) - EL_SELF) + +#define GET_PLAYER_FROM_BITS(p) \ + (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0)) + +#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \ + ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \ + (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \ + (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \ + (e) == EL_CURRENT_CE_VALUE ? (cv) : \ + (e) == EL_CURRENT_CE_SCORE ? (cs) : \ + (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \ + RESOLVED_REFERENCE_ELEMENT(be, e) : \ + (e)) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) + +#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) + +#define ANDROID_CAN_CLONE_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \ + CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT))) + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \ + Feld[x][y] == EL_EM_EXIT_OPEN || \ + Feld[x][y] == EL_STEEL_EXIT_OPEN || \ + Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ + Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) + +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) + +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define GAME_CTRL_ID_UNDO 3 +#define GAME_CTRL_ID_REDO 4 +#define GAME_CTRL_ID_SAVE 5 +#define GAME_CTRL_ID_PAUSE2 6 +#define GAME_CTRL_ID_LOAD 7 +#define SOUND_CTRL_ID_MUSIC 8 +#define SOUND_CTRL_ID_LOOPS 9 +#define SOUND_CTRL_ID_SIMPLE 10 + +#define NUM_GAME_BUTTONS 11 + + +/* forward declaration for internal use */ + +static void CreateField(int, int, int); + +static void ResetGfxAnimation(int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); +static void AdvanceFrameAndPlayerCounters(int); + +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + +static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); +static boolean DigFieldByCE(int, int, int); +static boolean SnapField(struct PlayerInfo *, int, int); +static boolean DropElement(struct PlayerInfo *); + +static void InitBeltMovement(void); +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); + +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); + +static void HandleElementChange(int, int, int); +static void ExecuteCustomElementAction(int, int, int, int); +static boolean ChangeElement(int, int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); +static void FadeLevelSoundsAndMusic(); + +static void HandleGameButtons(struct GadgetInfo *); + +int AmoebeNachbarNr(int, int); +void AmoebeUmwandeln(int, int); +void ContinueMoving(int, int); +void Bang(int, int); +void InitMovDir(int, int); +void InitAmoebaNr(int, int); +int NewHiScore(void); + +void TestIfGoodThingHitsBadThing(int, int, int); +void TestIfBadThingHitsGoodThing(int, int, int); +void TestIfPlayerTouchesBadThing(int, int); +void TestIfPlayerRunsIntoBadThing(int, int, int); +void TestIfBadThingTouchesPlayer(int, int); +void TestIfBadThingRunsIntoPlayer(int, int, int); +void TestIfFriendTouchesBadThing(int, int); +void TestIfBadThingTouchesFriend(int, int); +void TestIfBadThingTouchesOtherBadThing(int, int); +void TestIfGoodThingGetsHitByBadThing(int, int, int); + +void KillPlayer(struct PlayerInfo *); +void BuryPlayer(struct PlayerInfo *); +void RemovePlayer(struct PlayerInfo *); + +static int getInvisibleActiveFromInvisibleElement(int); +static int getInvisibleFromInvisibleActiveElement(int); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + +/* for detection of endless loops, caused by custom element programming */ +/* (using maximal playfield width x 10 is just a rough approximation) */ +#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10) + +#define RECURSION_LOOP_DETECTION_START(e, rc) \ +{ \ + if (recursion_loop_detected) \ + return (rc); \ + \ + if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \ + { \ + recursion_loop_detected = TRUE; \ + recursion_loop_element = (e); \ + } \ + \ + recursion_loop_depth++; \ +} + +#define RECURSION_LOOP_DETECTION_END() \ +{ \ + recursion_loop_depth--; \ +} + +static int recursion_loop_depth; +static boolean recursion_loop_detected; +static boolean recursion_loop_element; + +static int map_player_action[MAX_PLAYERS]; + + +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ + +/* forward declaration for changer functions */ +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); + +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); + +static void InitTimegateWheel(int, int); +static void RunTimegateWheel(int, int); + +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); + +struct ChangingElementInfo +{ + int element; + int target_element; + int change_delay; + void (*pre_change_function)(int x, int y); + void (*change_function)(int x, int y); + void (*post_change_function)(int x, int y); +}; + +static struct ChangingElementInfo change_delay_list[] = +{ + { + EL_NUT_BREAKING, + EL_EMERALD, + 6, + NULL, + NULL, + NULL + }, + { + EL_PEARL_BREAKING, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_EXIT_OPENING, + EL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_STEEL_EXIT_OPENING, + EL_STEEL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_STEEL_EXIT_CLOSING, + EL_STEEL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_EXIT_OPENING, + EL_EM_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_EXIT_CLOSING, + EL_EMPTY, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_STEEL_EXIT_OPENING, + EL_EM_STEEL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_STEEL_EXIT_CLOSING, + EL_STEELWALL, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_OPENING, + EL_SWITCHGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_CLOSING, + EL_SWITCHGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_OPENING, + EL_TIMEGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_CLOSING, + EL_TIMEGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + + { + EL_ACID_SPLASH_LEFT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_ACID_SPLASH_RIGHT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE, + EL_SP_BUGGY_BASE_ACTIVATING, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVATING, + EL_SP_BUGGY_BASE_ACTIVE, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVE, + EL_SP_BUGGY_BASE, + 0, + InitBuggyBase, + WarnBuggyBase, + NULL + }, + { + EL_TRAP, + EL_TRAP_ACTIVE, + 0, + InitTrap, + NULL, + ActivateTrap + }, + { + EL_TRAP_ACTIVE, + EL_TRAP, + 31, + NULL, + ChangeActiveTrap, + NULL + }, + { + EL_ROBOT_WHEEL_ACTIVE, + EL_ROBOT_WHEEL, + 0, + InitRobotWheel, + RunRobotWheel, + StopRobotWheel + }, + { + EL_TIMEGATE_SWITCH_ACTIVE, + EL_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, + { + EL_DC_TIMEGATE_SWITCH_ACTIVE, + EL_DC_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, + { + EL_EMC_MAGIC_BALL_ACTIVE, + EL_EMC_MAGIC_BALL_ACTIVE, + 0, + InitMagicBallDelay, + NULL, + ActivateMagicBall + }, + { + EL_EMC_SPRING_BUMPER_ACTIVE, + EL_EMC_SPRING_BUMPER, + 8, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_SHRINKING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_GROWING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL, + }, + + { + EL_UNDEFINED, + EL_UNDEFINED, + -1, + NULL, + NULL, + NULL + } +}; + +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, + + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, + + { EL_UNDEFINED, 0, 0 }, +}; + +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_QUICKSAND_FAST_FILLING, 2 }, + { EL_QUICKSAND_FAST_EMPTYING, 2 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + { EL_DC_MAGIC_WALL_FILLING, 2 }, + { EL_DC_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int direction; +} +access_direction_list[] = +{ + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NONE } +}; + +static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY]) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) @@ -690,76 +1539,139 @@ static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; #define CE_PAGE(e, ce) (element_info[e].event_page[ce]) +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; -void GetPlayerConfig() -{ - if (!audio.sound_available) - setup.sound_simple = FALSE; +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) - if (!audio.loops_available) - setup.sound_loops = FALSE; +#ifdef DEBUG +void DEBUG_SetMaximumDynamite() +{ + int i; - if (!audio.music_available) - setup.sound_music = FALSE; + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +} +#endif - if (!video.fullscreen_available) - setup.fullscreen = FALSE; +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; - setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; - SetAudioMode(setup.sound); - InitJoysticks(); + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } } -static int getBeltNrFromBeltElement(int element) +static void InitPlayfieldScanMode(int mode) { - return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3); + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); } -static int getBeltNrFromBeltActiveElement(int element) +static int get_move_delay_from_stepsize(int move_stepsize) { - return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3); + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; } -static int getBeltNrFromBeltSwitchElement(int element) +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) { - return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3); + int player_nr = player->index_nr; + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay[player_nr]; + player->move_delay_value = game.initial_move_delay_value[player_nr]; + + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + } } -static int getBeltDirNrFromBeltSwitchElement(int element) +void GetPlayerConfig() { - static int belt_base_element[4] = - { - EL_CONVEYOR_BELT_1_SWITCH_LEFT, - EL_CONVEYOR_BELT_2_SWITCH_LEFT, - EL_CONVEYOR_BELT_3_SWITCH_LEFT, - EL_CONVEYOR_BELT_4_SWITCH_LEFT - }; + GameFrameDelay = setup.game_frame_delay; - int belt_nr = getBeltNrFromBeltSwitchElement(element); - int belt_dir_nr = element - belt_base_element[belt_nr]; + if (!audio.sound_available) + setup.sound_simple = FALSE; + + if (!audio.loops_available) + setup.sound_loops = FALSE; + + if (!audio.music_available) + setup.sound_music = FALSE; + + if (!video.fullscreen_available) + setup.fullscreen = FALSE; + + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); - return (belt_dir_nr % 3); + SetAudioMode(setup.sound); } -static int getBeltDirFromBeltSwitchElement(int element) +int GetElementFromGroupElement(int element) { - static int belt_move_dir[3] = + if (IS_GROUP_ELEMENT(element)) { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT - }; + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); + + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + + group->choice_pos++; - int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); + element = group->element_resolved[element_pos]; + } - return belt_move_dir[belt_dir_nr]; + return element; } static void InitPlayerField(int x, int y, int element, boolean init_game) @@ -776,7 +1688,11 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } else { - stored_player[0].use_murphy_graphic = TRUE; + stored_player[0].initial_element = element; + stored_player[0].use_murphy = TRUE; + + if (!level.use_artwork_element[0]) + stored_player[0].artwork_element = EL_SP_MURPHY; } Feld[x][y] = EL_PLAYER_1; @@ -794,9 +1710,6 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) level.sp_block_last_field : level.block_last_field); -#if USE_NEW_BLOCK_STYLE -#if 1 - /* ---------- initialize player's last field block delay --------------- */ /* always start with reliable default value (no adjustment needed) */ @@ -810,49 +1723,6 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) if (game.use_block_last_field_bug) player->block_delay_adjustment = (player->block_last_field ? -1 : 1); -#if 0 - /* blocking the last field when moving was corrected in version 3.1.1 */ - if (game.use_block_last_field_bug) - { - /* even "not blocking" was blocking the last field for one frame */ - level.block_delay = (level.block_last_field ? 7 : 1); - level.sp_block_delay = (level.sp_block_last_field ? 7 : 1); - - level.block_last_field = TRUE; - level.sp_block_last_field = TRUE; - } -#endif - -#if 0 /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */ - level.block_delay = 8; /* when blocking, block 8 frames */ - level.sp_block_delay = 9; /* SP indeed blocks 9 frames, not 8 */ -#endif - -#if 0 - printf("::: %d, %d\n", level.block_delay, level.sp_block_delay); -#endif - -#else - -#if 1 - player->block_delay = (player->block_last_field ? - (element == EL_SP_MURPHY ? - level.sp_block_delay : - level.block_delay) : 0); -#else - player->block_delay = (element == EL_SP_MURPHY ? - (player->block_last_field ? 7 : 1) : - (player->block_last_field ? 7 : 1)); -#endif - -#endif - -#if 0 - printf("::: block_last_field == %d, block_delay = %d\n", - player->block_last_field, player->block_delay); -#endif -#endif - if (!options.network || player->connected) { player->active = TRUE; @@ -863,20 +1733,31 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) StorePlayer[x][y] = Feld[x][y]; +#if DEBUG_INIT_PLAYER if (options.debug) { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", + printf("- player element %d activated", player->element_nr); + printf(" (local player is %d and currently %s)\n", local_player->element_nr, local_player->active ? "active" : "not active"); } } +#endif Feld[x][y] = EL_EMPTY; player->jx = player->last_jx = x; player->jy = player->last_jy = y; } + + if (!init_game) + { + int player_nr = GET_PLAYER_NR(element); + struct PlayerInfo *player = &stored_player[player_nr]; + + if (player->active && player->killed) + player->reanimated = TRUE; /* if player was just killed, reanimate him */ + } } static void InitField(int x, int y, boolean init_game) @@ -918,41 +1799,45 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; break; + case EL_BUG: case EL_BUG_RIGHT: case EL_BUG_UP: case EL_BUG_LEFT: case EL_BUG_DOWN: - case EL_BUG: + case EL_SPACESHIP: case EL_SPACESHIP_RIGHT: case EL_SPACESHIP_UP: case EL_SPACESHIP_LEFT: case EL_SPACESHIP_DOWN: - case EL_SPACESHIP: + case EL_BD_BUTTERFLY: case EL_BD_BUTTERFLY_RIGHT: case EL_BD_BUTTERFLY_UP: case EL_BD_BUTTERFLY_LEFT: case EL_BD_BUTTERFLY_DOWN: - case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: case EL_BD_FIREFLY_RIGHT: case EL_BD_FIREFLY_UP: case EL_BD_FIREFLY_LEFT: case EL_BD_FIREFLY_DOWN: - case EL_BD_FIREFLY: case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: case EL_YAMYAM: + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE: case EL_MOLE_LEFT: case EL_MOLE_RIGHT: case EL_MOLE_UP: case EL_MOLE_DOWN: - case EL_MOLE: InitMovDir(x, y); break; @@ -978,292 +1863,905 @@ static void InitField(int x, int y, boolean init_game) MovDelay[x][y] = 96; break; - case EL_LAMP: - local_player->lights_still_needed++; - break; + case EL_EM_DYNAMITE_ACTIVE: + MovDelay[x][y] = 32; + break; + + case EL_LAMP: + local_player->lights_still_needed++; + break; + + case EL_PENGUIN: + local_player->friends_still_needed++; + break; + + case EL_PIG: + case EL_DRAGON: + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); + break; + + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: + if (init_game) + { + int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_LIGHT_SWITCH_ACTIVE: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + + case EL_INVISIBLE_STEELWALL: + case EL_INVISIBLE_WALL: + case EL_INVISIBLE_SAND: + if (game.light_time_left > 0 || + game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + break; + + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; + break; + + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; + + case EL_TRIGGER_PLAYER: + case EL_TRIGGER_ELEMENT: + case EL_TRIGGER_CE_VALUE: + case EL_TRIGGER_CE_SCORE: + case EL_SELF: + case EL_ANY_ELEMENT: + case EL_CURRENT_CE_VALUE: + case EL_CURRENT_CE_SCORE: + case EL_PREV_CE_1: + case EL_PREV_CE_2: + case EL_PREV_CE_3: + case EL_PREV_CE_4: + case EL_PREV_CE_5: + case EL_PREV_CE_6: + case EL_PREV_CE_7: + case EL_PREV_CE_8: + case EL_NEXT_CE_1: + case EL_NEXT_CE_2: + case EL_NEXT_CE_3: + case EL_NEXT_CE_4: + case EL_NEXT_CE_5: + case EL_NEXT_CE_6: + case EL_NEXT_CE_7: + case EL_NEXT_CE_8: + /* reference elements should not be used on the playfield */ + Feld[x][y] = EL_EMPTY; + break; + + default: + if (IS_CUSTOM_ELEMENT(element)) + { + if (CAN_MOVE(element)) + InitMovDir(x, y); + + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]); + } + else if (IS_GROUP_ELEMENT(element)) + { + Feld[x][y] = GetElementFromGroupElement(element); + + InitField(x, y, init_game); + } + + break; + } + + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); +} + +inline static void InitField_WithBug1(int x, int y, boolean init_game) +{ + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +} + +inline static void InitField_WithBug2(int x, int y, boolean init_game) +{ + int old_element = Feld[x][y]; + + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); + + /* this case is in fact a combination of not less than three bugs: + first, it calls InitMovDir() for elements that can move, although this is + already done by InitField(); then, it checks the element that was at this + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ +} + +static int get_key_element_from_nr(int key_nr) +{ + int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + EL_EM_KEY_1 : EL_KEY_1); + + return key_base_element + key_nr; +} + +static int get_next_dropped_element(struct PlayerInfo *player) +{ + return (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); +} + +static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos) +{ + /* pos >= 0: get element from bottom of the stack; + pos < 0: get element from top of the stack */ + + if (pos < 0) + { + int min_inventory_size = -pos; + int inventory_pos = player->inventory_size - min_inventory_size; + int min_dynabombs_left = min_inventory_size - player->inventory_size; + + return (player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + EL_UNDEFINED); + } + else + { + int min_dynabombs_left = pos + 1; + int min_inventory_size = pos + 1 - player->dynabombs_left; + int inventory_pos = pos - player->dynabombs_left; + + return (player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + EL_UNDEFINED); + } +} + +static int compareGamePanelOrderInfo(const void *object1, const void *object2) +{ + const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1; + const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2; + int compare_result; + + if (gpo1->sort_priority != gpo2->sort_priority) + compare_result = gpo1->sort_priority - gpo2->sort_priority; + else + compare_result = gpo1->nr - gpo2->nr; + + return compare_result; +} + +int getPlayerInventorySize(int player_nr) +{ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + return level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + return level.native_sp_level->game_sp->red_disk_count; + else + return stored_player[player_nr].inventory_size; +} + +void InitGameControlValues() +{ + int i; + + for (i = 0; game_panel_controls[i].nr != -1; i++) + { + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + struct GamePanelOrderInfo *gpo = &game_panel_order[i]; + struct TextPosInfo *pos = gpc->pos; + int nr = gpc->nr; + int type = gpc->type; + + if (nr != i) + { + Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i); + Error(ERR_EXIT, "this should not happen -- please debug"); + } + + /* force update of game controls after initialization */ + gpc->value = gpc->last_value = -1; + gpc->frame = gpc->last_frame = -1; + gpc->gfx_frame = -1; + + /* determine panel value width for later calculation of alignment */ + if (type == TYPE_INTEGER || type == TYPE_STRING) + { + pos->width = pos->size * getFontWidth(pos->font); + pos->height = getFontHeight(pos->font); + } + else if (type == TYPE_ELEMENT) + { + pos->width = pos->size; + pos->height = pos->size; + } + + /* fill structure for game panel draw order */ + gpo->nr = gpc->nr; + gpo->sort_priority = pos->sort_priority; + } + + /* sort game panel controls according to sort_priority and control number */ + qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS, + sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo); +} + +void UpdatePlayfieldElementCount() +{ + boolean use_element_count = FALSE; + int i, j, x, y; + + /* first check if it is needed at all to calculate playfield element count */ + for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++) + if (!PANEL_DEACTIVATED(game_panel_controls[i].pos)) + use_element_count = TRUE; + + if (!use_element_count) + return; + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + element_info[i].element_count = 0; + + SCAN_PLAYFIELD(x, y) + { + element_info[Feld[x][y]].element_count++; + } + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + for (j = 0; j < MAX_NUM_ELEMENTS; j++) + if (IS_IN_GROUP(j, i)) + element_info[EL_GROUP_START + i].element_count += + element_info[j].element_count; +} + +void UpdateGameControlValues() +{ + int i, k; + int time = (local_player->LevelSolved ? + local_player->LevelSolved_CountingTime : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->time : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->time_played : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.energy_left : + game.no_time_limit ? TimePlayed : TimeLeft); + int score = (local_player->LevelSolved ? + local_player->LevelSolved_CountingScore : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + local_player->score); + int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->required : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_still_needed : + local_player->gems_still_needed); + int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->required > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_still_needed > 0 || + game_mm.lights_still_needed > 0 : + local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0); + int health = (level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100); + + UpdatePlayfieldElementCount(); + + /* update game panel control values */ + + game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr; + game_panel_controls[GAME_PANEL_GEMS].value = gems; + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0; + for (i = 0; i < MAX_NUM_KEYS; i++) + game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0; + + if (game.centered_player_nr == -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + /* only one player in Supaplex game engine */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0) + break; + + for (k = 0; k < MAX_NUM_KEYS; k++) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->ply[i]->keys & (1 << k)) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + else if (stored_player[i].key[k]) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(i); + + if (stored_player[i].num_white_keys > 0) + game_panel_controls[GAME_PANEL_KEY_WHITE].value = + EL_DC_KEY_WHITE; + + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[i].num_white_keys; + } + } + else + { + int player_nr = game.centered_player_nr; + + for (k = 0; k < MAX_NUM_KEYS; k++) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->ply[player_nr]->keys & (1 << k)) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + else if (stored_player[player_nr].key[k]) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(player_nr); + + if (stored_player[player_nr].num_white_keys > 0) + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE; + + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[player_nr].num_white_keys; + } + + for (i = 0; i < NUM_PANEL_INVENTORY; i++) + { + game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value = + get_inventory_element_from_pos(local_player, i); + game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value = + get_inventory_element_from_pos(local_player, -i - 1); + } + + game_panel_controls[GAME_PANEL_SCORE].value = score; + game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score; + + game_panel_controls[GAME_PANEL_TIME].value = time; + + game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600; + game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; + game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; + + if (game.no_time_limit) + game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100; + else + game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time; + + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health; + + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; + + game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = + (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value = + local_player->shield_normal_time_left; + game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value = + (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value = + local_player->shield_deadly_time_left; + + game_panel_controls[GAME_PANEL_EXIT].value = + (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN); + + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL); + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE : + EL_EMC_MAGIC_BALL_SWITCH); + + game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value = + (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH); + game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value = + game.light_time_left; + + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value = + (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED); + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value = + game.timegate_time_left; + + game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value = + EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + + game_panel_controls[GAME_PANEL_EMC_LENSES].value = + (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value = + game.lenses_time_left; + + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value = + (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value = + game.magnify_time_left; + + game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value = + (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT : + game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT : + game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP : + game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN : + EL_BALLOON_SWITCH_NONE); + + game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value = + local_player->dynabomb_count; + game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value = + local_player->dynabomb_size; + game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value = + (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY); + + game_panel_controls[GAME_PANEL_PENGUINS].value = + local_player->friends_still_needed; + + game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value = + local_player->sokobanfields_still_needed; + game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value = + local_player->sokobanfields_still_needed; + + game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value = + (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL); + + for (i = 0; i < NUM_BELTS; i++) + { + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value = + (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE : + EL_CONVEYOR_BELT_1_MIDDLE) + i; + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value = + getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]); + } + + game_panel_controls[GAME_PANEL_MAGIC_WALL].value = + (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL); + game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value = + game.magic_wall_time_left; + + game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = + local_player->gravity; + + for (i = 0; i < NUM_PANEL_GRAPHICS; i++) + game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i; - case EL_PENGUIN: - local_player->friends_still_needed++; - break; + for (i = 0; i < NUM_PANEL_ELEMENTS; i++) + game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value = + (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ? + game.panel.element[i].id : EL_UNDEFINED); - case EL_PIG: - case EL_DRAGON: - GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); - break; + for (i = 0; i < NUM_PANEL_ELEMENTS; i++) + game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value = + (IS_VALID_ELEMENT(game.panel.element_count[i].id) ? + element_info[game.panel.element_count[i].id].element_count : 0); -#if 0 - case EL_SP_EMPTY: - Feld[x][y] = EL_EMPTY; - break; -#endif + for (i = 0; i < NUM_PANEL_CE_SCORE; i++) + game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = + (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ? + element_info[game.panel.ce_score[i].id].collect_score : 0); -#if 0 - case EL_EM_KEY_1_FILE: - Feld[x][y] = EL_EM_KEY_1; - break; - case EL_EM_KEY_2_FILE: - Feld[x][y] = EL_EM_KEY_2; - break; - case EL_EM_KEY_3_FILE: - Feld[x][y] = EL_EM_KEY_3; - break; - case EL_EM_KEY_4_FILE: - Feld[x][y] = EL_EM_KEY_4; - break; -#endif + for (i = 0; i < NUM_PANEL_CE_SCORE; i++) + game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = + (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ? + element_info[game.panel.ce_score_element[i].id].collect_score : + EL_UNDEFINED); - case EL_CONVEYOR_BELT_1_SWITCH_LEFT: - case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_2_SWITCH_LEFT: - case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_3_SWITCH_LEFT: - case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_4_SWITCH_LEFT: - case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: - if (init_game) + game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0; + game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0; + game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0; + + /* update game panel control frames */ + + for (i = 0; game_panel_controls[i].nr != -1; i++) + { + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + + if (gpc->type == TYPE_ELEMENT) + { + if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY) { - int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); - int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); - int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); + int last_anim_random_frame = gfx.anim_random_frame; + int element = gpc->value; + int graphic = el2panelimg(element); - if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + if (gpc->value != gpc->last_value) { - game.belt_dir[belt_nr] = belt_dir; - game.belt_dir_nr[belt_nr] = belt_dir_nr; + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); } - else /* more than one switch -- set it like the first switch */ + else { - Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + gpc->gfx_frame++; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); } - } - break; - case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ - if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; - break; + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; - case EL_LIGHT_SWITCH_ACTIVE: - if (init_game) - game.light_time_left = level.time_light * FRAMES_PER_SECOND; - break; + if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + gpc->gfx_frame = element_info[element].collect_score; - default: - if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) - InitMovDir(x, y); - else if (IS_GROUP_ELEMENT(element)) + gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), + gpc->gfx_frame); + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + } + } + else if (gpc->type == TYPE_GRAPHIC) + { + if (gpc->graphic != IMG_UNDEFINED) { - struct ElementGroupInfo *group = element_info[element].group; int last_anim_random_frame = gfx.anim_random_frame; - int element_pos; + int graphic = gpc->graphic; - if (group->choice_mode == ANIM_RANDOM) - gfx.anim_random_frame = RND(group->num_elements_resolved); - - element_pos = getAnimationFrame(group->num_elements_resolved, 1, - group->choice_mode, 0, - group->choice_pos); + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); + } + else + { + gpc->gfx_frame++; - if (group->choice_mode == ANIM_RANDOM) - gfx.anim_random_frame = last_anim_random_frame; + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } - group->choice_pos++; + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; - Feld[x][y] = group->element_resolved[element_pos]; + gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame); - InitField(x, y, init_game); + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; } - break; + } } } -static inline void InitField_WithBug1(int x, int y, boolean init_game) -{ - InitField(x, y, init_game); - - /* not needed to call InitMovDir() -- already done by InitField()! */ - if (game.engine_version < VERSION_IDENT(3,1,0,0) && - CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); -} - -static inline void InitField_WithBug2(int x, int y, boolean init_game) +void DisplayGameControlValues() { - int old_element = Feld[x][y]; + boolean redraw_panel = FALSE; + int i; - InitField(x, y, init_game); + for (i = 0; game_panel_controls[i].nr != -1; i++) + { + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; - /* not needed to call InitMovDir() -- already done by InitField()! */ - if (game.engine_version < VERSION_IDENT(3,1,0,0) && - CAN_MOVE(old_element) && - (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) - InitMovDir(x, y); + if (PANEL_DEACTIVATED(gpc->pos)) + continue; - /* this case is in fact a combination of not less than three bugs: - first, it calls InitMovDir() for elements that can move, although this is - already done by InitField(); then, it checks the element that was at this - field _before_ the call to InitField() (which can change it); lastly, it - was not called for "mole with direction" elements, which were treated as - "cannot move" due to (fixed) wrong element initialization in "src/init.c" - */ -} + if (gpc->value == gpc->last_value && + gpc->frame == gpc->last_frame) + continue; -inline void DrawGameValue_Emeralds(int value) -{ - DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); -} + redraw_panel = TRUE; + } -inline void DrawGameValue_Dynamite(int value) -{ - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); -} + if (!redraw_panel) + return; -inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) -{ - int i; + /* copy default game door content to main double buffer */ - /* currently only 4 of 8 possible keys are displayed */ - for (i = 0; i < STD_NUM_KEYS; i++) - if (key[i]) - DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + i)); -} + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); -inline void DrawGameValue_Score(int value) -{ - DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); -} + /* redraw game control buttons */ + RedrawGameButtons(); -inline void DrawGameValue_Time(int value) -{ - if (value < 1000) - DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); - else - DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); -} + SetGameStatus(GAME_MODE_PSEUDO_PANEL); -inline void DrawGameValue_Level(int value) -{ - if (level_nr < 100) - DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); - else + for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++) { - /* misuse area for displaying emeralds to draw bigger level number */ - DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, - int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + int nr = game_panel_order[i].nr; + struct GamePanelControlInfo *gpc = &game_panel_controls[nr]; + struct TextPosInfo *pos = gpc->pos; + int type = gpc->type; + int value = gpc->value; + int frame = gpc->frame; + int size = pos->size; + int font = pos->font; + boolean draw_masked = pos->draw_masked; + int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE); - /* now copy it to the area for displaying level number */ - BlitBitmap(drawto, drawto, - DX_EMERALDS, DY_EMERALDS + 1, - getFontWidth(FONT_LEVEL_NUMBER) * 3, - getFontHeight(FONT_LEVEL_NUMBER) - 1, - DX_LEVEL - 1, DY_LEVEL + 1); + if (PANEL_DEACTIVATED(pos)) + continue; - /* restore the area for displaying emeralds */ - DrawGameValue_Emeralds(local_player->gems_still_needed); + gpc->last_value = value; + gpc->last_frame = frame; - /* yes, this is all really ugly :-) */ - } -} + if (type == TYPE_INTEGER) + { + if (nr == GAME_PANEL_LEVEL_NUMBER || + nr == GAME_PANEL_TIME) + { + boolean use_dynamic_size = (size == -1 ? TRUE : FALSE); -void DrawAllGameValues(int emeralds, int dynamite, int score, int time, - int key_bits) -{ - int key[MAX_NUM_KEYS]; - int i; + if (use_dynamic_size) /* use dynamic number of digits */ + { + int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000); + int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3); + int size2 = size1 + 1; + int font1 = pos->font; + int font2 = pos->font_alt; + + size = (value < value_change ? size1 : size2); + font = (value < value_change ? font1 : font2); + } + } - for (i = 0; i < MAX_NUM_KEYS; i++) - key[i] = key_bits & (1 << i); + /* correct text size if "digits" is zero or less */ + if (size <= 0) + size = strlen(int2str(value, size)); - DrawGameValue_Level(level_nr); + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); - DrawGameValue_Emeralds(emeralds); - DrawGameValue_Dynamite(dynamite); - DrawGameValue_Score(score); - DrawGameValue_Time(time); + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + int2str(value, size), font, mask_mode); + } + else if (type == TYPE_ELEMENT) + { + int element, graphic; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); - DrawGameValue_Keys(key); -} + if (value != EL_UNDEFINED && value != EL_EMPTY) + { + element = value; + graphic = el2panelimg(value); -void DrawGameDoorValues() -{ - int i; + // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size); - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - { - DrawGameDoorValues_EM(); + if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0) + size = TILESIZE; - return; - } + getSizedGraphicSource(graphic, frame, size, &src_bitmap, + &src_x, &src_y); - DrawGameValue_Level(level_nr); + width = graphic_info[graphic].width * size / TILESIZE; + height = graphic_info[graphic].height * size / TILESIZE; - DrawGameValue_Emeralds(local_player->gems_still_needed); - DrawGameValue_Dynamite(local_player->inventory_size); - DrawGameValue_Score(local_player->score); - DrawGameValue_Time(TimeLeft); + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } + else if (type == TYPE_GRAPHIC) + { + int graphic = gpc->graphic; + int graphic_active = gpc->graphic_active; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); + boolean skip = (pos->class == get_hash_from_key("mm_engine_only") && + level.game_engine_type != GAME_ENGINE_TYPE_MM); - for (i = 0; i < MAX_PLAYERS; i++) - DrawGameValue_Keys(stored_player[i].key); -} + if (graphic != IMG_UNDEFINED && !skip) + { + if (pos->style == STYLE_REVERSE) + value = 100 - value; -static void resolve_group_element(int group_element, int recursion_depth) -{ - static int group_nr; - static struct ElementGroupInfo *group; - struct ElementGroupInfo *actual_group = element_info[group_element].group; - int i; + getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y); - if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ - { - Error(ERR_WARN, "recursion too deep when resolving group element %d", - group_element - EL_GROUP_START + 1); + if (pos->direction & MV_HORIZONTAL) + { + width = graphic_info[graphic_active].width * value / 100; + height = graphic_info[graphic_active].height; - /* replace element which caused too deep recursion by question mark */ - group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + if (pos->direction == MV_LEFT) + { + src_x += graphic_info[graphic_active].width - width; + dst_x += graphic_info[graphic_active].width - width; + } + } + else + { + width = graphic_info[graphic_active].width; + height = graphic_info[graphic_active].height * value / 100; - return; - } + if (pos->direction == MV_UP) + { + src_y += graphic_info[graphic_active].height - height; + dst_y += graphic_info[graphic_active].height - height; + } + } - if (recursion_depth == 0) /* initialization */ - { - group = element_info[group_element].group; - group_nr = group_element - EL_GROUP_START; + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); - group->num_elements_resolved = 0; - group->choice_pos = 0; - } + getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y); - for (i = 0; i < actual_group->num_elements; i++) - { - int element = actual_group->element[i]; + if (pos->direction & MV_HORIZONTAL) + { + if (pos->direction == MV_RIGHT) + { + src_x += width; + dst_x += width; + } + else + { + dst_x = PANEL_XPOS(pos); + } - if (group->num_elements_resolved == NUM_FILE_ELEMENTS) - break; + width = graphic_info[graphic].width - width; + } + else + { + if (pos->direction == MV_DOWN) + { + src_y += height; + dst_y += height; + } + else + { + dst_y = PANEL_YPOS(pos); + } - if (IS_GROUP_ELEMENT(element)) - resolve_group_element(element, recursion_depth + 1); - else + height = graphic_info[graphic].height - height; + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } + else if (type == TYPE_STRING) { - group->element_resolved[group->num_elements_resolved++] = element; - element_info[element].in_group[group_nr] = TRUE; + boolean active = (value != 0); + char *state_normal = "off"; + char *state_active = "on"; + char *state = (active ? state_active : state_normal); + char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state : + nr == GAME_PANEL_PLAYER_NAME ? setup.player_name : + nr == GAME_PANEL_LEVEL_NAME ? level.name : + nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL); + + if (nr == GAME_PANEL_GRAVITY_STATE) + { + int font1 = pos->font; /* (used for normal state) */ + int font2 = pos->font_alt; /* (used for active state) */ + + font = (active ? font2 : font1); + } + + if (s != NULL) + { + char *s_cut; + + if (size <= 0) + { + /* don't truncate output if "chars" is zero or less */ + size = strlen(s); + + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); + } + + s_cut = getStringCopyN(s, size); + + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + s_cut, font, mask_mode); + + free(s_cut); + } } - } -#if 0 - if (recursion_depth == 0 && group_element <= EL_GROUP_4) - { - printf("::: group %d: %d resolved elements\n", - group_element - EL_GROUP_START, group->num_elements_resolved); - for (i = 0; i < group->num_elements_resolved; i++) - printf("::: - %d ['%s']\n", group->element_resolved[i], - element_info[group->element_resolved[i]].token_name); + redraw_mask |= REDRAW_DOOR_1; } -#endif + + SetGameStatus(GAME_MODE_PLAYING); +} + +void UpdateAndDisplayGameControlValues() +{ + if (tape.deactivate_display) + return; + + UpdateGameControlValues(); + DisplayGameControlValues(); +} + +void UpdateGameDoorValues() +{ + UpdateGameControlValues(); +} + +void DrawGameDoorValues() +{ + DisplayGameControlValues(); } @@ -1277,12 +2775,27 @@ static void resolve_group_element(int group_element, int recursion_depth) static void InitGameEngine() { - int i, j, k, l; + int i, j, k, l, x, y; /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : level.game_version); + /* set single or multi-player game mode (needed for re-playing tapes) */ + game.team_mode = setup.team_mode; + + if (tape.playing) + { + int num_players = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + num_players++; + + /* multi-player tapes contain input data for more than one player */ + game.team_mode = (num_players > 1); + } + /* ---------------------------------------------------------------------- */ /* set flags for bugs and changes according to active game engine version */ /* ---------------------------------------------------------------------- */ @@ -1349,8 +2862,20 @@ static void InitGameEngine() game.use_block_last_field_bug = (game.engine_version < VERSION_IDENT(3,1,1,0)); + game_em.use_single_button = + (game.engine_version > VERSION_IDENT(4,0,0,2)); + + game_em.use_snap_key_bug = + (game.engine_version < VERSION_IDENT(4,0,1,0)); + /* ---------------------------------------------------------------------- */ + /* set maximal allowed number of custom element changes per game frame */ + game.max_num_changes_per_frame = 1; + + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + /* dynamically adjust element properties according to game engine version */ InitElementPropertiesEngine(game.engine_version); @@ -1362,35 +2887,18 @@ static void InitGameEngine() printf(" => game.engine_version == %06d\n", game.engine_version); #endif - /* ---------- recursively resolve group elements ------------------------- */ - - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - for (j = 0; j < NUM_GROUP_ELEMENTS; j++) - element_info[i].in_group[j] = FALSE; - - for (i = 0; i < NUM_GROUP_ELEMENTS; i++) - resolve_group_element(EL_GROUP_START + i, 0); - /* ---------- initialize player's initial move delay --------------------- */ -#if USE_NEW_MOVE_DELAY /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay_value[i] = + get_move_delay_from_stepsize(level.initial_player_stepsize[i]); /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? - game.initial_move_delay_value : 0); -#else - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : - INITIAL_MOVE_DELAY_OFF); - - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); -#endif + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay[i] = + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value[i] : 0); /* ---------- initialize player's initial push delay --------------------- */ @@ -1438,14 +2946,29 @@ static void InitGameEngine() ei->change->change_function = ch_delay->change_function; ei->change->post_change_function = ch_delay->post_change_function; + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; + ei->has_change_event[CE_DELAY] = TRUE; -#if 1 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); -#endif + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } + + /* ---------- initialize internal run-time variables --------------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } } -#if 1 /* add change events from custom element configuration */ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { @@ -1453,7 +2976,7 @@ static void InitGameEngine() for (j = 0; j < ei->num_change_pages; j++) { - if (!ei->change_page[j].can_change) + if (!ei->change_page[j].can_change_or_has_action) continue; for (k = 0; k < NUM_CHANGE_EVENTS; k++) @@ -1470,18 +2993,24 @@ static void InitGameEngine() } } -#else + /* ---------- initialize reference elements in change conditions --------- */ - /* add change events from custom element configuration */ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; + struct ElementInfo *ei = &element_info[element]; + + for (j = 0; j < ei->num_change_pages; j++) + { + int trigger_element = ei->change_page[j].initial_trigger_element; + + if (trigger_element >= EL_PREV_CE_8 && + trigger_element <= EL_NEXT_CE_8) + trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element); - /* only add custom elements that change after fixed/random frame delay */ - if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) - element_info[element].has_change_event[CE_DELAY] = TRUE; + ei->change_page[j].trigger_element = trigger_element; + } } -#endif /* ---------- initialize run-time trigger player and element ------------- */ @@ -1492,7 +3021,11 @@ static void InitGameEngine() for (j = 0; j < ei->num_change_pages; j++) { ei->change_page[j].actual_trigger_element = EL_EMPTY; - ei->change_page[j].actual_trigger_player = EL_PLAYER_1; + ei->change_page[j].actual_trigger_player = EL_EMPTY; + ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE; + ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; + ei->change_page[j].actual_trigger_ce_score = 0; } } @@ -1503,7 +3036,6 @@ static void InitGameEngine() for (j = 0; j < NUM_CHANGE_EVENTS; j++) trigger_events[i][j] = FALSE; -#if 1 /* add trigger events from element change event properties */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { @@ -1511,7 +3043,7 @@ static void InitGameEngine() for (j = 0; j < ei->num_change_pages; j++) { - if (!ei->change_page[j].can_change) + if (!ei->change_page[j].can_change_or_has_action) continue; if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) @@ -1530,6 +3062,9 @@ static void InitGameEngine() for (l = 0; l < group->num_elements_resolved; l++) trigger_events[group->element_resolved[l]][k] = TRUE; } + else if (trigger_element == EL_ANY_ELEMENT) + for (l = 0; l < MAX_NUM_ELEMENTS; l++) + trigger_events[l][k] = TRUE; else trigger_events[trigger_element][k] = TRUE; } @@ -1537,14 +3072,6 @@ static void InitGameEngine() } } } -#else - /* add trigger events from element change event properties */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION)) - for (j = 0; j < NUM_CHANGE_EVENTS; j++) - if (element_info[i].change->has_event[j]) - trigger_events[element_info[i].change->trigger_element][j] = TRUE; -#endif /* ---------- initialize push delay -------------------------------------- */ @@ -1553,8 +3080,17 @@ static void InitGameEngine() { if (!IS_CUSTOM_ELEMENT(i)) { - element_info[i].push_delay_fixed = game.default_push_delay_fixed; - element_info[i].push_delay_random = game.default_push_delay_random; + /* set default push delay values (corrected since version 3.0.7-1) */ + if (game.engine_version < VERSION_IDENT(3,0,7,1)) + { + element_info[i].push_delay_fixed = 2; + element_info[i].push_delay_random = 8; + } + else + { + element_info[i].push_delay_fixed = 8; + element_info[i].push_delay_random = 8; + } } } @@ -1574,16 +3110,11 @@ static void InitGameEngine() { if (IS_SP_ELEMENT(i)) { -#if USE_NEW_MOVE_STYLE /* set SP push delay to just enough to push under a falling zonk */ int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); element_info[i].push_delay_fixed = delay; element_info[i].push_delay_random = 0; -#else - element_info[i].push_delay_fixed = 6; /* just enough to escape ... */ - element_info[i].push_delay_random = 0; /* ... from falling zonk */ -#endif } } } @@ -1603,26 +3134,23 @@ static void InitGameEngine() element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } -#if 0 - /* ---------- initialize move dig/leave ---------------------------------- */ + /* ---------- initialize collect score ----------------------------------- */ + /* initialize collect score values for custom elements from initial value */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - element_info[i].can_leave_element = FALSE; - element_info[i].can_leave_element_last = FALSE; - } -#endif + if (IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_score = element_info[i].collect_score_initial; - /* ---------- initialize gem count --------------------------------------- */ + /* ---------- initialize collect count ----------------------------------- */ - /* initialize gem count values for each element */ + /* initialize collect count values for non-custom elements */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].collect_count = 0; + element_info[i].collect_count_initial = 0; - /* add gem count values for all elements from pre-defined list */ + /* add collect count values for all elements from pre-defined list */ for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) - element_info[collect_count_list[i].element].collect_count = + element_info[collect_count_list[i].element].collect_count_initial = collect_count_list[i].count; /* ---------- initialize access direction -------------------------------- */ @@ -1636,6 +3164,93 @@ static void InitGameEngine() for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) element_info[access_direction_list[i].element].access_direction = access_direction_list[i].direction; + + /* ---------- initialize explosion content ------------------------------- */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_CUSTOM_ELEMENT(i)) + continue; + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + { + /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */ + + element_info[i].content.e[x][y] = + (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW : + i == EL_PLAYER_2 ? EL_EMERALD_RED : + i == EL_PLAYER_3 ? EL_EMERALD : + i == EL_PLAYER_4 ? EL_EMERALD_PURPLE : + i == EL_MOLE ? EL_EMERALD_RED : + i == EL_PENGUIN ? EL_EMERALD_PURPLE : + i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) : + i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND : + i == EL_SP_ELECTRON ? EL_SP_INFOTRON : + i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content : + i == EL_WALL_EMERALD ? EL_EMERALD : + i == EL_WALL_DIAMOND ? EL_DIAMOND : + i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND : + i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW : + i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED : + i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE : + i == EL_WALL_PEARL ? EL_PEARL : + i == EL_WALL_CRYSTAL ? EL_CRYSTAL : + EL_EMPTY); + } + } + + /* ---------- initialize recursion detection ------------------------------ */ + recursion_loop_depth = 0; + recursion_loop_detected = FALSE; + recursion_loop_element = EL_UNDEFINED; + + /* ---------- initialize graphics engine ---------------------------------- */ + game.scroll_delay_value = + (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value : + setup.scroll_delay ? setup.scroll_delay_value : 0); + game.scroll_delay_value = + MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY); + + /* ---------- initialize game engine snapshots ---------------------------- */ + for (i = 0; i < MAX_PLAYERS; i++) + game.snapshot.last_action[i] = 0; + game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; + game.snapshot.mode = + (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ? + SNAPSHOT_MODE_EVERY_STEP : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ? + SNAPSHOT_MODE_EVERY_MOVE : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ? + SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF); + game.snapshot.save_snapshot = FALSE; + + /* ---------- initialize level time for Supaplex engine ------------------- */ + /* Supaplex levels with time limit currently unsupported -- should be added */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + level.time = 0; +} + +int get_num_special_action(int element, int action_first, int action_last) +{ + int num_special_action = 0; + int i, j; + + for (i = action_first; i <= action_last; i++) + { + boolean found = FALSE; + + for (j = 0; j < NUM_DIRECTIONS; j++) + if (el_act_dir2img(element, i, j) != + el_act_dir2img(element, ACTION_DEFAULT, j)) + found = TRUE; + + if (found) + num_special_action++; + else + break; + } + + return num_special_action; } @@ -1649,22 +3264,49 @@ static void InitGameEngine() void InitGame() { + int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); + int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); + int fade_mask = REDRAW_FIELD; + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, k, x, y; + int initial_move_dir = MV_DOWN; + int i, j, x, y; - InitGameEngine(); + // required here to update video display before fading (FIX THIS) + DrawMaskedBorder(REDRAW_DOOR_2); -#if 0 -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); -#else - printf("Using old amoeba code.\n"); -#endif -#endif -#endif + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); + + SetGameStatus(GAME_MODE_PLAYING); + + if (level_editor_test_game) + FadeSkipNextFadeIn(); + else + FadeSetEnterScreen(); + + if (CheckIfGlobalBorderHasChanged()) + fade_mask = REDRAW_ALL; + + FadeLevelSoundsAndMusic(); + + ExpireSoundLoops(TRUE); + + FadeOut(fade_mask); + + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); + + ClearField(); + + OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); + + DrawCompleteVideoDisplay(); + + InitGameEngine(); + InitGameControlValues(); /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -1679,12 +3321,22 @@ void InitGame() player->present = FALSE; player->active = FALSE; + player->mapped = FALSE; + + player->killed = FALSE; + player->reanimated = FALSE; player->action = 0; player->effective_action = 0; player->programmed_action = 0; + player->mouse_action.lx = 0; + player->mouse_action.ly = 0; + player->mouse_action.button = 0; + player->score = 0; + player->score_final = 0; + player->gems_still_needed = level.gems_needed; player->sokobanfields_still_needed = 0; player->lights_still_needed = 0; @@ -1693,31 +3345,41 @@ void InitGame() for (j = 0; j < MAX_NUM_KEYS; j++) player->key[j] = FALSE; + player->num_white_keys = 0; + player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; - player->MovDir = MV_NO_MOVING; + player->MovDir = initial_move_dir; player->MovPos = 0; player->GfxPos = 0; - player->GfxDir = MV_NO_MOVING; + player->GfxDir = initial_move_dir; player->GfxAction = ACTION_DEFAULT; player->Frame = 0; player->StepFrame = 0; - player->use_murphy_graphic = FALSE; + player->initial_element = player->element_nr; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); + player->use_murphy = FALSE; player->block_last_field = FALSE; /* initialized in InitPlayerField() */ player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ + player->gravity = level.initial_player_gravity[i]; + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; player->step_counter = 0; - player->last_move_dir = MV_NO_MOVING; + player->last_move_dir = initial_move_dir; + + player->is_active = FALSE; player->is_waiting = FALSE; player->is_moving = FALSE; @@ -1728,81 +3390,50 @@ void InitGame() player->is_pushing = FALSE; player->is_switching = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; player->is_bored = FALSE; player->is_sleeping = FALSE; + player->was_waiting = TRUE; + player->was_moving = FALSE; + player->was_snapping = FALSE; + player->was_dropping = FALSE; + + player->force_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = initial_move_dir; player->action_waiting = ACTION_DEFAULT; player->last_action_waiting = ACTION_DEFAULT; player->special_action_bored = ACTION_DEFAULT; player->special_action_sleeping = ACTION_DEFAULT; - player->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; -#if USE_DROP_BUGFIX player->drop_x = -1; player->drop_y = -1; -#endif player->show_envelope = 0; - player->move_delay = game.initial_move_delay; - player->move_delay_value = game.initial_move_delay_value; + SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE); - player->move_delay_reset_counter = 0; - -#if USE_NEW_PUSH_DELAY player->push_delay = -1; /* initialized when pushing starts */ player->push_delay_value = game.initial_push_delay_value; -#else - player->push_delay = 0; - player->push_delay_value = game.initial_push_delay_value; -#endif player->drop_delay = 0; + player->drop_pressed_delay = 0; - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; + player->last_jx = -1; + player->last_jy = -1; + player->jx = -1; + player->jy = -1; player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; @@ -1810,151 +3441,382 @@ void InitGame() player->inventory_infinite_element = EL_UNDEFINED; player->inventory_size = 0; + if (level.use_initial_inventory[i]) + { + for (j = 0; j < level.initial_inventory_size[i]; j++) + { + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + int k; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + } + } + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - player->LevelSolved = FALSE; - player->GameOver = FALSE; - } + player->LevelSolved = FALSE; + player->GameOver = FALSE; + + player->LevelSolved_GameWon = FALSE; + player->LevelSolved_GameEnd = FALSE; + player->LevelSolved_PanelOff = FALSE; + player->LevelSolved_SaveTape = FALSE; + player->LevelSolved_SaveScore = FALSE; + player->LevelSolved_CountingTime = 0; + player->LevelSolved_CountingScore = 0; + + map_player_action[i] = i; + } + + network_player_action_received = FALSE; + +#if defined(NETWORK_AVALIABLE) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NONE); +#endif + + ZX = ZY = -1; + ExitX = ExitY = -1; + + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + TapeTime = 0; + + ScreenMovDir = MV_NONE; + ScreenMovPos = 0; + ScreenGfxPos = 0; + + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + + AllPlayersGone = FALSE; + + game.no_time_limit = (level.time == 0); + + game.yamyam_content_nr = 0; + game.robot_wheel_active = FALSE; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.wind_direction = level.wind_direction_initial; + + game.lenses_time_left = 0; + game.magnify_time_left = 0; + + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; + + game.envelope_active = FALSE; + + /* set focus to local player for network games, else to all players */ + game.centered_player_nr = (network_playing ? local_player->index_nr : -1); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + + if (network_playing && tape.recording) + { + /* store client dependent player focus when recording network games */ + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } + + for (i = 0; i < NUM_BELTS; i++) + { + game.belt_dir[i] = MV_NONE; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } + + for (i = 0; i < MAX_NUM_AMOEBA; i++) + AmoebaCnt[i] = AmoebaCnt2[i] = 0; + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status at level initialization:\n"); + } +#endif + + SCAN_PLAYFIELD(x, y) + { + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + CustomValue[x][y] = 0; /* initialized in InitField() */ + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; + + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; + + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; + + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; + GfxRedraw[x][y] = GFX_REDRAW_NONE; + } + + SCAN_PLAYFIELD(x, y) + { + if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) + emulate_bd = FALSE; + if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) + emulate_sb = FALSE; + if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) + emulate_sp = FALSE; + + InitField(x, y, TRUE); + + ResetGfxAnimation(x, y); + } + + InitBeltMovement(); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); + } + + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; + + /* SP style elements prefer to slip down on the left side */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } + + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; + + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; + + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; + } + } + + /* correct non-moving belts to start moving left */ + for (i = 0; i < NUM_BELTS; i++) + if (game.belt_dir[i] == MV_NONE) + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + +#if USE_NEW_PLAYER_ASSIGNMENTS + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + /* choose default local player */ + local_player = &stored_player[0]; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected = FALSE; + + local_player->connected = TRUE; + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + + if (tape.playing) + { + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected = tape.player_participates[i]; + } + else if (game.team_mode && !options.network) + { + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ + + for (i = 0; i < MAX_PLAYERS; i++) + if (setup.input[i].use_joystick || + setup.input[i].key.left != KSYM_UNDEFINED) + stored_player[i].connected = TRUE; + } + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after level initialization:\n"); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } +#endif + +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("Reassigning players ...\n"); +#endif + + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - network_player_action_received = FALSE; + if (player->connected && !player->present) + { + struct PlayerInfo *field_player = NULL; -#if defined(NETWORK_AVALIABLE) - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- looking for field player for player %d ...\n", i + 1); #endif - ZX = ZY = -1; - ExitX = ExitY = -1; - - FrameCounter = 0; - TimeFrames = 0; - TimePlayed = 0; - TimeLeft = level.time; - TapeTime = 0; + /* assign first free player found that is present in the playfield */ - ScreenMovDir = MV_NO_MOVING; - ScreenMovPos = 0; - ScreenGfxPos = 0; + /* first try: look for unmapped playfield player that is not connected */ + for (j = 0; j < MAX_PLAYERS; j++) + if (field_player == NULL && + stored_player[j].present && + !stored_player[j].mapped && + !stored_player[j].connected) + field_player = &stored_player[j]; - ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + /* second try: look for *any* unmapped playfield player */ + for (j = 0; j < MAX_PLAYERS; j++) + if (field_player == NULL && + stored_player[j].present && + !stored_player[j].mapped) + field_player = &stored_player[j]; - AllPlayersGone = FALSE; + if (field_player != NULL) + { + int jx = field_player->jx, jy = field_player->jy; - game.yamyam_content_nr = 0; - game.magic_wall_active = FALSE; - game.magic_wall_time_left = 0; - game.light_time_left = 0; - game.timegate_time_left = 0; - game.switchgate_pos = 0; - game.balloon_dir = MV_NO_MOVING; - game.gravity = level.initial_gravity; - game.explosions_delayed = TRUE; +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- found player %d\n", field_player->index_nr + 1); +#endif - game.envelope_active = FALSE; + player->present = FALSE; + player->active = FALSE; - for (i = 0; i < NUM_BELTS; i++) - { - game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ - } + field_player->present = TRUE; + field_player->active = TRUE; - for (i = 0; i < MAX_NUM_AMOEBA; i++) - AmoebaCnt[i] = AmoebaCnt2[i] = 0; + /* + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; - for (x = 0; x < lev_fieldx; x++) - { - for (y = 0; y < lev_fieldy; y++) - { - Feld[x][y] = level.field[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; - AmoebaNr[x][y] = 0; - WasJustMoving[x][y] = 0; - WasJustFalling[x][y] = 0; - CheckCollision[x][y] = 0; - Stop[x][y] = FALSE; - Pushed[x][y] = FALSE; + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; + */ - Changed[x][y] = FALSE; - ChangeEvent[x][y] = -1; + StorePlayer[jx][jy] = field_player->element_nr; - ExplodePhase[x][y] = 0; - ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_TYPE_NONE; + field_player->jx = field_player->last_jx = jx; + field_player->jy = field_player->last_jy = jy; - RunnerVisit[x][y] = 0; - PlayerVisit[x][y] = 0; + if (local_player == player) + local_player = field_player; - GfxFrame[x][y] = 0; - GfxRandom[x][y] = INIT_GFX_RANDOM(); - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NO_MOVING; - } - } + map_player_action[field_player->index_nr] = i; - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) - { - if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) - emulate_bd = FALSE; - if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) - emulate_sb = FALSE; - if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) - emulate_sp = FALSE; + field_player->mapped = TRUE; - InitField(x, y, TRUE); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- map_player_action[%d] == %d\n", + field_player->index_nr + 1, i + 1); +#endif + } } - } - - InitBeltMovement(); - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + if (player->connected && player->present) + player->mapped = TRUE; + } - /* initialize explosion and ignition delay */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) +#if DEBUG_INIT_PLAYER + if (options.debug) { - if (!IS_CUSTOM_ELEMENT(i)) - { - int num_phase = 8; - int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && - game.engine_version >= VERSION_IDENT(3,1,0,0)) || - game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = (num_phase + 1) * delay; - int half_phase = (num_phase / 2) * delay; + printf("Player status after player assignment (first stage):\n"); - element_info[i].explosion_delay = last_phase - 1; - element_info[i].ignition_delay = half_phase; + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; -#if 0 - if (i == EL_BLACK_ORB) - element_info[i].ignition_delay = 0; -#else - if (i == EL_BLACK_ORB) - element_info[i].ignition_delay = 1; -#endif - } + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); -#if 0 - if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ - element_info[i].explosion_delay = 1; + if (local_player == player) + printf(" (local player)"); - if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ - element_info[i].ignition_delay = 1; -#endif + printf("\n"); + } } +#endif - /* correct non-moving belts to start moving left */ - for (i = 0; i < NUM_BELTS; i++) - if (game.belt_dir[i] == MV_NO_MOVING) - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ +#else /* check if any connected player was not found in playfield */ for (i = 0; i < MAX_PLAYERS; i++) @@ -1965,28 +3827,26 @@ void InitGame() { for (j = 0; j < MAX_PLAYERS; j++) { - struct PlayerInfo *some_player = &stored_player[j]; - int jx = some_player->jx, jy = some_player->jy; + struct PlayerInfo *field_player = &stored_player[j]; + int jx = field_player->jx, jy = field_player->jy; /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) + if (field_player->present && !field_player->connected) { player->present = TRUE; player->active = TRUE; - some_player->present = FALSE; - some_player->active = FALSE; + field_player->present = FALSE; + field_player->active = FALSE; -#if 0 - player->element_nr = some_player->element_nr; -#endif + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; -#if USE_NEW_BLOCK_STYLE - player->block_last_field = some_player->block_last_field; - player->block_delay_adjustment = some_player->block_delay_adjustment; -#endif + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; player->jy = player->last_jy = jy; @@ -1995,14 +3855,46 @@ void InitGame() } } } +#endif + +#if 0 + printf("::: local_player->present == %d\n", local_player->present); +#endif if (tape.playing) { - /* when playing a tape, eliminate all players which do not participate */ + /* when playing a tape, eliminate all players who do not participate */ + +#if USE_NEW_PLAYER_ASSIGNMENTS + + if (!game.team_mode) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && + !tape.player_participates[map_player_action[i]]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy); +#endif + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + +#else for (i = 0; i < MAX_PLAYERS; i++) { - if (stored_player[i].active && !tape.player_participates[i]) + if (stored_player[i].active && + !tape.player_participates[i]) { struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; @@ -2012,8 +3904,9 @@ void InitGame() Feld[jx][jy] = EL_EMPTY; } } +#endif } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ + else if (!options.network && !game.team_mode) /* && !tape.playing */ { /* when in single player mode, eliminate all but the first active player */ @@ -2042,26 +3935,39 @@ void InitGame() /* when recording the game, store which players take part in the game */ if (tape.recording) { +#if USE_NEW_PLAYER_ASSIGNMENTS + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].connected) + tape.player_participates[i] = TRUE; +#else for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) tape.player_participates[i] = TRUE; +#endif } +#if DEBUG_INIT_PLAYER if (options.debug) { + printf("Player status after player assignment (final stage):\n"); + for (i = 0; i < MAX_PLAYERS; i++) { struct PlayerInfo *player = &stored_player[i]; - printf("Player %d: present == %d, connected == %d, active == %d.\n", - i+1, + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, player->present, player->connected, player->active); + if (local_player == player) - printf("Player %d is local player.\n", i+1); + printf(" (local player)"); + + printf("\n"); } } +#endif if (BorderElement == EL_EMPTY) { @@ -2078,12 +3984,16 @@ void InitGame() SBY_Lower = lev_fieldy - SCR_FIELDY + 1; } - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + if (full_lev_fieldx <= SCR_FIELDX) SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; - - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + if (full_lev_fieldy <= SCR_FIELDY) SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX) + SBX_Left--; + if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY) + SBY_Upper--; + /* if local player not found, look for custom element that might create the player (make some assumptions about the right custom element) */ if (!local_player->present) @@ -2091,14 +4001,26 @@ void InitGame() int start_x = 0, start_y = 0; int found_rating = 0; int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { int element = Feld[x][y]; int content; int xx, yy; boolean is_player; + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; + + found_rating = 4; + found_element = element; + } + if (!IS_CUSTOM_ELEMENT(element)) continue; @@ -2106,10 +4028,12 @@ void InitGame() { for (i = 0; i < element_info[element].num_change_pages; i++) { + /* check for player created from custom element as single target */ content = element_info[element].change_page[i].target_element; is_player = ELEM_IS_PLAYER(content); - if (is_player && (found_rating < 3 || element < found_element)) + if (is_player && (found_rating < 3 || + (found_rating == 3 && element < found_element))) { start_x = x; start_y = y; @@ -2122,10 +4046,12 @@ void InitGame() for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) { - content = element_info[element].content[xx][yy]; + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[xx][yy]; is_player = ELEM_IS_PLAYER(content); - if (is_player && (found_rating < 2 || element < found_element)) + if (is_player && (found_rating < 2 || + (found_rating == 2 && element < found_element))) { start_x = x + xx - 1; start_y = y + yy - 1; @@ -2139,10 +4065,14 @@ void InitGame() for (i = 0; i < element_info[element].num_change_pages; i++) { - content= element_info[element].change_page[i].target_content[xx][yy]; + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[xx][yy]; + is_player = ELEM_IS_PLAYER(content); - if (is_player && (found_rating < 1 || element < found_element)) + if (is_player && (found_rating < 1 || + (found_rating == 1 && element < found_element))) { start_x = x + xx - 1; start_y = y + yy - 1; @@ -2154,108 +4084,158 @@ void InitGame() } } - 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); + scroll_x = SCROLL_POSITION_X(start_x); + scroll_y = SCROLL_POSITION_Y(start_y); } 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 + scroll_x = SCROLL_POSITION_X(local_player->jx); + scroll_y = SCROLL_POSITION_Y(local_player->jy); } - CloseDoor(DOOR_CLOSE_1); - /* !!! FIX THIS (START) !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { InitGameEngine_EM(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + InitGameEngine_SP(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + InitGameEngine_MM(); + } else { - DrawLevel(); + DrawLevel(REDRAW_FIELD); DrawAllPlayers(); /* after drawing the level, correct some elements */ if (game.timegate_time_left == 0) CloseAllOpenTimegates(); + } + + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap(backbuffer); + /* !!! FIX THIS (END) !!! */ + + DrawMaskedBorder(fade_mask); + + FadeIn(fade_mask); + +#if 1 + // full screen redraw is required at this point in the following cases: + // - special editor door undrawn when game was started from level editor + // - drawing area (playfield) was changed and has to be removed completely + redraw_mask = REDRAW_ALL; + BackToFront(); +#endif - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + if (!game.restart_level) + { + /* copy default game door content to main double buffer */ - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); } - /* !!! FIX THIS (END) !!! */ - /* copy default game door content to main double buffer */ - BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + SetPanelBackground(); + SetDrawBackgroundMask(REDRAW_DOOR_1); - DrawGameDoorValues(); + UpdateAndDisplayGameControlValues(); - UnmapGameButtons(); - UnmapTapeButtons(); - game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; - game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; - game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; - MapGameButtons(); - MapTapeButtons(); + if (!game.restart_level) + { + UnmapGameButtons(); + UnmapTapeButtons(); - /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, bitmap_db_door, - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + FreeGameButtons(); + CreateGameButtons(); - OpenDoor(DOOR_OPEN_ALL); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + MapGameButtons(); + MapTapeButtons(); - if (setup.sound_music) - PlayLevelMusic(); + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0); - KeyboardAutoRepeatOffUnlessAutoplay(); + OpenDoor(DOOR_OPEN_ALL); - if (options.debug) + PlaySound(SND_GAME_STARTING); + + if (setup.sound_music) + PlayLevelMusic(); + + KeyboardAutoRepeatOffUnlessAutoplay(); + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status (final):\n"); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } +#endif + } + + UnmapAllGadgets(); + + MapGameButtons(); + MapTapeButtons(); + + if (!game.restart_level && !tape.playing) { - for (i = 0; i < MAX_PLAYERS; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); + LevelStats_incPlayed(level_nr); + + SaveLevelSetup_SeriesInfo(); } -#if 0 - printf("::: starting game [%d]\n", FrameCounter); -#endif + game.restart_level = FALSE; + + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + InitGameActions_MM(); + + SaveEngineSnapshotToListInitial(); } -void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, + int actual_player_x, int actual_player_y) { /* this is used for non-R'n'D game engines to update certain engine values */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + actual_player_x = correctLevelPosX_EM(actual_player_x); + actual_player_y = correctLevelPosY_EM(actual_player_y); + } + /* needed to determine if sounds are played within the visible screen area */ scroll_x = actual_scroll_x; scroll_y = actual_scroll_y; + + /* needed to get player position for "follow finger" playing input method */ + local_player->jx = actual_player_x; + local_player->jy = actual_player_y; } void InitMovDir(int x, int y) @@ -2275,7 +4255,7 @@ void InitMovDir(int x, int y) { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; - switch(element) + switch (element) { case EL_BUG_RIGHT: case EL_BUG_UP: @@ -2317,6 +4297,14 @@ void InitMovDir(int x, int y) MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: + Feld[x][y] = EL_YAMYAM; + MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT]; + break; + case EL_SP_SNIKSNAK: MovDir[x][y] = MV_UP; break; @@ -2342,7 +4330,7 @@ void InitMovDir(int x, int y) if (move_direction_initial == MV_START_PREVIOUS) { - if (MovDir[x][y] != MV_NO_MOVING) + if (MovDir[x][y] != MV_NONE) return; move_direction_initial = MV_START_AUTOMATIC; @@ -2368,11 +4356,9 @@ void InitMovDir(int x, int y) else if (move_pattern == MV_ALONG_LEFT_SIDE || move_pattern == MV_ALONG_RIGHT_SIDE) { -#if 1 /* use random direction as default start direction */ if (game.engine_version >= VERSION_IDENT(3,1,0,0)) MovDir[x][y] = 1 << RND(4); -#endif for (i = 0; i < NUM_DIRECTIONS; i++) { @@ -2433,145 +4419,248 @@ void InitAmoebaNr(int x, int y) int i; int group_nr = AmoebeNachbarNr(x, y); - if (group_nr == 0) - { - for (i = 1; i < MAX_NUM_AMOEBA; i++) + if (group_nr == 0) + { + for (i = 1; i < MAX_NUM_AMOEBA; i++) + { + if (AmoebaCnt[i] == 0) + { + group_nr = i; + break; + } + } + } + + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; +} + +static void PlayerWins(struct PlayerInfo *player) +{ + player->LevelSolved = TRUE; + player->GameOver = TRUE; + + player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + player->score); + + player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : + TimeLeft); + player->LevelSolved_CountingScore = player->score_final; +} + +void GameWon() +{ + static int time, time_final; + static int score, score_final; + static int game_over_delay_1 = 0; + static int game_over_delay_2 = 0; + int game_over_delay_value_1 = 50; + int game_over_delay_value_2 = 50; + + if (!local_player->LevelSolved_GameWon) + { + int i; + + /* do not start end game actions before the player stops moving (to exit) */ + if (local_player->MovPos) + return; + + local_player->LevelSolved_GameWon = TRUE; + local_player->LevelSolved_SaveTape = tape.recording; + local_player->LevelSolved_SaveScore = !tape.playing; + + if (!tape.playing) + { + LevelStats_incSolved(level_nr); + + SaveLevelSetup_SeriesInfo(); + } + + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; + + TapeStop(); + + game_over_delay_1 = game_over_delay_value_1; + game_over_delay_2 = game_over_delay_value_2; + + time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft); + score = score_final = local_player->score_final; + + if (TimeLeft > 0) + { + time_final = 0; + score_final += TimeLeft * level.score[SC_TIME_BONUS]; + } + else if (game.no_time_limit && TimePlayed < 999) + { + time_final = 999; + score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS]; + } + + local_player->score_final = score_final; + + if (level_editor_test_game) + { + time = time_final; + score = score_final; + + local_player->LevelSolved_CountingTime = time; + local_player->LevelSolved_CountingScore = score; + + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; + + DisplayGameControlValues(); + } + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) { - if (AmoebaCnt[i] == 0) + if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */ { - group_nr = i; - break; + /* close exit door after last player */ + if ((AllPlayersGone && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) || + Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN) + { + int element = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = + (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING : + element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING: + element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING: + EL_EM_STEEL_EXIT_CLOSING); + + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + + /* player disappears */ + DrawLevelField(ExitX, ExitY); } - } - } - AmoebaNr[x][y] = group_nr; - AmoebaCnt[group_nr]++; - AmoebaCnt2[group_nr]++; -} + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; -void GameWon() -{ - int hi_pos; - boolean raise_level = FALSE; + if (player->present) + { + RemovePlayer(player); - if (local_player->MovPos) - return; + /* player disappears */ + DrawLevelField(player->jx, player->jy); + } + } + } -#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 + PlaySound(SND_GAME_WINNING); + } - local_player->LevelSolved = FALSE; + if (game_over_delay_1 > 0) + { + game_over_delay_1--; - PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + return; + } - if (TimeLeft) + if (time != time_final) { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); + int time_to_go = ABS(time_final - time); + int time_count_dir = (time < time_final ? +1 : -1); + int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1); - while (TimeLeft > 0) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_TIME_BONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) - TimeLeft -= 10; - else - TimeLeft--; + time += time_count_steps * time_count_dir; + score += time_count_steps * level.score[SC_TIME_BONUS]; - DrawGameValue_Time(TimeLeft); + local_player->LevelSolved_CountingTime = time; + local_player->LevelSolved_CountingScore = score; - BackToFront(); + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; - if (!tape.playing) - Delay(10); - } + DisplayGameControlValues(); - if (!tape.playing && setup.sound_loops) + if (time == time_final) StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); + + return; } - else if (level.time == 0) /* level without time limit */ + + local_player->LevelSolved_PanelOff = TRUE; + + if (game_over_delay_2 > 0) { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); + game_over_delay_2--; - while (TimePlayed < 999) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_TIME_BONUS]); - if (TimePlayed < 900 && !(TimePlayed % 10)) - TimePlayed += 10; - else - TimePlayed++; + return; + } - DrawGameValue_Time(TimePlayed); + GameEnd(); +} - BackToFront(); +void GameEnd() +{ + int hi_pos; + boolean raise_level = FALSE; - if (!tape.playing) - Delay(10); - } + local_player->LevelSolved_GameEnd = TRUE; - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); + if (!global.use_envelope_request) + CloseDoor(DOOR_CLOSE_1); + + if (local_player->LevelSolved_SaveTape) + { + SaveTapeChecked(tape.level_nr); /* ask to save tape */ } - /* close exit door after last player */ - if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 && - (Feld[ExitX][ExitY] == EL_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) + CloseDoor(DOOR_CLOSE_ALL); + + if (level_editor_test_game) { - int element = Feld[ExitX][ExitY]; + SetGameStatus(GAME_MODE_MAIN); - Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : - EL_SP_EXIT_CLOSING); + DrawMainMenu(); - PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + return; } - /* Hero disappears */ - if (ExitX >= 0 && ExitY >= 0) - DrawLevelField(ExitX, ExitY); + if (!local_player->LevelSolved_SaveScore) + { + SetGameStatus(GAME_MODE_MAIN); - BackToFront(); + DrawMainMenu(); - if (tape.playing) return; - - CloseDoor(DOOR_CLOSE_1); - - if (tape.recording) - { - TapeStop(); - SaveTape(tape.level_nr); /* Ask to save tape */ } if (level_nr == leveldir_current->handicap_level) { leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); } - if (level_editor_test_game) - local_player->score = -1; /* no highscore when playing from editor */ - else if (level_nr < leveldir_current->last_level) - raise_level = TRUE; /* advance to next level */ + if (setup.increment_levels && + level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ if ((hi_pos = NewHiScore()) >= 0) { - game_status = GAME_MODE_SCORES; + SetGameStatus(GAME_MODE_SCORES); + DrawHallOfFame(hi_pos); + if (raise_level) { level_nr++; @@ -2580,32 +4669,33 @@ void GameWon() } else { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + if (raise_level) { level_nr++; TapeErase(); } + DrawMainMenu(); } - - BackToFront(); } int NewHiScore() { int k, l; int position = -1; + boolean one_score_entry_per_name = !program.many_scores_per_name; LoadScore(level_nr); - if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || - local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) + if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) || + local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) return -1; for (k = 0; k < MAX_SCORE_ENTRIES; k++) { - if (local_player->score > highscore[k].Score) + if (local_player->score_final > highscore[k].Score) { /* player has made it to the hall of fame */ @@ -2613,13 +4703,15 @@ int NewHiScore() { int m = MAX_SCORE_ENTRIES - 1; -#ifdef ONE_PER_NAME - for (l = k; l < MAX_SCORE_ENTRIES; l++) - if (!strcmp(setup.player_name, highscore[l].Name)) - m = l; - if (m == k) /* player's new highscore overwrites his old one */ - goto put_into_list; -#endif + if (one_score_entry_per_name) + { + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (strEqual(setup.player_name, highscore[l].Name)) + m = l; + + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; + } for (l = m; l > k; l--) { @@ -2628,22 +4720,19 @@ int NewHiScore() } } -#ifdef ONE_PER_NAME put_into_list: -#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; - highscore[k].Score = local_player->score; + highscore[k].Score = local_player->score_final; position = k; + break; } - -#ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, + else if (one_score_entry_per_name && + !strncmp(setup.player_name, highscore[k].Name, MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ -#endif - } if (position >= 0) @@ -2652,10 +4741,9 @@ int NewHiScore() return position; } -inline static int getElementMoveStepsize(int x, int y) +inline static int getElementMoveStepsizeExt(int x, int y, int direction) { int element = Feld[x][y]; - int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int horiz_move = (dx != 0); @@ -2665,33 +4753,25 @@ inline static int getElementMoveStepsize(int x, int y) /* special values for move stepsize for spring and things on conveyor belt */ if (horiz_move) { -#if 0 - if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; - else if (CAN_FALL(element) && !CAN_MOVE(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; -#else if (CAN_FALL(element) && y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) step = sign * MOVE_STEPSIZE_NORMAL / 2; else if (element == EL_SPRING) step = sign * MOVE_STEPSIZE_NORMAL * 2; -#endif } return step; } +inline static int getElementMoveStepsize(int x, int y) +{ + return getElementMoveStepsizeExt(x, y, MovDir[x][y]); +} + void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) { if (player->GfxAction != action || player->GfxDir != dir) { -#if 0 - printf("Player frame reset! (%d => %d, %d => %d)\n", - player->GfxAction, action, player->GfxDir, dir); -#endif - player->GfxAction = action; player->GfxDir = dir; player->Frame = 0; @@ -2699,16 +4779,37 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) } } -static void ResetRandomAnimationValue(int x, int y) +static void ResetGfxFrame(int x, int y) { - GfxRandom[x][y] = INIT_GFX_RANDOM(); + // profiling showed that "autotest" spends 10~20% of its time in this function + if (DrawingDeactivatedField()) + return; + + int element = Feld[x][y]; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; } static void ResetGfxAnimation(int x, int y) { - GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MovDir[x][y]; + GfxFrame[x][y] = 0; + + ResetGfxFrame(x, y); +} + +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); } void InitMovingField(int x, int y, int direction) @@ -2718,54 +4819,49 @@ void InitMovingField(int x, int y, int direction) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int newx = x + dx; int newy = y + dy; + boolean is_moving_before, is_moving_after; - if (!WasJustMoving[x][y] || direction != MovDir[x][y]) - ResetGfxAnimation(x, y); + /* check if element was/is moving or being moved before/after mode change */ + is_moving_before = (WasJustMoving[x][y] != 0); + is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0); -#if USE_CAN_MOVE_NOT_MOVING + /* reset animation only for moving elements which change direction of moving + or which just started or stopped moving + (else CEs with property "can move" / "not moving" are reset each frame) */ + if (is_moving_before != is_moving_after || + direction != MovDir[x][y]) + ResetGfxAnimation(x, y); MovDir[x][y] = direction; GfxDir[x][y] = direction; - GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + + GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING : + direction == MV_DOWN && CAN_FALL(element) ? ACTION_FALLING : ACTION_MOVING); - if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ + /* this is needed for CEs with property "can move" / "not moving" */ + + if (is_moving_after) { if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; MovDir[newx][newy] = MovDir[x][y]; + + CustomValue[newx][newy] = CustomValue[x][y]; + GfxFrame[newx][newy] = GfxFrame[x][y]; GfxRandom[newx][newy] = GfxRandom[x][y]; GfxAction[newx][newy] = GfxAction[x][y]; GfxDir[newx][newy] = GfxDir[x][y]; } - -#else - - MovDir[newx][newy] = MovDir[x][y] = direction; - GfxDir[x][y] = direction; - - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; - - if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = ACTION_FALLING; - else - GfxAction[x][y] = ACTION_MOVING; - - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; - GfxDir[newx][newy] = GfxDir[x][y]; -#endif } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) { int direction = MovDir[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0); + int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0); *goes_to_x = newx; *goes_to_y = newy; @@ -2835,18 +4931,16 @@ static void RemoveField(int x, int y) MovDir[x][y] = 0; MovDelay[x][y] = 0; + CustomValue[x][y] = 0; + AmoebaNr[x][y] = 0; ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; Pushed[x][y] = FALSE; -#if 0 - ExplodeField[x][y] = EX_TYPE_NONE; -#endif - GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MV_NONE; } void RemoveMovingField(int x, int y) @@ -2861,10 +4955,7 @@ void RemoveMovingField(int x, int y) if (IS_MOVING(x, y)) { Moving2Blocked(x, y, &newx, &newy); -#if 0 - if (Feld[newx][newy] != EL_BLOCKED) - return; -#else + if (Feld[newx][newy] != EL_BLOCKED) { /* element is moving, but target field is not free (blocked), but @@ -2875,11 +4966,10 @@ void RemoveMovingField(int x, int y) Store[oldx][oldy] = Store2[oldx][oldy] = 0; - DrawLevelField(oldx, oldy); + TEST_DrawLevelField(oldx, oldy); return; } -#endif } else if (element == EL_BLOCKED) { @@ -2890,8 +4980,10 @@ void RemoveMovingField(int x, int y) if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) next_element = get_next_element(Feld[oldx][oldy]); @@ -2903,8 +4995,8 @@ void RemoveMovingField(int x, int y) if (next_element != EL_UNDEFINED) Feld[oldx][oldy] = next_element; - DrawLevelField(oldx, oldy); - DrawLevelField(newx, newy); + TEST_DrawLevelField(oldx, oldy); + TEST_DrawLevelField(newx, newy); } void DrawDynamite(int x, int y) @@ -2926,19 +5018,10 @@ void DrawDynamite(int x, int y) frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); -#if 1 if (Back[x][y] || Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else DrawGraphic(sx, sy, graphic, frame); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); - else if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic, frame); - else - DrawGraphic(sx, sy, graphic, frame); -#endif } void CheckDynamite(int x, int y) @@ -2956,191 +5039,157 @@ void CheckDynamite(int x, int y) } } -#if 1 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); -#else - if (Feld[x][y] == EL_DYNAMITE_ACTIVE || - Feld[x][y] == EL_SP_DISK_RED_ACTIVE) - StopSound(SND_DYNAMITE_ACTIVE); - else - StopSound(SND_DYNABOMB_ACTIVE); -#endif Bang(x, y); } -void DrawRelocatePlayer(struct PlayerInfo *player) +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) { - boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.warp_forward); - int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); - int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int jx = player->jx; - int jy = player->jy; + boolean num_checked_players = 0; + int i; - if (level.instant_relocation) + for (i = 0; i < MAX_PLAYERS; i++) { -#if 1 - int offset = (setup.scroll_delay ? 3 : 0); - - if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + if (stored_player[i].active) { - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + int sx = stored_player[i].jx; + int sy = stored_player[i].jy; + + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + num_checked_players++; } - else - { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || - (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) - scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + } +} - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || - (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) - scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); +static boolean checkIfAllPlayersFitToScreen_RND() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; - /* don't scroll over playfield boundaries */ - if (scroll_x < SBX_Left || scroll_x > SBX_Right) - scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - /* don't scroll over playfield boundaries */ - if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) - scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); - } -#else - scroll_x += (local_player->jx - old_jx); - scroll_y += (local_player->jy - old_jy); + return (sx2 - sx1 < SCR_FIELDX && + sy2 - sy1 < SCR_FIELDY); +} - /* don't scroll over playfield boundaries */ - if (scroll_x < SBX_Left || scroll_x > SBX_Right) - scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y; - /* don't scroll over playfield boundaries */ - if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) - scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); -#endif + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - RedrawPlayfield(TRUE, 0,0,0,0); - } - else - { -#if 1 -#if 0 - int offset = (setup.scroll_delay ? 3 : 0); -#endif - int scroll_xx = -999, scroll_yy = -999; + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ +void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, + boolean center_screen, boolean quick_relocation) +{ + unsigned int frame_delay_value_old = GetVideoFrameDelay(); + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int new_scroll_x, new_scroll_y; - while (scroll_xx != scroll_x || scroll_yy != scroll_y) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y))) + { + /* case 1: quick relocation inside visible screen (without scrolling) */ - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + RedrawPlayfield(); - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + return; + } - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + if (!level.shifted_relocation || center_screen) + { + /* relocation _with_ centering of screen */ -#if 1 - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; -#else - if (scroll_xx == scroll_x && scroll_yy == scroll_y) - break; -#endif + new_scroll_x = SCROLL_POSITION_X(x); + new_scroll_y = SCROLL_POSITION_Y(y); + } + else + { + /* relocation _without_ centering of screen */ - scroll_x -= dx; - scroll_y -= dy; + int center_scroll_x = SCROLL_POSITION_X(old_x); + int center_scroll_y = SCROLL_POSITION_Y(old_y); + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + /* for new screen position, apply previous offset to center position */ + new_scroll_x = SCROLL_POSITION_X(offset_x); + new_scroll_y = SCROLL_POSITION_Y(offset_y); + } - ScrollLevel(dx, dy); - DrawAllPlayers(); + if (quick_relocation) + { + /* case 2: quick relocation (redraw without visible scrolling) */ - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - FlushDisplay(); - Delay(wait_delay_value); + scroll_x = new_scroll_x; + scroll_y = new_scroll_y; - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } -#else - int scroll_xx = -999, scroll_yy = -999; + RedrawPlayfield(); - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + return; + } - while (scroll_xx != scroll_x || scroll_yy != scroll_y) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + /* case 3: visible relocation (with scrolling to new position) */ - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + SetVideoFrameDelay(wait_delay_value); - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; -#if 1 - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; -#else - if (scroll_xx == scroll_x && scroll_yy == scroll_y) - break; -#endif + dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); + dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); - scroll_x -= dx; - scroll_y -= dy; + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + scroll_x -= dx; + scroll_y -= dy; - ScrollLevel(dx, dy); - DrawAllPlayers(); + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - FlushDisplay(); - Delay(wait_delay_value); + ScrollLevel(dx, dy); + DrawAllPlayers(); - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } -#endif + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); + /* scroll second step to align at full tile size */ + BlitScreenToBitmap(window); } + + DrawAllPlayers(); + BackToFront(); + + SetVideoFrameDelay(frame_delay_value_old); } void RelocatePlayer(int jx, int jy, int el_player_raw) { -#if 1 - int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw); -#else - int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); -#endif - struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; + int el_player = GET_PLAYER_ELEMENT(el_player_raw); + int player_nr = GET_PLAYER_NR(el_player); + struct PlayerInfo *player = &stored_player[player_nr]; boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); @@ -3153,25 +5202,10 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); -#if 1 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); int leave_side_horiz = move_dir_horiz; int leave_side_vert = move_dir_vert; -#else - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; - int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; - int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; - int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; -#endif int enter_side = enter_side_horiz | enter_side_vert; int leave_side = leave_side_horiz | leave_side_vert; @@ -3194,16 +5228,11 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); -#if USE_NEW_MOVE_DELAY AdvanceFrameAndPlayerCounters(player->index_nr); -#else - FrameCounter++; -#endif DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); + BackToFront_WithFrameDelay(wait_delay_value); } DrawPlayer(player); /* needed here only to cleanup last field */ @@ -3212,7 +5241,6 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) player->is_moving = FALSE; } -#if 1 if (IS_CUSTOM_ELEMENT(old_element)) CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, @@ -3221,80 +5249,56 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_PLAYER_LEAVES_X, player->index_bit, leave_side); -#endif Feld[jx][jy] = el_player; InitPlayerField(jx, jy, el_player, TRUE); + /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be + possible that the relocation target field did not contain a player element, + but a walkable element, to which the new player was relocated -- in this + case, restore that (already initialized!) element on the player field */ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - Feld[jx][jy] = element; - InitField(jx, jy, FALSE); + Feld[jx][jy] = element; /* restore previously existing element */ } -#if 1 - if (player == local_player) /* only visually relocate local player */ - DrawRelocatePlayer(player); -#endif + /* only visually relocate centered player */ + DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir, + FALSE, level.instant_relocation); -#if 1 - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); -#endif - -#if 0 - printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]); -#endif - -#if 0 -#if 0 - /* needed to allow change of walkable custom element by entering player */ - if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER))) - Changed[jx][jy] = 0; /* allow another change (but prevent loop) */ -#else - /* needed to allow change of walkable custom element by entering player */ - Changed[jx][jy] = 0; /* allow another change */ -#endif -#endif - -#if 0 - printf("::: player entering %d, %d from %s ...\n", jx, jy, - enter_side == MV_LEFT ? "left" : - enter_side == MV_RIGHT ? "right" : - enter_side == MV_UP ? "top" : - enter_side == MV_DOWN ? "bottom" : "oops! no idea!"); -#endif -#if 1 if (IS_CUSTOM_ELEMENT(element)) CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, element, - CE_PLAYER_ENTERS_X, + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, player->index_bit, enter_side); -#endif + + if (player->is_switching) + { + /* ensure that relocation while still switching an element does not cause + a new element to be treated as also switched directly after relocation + (this is important for teleporter switches that teleport the player to + a place where another teleporter switch is in the same direction, which + would then incorrectly be treated as immediately switched before the + direction key that caused the switch was released) */ + + player->switch_x += jx - old_jx; + player->switch_y += jy - old_jy; + } } void Explode(int ex, int ey, int phase, int mode) { int x, y; -#if 0 - int num_phase = 9; -#endif + int last_phase; + int border_element; /* !!! eliminate this variable !!! */ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); -#if 1 - int last_phase; -#else - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; -#endif - int border_element; - if (game.explosions_delayed) { ExplodeField[ex][ey] = mode; @@ -3304,29 +5308,7 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; - -#if 0 - printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter); -#endif - -#if 0 - /* --- This is only really needed (and now handled) in "Impact()". --- */ - /* do not explode moving elements that left the explode field in time */ - if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && - (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) - return; -#endif - -#if 1 - if (mode == EX_TYPE_NORMAL || - mode == EX_TYPE_CENTER || - mode == EX_TYPE_CROSS) - PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); -#else - if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) - PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); -#endif + int artwork_element, explosion_element; /* set these values later */ /* remove things displayed in background while burning dynamite */ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) @@ -3340,18 +5322,29 @@ void Explode(int ex, int ey, int phase, int mode) Feld[ex][ey] = center_element; } -#if 1 + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ -#if 1 - last_phase = element_info[center_element].explosion_delay + 1; -#else - last_phase = element_info[center_element].explosion_delay; -#endif + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); -#if 0 - printf("::: %d -> %d\n", center_element, last_phase); -#endif -#endif + artwork_element = stored_player[player_nr].artwork_element; + + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); + + last_phase = element_info[explosion_element].explosion_delay + 1; for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) { @@ -3359,24 +5352,10 @@ void Explode(int ex, int ey, int phase, int mode) int yy = y - ey + 1; int element; -#if 1 -#if 1 if (!IN_LEV_FIELD(x, y) || (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || (mode == EX_TYPE_CROSS && (x != ex && y != ey))) continue; -#else - if (!IN_LEV_FIELD(x, y) || - (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) - continue; -#endif -#else - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_TYPE_NORMAL || - center_element == EL_AMOEBA_TO_DIAMOND) && - (x != ex || y != ey))) - continue; -#endif element = Feld[x][y]; @@ -3388,32 +5367,11 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } -#if 1 - -#if 0 - if (IS_EXPLOSION_PROOF(element)) - continue; -#else /* indestructible elements can only explode in center (but not flames) */ -#if 1 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || mode == EX_TYPE_BORDER)) || element == EL_FLAMES) continue; -#else - if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || - element == EL_FLAMES) - continue; -#endif -#endif - -#else - if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0,0) || - (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || - element == EL_FLAMES) - continue; -#endif /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy behaviour, for example when touching a yamyam that explodes to rocks @@ -3430,50 +5388,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_ACTIVE_BOMB(element)) { /* re-activate things under the bomb like gate or penguin */ -#if 1 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); Back[x][y] = 0; -#else - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); - Store[x][y] = 0; -#endif - -#if 0 - printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y], - element_info[Feld[x][y]].token_name, - Store[x][y], Store2[x][y]); -#endif } continue; } /* save walkable background elements while explosion on same tile */ -#if 0 - if (IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#else -#if 1 -#if 1 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && (x != ex || y != ey || mode == EX_TYPE_BORDER)) Back[x][y] = element; -#else - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && - (x != ex || y != ey)) - Back[x][y] = element; -#endif -#else - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#endif -#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; -#if 1 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA || @@ -3484,70 +5414,35 @@ void Explode(int ex, int ey, int phase, int mode) } RemoveField(x, y); -#endif if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) { - switch(StorePlayer[ex][ey]) - { - case EL_PLAYER_2: - Store[x][y] = EL_PLAYER_IS_EXPLODING_2; - break; - case EL_PLAYER_3: - Store[x][y] = EL_PLAYER_IS_EXPLODING_3; - break; - case EL_PLAYER_4: - Store[x][y] = EL_PLAYER_IS_EXPLODING_4; - break; - case EL_PLAYER_1: - default: - Store[x][y] = EL_PLAYER_IS_EXPLODING_1; - break; - } + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; -#if 1 - if (PLAYERINFO(ex, ey)->use_murphy_graphic) - Store[x][y] = EL_EMPTY; -#else - if (game.emulation == EMU_SUPAPLEX) + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; + + if (PLAYERINFO(ex, ey)->use_murphy) Store[x][y] = EL_EMPTY; -#endif } - else if (center_element == EL_MOLE) - Store[x][y] = EL_EMERALD_RED; - else if (center_element == EL_PENGUIN) - Store[x][y] = EL_EMERALD_PURPLE; - else if (center_element == EL_BUG) - Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); - else if (center_element == EL_BD_BUTTERFLY) - Store[x][y] = EL_BD_DIAMOND; - else if (center_element == EL_SP_ELECTRON) - Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_AMOEBA_TO_DIAMOND) - Store[x][y] = level.amoeba_content; + + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; else if (center_element == EL_YAMYAM) - Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; - else if (IS_CUSTOM_ELEMENT(center_element) && - element_info[center_element].content[xx][yy] != EL_EMPTY) - Store[x][y] = element_info[center_element].content[xx][yy]; - else if (element == EL_WALL_EMERALD) - Store[x][y] = EL_EMERALD; - else if (element == EL_WALL_DIAMOND) - Store[x][y] = EL_DIAMOND; - else if (element == EL_WALL_BD_DIAMOND) - Store[x][y] = EL_BD_DIAMOND; - else if (element == EL_WALL_EMERALD_YELLOW) - Store[x][y] = EL_EMERALD_YELLOW; - else if (element == EL_WALL_EMERALD_RED) - Store[x][y] = EL_EMERALD_RED; - else if (element == EL_WALL_EMERALD_PURPLE) - Store[x][y] = EL_EMERALD_PURPLE; - else if (element == EL_WALL_PEARL) - Store[x][y] = EL_PEARL; - else if (element == EL_WALL_CRYSTAL) - Store[x][y] = EL_CRYSTAL; - else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) - Store[x][y] = element_info[element].content[1][1]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; +#if 1 + /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE" + (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond + otherwise) -- FIX THIS !!! */ + else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY) + Store[x][y] = element_info[element].content.e[1][1]; +#else + else if (!CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; +#endif else Store[x][y] = EL_EMPTY; @@ -3555,49 +5450,11 @@ void Explode(int ex, int ey, int phase, int mode) center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; -#if 0 - printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], - element_info[Store2[x][y]].token_name); -#endif - -#if 0 - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } - -#if 1 - RemoveField(x, y); -#else - MovDir[x][y] = MovPos[x][y] = 0; - GfxDir[x][y] = MovDir[x][y]; - AmoebaNr[x][y] = 0; -#endif -#endif - Feld[x][y] = EL_EXPLOSION; -#if 1 - GfxElement[x][y] = center_element; -#else - GfxElement[x][y] = EL_UNDEFINED; -#endif + GfxElement[x][y] = artwork_element; ExplodePhase[x][y] = 1; -#if 1 ExplodeDelay[x][y] = last_phase; -#endif - -#if 0 -#if 1 - GfxFrame[x][y] = 0; /* animation does not start until next frame */ -#else - GfxFrame[x][y] = -1; /* animation does not start until next frame */ -#endif -#endif Stop[x][y] = TRUE; } @@ -3606,11 +5463,6 @@ void Explode(int ex, int ey, int phase, int mode) game.yamyam_content_nr = (game.yamyam_content_nr + 1) % level.num_yamyam_contents; -#if 0 - printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey], - element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]); -#endif - return; } @@ -3620,166 +5472,57 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; -#if 1 if (phase == 1) GfxFrame[x][y] = 0; /* restart explosion animation */ -#endif - -#if 0 - printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]); -#endif -#if 1 last_phase = ExplodeDelay[x][y]; -#endif 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 - + /* this can happen if the player leaves an explosion just in time */ 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 1 border_element = Store2[x][y]; -#if 1 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) border_element = StorePlayer[x][y]; -#else - if (IS_PLAYER(x, y)) - border_element = StorePlayer[x][y]; -#endif - -#if 0 - printf("::: %d,%d: %d %s [%d]\n", x, y, border_element, - element_info[border_element].token_name, Store2[x][y]); -#endif - -#if 0 - printf("::: phase == %d\n", phase); -#endif if (phase == element_info[border_element].ignition_delay || phase == last_phase) { boolean border_explosion = FALSE; -#if 1 -#if 1 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && !PLAYER_EXPLOSION_PROTECTED(x, y)) -#else - if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present) -#endif -#else - if (IS_PLAYER(x, y)) -#endif { - KillHeroUnlessExplosionProtected(x, y); + KillPlayerUnlessExplosionProtected(x, y); border_explosion = TRUE; - -#if 0 - if (phase == last_phase) - printf("::: IS_PLAYER\n"); -#endif } else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { -#if 0 - printf("::: %d,%d: %d %s\n", x, y, border_element, - element_info[border_element].token_name); -#endif - Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; Bang(x, y); border_explosion = TRUE; - -#if 0 - if (phase == last_phase) - printf("::: CAN_EXPLODE_BY_EXPLOSION\n"); -#endif } else if (border_element == EL_AMOEBA_TO_DIAMOND) { AmoebeUmwandeln(x, y); Store2[x][y] = 0; border_explosion = TRUE; - -#if 0 - if (phase == last_phase) - printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n", - element_info[border_element].explosion_delay, - element_info[border_element].ignition_delay, - phase); -#endif } -#if 1 /* if an element just explodes due to another explosion (chain-reaction), do not immediately end the new explosion when it was the last frame of the explosion (as it would be done in the following "if"-statement!) */ if (border_explosion && phase == last_phase) return; -#endif - } - -#else - - if (phase == first_phase_after_start) - { - int element = Store2[x][y]; - - if (element == EL_BLACK_ORB) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - } - else if (phase == half_phase) - { - int element = Store2[x][y]; - - if (IS_PLAYER(x, y)) - KillHeroUnlessExplosionProtected(x, y); - else if (CAN_EXPLODE_BY_EXPLOSION(element)) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - else if (element == EL_AMOEBA_TO_DIAMOND) - AmoebeUmwandeln(x, y); } -#endif if (phase == last_phase) { int element; -#if 0 - printf("::: done: phase == %d\n", phase); -#endif - -#if 0 - printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); -#endif - element = Feld[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; GfxElement[x][y] = EL_UNDEFINED; @@ -3787,12 +5530,18 @@ void Explode(int ex, int ey, int phase, int mode) /* player can escape from explosions and might therefore be still alive */ if (element >= EL_PLAYER_IS_EXPLODING_1 && element <= EL_PLAYER_IS_EXPLODING_4) - Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ? - EL_EMPTY : - element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW : - element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED : - element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD : - EL_EMERALD_PURPLE); + { + int player_nr = element - EL_PLAYER_IS_EXPLODING_1; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); + + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; + + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } /* restore probably existing indestructible background element */ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) @@ -3800,32 +5549,20 @@ void Explode(int ex, int ey, int phase, int mode) Back[x][y] = 0; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; - GfxDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MV_NONE; ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; -#if 1 + CustomValue[x][y] = 0; + InitField_WithBug2(x, y, FALSE); -#else - InitField(x, y, FALSE); -#if 1 - /* !!! not needed !!! */ -#if 1 - if (game.engine_version < VERSION_IDENT(3,1,0,0) && - CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE) - InitMovDir(x, y); -#else - if (CAN_MOVE(element)) - InitMovDir(x, y); -#endif -#endif -#endif - DrawLevelField(x, y); + + TEST_DrawLevelField(x, y); TestIfElementTouchesCustomElement(x, y); if (GFX_CRUMBLED(element)) - DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) StorePlayer[x][y] = 0; @@ -3833,43 +5570,13 @@ void Explode(int ex, int ey, int phase, int mode) if (ELEM_IS_PLAYER(element)) RelocatePlayer(x, y, element); } -#if 1 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) -#else - else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) -#endif { -#if 1 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); -#else - int stored = Store[x][y]; - int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : - stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : - IMG_SP_EXPLOSION); -#endif -#if 1 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); -#else - int frame = getGraphicAnimationFrame(graphic, phase - delay); -#endif - -#if 0 - printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]); -#endif - -#if 0 - printf("::: %d / %d [%d - %d]\n", - GfxFrame[x][y], phase - delay, phase, delay); -#endif - -#if 0 - printf("::: %d ['%s'] -> %d\n", GfxElement[x][y], - element_info[GfxElement[x][y]].token_name, - graphic); -#endif if (phase == delay) - DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { @@ -3930,63 +5637,36 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); -#if 1 -#if 1 if (element != EL_EMPTY && element != EL_EXPLOSION && !IS_DIGGABLE(element) && !dynabomb_xl) break; -#else - if (element != EL_EMPTY && element != EL_EXPLOSION && - !CAN_GROW_INTO(element) && !dynabomb_xl) - break; -#endif -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && element != EL_EXPLOSION && - element != EL_SAND && !dynabomb_xl) - break; -#endif } } } void Bang(int x, int y) { -#if 1 int element = MovingOrBlocked2Element(x, y); -#else - int element = Feld[x][y]; -#endif + int explosion_type = EX_TYPE_NORMAL; -#if 1 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) -#else - if (IS_PLAYER(x, y)) -#endif { struct PlayerInfo *player = PLAYERINFO(x, y); - element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : - player->element_nr); - } + element = Feld[x][y] = player->initial_element; -#if 0 -#if 1 - PlayLevelSoundAction(x, y, ACTION_EXPLODING); -#else - if (game.emulation == EMU_SUPAPLEX) - PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); - else - PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); -#endif -#endif + if (level.use_explosion_element[player->index_nr]) + { + int explosion_element = level.explosion_element[player->index_nr]; -#if 0 - if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_EMPTY; -#endif + if (element_info[explosion_element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[explosion_element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + } + } - switch(element) + switch (element) { case EL_BUG: case EL_SPACESHIP: @@ -3998,8 +5678,8 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; + case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: case EL_DYNABOMB_PLAYER_3_ACTIVE: @@ -4007,47 +5687,39 @@ void Bang(int x, int y) case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: case EL_DYNABOMB_INCREASE_POWER: - DynaExplode(x, y); + explosion_type = EX_TYPE_DYNA; + break; + + case EL_DC_LANDMINE: + explosion_type = EX_TYPE_CENTER; break; + case EL_PENGUIN: case EL_LAMP: case EL_LAMP_ACTIVE: -#if 1 case EL_AMOEBA_TO_DIAMOND: -#endif - if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); - else - Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); + if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */ + explosion_type = EX_TYPE_CENTER; break; + default: -#if 1 if (element_info[element].explosion_type == EXPLODES_CROSS) -#else - if (CAN_EXPLODE_CROSS(element)) -#endif -#if 1 - Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); -#else - DynaExplode(x, y); -#endif -#if 1 + explosion_type = EX_TYPE_CROSS; else if (element_info[element].explosion_type == EXPLODES_1X1) -#else - else if (CAN_EXPLODE_1X1(element)) -#endif - Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); - else - Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); + explosion_type = EX_TYPE_CENTER; break; } + if (explosion_type == EX_TYPE_DYNA) + DynaExplode(x, y); + else + Explode(x, y, EX_PHASE_START, explosion_type); + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); } void SplashAcid(int x, int y) { -#if 1 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && (!IN_LEV_FIELD(x - 1, y - 2) || !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) @@ -4059,30 +5731,6 @@ void SplashAcid(int x, int y) Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; PlayLevelSound(x, y, SND_ACID_SPLASHING); -#else - /* input: position of element entering acid (obsolete) */ - - int element = Feld[x][y]; - - if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID) - return; - - if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) - { - PlayLevelSound(x, y, SND_ACID_SPLASHING); - - if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) && - (!IN_LEV_FIELD(x - 1, y - 1) || - !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1)))) - Feld[x - 1][y] = EL_ACID_SPLASH_LEFT; - - if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) && - (!IN_LEV_FIELD(x + 1, y - 1) || - !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1)))) - Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT; - } -#endif } static void InitBeltMovement() @@ -4112,34 +5760,38 @@ static void InitBeltMovement() for (j = 0; j < NUM_BELT_PARTS; j++) { int element = belt_base_active_element[belt_nr] + j; - int graphic = el2img(element); + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); if (game.belt_dir[i] == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } } } - for (y = 0; y < lev_fieldy; y++) + SCAN_PLAYFIELD(x, y) { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + int element = Feld[x][y]; - for (i = 0; i < NUM_BELTS; i++) + for (i = 0; i < NUM_BELTS; i++) + { + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) { - if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltElement(element); - int belt_nr = i; + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[x][y] - belt_base_element[belt_nr]; - Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; - } + Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; } } } @@ -4172,9 +5824,9 @@ static void ToggleBeltSwitch(int x, int y) static int belt_move_dir[4] = { MV_LEFT, - MV_NO_MOVING, + MV_NONE, MV_RIGHT, - MV_NO_MOVING, + MV_NONE, }; int element = Feld[x][y]; @@ -4196,53 +5848,57 @@ static void ToggleBeltSwitch(int x, int y) for (i = 0; i < NUM_BELT_PARTS; i++) { int element = belt_base_active_element[belt_nr] + i; - int graphic = el2img(element); + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); if (belt_dir == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } } - for (yy = 0; yy < lev_fieldy; yy++) + SCAN_PLAYFIELD(xx, yy) { - for (xx = 0; xx < lev_fieldx; xx++) + int element = Feld[xx][yy]; + + if (IS_BELT_SWITCH(element)) { - int element = Feld[xx][yy]; + int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - if (IS_BELT_SWITCH(element)) + if (e_belt_nr == belt_nr) { - int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - - if (e_belt_nr == belt_nr) - { - Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; + TEST_DrawLevelField(xx, yy); } - else if (IS_BELT(element) && belt_dir != MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltElement(element); + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; - Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; + TEST_DrawLevelField(xx, yy); } - else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltActiveElement(element); + } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; - Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + TEST_DrawLevelField(xx, yy); } } } @@ -4254,38 +5910,43 @@ static void ToggleSwitchgateSwitch(int x, int y) game.switchgate_pos = !game.switchgate_pos; - for (yy = 0; yy < lev_fieldy; yy++) + SCAN_PLAYFIELD(xx, yy) { - for (xx = 0; xx < lev_fieldx; xx++) + int element = Feld[xx][yy]; + + if (element == EL_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) { - int element = Feld[xx][yy]; + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; - if (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) - { - Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; - DrawLevelField(xx, yy); - } - else if (element == EL_SWITCHGATE_OPEN || - element == EL_SWITCHGATE_OPENING) - { - Feld[xx][yy] = EL_SWITCHGATE_CLOSING; -#if 1 - PlayLevelSoundAction(xx, yy, ACTION_CLOSING); -#else - PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING); -#endif - } - else if (element == EL_SWITCHGATE_CLOSED || - element == EL_SWITCHGATE_CLOSING) - { - Feld[xx][yy] = EL_SWITCHGATE_OPENING; -#if 1 - PlayLevelSoundAction(xx, yy, ACTION_OPENING); -#else - PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING); -#endif - } + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; + + PlayLevelSoundAction(xx, yy, ACTION_OPENING); } } } @@ -4310,50 +5971,159 @@ static void RedrawAllLightSwitchesAndInvisibleElements() { int x, y; - for (y = 0; y < lev_fieldy; y++) + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + + if (element == EL_LIGHT_SWITCH && + game.light_time_left > 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + TEST_DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + TEST_DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + TEST_DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; + + SCAN_PLAYFIELD(x, y) { - for (x = 0; x < lev_fieldx; x++) + int element = Feld[x][y]; + + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) { - int element = Feld[x][y]; + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + TEST_DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); - if (element == EL_LIGHT_SWITCH && - game.light_time_left > 0) - { - Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; - DrawLevelField(x, y); - } - else if (element == EL_LIGHT_SWITCH_ACTIVE && - game.light_time_left == 0) - { - Feld[x][y] = EL_LIGHT_SWITCH; - DrawLevelField(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL || - element == EL_INVISIBLE_WALL || - element == EL_INVISIBLE_SAND) - { - if (game.light_time_left > 0) - Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + TEST_DrawLevelField(x, y); - DrawLevelField(x, y); + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.lenses_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); - /* uncrumble neighbour fields, if needed */ - if (element == EL_INVISIBLE_SAND) - DrawLevelFieldCrumbledSandNeighbours(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || - element == EL_INVISIBLE_WALL_ACTIVE || - element == EL_INVISIBLE_SAND_ACTIVE) - { - if (game.light_time_left == 0) - Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + TEST_DrawLevelField(x, y); - DrawLevelField(x, y); + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + } +} - /* re-crumble neighbour fields, if needed */ - if (element == EL_INVISIBLE_SAND) - DrawLevelFieldCrumbledSandNeighbours(x, y); - } +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; + + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; + + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + TEST_DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + IS_DC_GATE_GRAY(element) ? + EL_DC_GATE_WHITE_GRAY_ACTIVE : + element); + TEST_DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + IS_DC_GATE_GRAY_ACTIVE(element) ? + EL_DC_GATE_WHITE_GRAY : + element); + TEST_DrawLevelField(x, y); } } } @@ -4375,31 +6145,29 @@ static void ActivateTimegateSwitch(int x, int y) game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; - for (yy = 0; yy < lev_fieldy; yy++) + SCAN_PLAYFIELD(xx, yy) { - for (xx = 0; xx < lev_fieldx; xx++) - { - int element = Feld[xx][yy]; - - if (element == EL_TIMEGATE_CLOSED || - element == EL_TIMEGATE_CLOSING) - { - Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); - } + int element = Feld[xx][yy]; - /* - else if (element == EL_TIMEGATE_SWITCH_ACTIVE) - { - Feld[xx][yy] = EL_TIMEGATE_SWITCH; - DrawLevelField(xx, yy); - } - */ + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING); + } + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + TEST_DrawLevelField(xx, yy); } + */ + } - Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; + Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE : + EL_DC_TIMEGATE_SWITCH_ACTIVE); } void Impact(int x, int y) @@ -4410,10 +6178,6 @@ void Impact(int x, int y) int element = Feld[x][y]; int smashed = EL_STEELWALL; -#if 0 - printf("IMPACT!\n"); -#endif - if (!last_line) /* check if element below was hit */ { if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) @@ -4423,15 +6187,33 @@ void Impact(int x, int y) MovDir[x][y + 1] != MV_DOWN || MovPos[x][y + 1] <= TILEY / 2)); -#if 0 - object_hit = !IS_FREE(x, y + 1); -#endif - /* do not smash moving elements that left the smashed field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) object_hit = FALSE; +#if USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + TEST_DrawLevelField(x, y + 2); + + object_hit = TRUE; + } + + if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 2] = EL_ROCK; + TEST_DrawLevelField(x, y + 2); + + object_hit = TRUE; + } +#endif + if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); @@ -4450,7 +6232,7 @@ void Impact(int x, int y) el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) { ResetGfxAnimation(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } if (impact && CAN_EXPLODE_IMPACT(element)) @@ -4458,7 +6240,8 @@ void Impact(int x, int y) Bang(x, y); return; } - else if (impact && element == EL_PEARL) + else if (impact && element == EL_PEARL && + smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE) { ResetGfxAnimation(x, y); @@ -4476,7 +6259,7 @@ void Impact(int x, int y) if (impact && element == EL_AMOEBA_DROP) { if (object_hit && IS_PLAYER(x, y + 1)) - KillHeroUnlessEnemyProtected(x, y + 1); + KillPlayerUnlessEnemyProtected(x, y + 1); else if (object_hit && smashed == EL_PENGUIN) Bang(x, y + 1); else @@ -4491,34 +6274,40 @@ void Impact(int x, int y) if (object_hit) /* check which object was hit */ { - if (CAN_PASS_MAGIC_WALL(element) && - (smashed == EL_MAGIC_WALL || - smashed == EL_BD_MAGIC_WALL)) + if ((CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + smashed == EL_DC_MAGIC_WALL)) { int xx, yy; int activated_magic_wall = (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : - EL_BD_MAGIC_WALL_ACTIVE); + smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE : + EL_DC_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy = 0; yy < lev_fieldy; yy++) - for (xx = 0; xx < lev_fieldx; xx++) - if (Feld[xx][yy] == smashed) - Feld[xx][yy] = activated_magic_wall; + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; + } game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; game.magic_wall_active = TRUE; PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? SND_MAGIC_WALL_ACTIVATING : - SND_BD_MAGIC_WALL_ACTIVATING)); + smashed == EL_BD_MAGIC_WALL ? + SND_BD_MAGIC_WALL_ACTIVATING : + SND_DC_MAGIC_WALL_ACTIVATING)); } if (IS_PLAYER(x, y + 1)) { if (CAN_SMASH_PLAYER(element)) { - KillHeroUnlessEnemyProtected(x, y + 1); + KillPlayerUnlessEnemyProtected(x, y + 1); return; } } @@ -4549,13 +6338,6 @@ void Impact(int x, int y) Bang(x, y + 1); return; } -#if 0 - else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) - { - Bang(x, y + 1); - return; - } -#endif else if (CAN_SMASH_EVERYTHING(element)) { if (IS_CLASSIC_ENEMY(smashed) || @@ -4598,7 +6380,9 @@ void Impact(int x, int y) ToggleBeltSwitch(x, y + 1); } else if (smashed == EL_SWITCHGATE_SWITCH_UP || - smashed == EL_SWITCHGATE_SWITCH_DOWN) + smashed == EL_SWITCHGATE_SWITCH_DOWN || + smashed == EL_DC_SWITCHGATE_SWITCH_UP || + smashed == EL_DC_SWITCHGATE_SWITCH_DOWN) { ToggleSwitchgateSwitch(x, y + 1); } @@ -4609,24 +6393,12 @@ void Impact(int x, int y) } else { -#if 0 - TestIfElementSmashesCustomElement(x, y, MV_DOWN); -#endif - CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); -#if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeBySide(x, y + 1, smashed, element, - CE_SWITCHED, CH_SIDE_TOP); - CheckTriggeredElementChangeBySide(x, y + 1, smashed, - CE_SWITCH_OF_X, CH_SIDE_TOP); -#else - CheckTriggeredElementChangeBySide(x, y + 1, smashed, - CE_SWITCH_OF_X, CH_SIDE_TOP); CheckElementChangeBySide(x, y + 1, smashed, element, CE_SWITCHED, CH_SIDE_TOP); -#endif + CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X, + CH_SIDE_TOP); } } else @@ -4639,12 +6411,15 @@ void Impact(int x, int y) /* play sound of magic wall / mill */ if (!last_line && (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)) { if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING); return; } @@ -4658,7 +6433,7 @@ inline static void TurnRoundExt(int x, int y) { static struct { - int x, y; + int dx, dy; } move_xy[] = { { 0, 0 }, @@ -4693,10 +6468,10 @@ inline static void TurnRoundExt(int x, int y) int right_dir = turn[old_move_dir].right; int back_dir = turn[old_move_dir].back; - int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; - int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; - int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; + int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy; + int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy; + int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy; + int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy; int left_x = x + left_dx, left_y = y + left_dy; int right_x = x + right_dx, right_y = y + right_dy; @@ -4718,26 +6493,6 @@ inline static void TurnRoundExt(int x, int y) else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } -#if 0 - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - TestIfBadThingTouchesOtherBadThing(x, y); - - if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = right_dir; - - if ((element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON) - && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ - MovDelay[x][y] = 1; - } -#else else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) { TestIfBadThingTouchesOtherBadThing(x, y); @@ -4764,7 +6519,6 @@ inline static void TurnRoundExt(int x, int y) if (MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; } -#endif else if (element == EL_YAMYAM) { boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); @@ -4870,18 +6624,12 @@ inline static void TurnRoundExt(int x, int y) else MovDir[x][y] = back_dir; - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; -#if 1 - /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */ if (!IN_LEV_FIELD(xx, yy) || (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) MovDir[x][y] = old_move_dir; -#else - if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) - MovDir[x][y] = old_move_dir; -#endif MovDelay[x][y] = 0; } @@ -4891,12 +6639,7 @@ inline static void TurnRoundExt(int x, int y) boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); int rnd_value = 24; - int rnd = RND(rnd_value); - -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif + int rnd = RND(rnd_value); if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; @@ -4909,28 +6652,11 @@ inline static void TurnRoundExt(int x, int y) else MovDir[x][y] = back_dir; - 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 + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; -#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; } @@ -4963,27 +6689,33 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_BALLOON) { - MovDir[x][y] = game.balloon_dir; + MovDir[x][y] = game.wind_direction; MovDelay[x][y] = 0; } else if (element == EL_SPRING) { -#if 0 - if (MovDir[x][y] & MV_HORIZONTAL && - !SPRING_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = MV_NO_MOVING; -#else - if (MovDir[x][y] & MV_HORIZONTAL && - (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || - SPRING_CAN_ENTER_FIELD(element, x, y + 1))) - MovDir[x][y] = MV_NO_MOVING; -#endif + if (MovDir[x][y] & MV_HORIZONTAL) + { + if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && + !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + { + Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; + ResetGfxAnimation(move_x, move_y); + TEST_DrawLevelField(move_x, move_y); + + MovDir[x][y] = back_dir; + } + else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + MovDir[x][y] = MV_NONE; + } MovDelay[x][y] = 0; } else if (element == EL_ROBOT || element == EL_SATELLITE || - element == EL_PENGUIN) + element == EL_PENGUIN || + element == EL_EMC_ANDROID) { int attr_x = -1, attr_y = -1; @@ -5013,13 +6745,9 @@ inline static void TurnRoundExt(int x, int y) } } -#if 1 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || game.engine_version < VERSION_IDENT(3,1,0,0))) -#else - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) -#endif { attr_x = ZX; attr_y = ZY; @@ -5041,7 +6769,10 @@ inline static void TurnRoundExt(int x, int y) int ex = x + xy[i][0]; int ey = y + xy[i][1]; - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN || + Feld[ex][ey] == EL_EM_EXIT_OPEN || + Feld[ex][ey] == EL_STEEL_EXIT_OPEN || + Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN)) { attr_x = ex; attr_y = ey; @@ -5050,7 +6781,7 @@ inline static void TurnRoundExt(int x, int y) } } - MovDir[x][y] = MV_NO_MOVING; + MovDir[x][y] = MV_NONE; if (attr_x < x) MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); else if (attr_x > x) @@ -5088,21 +6819,21 @@ inline static void TurnRoundExt(int x, int y) new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } - else /* (element == EL_SATELLITE) */ + else if (element == EL_SATELLITE) { int newx, newy; @@ -5131,6 +6862,144 @@ inline static void TurnRoundExt(int x, int y) return; } } + else if (element == EL_EMC_ANDROID) + { + static int check_pos[16] = + { + -1, /* 0 => (invalid) */ + 7, /* 1 => MV_LEFT */ + 3, /* 2 => MV_RIGHT */ + -1, /* 3 => (invalid) */ + 1, /* 4 => MV_UP */ + 0, /* 5 => MV_LEFT | MV_UP */ + 2, /* 6 => MV_RIGHT | MV_UP */ + -1, /* 7 => (invalid) */ + 5, /* 8 => MV_DOWN */ + 6, /* 9 => MV_LEFT | MV_DOWN */ + 4, /* 10 => MV_RIGHT | MV_DOWN */ + -1, /* 11 => (invalid) */ + -1, /* 12 => (invalid) */ + -1, /* 13 => (invalid) */ + -1, /* 14 => (invalid) */ + -1, /* 15 => (invalid) */ + }; + static struct + { + int dx, dy; + int dir; + } check_xy[8] = + { + { -1, -1, MV_LEFT | MV_UP }, + { 0, -1, MV_UP }, + { +1, -1, MV_RIGHT | MV_UP }, + { +1, 0, MV_RIGHT }, + { +1, +1, MV_RIGHT | MV_DOWN }, + { 0, +1, MV_DOWN }, + { -1, +1, MV_LEFT | MV_DOWN }, + { -1, 0, MV_LEFT }, + }; + int start_pos, check_order; + boolean can_clone = FALSE; + int i; + + /* check if there is any free field around current position */ + for (i = 0; i < 8; i++) + { + int newx = x + check_xy[i].dx; + int newy = y + check_xy[i].dy; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + can_clone = TRUE; + + break; + } + } + + if (can_clone) /* randomly find an element to clone */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + + if (ANDROID_CAN_CLONE_FIELD(newx, newy)) + { + element_info[element].move_leave_type = LEAVE_TYPE_LIMITED; + element_info[element].move_leave_element = EL_TRIGGER_ELEMENT; + + Store[x][y] = Feld[newx][newy]; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* randomly find a direction to move */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_clone_time * 8 + 1; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* cloning and moving successful */ + return; + + /* cannot clone -- try to move towards player */ + + start_pos = check_pos[MovDir[x][y] & 0x0f]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 3; i++) + { + /* first check start_pos, then previous/next or (next/previous) pos */ + int pos_raw = start_pos + (i < 2 ? i : -1) * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IS_PLAYER(newx, newy)) + break; + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_move_time * 8 + 1; + + break; + } + } + } } else if (move_pattern == MV_TURNING_LEFT || move_pattern == MV_TURNING_RIGHT || @@ -5144,10 +7013,8 @@ inline static void TurnRoundExt(int x, int y) boolean can_turn_right = CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); -#if USE_CAN_MOVE_NOT_MOVING - if (element_info[element].move_stepsize == 0) /* not moving */ + if (element_info[element].move_stepsize == 0) /* "not moving" */ return; -#endif if (move_pattern == MV_TURNING_LEFT) MovDir[x][y] = left_dir; @@ -5189,6 +7056,11 @@ inline static void TurnRoundExt(int x, int y) MovDir[x][y] = move_pattern; MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } + else if (move_pattern & MV_WIND_DIRECTION) + { + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } else if (move_pattern == MV_ALONG_LEFT_SIDE) { if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) @@ -5242,7 +7114,7 @@ inline static void TurnRoundExt(int x, int y) } } - MovDir[x][y] = MV_NO_MOVING; + MovDir[x][y] = MV_NONE; if (attr_x < x) MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); else if (attr_x > x) @@ -5259,15 +7131,13 @@ inline static void TurnRoundExt(int x, int y) boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; -#if USE_CAN_MOVE_NOT_MOVING - if (element_info[element].move_stepsize == 0) /* not moving */ + if (element_info[element].move_stepsize == 0) /* "not moving" */ { first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); return; } -#endif MovDir[x][y] = new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); @@ -5290,7 +7160,7 @@ inline static void TurnRoundExt(int x, int y) move_pattern == MV_WHEN_DROPPED) { if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = MV_NO_MOVING; + MovDir[x][y] = MV_NONE; MovDelay[x][y] = 0; } @@ -5318,7 +7188,7 @@ inline static void TurnRoundExt(int x, int y) }; 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 new_move_dir = MV_NONE; int start_test = RND(4); int i; @@ -5362,13 +7232,7 @@ inline static void TurnRoundExt(int x, int y) MovDir[x][y] = new_move_dir; if (old_move_dir != new_move_dir) - { -#if 1 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); -#else - MovDelay[x][y] = 9; -#endif - } } } @@ -5376,26 +7240,17 @@ 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 + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); + + ResetGfxFrame(x, y); } static boolean JustBeingPushed(int x, int y) @@ -5421,23 +7276,14 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { -#if 0 - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); -#endif boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; -#if 1 if (MovDelay[x][y] == 0) GfxAction[x][y] = ACTION_DEFAULT; -#else - /* !!! this should be handled more generic (not only for mole) !!! */ - if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) - GfxAction[x][y] = ACTION_DEFAULT; -#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -5454,20 +7300,30 @@ void StartMoving(int x, int y) started_moving = TRUE; Feld[x][y] = EL_QUICKSAND_EMPTYING; - Store[x][y] = EL_ROCK; -#if 1 - PlayLevelSoundAction(x, y, ACTION_EMPTYING); +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; #else - PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); + Store[x][y] = EL_ROCK; #endif + + PlayLevelSoundAction(x, y, ACTION_EMPTYING); } else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) + { MovDelay[x][y] = TILEY + 1; + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } + if (MovDelay[x][y]) { + DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING); + MovDelay[x][y]--; if (MovDelay[x][y]) return; @@ -5477,11 +7333,107 @@ void StartMoving(int x, int y) Feld[x][y + 1] = EL_QUICKSAND_FULL; Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; -#if 1 + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; + + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } + + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING); + + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } + else if (element == EL_QUICKSAND_FAST_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING; +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; #else - PlayLevelSound(x, y, SND_QUICKSAND_FILLING); + Store[x][y] = EL_ROCK; #endif + + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; + + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } + + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING); + + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; + + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } + + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING); + + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + + PlayLevelSoundAction(x, y, ACTION_FILLING); } } else if ((element == EL_ROCK || element == EL_BD_ROCK) && @@ -5492,11 +7444,19 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; -#if 1 + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FAST_FILLING; + Store[x][y] = element; + PlayLevelSoundAction(x, y, ACTION_FILLING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_FILLING); -#endif } else if (element == EL_MAGIC_WALL_FULL) { @@ -5511,7 +7471,7 @@ void StartMoving(int x, int y) else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + MovDelay[x][y] = TILEY / 4 + 1; if (MovDelay[x][y]) { @@ -5534,12 +7494,12 @@ void StartMoving(int x, int y) started_moving = TRUE; Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; - Store[x][y] = EL_CHANGED2(Store[x][y]); + Store[x][y] = EL_CHANGED_BD(Store[x][y]); } else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + MovDelay[x][y] = TILEY / 4 + 1; if (MovDelay[x][y]) { @@ -5550,72 +7510,73 @@ void StartMoving(int x, int y) Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; - Store[x][y + 1] = EL_CHANGED2(Store[x][y]); + Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]); + Store[x][y] = 0; + } + } + else if (element == EL_DC_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED_DC(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY / 4 + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]); Store[x][y] = 0; } } - else if (CAN_PASS_MAGIC_WALL(element) && - (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + else if ((CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))) + { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : - EL_BD_MAGIC_WALL_FILLING); + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING : + EL_DC_MAGIC_WALL_FILLING); Store[x][y] = element; } -#if 0 - else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) -#else else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) -#endif { SplashAcid(x, y + 1); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; - Store[x][y] = EL_ACID; -#if 0 - /* !!! TEST !!! better use "_FALLING" etc. !!! */ - GfxAction[x][y + 1] = ACTION_ACTIVE; -#endif - } -#if 1 - else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && !IS_FREE(x, y + 1)) || - -#if USE_IMPACT_BUGFIX - (game.engine_version >= VERSION_IDENT(3,0,7,0) && - CAN_FALL(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || - - (game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED))) -#else - (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))) || - - (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))) -#endif - -#else -#if 1 - else if (game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - WasJustMoving[x][y] && !Pushed[x][y + 1]) -#else - else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - WasJustMoving[x][y]) -#endif -#endif + Store[x][y] = EL_ACID; + } + else if ( + (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckImpact[x][y] && !IS_FREE(x, y + 1)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) { /* this is needed for a special case not covered by calling "Impact()" from "ContinueMoving()": if an element moves to a tile directly below @@ -5627,23 +7588,14 @@ void StartMoving(int x, int y) element; also, the case of the player being the element to smash was simply not covered here... :-/ ) */ -#if 0 - WasJustMoving[x][y] = 0; - WasJustFalling[x][y] = 0; -#endif - CheckCollision[x][y] = 0; - -#if 0 - if (IS_PLAYER(x, y + 1)) - printf("::: we ARE now killing the player [%d]\n", FrameCounter); -#endif + CheckImpact[x][y] = 0; Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { - if (MovDir[x][y] == MV_NO_MOVING) + if (MovDir[x][y] == MV_NONE) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -5662,23 +7614,10 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y + 1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY - */ -#if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) -#else - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && - !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && - element != EL_DX_SUPABOMB) -#endif -#else else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) -#endif { boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && (IS_FREE(x - 1, y + 1) || @@ -5688,66 +7627,41 @@ void StartMoving(int x, int y) Feld[x + 1][y + 1] == EL_ACID)); boolean can_fall_any = (can_fall_left || can_fall_right); boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) { - int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - - if (slippery_type == SLIPPERY_ONLY_LEFT) + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ONLY_RIGHT) + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) can_fall_left = FALSE; - else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + else if (slippery_type == SLIPPERY_ONLY_LEFT) can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + else if (slippery_type == SLIPPERY_ONLY_RIGHT) can_fall_left = FALSE; can_fall_any = (can_fall_left || can_fall_right); - can_fall_both = (can_fall_left && can_fall_right); - } - -#if USE_NEW_SP_SLIPPERY - /* !!! better use the same properties as for custom elements here !!! */ - else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && - can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) - { - can_fall_right = FALSE; /* slip down on left side */ can_fall_both = FALSE; } -#endif -#if 1 if (can_fall_both) { - if (game.emulation == EMU_BOULDERDASH || - element == EL_BD_ROCK || element == EL_BD_DIAMOND) + if (element == EL_BD_ROCK || element == EL_BD_DIAMOND) can_fall_right = FALSE; /* slip down on left side */ else can_fall_left = !(can_fall_right = RND(2)); can_fall_both = FALSE; } -#endif if (can_fall_any) { -#if 0 - if (can_fall_both && - (game.emulation != EMU_BOULDERDASH && - element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - can_fall_left = !(can_fall_right = RND(2)); -#endif - /* if not determined otherwise, prefer left side for slipping down */ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } } -#if 0 - else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element)) -#else else if (IS_BELT_ACTIVE(Feld[x][y + 1])) -#endif { boolean left_is_free = (x > 0 && IS_FREE(x - 1, y)); boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); @@ -5757,17 +7671,13 @@ void StartMoving(int x, int y) if ((belt_dir == MV_LEFT && left_is_free) || (belt_dir == MV_RIGHT && right_is_free)) { -#if 1 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); -#endif InitMovingField(x, y, belt_dir); started_moving = TRUE; -#if 1 Pushed[x][y] = TRUE; Pushed[nextx][y] = TRUE; -#endif GfxAction[x][y] = ACTION_DEFAULT; } @@ -5779,2176 +7689,2499 @@ void StartMoving(int x, int y) } /* not "else if" because of elements that can fall and move (EL_SPRING) */ -#if 0 - if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) -#else if (CAN_MOVE(element) && !started_moving) -#endif { int move_pattern = element_info[element].move_pattern; int newx, newy; -#if 0 -#if DEBUG - if (MovDir[x][y] == MV_NO_MOVING) - { - printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", - x, y, element, element_info[element].token_name); - printf("StartMoving(): This should never happen!\n"); - } -#endif -#endif + Moving2Blocked(x, y, &newx, &newy); + + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; + + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + WasJustMoving[x][y] = 0; + CheckCollision[x][y] = 0; + + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + + if (Feld[x][y] != element) /* element has changed */ + return; + } + + if (!MovDelay[x][y]) /* start new movement phase */ + { + /* all objects that can change their move direction after each step + (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ + + if (element != EL_YAMYAM && + element != EL_DARK_YAMYAM && + element != EL_PACMAN && + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT && + move_pattern != MV_TURNING_LEFT_RIGHT && + move_pattern != MV_TURNING_RIGHT_LEFT && + move_pattern != MV_TURNING_RANDOM) + { + TurnRound(x, y); + + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) + TEST_DrawLevelField(x, y); + } + } + + if (MovDelay[x][y]) /* wait some time before next movement */ + { + MovDelay[x][y]--; + + if (element == EL_ROBOT || + element == EL_YAMYAM || + element == EL_DARK_YAMYAM) + { + DrawLevelElementAnimationIfNeeded(x, y, element); + PlayLevelSoundAction(x, y, ACTION_WAITING); + } + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_DRAGON) + { + int i; + int dir = MovDir[x][y]; + int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT : + dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : + dir == MV_UP ? IMG_FLAMES_1_UP : + dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); + + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i = 1; i <= 3; i++) + { + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); + + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) + break; + + if (MovDelay[x][y]) + { + int flamed = MovingOrBlocked2Element(xx, yy); + + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else + RemoveMovingField(xx, yy); + + ChangeDelay[xx][yy] = 0; + + Feld[xx][yy] = EL_FLAMES; + + if (IN_SCR_FIELD(sx, sy)) + { + TEST_DrawLevelFieldCrumbled(xx, yy); + DrawGraphic(sx, sy, flame_graphic, frame); + } + } + else + { + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; + TEST_DrawLevelField(xx, yy); + } + } + } + + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlayLevelSoundAction(x, y, ACTION_WAITING); + + return; + } + } + + /* now make next step */ + + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && + !PLAYER_ENEMY_PROTECTED(newx, newy)) + { + TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]); + + return; + } + + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + !IS_MV_DIAGONAL(MovDir[x][y]) && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) + { + SplashAcid(newx, newy); + Store[x][y] = EL_ACID; + } + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) + { + if (Feld[newx][newy] == EL_EXIT_OPEN || + Feld[newx][newy] == EL_EM_EXIT_OPEN || + Feld[newx][newy] == EL_STEEL_EXIT_OPEN || + Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN) + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); + + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + + local_player->friends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + PlayerWins(local_player); + + return; + } + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) + { + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) + TEST_DrawLevelField(newx, newy); + else + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); + + return; + } + } + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) + { + if (IS_FOOD_PIG(Feld[newx][newy])) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_PIG_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); + + return; + } + } + else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy)) + { + if (Store[x][y] != EL_EMPTY) + { + boolean can_clone = FALSE; + int xx, yy; + + /* check if element to clone is still there */ + for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++) + { + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y]) + { + can_clone = TRUE; + + break; + } + } + + /* cannot clone or target field not free anymore -- do not clone */ + if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + Store[x][y] = EL_EMPTY; + } + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + if (IS_MV_DIAGONAL(MovDir[x][y])) + { + int diagonal_move_dir = MovDir[x][y]; + int stored = Store[x][y]; + int change_delay = 8; + int graphic; + + /* android is moving diagonally */ + + CreateField(x, y, EL_DIAGONAL_SHRINKING); - Moving2Blocked(x, y, &newx, &newy); + Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored); + GfxElement[x][y] = EL_EMC_ANDROID; + GfxAction[x][y] = ACTION_SHRINKING; + GfxDir[x][y] = diagonal_move_dir; + ChangeDelay[x][y] = change_delay; -#if 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 + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], + GfxDir[x][y]); -#if 1 + DrawLevelGraphicAnimation(x, y, graphic); + PlayLevelSoundAction(x, y, ACTION_SHRINKING); -#if 1 - if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) -#else - if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) -#endif - { -#if 0 - printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", - element, element_info[element].token_name, - WasJustMoving[x][y], - HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING), - HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING), - HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X), - HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X)); -#endif + if (Feld[newx][newy] == EL_ACID) + { + SplashAcid(newx, newy); -#if 1 - WasJustMoving[x][y] = 0; -#endif + return; + } - CheckCollision[x][y] = 0; + CreateField(newx, newy, EL_DIAGONAL_GROWING); - TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + Store[newx][newy] = EL_EMC_ANDROID; + GfxElement[newx][newy] = EL_EMC_ANDROID; + GfxAction[newx][newy] = ACTION_GROWING; + GfxDir[newx][newy] = diagonal_move_dir; + ChangeDelay[newx][newy] = change_delay; -#if 0 - if (Feld[x][y] != element) /* element has changed */ - { - element = Feld[x][y]; - move_pattern = element_info[element].move_pattern; + graphic = el_act_dir2img(GfxElement[newx][newy], + GfxAction[newx][newy], GfxDir[newx][newy]); + + DrawLevelGraphicAnimation(newx, newy, graphic); + PlayLevelSoundAction(newx, newy, ACTION_GROWING); - if (!CAN_MOVE(element)) return; + } + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + + PlayLevelSoundAction(x, y, ACTION_DIGGING); + } } -#else - if (Feld[x][y] != element) /* element has changed */ + else if (!IS_FREE(newx, newy)) + { return; -#endif + } } -#endif - -#if 0 -#if 0 - if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) - Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */ -#else - if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] == EL_BLOCKED) - Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ - } -#endif -#endif - -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif + if (!DigFieldByCE(newx, newy, element)) + return; - if (!MovDelay[x][y]) /* start new movement phase */ + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + } + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { - /* all objects that can change their move direction after each step - (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ + if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - if (element != EL_YAMYAM && - element != EL_DARK_YAMYAM && - element != EL_PACMAN && - !(move_pattern & MV_ANY_DIRECTION) && - move_pattern != MV_TURNING_LEFT && - move_pattern != MV_TURNING_RIGHT && - move_pattern != MV_TURNING_LEFT_RIGHT && - move_pattern != MV_TURNING_RIGHT_LEFT && - move_pattern != MV_TURNING_RANDOM) + return; + } + else { - TurnRound(x, y); + boolean wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); -#endif + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) + { + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; - if (MovDelay[x][y] && (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON || - element == EL_MOLE)) - DrawLevelField(x, y); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); + + 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; + } } } + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } - if (MovDelay[x][y]) /* wait some time before next movement */ + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); + } + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) { - MovDelay[x][y]--; + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } -#if 0 - if (element == EL_YAMYAM) + if (IS_MOVING(newx, newy)) { - printf("::: %d\n", - el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); - DrawLevelElementAnimation(x, y, element); + RemoveMovingField(newx, newy); + } + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); } -#endif - if (MovDelay[x][y]) /* element still has to wait some time */ + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); + } + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) { -#if 0 - /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlayLevelSound(x, y, SND_MOLE_DIGGING); + ResetGfxAnimation(x, y); -#endif + GfxAction[x][y] = ACTION_DIGGING; + TEST_DrawLevelField(x, y); -#if 0 - if (GfxAction[x][y] != ACTION_WAITING) - printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ - GfxAction[x][y] = ACTION_WAITING; -#endif + return; /* wait for shrinking amoeba */ } - - if (element == EL_ROBOT || -#if 0 - element == EL_PACMAN || -#endif - element == EL_YAMYAM || - element == EL_DARK_YAMYAM) + else /* element == EL_PACMAN */ { -#if 0 - DrawLevelElementAnimation(x, y, element); -#else - DrawLevelElementAnimationIfNeeded(x, y, element); -#endif - PlayLevelSoundAction(x, y, ACTION_WAITING); + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } - else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_DRAGON) - { - int i; - int dir = MovDir[x][y]; - int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT : - dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : - dir == MV_UP ? IMG_FLAMES_1_UP : - dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ + + TurnRound(x, y); + + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesPlayer(x, y); + + return; + } + + InitMovingField(x, y, MovDir[x][y]); + + PlayLevelSoundAction(x, y, ACTION_MOVING); + } + + if (MovDir[x][y]) + ContinueMoving(x, y); +} + +void ContinueMoving(int x, int y) +{ + int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx, newy = y + dy; + int stored = Store[x][y]; + int stored_new = Store[newx][newy]; + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); + boolean last_line = (newy == lev_fieldy - 1); -#if 0 - printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); -#endif + MovPos[x][y] += getElementMoveStepsize(x, y); - GfxAction[x][y] = ACTION_ATTACKING; + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + if (ABS(MovPos[x][y]) < TILEX) + { + TEST_DrawLevelField(x, y); - PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + return; /* element is still moving */ + } - for (i = 1; i <= 3; i++) - { - int xx = x + i * dx; - int yy = y + i * dy; - int sx = SCREENX(xx); - int sy = SCREENY(yy); - int flame_graphic = graphic + (i - 1); + /* element reached destination field */ - if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) - break; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx, yy); + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - /* !!! */ -#if 0 - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) - Bang(xx, yy); - else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) - RemoveMovingField(xx, yy); - else - RemoveField(xx, yy); -#else - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) - Bang(xx, yy); - else - RemoveMovingField(xx, yy); -#endif + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; -#if 0 - if (ChangeDelay[xx][yy]) - printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || - Feld[xx][yy] == EL_BLOCKED)); -#endif + InitField(newx, newy, FALSE); + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; -#if 1 - ChangeDelay[xx][yy] = 0; -#endif - Feld[xx][yy] = EL_FLAMES; - if (IN_SCR_FIELD(sx, sy)) - { - DrawLevelFieldCrumbledSand(xx, yy); - DrawGraphic(sx, sy, flame_graphic, frame); - } - } - else - { - if (Feld[xx][yy] == EL_FLAMES) - Feld[xx][yy] = EL_EMPTY; - DrawLevelField(xx, yy); - } - } - } + InitField(newx, newy, FALSE); + } + else if (element == EL_DC_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_DC_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; - if (MovDelay[x][y]) /* element still has to wait some time */ - { - PlayLevelSoundAction(x, y, ACTION_WAITING); + InitField(newx, newy, FALSE); + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - return; - } + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; -#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 - } + Back[x][y] = Back[newx][newy] = 0; + } - /* now make next step */ + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; - Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + MovDelay[newx][newy] = 0; - if (DONT_COLLIDE_WITH(element) && - IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && - !PLAYER_ENEMY_PROTECTED(newx, newy)) - { -#if 1 - TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + if (CAN_CHANGE_OR_HAS_ACTION(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } - return; -#else - /* player killed by element which is deadly when colliding with */ - MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx, newy)); - return; -#endif + CustomValue[newx][newy] = CustomValue[x][y]; - } -#if 1 -#if 1 - else if (CAN_MOVE_INTO_ACID(element) && - IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && - (MovDir[x][y] == MV_DOWN || - game.engine_version >= VERSION_IDENT(3,1,0,0))) -#else - else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN && - IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID) -#endif -#else + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - else if ((element == EL_PENGUIN || - element == EL_ROBOT || - element == EL_SATELLITE || - element == EL_BALLOON || - IS_CUSTOM_ELEMENT(element)) && - IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) -#endif - { - SplashAcid(newx, newy); - Store[x][y] = EL_ACID; - } - else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) - { - if (Feld[newx][newy] == EL_EXIT_OPEN) - { -#if 1 - RemoveField(x, y); - DrawLevelField(x, y); -#else - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); -#endif + CustomValue[x][y] = 0; - PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); - if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + /* 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 */ - local_player->friends_still_needed--; - if (!local_player->friends_still_needed && - !local_player->GameOver && AllPlayersGone) - local_player->LevelSolved = local_player->GameOver = TRUE; + Pushed[x][y] = Pushed[newx][newy] = FALSE; - return; - } - else if (IS_FOOD_PENGUIN(Feld[newx][newy])) - { - if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) - DrawLevelField(newx, newy); - else - GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; - } - else if (!IS_FREE(newx, newy)) - { - GfxAction[x][y] = ACTION_WAITING; + /* some elements can leave other elements behind after moving */ + if (ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) + { + int move_leave_element = ei->move_leave_element; - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored); - return; - } - } - else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) - { - if (IS_FOOD_PIG(Feld[newx][newy])) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + Feld[x][y] = move_leave_element; - PlayLevelSound(x, y, SND_PIG_DIGGING); - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; - return; - } - } + InitField(x, y, FALSE); -#if 1 + if (GFX_CRUMBLED(Feld[x][y])) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); - /* - else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy)) - */ + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } - else if (IS_CUSTOM_ELEMENT(element) && - CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy) + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ -#if 0 - && - !IS_FREE(newx, newy) -#endif + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; -) - { - int new_element = Feld[newx][newy]; + TEST_DrawLevelField(x, y); + TEST_DrawLevelField(newx, newy); -#if 0 - printf("::: '%s' digs '%s' [%d]\n", - element_info[element].token_name, - element_info[Feld[newx][newy]].token_name, - StorePlayer[newx][newy]); -#endif + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - if (!IS_FREE(newx, newy)) - { - int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : - IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : - ACTION_BREAKING); + /* prevent pushed element from moving on in pushed direction */ + if (pushed_by_player && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); - /* no element can dig solid indestructible elements */ - if (IS_INDESTRUCTIBLE(new_element) && - !IS_DIGGABLE(new_element) && - !IS_COLLECTIBLE(new_element)) - return; + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + MovDir[newx][newy] = 0; - if (AmoebaNr[newx][newy] && - (new_element == EL_AMOEBA_FULL || - new_element == EL_BD_AMOEBA || - new_element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[newx][newy]]--; - AmoebaCnt2[AmoebaNr[newx][newy]]--; - } + if (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - RemoveField(newx, newy); - DrawLevelField(newx, newy); - } + WasJustMoving[newx][newy] = CHECK_DELAY_MOVING; - /* if digged element was about to explode, prevent the explosion */ - ExplodeField[newx][newy] = EX_TYPE_NONE; + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = CHECK_DELAY_FALLING; - PlayLevelSoundAction(x, y, action); - } + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; -#if 1 -#if 1 - Store[newx][newy] = EL_EMPTY; - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) - { -#if USE_CHANGE_TO_TRIGGERED - int move_leave_element = element_info[element].move_leave_element; + if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again) + CheckImpact[newx][newy] = CHECK_DELAY_IMPACT; + } - Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? - new_element : move_leave_element); -#else - Store[newx][newy] = element_info[element].move_leave_element; -#endif - } -#else - Store[newx][newy] = EL_EMPTY; - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || - element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) - Store[newx][newy] = element_info[element].move_leave_element; -#endif -#else - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) - element_info[element].can_leave_element = TRUE; -#endif + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesPlayer(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); - if (move_pattern & MV_MAZE_RUNNER_STYLE) - { - RunnerVisit[x][y] = FrameCounter; - PlayerVisit[x][y] /= 8; /* expire player visit path */ - } - } + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); -#endif + if (DONT_GET_HIT_BY(element)) + { + TestIfGoodThingGetsHitByBadThing(newx, newy, direction); + } - else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) - { - if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); - return; - } - else - { - boolean wanna_flame = !RND(10); - int dx = newx - x, dy = newy - y; - int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; - int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; - int element1 = (IN_LEV_FIELD(newx1, newy1) ? - MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); - int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + if (pushed_by_player && !game.use_change_when_pushing_bug) + { + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); - if ((wanna_flame || - IS_CLASSIC_ENEMY(element1) || - IS_CLASSIC_ENEMY(element2)) && - element1 != EL_DRAGON && element2 != EL_DRAGON && - element1 != EL_FLAMES && element2 != EL_FLAMES) - { -#if 1 - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_ATTACKING; -#endif + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); + } - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ + MovDelay[newx][newy] = 1; - PlayLevelSound(x, y, SND_DRAGON_ATTACKING); + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); - MovDelay[x][y] = 50; + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + TestIfElementHitsCustomElement(newx, newy, direction); + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); - /* !!! */ -#if 0 - RemoveField(newx, newy); -#endif - Feld[newx][newy] = EL_FLAMES; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) - { -#if 0 - RemoveField(newx1, newy1); -#endif - Feld[newx1][newy1] = EL_FLAMES; - } - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) - { -#if 0 - RemoveField(newx2, newy2); -#endif - Feld[newx2][newy2] = EL_FLAMES; - } + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +} - return; - } - } - } - else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMOND) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } +int AmoebeNachbarNr(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int group_nr = 0; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - PlayLevelSound(x, y, SND_YAMYAM_DIGGING); - } - else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && - IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; -#if 0 - /* !!! test !!! */ - if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) -#else - if (IS_MOVING(newx, newy)) -#endif - { - RemoveMovingField(newx, newy); - } - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + if (!IN_LEV_FIELD(x, y)) + continue; - PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); - } - else if ((element == EL_PACMAN || element == EL_MOLE) - && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; + } - if (element == EL_MOLE) - { - Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlayLevelSound(x, y, SND_MOLE_DIGGING); + return group_nr; +} - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_DIGGING; - DrawLevelField(x, y); +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + if (new_group_nr == 0) + return; - return; /* wait for shrinking amoeba */ - } - else /* element == EL_PACMAN */ - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - PlayLevelSound(x, y, SND_PACMAN_DIGGING); - } - } - else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_AMOEBA_SHRINKING || - (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) - { - /* wait for shrinking amoeba to completely disappear */ - return; - } - else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) - { - /* object was running against a wall */ + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; - TurnRound(x, y); + if (!IN_LEV_FIELD(x, y)) + continue; -#if 0 - if (move_pattern & MV_ANY_DIRECTION && - move_pattern == MovDir[x][y]) - { - int blocking_element = - (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && + AmoebaNr[x][y] != new_group_nr) + { + int old_group_nr = AmoebaNr[x][y]; -#if 0 - printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", - element_info[element].token_name, - element_info[blocking_element].token_name, - x, y, newx, newy); -#endif + if (old_group_nr == 0) + return; - CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, - MovDir[x][y]); + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; + AmoebaCnt[old_group_nr] = 0; + AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; + AmoebaCnt2[old_group_nr] = 0; - element = Feld[x][y]; /* element might have changed */ + SCAN_PLAYFIELD(xx, yy) + { + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; } -#endif - -#if 1 - if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ - DrawLevelElementAnimation(x, y, element); -#else - if (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK) - DrawLevelField(x, y); - else if (element == EL_MOLE) - DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || - element == EL_BD_FIREFLY) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SATELLITE) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimationIfNeeded(x, y, element); -#endif + } + } +} - if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); +void AmoebeUmwandeln(int ax, int ay) +{ + int i, x, y; -#if 0 - PlayLevelSoundAction(x, y, ACTION_WAITING); -#endif + if (Feld[ax][ay] == EL_AMOEBA_DEAD) + { + int group_nr = AmoebaNr[ax][ay]; +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandeln(): This should never happen!\n"); return; } +#endif - InitMovingField(x, y, MovDir[x][y]); + SCAN_PLAYFIELD(x, y) + { + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; + } + } - PlayLevelSoundAction(x, y, ACTION_MOVING); + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(ax, ay); } + else + { + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (MovDir[x][y]) - ContinueMoving(x, y); -} + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; -void dummy() -{ + if (!IN_LEV_FIELD(x, y)) + continue; + + if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) + { + PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(x, y); + } + } + } } -void ContinueMoving(int x, int y) +void AmoebeUmwandelnBD(int ax, int ay, int new_element) { - int element = Feld[x][y]; - int stored = Store[x][y]; - struct ElementInfo *ei = &element_info[element]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int newx = x + dx, newy = y + dy; -#if 0 - int nextx = newx + dx, nexty = newy + dy; -#endif -#if 1 - boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); - boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); -#else - boolean pushed_by_player = Pushed[x][y]; -#endif - boolean last_line = (newy == lev_fieldy - 1); - - MovPos[x][y] += getElementMoveStepsize(x, y); + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; -#if 0 - if (pushed_by_player && IS_PLAYER(x, y)) +#ifdef DEBUG + if (group_nr == 0) { - /* special case: moving object pushed by player */ - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; } -#else - if (pushed_by_player) /* special case: moving object pushed by player */ - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); #endif - if (ABS(MovPos[x][y]) < TILEX) + SCAN_PLAYFIELD(x, y) { - DrawLevelField(x, y); - - return; /* element is still moving */ + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + TEST_DrawLevelField(x, y); + done = TRUE; + } } - /* element reached destination field */ + if (done) + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); +} - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ +void AmoebeWaechst(int x, int y) +{ + static unsigned int sound_delay = 0; + static unsigned int sound_delay_value = 0; -#if 1 - if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ - { - element = Feld[newx][newy] = EL_ACID; - } -#endif - else if (element == EL_MOLE) + if (!MovDelay[x][y]) /* start new growing cycle */ { - Feld[x][y] = EL_SAND; + MovDelay[x][y] = 7; - 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]; + if (DelayReached(&sound_delay, sound_delay_value)) + { + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); + sound_delay_value = 30; + } } - 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; - } -#if 0 - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } -#endif -#if 0 - else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - Store[x][y] != EL_EMPTY)) + if (MovDelay[x][y]) /* wait some time before growing bigger */ { - /* some elements can leave other elements behind after moving */ - - Feld[x][y] = ei->move_leave_element; - InitField(x, y, FALSE); - - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); - } -#endif + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, + 6 - MovDelay[x][y]); - Store[x][y] = EL_EMPTY; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); + } - if (CAN_CHANGE(element)) - { - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; + if (!MovDelay[x][y]) + { + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + TEST_DrawLevelField(x, y); + } } +} - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Changed[x][y] = FALSE; - ChangeEvent[x][y] = -1; - - /* 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 */ - - Pushed[x][y] = Pushed[newx][newy] = FALSE; - -#if 0 - /* do this after checking for left-behind element */ - ResetGfxAnimation(x, y); /* reset animation values for old field */ -#endif +void AmoebaDisappearing(int x, int y) +{ + static unsigned int sound_delay = 0; + static unsigned int sound_delay_value = 0; -#if 1 - /* some elements can leave other elements behind after moving */ -#if 1 - if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && - (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) -#else - if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && - !IS_PLAYER(x, y)) -#endif + if (!MovDelay[x][y]) /* start new shrinking cycle */ { - int move_leave_element = ei->move_leave_element; - -#if USE_CHANGE_TO_TRIGGERED - if (ei->move_leave_type == LEAVE_TYPE_LIMITED && - ei->move_leave_element == EL_TRIGGER_ELEMENT) - move_leave_element = stored; -#endif + MovDelay[x][y] = 7; - Feld[x][y] = move_leave_element; + if (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; + } -#if USE_PREVIOUS_MOVE_DIR - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = direction; -#endif + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, + 6 - MovDelay[x][y]); - InitField(x, y, FALSE); + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_EMPTY; + TEST_DrawLevelField(x, y); - if (ELEM_IS_PLAYER(move_leave_element)) - RelocatePlayer(x, y, move_leave_element); + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } } -#endif +} -#if 0 - /* some elements can leave other elements behind after moving */ - if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - ei->can_leave_element_last)) +void AmoebeAbleger(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int newax = ax, neway = ay; + boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); + static int xy[4][2] = { - Feld[x][y] = ei->move_leave_element; - InitField(x, y, FALSE); + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (!level.amoeba_speed && element != EL_EMC_DRIPPER) + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + TEST_DrawLevelField(ax, ay); + return; } - ei->can_leave_element_last = ei->can_leave_element; - ei->can_leave_element = FALSE; -#endif - -#if 1 - /* do this after checking for left-behind element */ - ResetGfxAnimation(x, y); /* reset animation values for old field */ -#endif + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); -#if 0 - /* 2.1.1 (does not work correctly for spring) */ - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; -#else + if (!MovDelay[ax][ay]) /* start making new amoeba field */ + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); -#if 0 - /* (does not work for falling objects that slide horizontally) */ - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; -#else - /* - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; - */ + if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } -#if 0 - if (!CAN_MOVE(element) || - (CAN_FALL(element) && direction == MV_DOWN)) - GfxDir[x][y] = MovDir[newx][newy] = 0; -#else - if (!CAN_MOVE(element) || - (CAN_FALL(element) && direction == MV_DOWN && - (element == EL_SPRING || - element_info[element].move_pattern == MV_WHEN_PUSHED || - element_info[element].move_pattern == MV_WHEN_DROPPED))) - GfxDir[x][y] = MovDir[newx][newy] = 0; -#endif + if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */ + { + int start = RND(4); + int x = ax + xy[start][0]; + int y = ay + xy[start][1]; -#endif -#endif + if (!IN_LEV_FIELD(x, y)) + return; - DrawLevelField(x, y); - DrawLevelField(newx, newy); + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) + { + newax = x; + neway = y; + } - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + if (newax == ax && neway == ay) + return; + } + else /* normal or "filled" (BD style) amoeba */ + { + int start = RND(4); + boolean waiting_for_player = FALSE; - /* prevent pushed element from moving on in pushed direction */ - if (pushed_by_player && CAN_MOVE(element) && - element_info[element].move_pattern & MV_ANY_DIRECTION && - !(element_info[element].move_pattern & direction)) - TurnRound(newx, newy); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int j = (start + i) % 4; + int x = ax + xy[j][0]; + int y = ay + xy[j][1]; -#if 1 - /* prevent elements on conveyor belt from moving on in last direction */ - if (pushed_by_conveyor && CAN_FALL(element) && - direction & MV_HORIZONTAL) - { -#if 0 - if (CAN_MOVE(element)) - InitMovDir(newx, newy); - else - MovDir[newx][newy] = 0; -#else - MovDir[newx][newy] = 0; -#endif - } -#endif + if (!IN_LEV_FIELD(x, y)) + continue; - if (!pushed_by_player) - { - int nextx = newx + dx, nexty = newy + dy; - boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) + { + newax = x; + neway = y; + break; + } + else if (IS_PLAYER(x, y)) + waiting_for_player = TRUE; + } - WasJustMoving[newx][newy] = 3; + if (newax == ax && neway == ay) /* amoeba cannot grow */ + { + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + TEST_DrawLevelField(ax, ay); + AmoebaCnt[AmoebaNr[ax][ay]]--; - if (CAN_FALL(element) && direction == MV_DOWN) - WasJustFalling[newx][newy] = 3; + if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ + { + if (element == EL_AMOEBA_FULL) + AmoebeUmwandeln(ax, ay); + else if (element == EL_BD_AMOEBA) + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); + } + } + return; + } + else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) + { + /* amoeba gets larger by growing in some direction */ - if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) - CheckCollision[newx][newy] = 2; - } + int new_group_nr = AmoebaNr[ax][ay]; - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ +#ifdef DEBUG + if (new_group_nr == 0) { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - - if (!IS_CUSTOM_ELEMENT(element)) - TestIfBadThingTouchesOtherBadThing(newx, newy); + printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); + printf("AmoebeAbleger(): This should never happen!\n"); + return; } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); - -#if USE_NEW_MOVE_STYLE -#if 0 - if (CAN_FALL(element) && direction == MV_DOWN && - !last_line && IS_PLAYER(x, newy + 1)) - printf("::: we would now kill the player [%d]\n", FrameCounter); #endif - /* give the player one last chance (one more frame) to move away */ - if (CAN_FALL(element) && direction == MV_DOWN && - (last_line || (!IS_FREE(x, newy + 1) && - (!IS_PLAYER(x, newy + 1) || - game.engine_version < VERSION_IDENT(3,1,1,0))))) - Impact(x, newy); -#else - if (CAN_FALL(element) && direction == MV_DOWN && - (last_line || !IS_FREE(x, newy + 1))) - Impact(x, newy); -#endif + AmoebaNr[newax][neway] = new_group_nr; + AmoebaCnt[new_group_nr]++; + AmoebaCnt2[new_group_nr]++; -#if 1 + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); -#if USE_PUSH_BUGFIX -#if 1 - if (pushed_by_player && !game.use_change_when_pushing_bug) -#else - if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0)) -#endif -#else - if (pushed_by_player) -#endif + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; + } + } + } + if (!can_drop || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) { -#if 1 - int dig_side = MV_DIR_OPPOSITE(direction); -#else - static int trigger_sides[4] = - { - CH_SIDE_RIGHT, /* moving left */ - CH_SIDE_LEFT, /* moving right */ - CH_SIDE_BOTTOM, /* moving up */ - CH_SIDE_TOP, /* moving down */ - }; - int dig_side = trigger_sides[MV_DIR_BIT(direction)]; -#endif - struct PlayerInfo *player = PLAYERINFO(x, y); + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; + } + else if (neway == ay || element == EL_EMC_DRIPPER) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ - CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, - player->index_bit, dig_side); + PlayLevelSoundAction(newax, neway, ACTION_GROWING); + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; } -#endif -#if 1 - TestIfElementTouchesCustomElement(x, y); /* empty or new element */ -#endif + TEST_DrawLevelField(newax, neway); +} + +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : + level.biomaze); + boolean changed = FALSE; -#if 0 - if (ChangePage[newx][newy] != -1) /* delayed change */ - ChangeElement(newx, newy, ChangePage[newx][newy]); -#endif + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); -#if 1 + if (Stop[ax][ay]) + return; - TestIfElementHitsCustomElement(newx, newy, direction); + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; -#else + if (MovDelay[ax][ay]) /* wait some time before next cycle */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) { - int hitting_element = Feld[newx][newy]; + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; - /* !!! fix side (direction) orientation here and elsewhere !!! */ - CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, - direction); + if (!IN_LEV_FIELD(xx, yy)) + continue; -#if 0 - if (IN_LEV_FIELD(nextx, nexty)) + for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) { - int opposite_direction = MV_DIR_OPPOSITE(direction); - int hitting_side = direction; - int touched_side = opposite_direction; - int touched_element = MovingOrBlocked2Element(nextx, nexty); - boolean object_hit = (!IS_MOVING(nextx, nexty) || - MovDir[nextx][nexty] != direction || - ABS(MovPos[nextx][nexty]) <= TILEY / 2); + int x = xx+x2, y = yy+y2; - if (object_hit) + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; + + if (((Feld[x][y] == element || + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; + } + + if (xx == ax && yy == ay) /* field in the middle */ + { + if (nachbarn < life_parameter[0] || + nachbarn > life_parameter[1]) { - int i; + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + TEST_DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + TEST_DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } + } - CheckElementChangeBySide(nextx, nexty, touched_element, - CE_HIT_BY_SOMETHING, opposite_direction); + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X)) - { - for (i = 0; i < element_info[hitting_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[hitting_element].change_page[i]; +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} - if (change->can_change && - change->has_event[CE_HITTING_X] && - change->trigger_side & touched_side && - change->trigger_element == touched_element) - { - CheckElementChangeByPage(newx, newy, hitting_element, - touched_element, CE_HITTING_X, i); - break; - } - } - } +static void RunRobotWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); +} - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X)) - { - for (i = 0; i < element_info[touched_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[touched_element].change_page[i]; +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) + { + ZX = ZY = -1; - if (change->can_change && - change->has_event[CE_HIT_BY_X] && - change->trigger_side & hitting_side && - change->trigger_element == hitting_element) - { - CheckElementChangeByPage(nextx, nexty, touched_element, - hitting_element, CE_HIT_BY_X,i); - break; - } - } - } - } - } -#endif + game.robot_wheel_active = FALSE; } -#endif +} - TestIfPlayerTouchesCustomElement(newx, newy); - TestIfElementTouchesCustomElement(newx, newy); +static void InitTimegateWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; } -int AmoebeNachbarNr(int ax, int ay) +static void RunTimegateWheel(int x, int y) { - int i; - int element = Feld[ax][ay]; - int group_nr = 0; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE); +} - for (i = 0; i < NUM_DIRECTIONS; i++) +static void InitMagicBallDelay(int x, int y) +{ + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; +} + +static void ActivateMagicBall(int bx, int by) +{ + int x, y; + + if (level.ball_random) { - int x = ax + xy[i][0]; - int y = ay + xy[i][1]; + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; - if (!IN_LEV_FIELD(x, y)) - continue; + x = bx - 1 + xx; + y = by - 1 + yy; - if (Feld[x][y] == element && AmoebaNr[x][y] > 0) - group_nr = AmoebaNr[x][y]; + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) + { + int xx = x - bx + 1; + int yy = y - by + 1; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } } - return group_nr; + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; } -void AmoebenVereinigen(int ax, int ay) +void CheckExit(int x, int y) { - int i, x, y, xx, yy; - int new_group_nr = AmoebaNr[ax][ay]; - static int xy[4][2] = + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (new_group_nr == 0) return; + } - for (i = 0; i < NUM_DIRECTIONS; i++) - { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - if (!IN_LEV_FIELD(x, y)) - continue; + Feld[x][y] = EL_EXIT_OPENING; - if ((Feld[x][y] == EL_AMOEBA_FULL || - Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBA_DEAD) && - AmoebaNr[x][y] != new_group_nr) - { - int old_group_nr = AmoebaNr[x][y]; + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); +} - if (old_group_nr == 0) - return; +void CheckExitEM(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); - AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; - AmoebaCnt[old_group_nr] = 0; - AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; - AmoebaCnt2[old_group_nr] = 0; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - for (yy = 0; yy < lev_fieldy; yy++) - { - for (xx = 0; xx < lev_fieldx; xx++) - { - if (AmoebaNr[xx][yy] == old_group_nr) - AmoebaNr[xx][yy] = new_group_nr; - } - } - } + return; } + + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EM_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING); } -void AmoebeUmwandeln(int ax, int ay) +void CheckExitSteel(int x, int y) { - int i, x, y; - - if (Feld[ax][ay] == EL_AMOEBA_DEAD) + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - int group_nr = AmoebaNr[ax][ay]; + int element = Feld[x][y]; + int graphic = el2img(element); -#ifdef DEBUG - if (group_nr == 0) - { - printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandeln(): This should never happen!\n"); - return; - } -#endif + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) - { - if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = EL_AMOEBA_TO_DIAMOND; - } - } - } - PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(ax, ay); + return; } - else - { - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - for (i = 0; i < NUM_DIRECTIONS; i++) - { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - if (!IN_LEV_FIELD(x, y)) - continue; + Feld[x][y] = EL_STEEL_EXIT_OPENING; - if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) - { - PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(x, y); - } - } - } + PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING); } -void AmoebeUmwandelnBD(int ax, int ay, int new_element) +void CheckExitSteelEM(int x, int y) { - int x, y; - int group_nr = AmoebaNr[ax][ay]; - boolean done = FALSE; - -#ifdef DEBUG - if (group_nr == 0) + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandelnBD(): This should never happen!\n"); + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + return; } -#endif - for (y = 0; y < lev_fieldy; y++) + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EM_STEEL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING); +} + +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) { - for (x = 0; x < lev_fieldx; x++) - { - if (AmoebaNr[x][y] == group_nr && - (Feld[x][y] == EL_AMOEBA_DEAD || - Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBA_GROWING)) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = new_element; - InitField(x, y, FALSE); - DrawLevelField(x, y); - done = TRUE; - } - } + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; } - if (done) - PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? - SND_BD_AMOEBA_TURNING_TO_ROCK : - SND_BD_AMOEBA_TURNING_TO_GEM)); + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } -void AmoebeWaechst(int x, int y) +static void CloseAllOpenTimegates() { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; + int x, y; - if (!MovDelay[x][y]) /* start new growing cycle */ + SCAN_PLAYFIELD(x, y) { - MovDelay[x][y] = 7; + int element = Feld[x][y]; - if (DelayReached(&sound_delay, sound_delay_value)) + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) { -#if 1 - PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); -#else - if (Store[x][y] == EL_BD_AMOEBA) - PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING); - else - PlayLevelSound(x, y, SND_AMOEBA_GROWING); -#endif - sound_delay_value = 30; + Feld[x][y] = EL_TIMEGATE_CLOSING; + + PlayLevelSoundAction(x, y, ACTION_CLOSING); } } +} - if (MovDelay[x][y]) /* wait some time before growing bigger */ +void DrawTwinkleOnField(int x, int y) +{ + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; + + if (Feld[x][y] == EL_BD_DIAMOND) + return; + + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !GetSimpleRandom(500); + + if (MovDelay[x][y] != 0) /* wait some time before next frame */ { MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, - 6 - MovDelay[x][y]); - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); - } + DrawLevelElementAnimation(x, y, Feld[x][y]); - if (!MovDelay[x][y]) + if (MovDelay[x][y] != 0) { - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - DrawLevelField(x, y); + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); + + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); } } } -void AmoebaDisappearing(int x, int y) +void MauerWaechst(int x, int y) { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; - - if (!MovDelay[x][y]) /* start new shrinking cycle */ - { - MovDelay[x][y] = 7; + int delay = 6; - if (DelayReached(&sound_delay, sound_delay_value)) - sound_delay_value = 30; - } + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3 * delay; - if (MovDelay[x][y]) /* wait some time before shrinking */ + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, - 6 - MovDelay[x][y]); + int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); + int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } if (!MovDelay[x][y]) { - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + if (MovDir[x][y] == MV_LEFT) + { + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) + TEST_DrawLevelField(x - 1, y); + } + else if (MovDir[x][y] == MV_RIGHT) + { + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) + TEST_DrawLevelField(x + 1, y); + } + else if (MovDir[x][y] == MV_UP) + { + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) + TEST_DrawLevelField(x, y - 1); + } + else + { + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) + TEST_DrawLevelField(x, y + 1); + } - /* don't let mole enter this field in this cycle; - (give priority to objects falling to this field from above) */ - Stop[x][y] = TRUE; + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + TEST_DrawLevelField(x, y); } } } -void AmoebeAbleger(int ax, int ay) +void MauerAbleger(int ax, int ay) { - int i; int element = Feld[ax][ay]; int graphic = el2img(element); - int newax = ax, neway = ay; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - if (!level.amoeba_speed) - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - return; - } + boolean oben_frei = FALSE, unten_frei = FALSE; + boolean links_frei = FALSE, rechts_frei = FALSE; + boolean oben_massiv = FALSE, unten_massiv = FALSE; + boolean links_massiv = FALSE, rechts_massiv = FALSE; + boolean new_wall = FALSE; if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; - if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { MovDelay[ax][ay]--; if (MovDelay[ax][ay]) return; } - if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */ - { - int start = RND(4); - int x = ax + xy[start][0]; - int y = ay + xy[start][1]; - - if (!IN_LEV_FIELD(x, y)) - return; - -#if 1 - if (IS_FREE(x, y) || - CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) - { - newax = x; - neway = y; - } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) - { - newax = x; - neway = y; - } -#endif + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) + links_frei = TRUE; + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) + rechts_frei = TRUE; - if (newax == ax && neway == ay) - return; - } - else /* normal or "filled" (BD style) amoeba */ + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) { - int start = RND(4); - boolean waiting_for_player = FALSE; - - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int j = (start + i) % 4; - int x = ax + xy[j][0]; - int y = ay + xy[j][1]; - - if (!IN_LEV_FIELD(x, y)) - continue; - -#if 1 - if (IS_FREE(x, y) || - CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) - { - newax = x; - neway = y; - break; - } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) - { - newax = x; - neway = y; - break; - } -#endif - else if (IS_PLAYER(x, y)) - waiting_for_player = TRUE; - } - - if (newax == ax && neway == ay) /* amoeba cannot grow */ + if (oben_frei) { -#if 1 - if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) -#else - if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) -#endif - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - AmoebaCnt[AmoebaNr[ax][ay]]--; - - if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ - { - if (element == EL_AMOEBA_FULL) - AmoebeUmwandeln(ax, ay); - else if (element == EL_BD_AMOEBA) - AmoebeUmwandelnBD(ax, ay, level.amoeba_content); - } - } - return; + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); + new_wall = TRUE; } - else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) + if (unten_frei) { - /* amoeba gets larger by growing in some direction */ - - int new_group_nr = AmoebaNr[ax][ay]; - -#ifdef DEBUG - if (new_group_nr == 0) - { - printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); - printf("AmoebeAbleger(): This should never happen!\n"); - return; + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; + } } -#endif - - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; - /* if amoeba touches other amoeba(s) after growing, unify them */ - AmoebenVereinigen(newax, neway); + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL || + element == EL_BD_EXPANDABLE_WALL) + { + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; + } - if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) - { - AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); - return; - } + if (rechts_frei) + { + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; } } - if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || - (neway == lev_fieldy - 1 && newax != ax)) - { - Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ - Store[newax][neway] = element; - } - else if (neway == ay) - { - Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ -#if 1 - PlayLevelSoundAction(newax, neway, ACTION_GROWING); -#else - PlayLevelSound(newax, neway, SND_AMOEBA_GROWING); -#endif - } - else - { - InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ - Feld[ax][ay] = EL_AMOEBA_DROPPING; - Store[ax][ay] = EL_AMOEBA_DROP; - ContinueMoving(ax, ay); - return; - } + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + TEST_DrawLevelField(ax, ay); + + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; + + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; - DrawLevelField(newax, neway); + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); } -void Life(int ax, int ay) +void MauerAblegerStahl(int ax, int ay) { - int x1, y1, x2, y2; - static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ - int life_time = 40; int element = Feld[ax][ay]; int graphic = el2img(element); - boolean changed = FALSE; + boolean oben_frei = FALSE, unten_frei = FALSE; + boolean links_frei = FALSE, rechts_frei = FALSE; + boolean oben_massiv = FALSE, unten_massiv = FALSE; + boolean links_massiv = FALSE, rechts_massiv = FALSE; + boolean new_wall = FALSE; if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - if (Stop[ax][ay]) - return; - - if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ - MovDelay[ax][ay] = life_time; + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; - if (MovDelay[ax][ay]) /* wait some time before next cycle */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { MovDelay[ax][ay]--; if (MovDelay[ax][ay]) return; } - for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) + links_frei = TRUE; + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) + rechts_frei = TRUE; + + if (element == EL_EXPANDABLE_STEELWALL_VERTICAL || + element == EL_EXPANDABLE_STEELWALL_ANY) { - int xx = ax+x1, yy = ay+y1; - int nachbarn = 0; + if (oben_frei) + { + Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0); + new_wall = TRUE; + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0); + new_wall = TRUE; + } + } - if (!IN_LEV_FIELD(xx, yy)) - continue; + if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + { + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0); + new_wall = TRUE; + } - for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) + if (rechts_frei) { - int x = xx+x2, y = yy+y2; + Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0); + new_wall = TRUE; + } + } - if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) - continue; + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; - if (((Feld[x][y] == element || - (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && - !Stop[x][y]) || - (IS_FREE(x, y) && Stop[x][y])) - nachbarn++; - } + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_STEELWALL_VERTICAL)) + Feld[ax][ay] = EL_STEELWALL; - if (xx == ax && yy == ay) /* field in the middle */ + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); +} + +void CheckForDragon(int x, int y) +{ + int i, j; + boolean dragon_found = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 0; j < 4; j++) { - if (nachbarn < life[0] || nachbarn > life[1]) + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) { - Feld[xx][yy] = EL_EMPTY; - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; + if (Feld[xx][yy] == EL_DRAGON) + dragon_found = TRUE; } + else + break; } -#if 1 - else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) - { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) + } + + if (!dragon_found) + { + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 0; j < 3; j++) { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) + { + Feld[xx][yy] = EL_EMPTY; + TEST_DrawLevelField(xx, yy); + } + else + break; } } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) - { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) - { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; - } + } +} + +static void InitBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; + + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); +} + +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy)) + { + PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); + + break; } -#endif } - - if (changed) - PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : - SND_GAME_OF_LIFE_GROWING); } -static void InitRobotWheel(int x, int y) +static void InitTrap(int x, int y) { - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } -static void RunRobotWheel(int x, int y) +static void ActivateTrap(int x, int y) { - PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); } -static void StopRobotWheel(int x, int y) +static void ChangeActiveTrap(int x, int y) { - if (ZX == x && ZY == y) - ZX = ZY = -1; + int graphic = IMG_TRAP_ACTIVE; + + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + TEST_DrawLevelFieldCrumbled(x, y); } -static void InitTimegateWheel(int x, int y) +static int getSpecialActionElement(int element, int number, int base_element) { -#if 1 - ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; -#else - /* another brainless, "type style" bug ... :-( */ - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; -#endif + return (element != EL_EMPTY ? element : + number != -1 ? base_element + number - 1 : + EL_EMPTY); } -static void RunTimegateWheel(int x, int y) +static int getModifiedActionNumber(int value_old, int operator, int operand, + int value_min, int value_max) { - PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + int value_new = (operator == CA_MODE_SET ? operand : + operator == CA_MODE_ADD ? value_old + operand : + operator == CA_MODE_SUBTRACT ? value_old - operand : + operator == CA_MODE_MULTIPLY ? value_old * operand : + operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) : + operator == CA_MODE_MODULO ? value_old % MAX(1, operand) : + value_old); + + return (value_new < value_min ? value_min : + value_new > value_max ? value_max : + value_new); } -void CheckExit(int x, int y) +static void ExecuteCustomElementAction(int x, int y, int element, int page) { - if (local_player->gems_still_needed > 0 || - local_player->sokobanfields_still_needed > 0 || - local_player->lights_still_needed > 0) - { - int element = Feld[x][y]; - int graphic = el2img(element); - - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int target_element = change->target_element; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int action_element = change->action_element; + int i; + if (!change->has_action) return; - } - if (AllPlayersGone) /* do not re-open exit door closed after last player */ - return; + /* ---------- determine action paramater values -------------------------- */ + + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); + + int action_arg_element_raw = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element : + action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element: + action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element : + action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element : + EL_EMPTY); + int action_arg_element = GetElementFromGroupElement(action_arg_element_raw); + + int action_arg_direction = + (action_arg >= CA_ARG_DIRECTION_LEFT && + action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION : + action_arg == CA_ARG_DIRECTION_TRIGGER ? + change->actual_trigger_side : + action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ? + MV_DIR_OPPOSITE(change->actual_trigger_side) : + MV_NONE); + + int action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); + + int action_arg_number_max = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : + action_type == CA_SET_LEVEL_GEMS ? 999 : + action_type == CA_SET_LEVEL_TIME ? 9999 : + action_type == CA_SET_LEVEL_SCORE ? 99999 : + action_type == CA_SET_CE_VALUE ? 9999 : + action_type == CA_SET_CE_SCORE ? 9999 : + CA_ARG_MAX); + + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : + action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) : + action_type == CA_SET_CE_SCORE ? 0 : + 0); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element): + action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: + action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element): + action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) : + action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score: + action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) : + action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element : + -1); + + int action_arg_number_old = + (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed : + action_type == CA_SET_LEVEL_TIME ? TimeLeft : + action_type == CA_SET_LEVEL_SCORE ? local_player->score : + action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : + action_type == CA_SET_CE_SCORE ? ei->collect_score : + 0); + + int action_arg_number_new = + getModifiedActionNumber(action_arg_number_old, + action_mode, action_arg_number, + action_arg_number_min, action_arg_number_max); + + int trigger_player_bits = + (change->actual_trigger_player_bits != CH_PLAYER_NONE ? + change->actual_trigger_player_bits : change->trigger_player); + + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) : + PLAYER_BITS_ANY); + + /* ---------- execute action -------------------------------------------- */ + + switch (action_type) + { + case CA_NO_ACTION: + { + return; + } - Feld[x][y] = EL_EXIT_OPENING; + /* ---------- level actions ------------------------------------------- */ - PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); -} + case CA_RESTART_LEVEL: + { + game.restart_level = TRUE; -void CheckExitSP(int x, int y) -{ - if (local_player->gems_still_needed > 0) - { - int element = Feld[x][y]; - int graphic = el2img(element); + break; + } - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + case CA_SHOW_ENVELOPE: + { + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); - return; - } + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - if (AllPlayersGone) /* do not re-open exit door closed after last player */ - return; + break; + } - Feld[x][y] = EL_SP_EXIT_OPENING; + case CA_SET_LEVEL_TIME: + { + if (level.time > 0) /* only modify limited time value */ + { + TimeLeft = action_arg_number_new; - PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); -} + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; -static void CloseAllOpenTimegates() -{ - int x, y; + DisplayGameControlValues(); - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } + + break; + } + + case CA_SET_LEVEL_SCORE: { - int element = Feld[x][y]; + local_player->score = action_arg_number_new; - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) - { - Feld[x][y] = EL_TIMEGATE_CLOSING; -#if 1 - PlayLevelSoundAction(x, y, ACTION_CLOSING); -#else - PlayLevelSound(x, y, SND_TIMEGATE_CLOSING); -#endif - } + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + + DisplayGameControlValues(); + + break; } - } -} -void EdelsteinFunkeln(int x, int y) -{ - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) - return; + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; - if (Feld[x][y] == EL_BD_DIAMOND) - return; + game.snapshot.collected_item = TRUE; - if (MovDelay[x][y] == 0) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + game_panel_controls[GAME_PANEL_GEMS].value = + local_player->gems_still_needed; - if (MovDelay[x][y] != 0) /* wait some time before next frame */ - { - MovDelay[x][y]--; + DisplayGameControlValues(); - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + break; + } - DrawLevelElementAnimation(x, y, Feld[x][y]); + case CA_SET_LEVEL_WIND: + { + game.wind_direction = action_arg_direction; - if (MovDelay[x][y] != 0) + break; + } + + case CA_SET_LEVEL_RANDOM_SEED: { - int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, - 10 - MovDelay[x][y]); + /* ensure that setting a new random seed while playing is predictable */ + InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); + break; + } - if (setup.direct_draw) - { - int dest_x, dest_y; + /* ---------- player actions ------------------------------------------ */ - dest_x = FX + SCREENX(x) * TILEX; - dest_y = FY + SCREENY(y) * TILEY; + case CA_MOVE_PLAYER: + { + /* automatically move to the next field in specified direction */ + for (i = 0; i < MAX_PLAYERS; i++) + if (trigger_player_bits & (1 << i)) + stored_player[i].programmed_action = action_arg_direction; - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); - } + break; } - } -} -void MauerWaechst(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3 * delay; + case CA_EXIT_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + PlayerWins(&stored_player[i]); - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; + break; + } - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + case CA_KILL_PLAYER: { - int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); - int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillPlayer(&stored_player[i]); - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + break; } - if (!MovDelay[x][y]) + case CA_SET_PLAYER_KEYS: { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) - DrawLevelField(x - 1, y); - } - else if (MovDir[x][y] == MV_RIGHT) - { - if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) - DrawLevelField(x + 1, y); - } - else if (MovDir[x][y] == MV_UP) - { - if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) - DrawLevelField(x, y - 1); - } - else + int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); + + if (IS_KEY(element)) { - if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) - DrawLevelField(x, y + 1); + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; + + DrawGameDoorValues(); + } + } } - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); + break; } - } -} -void MauerAbleger(int ax, int ay) -{ - int element = Feld[ax][ay]; - int graphic = el2img(element); - boolean oben_frei = FALSE, unten_frei = FALSE; - boolean links_frei = FALSE, rechts_frei = FALSE; - boolean oben_massiv = FALSE, unten_massiv = FALSE; - boolean links_massiv = FALSE, rechts_massiv = FALSE; - boolean new_wall = FALSE; + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) + { + action_arg_number = 2; + action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : + CA_MODE_MULTIPLY); + } + else if (action_arg == CA_ARG_NUMBER_RESET) + { + action_arg_number = level.initial_player_stepsize[i]; + } - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); - if (MovDelay[ax][ay]) /* wait some time before building new wall */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); + } + } - if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) - oben_frei = TRUE; - if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) - unten_frei = TRUE; - if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) - links_frei = TRUE; - if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) - rechts_frei = TRUE; + break; + } - if (element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) - { - if (oben_frei) + case CA_SET_PLAYER_SHIELD: { - Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay-1] = element; - GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay - 1), - IMG_EXPANDABLE_WALL_GROWING_UP, 0); - new_wall = TRUE; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } + } + + break; } - if (unten_frei) + + case CA_SET_PLAYER_GRAVITY: { - Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay+1] = element; - GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay + 1), - IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); - new_wall = TRUE; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].gravity = + (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity : + stored_player[i].gravity); + } + } + + break; } - } - if (element == EL_EXPANDABLE_WALL_HORIZONTAL || - element == EL_EXPANDABLE_WALL_ANY || - element == EL_EXPANDABLE_WALL) - { - if (links_frei) + case CA_SET_PLAYER_ARTWORK: { - Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax-1][ay] = element; - GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) - DrawGraphic(SCREENX(ax - 1), SCREENY(ay), - IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); - new_wall = TRUE; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int artwork_element = action_arg_element; + + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); + + if (stored_player[i].artwork_element != artwork_element) + stored_player[i].Frame = 0; + + stored_player[i].artwork_element = artwork_element; + + SetPlayerWaiting(&stored_player[i], FALSE); + + /* set number of special actions for bored and sleeping animation */ + stored_player[i].num_special_action_bored = + get_num_special_action(artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + stored_player[i].num_special_action_sleeping = + get_num_special_action(artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); + } + } + + break; } - if (rechts_frei) + case CA_SET_PLAYER_INVENTORY: { - Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax+1][ay] = element; - GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax + 1), SCREENY(ay), - IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); - new_wall = TRUE; - } - } + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int j, k; - if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); + if (trigger_player_bits & (1 << i)) + { + int inventory_element = action_arg_element; - if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) - oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) - unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) - links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) - rechts_massiv = TRUE; + if (action_arg == CA_ARG_ELEMENT_TARGET || + action_arg == CA_ARG_ELEMENT_TRIGGER || + action_arg == CA_ARG_ELEMENT_ACTION) + { + int element = inventory_element; + int collect_count = element_info[element].collect_count_initial; - if (((oben_massiv && unten_massiv) || - element == EL_EXPANDABLE_WALL_HORIZONTAL || - element == EL_EXPANDABLE_WALL) && - ((links_massiv && rechts_massiv) || - element == EL_EXPANDABLE_WALL_VERTICAL)) - Feld[ax][ay] = EL_WALL; + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; - if (new_wall) -#if 1 - PlayLevelSoundAction(ax, ay, ACTION_GROWING); -#else - PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING); -#endif -} + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + else if (action_arg == CA_ARG_INVENTORY_RM_TARGET || + action_arg == CA_ARG_INVENTORY_RM_TRIGGER || + action_arg == CA_ARG_INVENTORY_RM_ACTION) + { + if (player->inventory_infinite_element != EL_UNDEFINED && + IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element, + action_arg_element_raw)) + player->inventory_infinite_element = EL_UNDEFINED; -void CheckForDragon(int x, int y) -{ - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + for (k = 0, j = 0; j < player->inventory_size; j++) + { + if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j], + action_arg_element_raw)) + player->inventory_element[k++] = player->inventory_element[j]; + } - for (i = 0; i < NUM_DIRECTIONS; i++) - { - for (j = 0; j < 4; j++) + player->inventory_size = k; + } + else if (action_arg == CA_ARG_INVENTORY_RM_FIRST) + { + if (player->inventory_size > 0) + { + for (j = 0; j < player->inventory_size - 1; j++) + player->inventory_element[j] = player->inventory_element[j + 1]; + + player->inventory_size--; + } + } + else if (action_arg == CA_ARG_INVENTORY_RM_LAST) + { + if (player->inventory_size > 0) + player->inventory_size--; + } + else if (action_arg == CA_ARG_INVENTORY_RM_ALL) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + } + else if (action_arg == CA_ARG_INVENTORY_RESET) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + + if (level.use_initial_inventory[i]) + { + for (j = 0; j < level.initial_inventory_size[i]; j++) + { + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + } + } + } + } + + break; + } + + /* ---------- CE actions ---------------------------------------------- */ + + case CA_SET_CE_VALUE: { - int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + int last_ce_value = CustomValue[x][y]; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) + CustomValue[x][y] = action_arg_number_new; + + if (CustomValue[x][y] != last_ce_value) { - if (Feld[xx][yy] == EL_DRAGON) - dragon_found = TRUE; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X); + + if (CustomValue[x][y] == 0) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); + } } - else - break; + + break; } - } - if (!dragon_found) - { - for (i = 0; i < NUM_DIRECTIONS; i++) + case CA_SET_CE_SCORE: { - for (j = 0; j < 3; j++) + int last_ce_score = ei->collect_score; + + ei->collect_score = action_arg_number_new; + + if (ei->collect_score != last_ce_score) { - int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; - - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) - { - Feld[xx][yy] = EL_EMPTY; - DrawLevelField(xx, yy); - } - else - break; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X); + + if (ei->collect_score == 0) + { + int xx, yy; + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X); + + /* + This is a very special case that seems to be a mixture between + CheckElementChange() and CheckTriggeredElementChange(): while + the first one only affects single elements that are triggered + directly, the second one affects multiple elements in the playfield + that are triggered indirectly by another element. This is a third + case: Changing the CE score always affects multiple identical CEs, + so every affected CE must be checked, not only the single CE for + which the CE score was changed in the first place (as every instance + of that CE shares the same CE score, and therefore also can change)! + */ + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + CheckElementChange(xx, yy, element, EL_UNDEFINED, + CE_SCORE_GETS_ZERO); + } + } } + + break; } - } -} -static void InitBuggyBase(int x, int y) -{ - int element = Feld[x][y]; - int activating_delay = FRAMES_PER_SECOND / 4; + case CA_SET_CE_ARTWORK: + { + int artwork_element = action_arg_element; + boolean reset_frame = FALSE; + int xx, yy; - ChangeDelay[x][y] = - (element == EL_SP_BUGGY_BASE ? - 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : - element == EL_SP_BUGGY_BASE_ACTIVATING ? - activating_delay : - element == EL_SP_BUGGY_BASE_ACTIVE ? - 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); -} + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial : + element); -static void WarnBuggyBase(int x, int y) -{ - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (ei->gfx_element != artwork_element) + reset_frame = TRUE; - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; + ei->gfx_element = artwork_element; - if (IS_PLAYER(xx, yy)) - { - PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + { + if (reset_frame) + { + ResetGfxAnimation(xx, yy); + ResetRandomAnimationValue(xx, yy); + } + + TEST_DrawLevelField(xx, yy); + } + } break; } - } -} -static void InitTrap(int x, int y) -{ - ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); -} + /* ---------- engine actions ------------------------------------------ */ -static void ActivateTrap(int x, int y) -{ - PlayLevelSound(x, y, SND_TRAP_ACTIVATING); -} + case CA_SET_ENGINE_SCAN_MODE: + { + InitPlayfieldScanMode(action_arg); -static void ChangeActiveTrap(int x, int y) -{ - int graphic = IMG_TRAP_ACTIVE; + break; + } - /* if new animation frame was drawn, correct crumbled sand border */ - if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - DrawLevelFieldCrumbledSand(x, y); + default: + break; + } } -static void ChangeElementNowExt(int x, int y, int target_element) +static void CreateFieldExt(int x, int y, int element, boolean is_change) { + int old_element = Feld[x][y]; + int new_element = GetElementFromGroupElement(element); int previous_move_direction = MovDir[x][y]; -#if 1 - boolean add_player = (ELEM_IS_PLAYER(target_element) && - IS_WALKABLE(Feld[x][y])); -#else - boolean add_player = (ELEM_IS_PLAYER(target_element) && - IS_WALKABLE(Feld[x][y]) && - !IS_MOVING(x, y)); -#endif - - /* check if element under player changes from accessible to unaccessible - (needed for special case of dropping element which then changes) */ - if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && - IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) - { -#if 0 - printf("::: BOOOM! [%d, '%s']\n", target_element, - element_info[target_element].token_name); -#endif - - Bang(x, y); - return; - } + int last_ce_value = CustomValue[x][y]; + boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y); + boolean new_element_is_player = ELEM_IS_PLAYER(new_element); + boolean add_player_onto_element = (new_element_is_player && + new_element != EL_SOKOBAN_FIELD_PLAYER && + IS_WALKABLE(old_element)); -#if 1 - if (!add_player) -#endif + if (!add_player_onto_element) { -#if 1 if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) RemoveMovingField(x, y); else RemoveField(x, y); - Feld[x][y] = target_element; -#else - RemoveField(x, y); - Feld[x][y] = target_element; -#endif + Feld[x][y] = new_element; + + if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; + + if (element_info[new_element].use_last_ce_value) + CustomValue[x][y] = last_ce_value; + + InitField_WithBug1(x, y, FALSE); + + new_element = Feld[x][y]; /* element may have changed */ ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = previous_move_direction; + TEST_DrawLevelField(x, y); -#if 1 - InitField_WithBug1(x, y, FALSE); -#else - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); -#endif + if (GFX_CRUMBLED(new_element)) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } - DrawLevelField(x, y); + /* check if element under the player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + /* (must be checked after creating new element for walkable group elements) */ + if (IS_PLAYER(x, y) && !player_explosion_protected && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) + { + Bang(x, y); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + return; } -#if 0 - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ -#endif + /* "ChangeCount" not set yet to allow "entered by player" change one time */ + if (new_element_is_player) + RelocatePlayer(x, y, new_element); -#if 0 - TestIfBadThingTouchesHero(x, y); + if (is_change) + ChangeCount[x][y]++; /* count number of changes in the same frame */ + + TestIfBadThingTouchesPlayer(x, y); TestIfPlayerTouchesCustomElement(x, y); TestIfElementTouchesCustomElement(x, y); -#endif +} - /* "Changed[][]" not set yet to allow "entered by player" change one time */ - if (ELEM_IS_PLAYER(target_element)) - RelocatePlayer(x, y, target_element); +static void CreateField(int x, int y, int element) +{ + CreateFieldExt(x, y, element, FALSE); +} -#if 1 - Changed[x][y] = TRUE; /* ignore all further changes in this frame */ -#else - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ -#endif +static void CreateElementFromChange(int x, int y, int element) +{ + element = GET_VALID_RUNTIME_ELEMENT(element); -#if 1 - TestIfBadThingTouchesHero(x, y); - TestIfPlayerTouchesCustomElement(x, y); - TestIfElementTouchesCustomElement(x, y); -#endif + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + int old_element = Feld[x][y]; + + /* prevent changed element from moving in same engine frame + unless both old and new element can either fall or move */ + if ((!CAN_FALL(old_element) || !CAN_FALL(element)) && + (!CAN_MOVE(old_element) || !CAN_MOVE(element))) + Stop[x][y] = TRUE; + } + + CreateFieldExt(x, y, element, TRUE); } -static boolean ChangeElementNow(int x, int y, int element, int page) +static boolean ChangeElement(int x, int y, int element, int page) { - struct ElementChangeInfo *change = &element_info[element].change_page[page]; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int ce_value = CustomValue[x][y]; + int ce_score = ei->collect_score; int target_element; int old_element = Feld[x][y]; @@ -7958,31 +10191,20 @@ static boolean ChangeElementNow(int x, int y, int element, int page) if (ChangeEvent[x][y] == CE_DELAY) { - /* reset actual trigger element and player */ + /* reset actual trigger element, trigger player and action element */ change->actual_trigger_element = EL_EMPTY; - change->actual_trigger_player = EL_PLAYER_1; + change->actual_trigger_player = EL_EMPTY; + change->actual_trigger_player_bits = CH_PLAYER_NONE; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; + change->actual_trigger_ce_score = 0; } -#if 1 - /* do not change any elements that have already changed in this frame */ - if (Changed[x][y]) - return FALSE; -#else - /* do not change already changed elements with same change event */ - if (Changed[x][y] & ChangeEvent[x][y]) + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) return FALSE; -#endif - -#if 1 - Changed[x][y] = TRUE; /* ignore all further changes in this frame */ -#else - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ -#endif -#if 0 - /* !!! indirect change before direct change !!! */ - CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page); -#endif + ChangeCount[x][y]++; /* count number of changes in the same frame */ if (change->explode) { @@ -8007,7 +10229,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; - int content_element = change->target_content[xx][yy]; + int content_element = change->target_content.e[xx][yy]; int e; can_replace[xx][yy] = TRUE; @@ -8030,39 +10252,13 @@ static boolean ChangeElementNow(int x, int y, int element, int page) continue; } -#if 0 - if (Changed[ex][ey]) /* do not change already changed elements */ - { - can_replace[xx][yy] = FALSE; - complete_replace = FALSE; - - continue; - } -#endif - e = Feld[ex][ey]; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) e = MovingOrBlocked2Element(ex, ey); -#if 1 - -#if 0 - is_empty = (IS_FREE(ex, ey) || - (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || - (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && - !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); -#else - -#if 0 - is_empty = (IS_FREE(ex, ey) || - (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); -#else is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); -#endif - -#endif is_walkable = (is_empty || IS_WALKABLE(e)); is_diggable = (is_empty || IS_DIGGABLE(e)); @@ -8081,23 +10277,6 @@ static boolean ChangeElementNow(int x, int y, int element, int page) if (!can_replace[xx][yy]) complete_replace = FALSE; -#else - empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); -#if 1 - half_destructible = (empty_for_element || IS_DIGGABLE(e)); -#else - half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); -#endif - - if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) || - (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) || - (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e))) - { - can_replace[xx][yy] = FALSE; - complete_replace = FALSE; - } -#endif } if (!change->only_if_complete || complete_replace) @@ -8122,10 +10301,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page) ChangeEvent[ex][ey] = ChangeEvent[x][y]; - content_element = change->target_content[xx][yy]; - target_element = GET_TARGET_ELEMENT(content_element, change); + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(element, content_element, change, + ce_value, ce_score); - ChangeElementNowExt(ex, ey, target_element); + CreateElementFromChange(ex, ey, target_element); something_has_changed = TRUE; @@ -8136,77 +10316,138 @@ static boolean ChangeElementNow(int x, int y, int element, int page) } if (something_has_changed) + { PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } } } else { - target_element = GET_TARGET_ELEMENT(change->target_element, change); + target_element = GET_TARGET_ELEMENT(element, change->target_element, change, + ce_value, ce_score); + + if (element == EL_DIAGONAL_GROWING || + element == EL_DIAGONAL_SHRINKING) + { + target_element = Store[x][y]; + + Store[x][y] = EL_EMPTY; + } - ChangeElementNowExt(x, y, target_element); + CreateElementFromChange(x, y, target_element); PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); } -#if 1 /* this uses direct change before indirect change */ CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); -#endif return TRUE; } -static void ChangeElement(int x, int y, int page) +static void HandleElementChange(int x, int y, int page) { int element = MovingOrBlocked2Element(x, y); struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; + boolean handle_action_before_change = FALSE; #ifdef DEBUG - if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) + if (!CAN_CHANGE_OR_HAS_ACTION(element) && + !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) { printf("\n\n"); - printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", x, y, element, element_info[element].token_name); - printf("ChangeElement(): This should never happen!\n"); + printf("HandleElementChange(): This should never happen!\n"); printf("\n\n"); } #endif /* this can happen with classic bombs on walkable, changing elements */ - if (!CAN_CHANGE(element)) + if (!CAN_CHANGE_OR_HAS_ACTION(element)) { -#if 0 - if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ - ChangeDelay[x][y] = 0; -#endif - return; } if (ChangeDelay[x][y] == 0) /* initialize element change */ { - ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + - RND(change->delay_random * change->delay_frames)) + 1; + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + if (change->can_change) + { + /* !!! not clear why graphic animation should be reset at all here !!! */ + /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ + /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */ - if (change->pre_change_function) - change->pre_change_function(x, y); + /* + GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION: + + When using an animation frame delay of 1 (this only happens with + "sp_zonk.moving.left/right" in the classic graphics), the default + (non-moving) animation shows wrong animation frames (while the + moving animation, like "sp_zonk.moving.left/right", is correct, + so this graphical bug never shows up with the classic graphics). + For an animation with 4 frames, this causes wrong frames 0,0,1,2 + be drawn instead of the correct frames 0,1,2,3. This is caused by + "GfxFrame[][]" being reset *twice* (in two successive frames) after + an element change: First when the change delay ("ChangeDelay[][]") + counter has reached zero after decrementing, then a second time in + the next frame (after "GfxFrame[][]" was already incremented) when + "ChangeDelay[][]" is reset to the initial delay value again. + + This causes frame 0 to be drawn twice, while the last frame won't + be drawn anymore, resulting in the wrong frame sequence 0,0,1,2. + + As some animations may already be cleverly designed around this bug + (at least the "Snake Bite" snake tail animation does this), it cannot + simply be fixed here without breaking such existing animations. + Unfortunately, it cannot easily be detected if a graphics set was + designed "before" or "after" the bug was fixed. As a workaround, + a new graphics set option "game.graphics_engine_version" was added + to be able to specify the game's major release version for which the + graphics set was designed, which can then be used to decide if the + bugfix should be used (version 4 and above) or not (version 3 or + below, or if no version was specified at all, as with old sets). + + (The wrong/fixed animation frames can be tested with the test level set + "test_gfxframe" and level "000", which contains a specially prepared + custom element at level position (x/y) == (11/9) which uses the zonk + animation mentioned above. Using "game.graphics_engine_version: 4" + fixes the wrong animation frames, showing the correct frames 0,1,2,3. + This can also be seen from the debug output for this test element.) + */ + + /* when a custom element is about to change (for example by change delay), + do not reset graphic animation when the custom element is moving */ + if (game.graphics_engine_version < 4 && + !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + } + + if (change->pre_change_function) + change->pre_change_function(x, y); + } } ChangeDelay[x][y]--; if (ChangeDelay[x][y] != 0) /* continue element change */ { - int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + if (change->can_change) + { + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (change->change_function) - change->change_function(x, y); + if (change->change_function) + change->change_function(x, y); + } } else /* finish element change */ { @@ -8218,11 +10459,7 @@ static void ChangeElement(int x, int y, int page) change = &ei->change_page[page]; } -#if 0 - if (IS_MOVING(x, y) && !change->explode) -#else if (IS_MOVING(x, y)) /* never change a running system ;-) */ -#endif { ChangeDelay[x][y] = 1; /* try change after next move step */ ChangePage[x][y] = page; /* remember page to use for change */ @@ -8230,84 +10467,123 @@ static void ChangeElement(int x, int y, int page) return; } - if (ChangeElementNow(x, y, element, page)) + /* special case: set new level random seed before changing element */ + if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED) + handle_action_before_change = TRUE; + + if (change->has_action && handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); + + if (change->can_change) { - if (change->post_change_function) - change->post_change_function(x, y); + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } } + + if (change->has_action && !handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); } } -static boolean CheckTriggeredElementChangeExt(int lx, int ly, +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, int trigger_element, int trigger_event, int trigger_player, int trigger_side, int trigger_page) { - int i, j, x, y; + boolean change_done_any = FALSE; int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); + int i; if (!(trigger_events[trigger_element][trigger_event])) return FALSE; + RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; + boolean change_done = FALSE; + int p; - boolean change_element = FALSE; - int page = 0; - - if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) continue; - for (j = 0; j < element_info[element].num_change_pages; j++) + for (p = 0; p < element_info[element].num_change_pages; p++) { - struct ElementChangeInfo *change = &element_info[element].change_page[j]; + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - if (change->can_change && + if (change->can_change_or_has_action && change->has_event[trigger_event] && change->trigger_side & trigger_side && change->trigger_player & trigger_player && change->trigger_page & trigger_page_bits && IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) { -#if 0 - if (!(change->has_event[trigger_event])) - printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", - trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); -#endif - - change_element = TRUE; - page = j; - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); - - break; - } - } + change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player); + change->actual_trigger_player_bits = trigger_player; + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); - if (!change_element) - continue; + if ((change->can_change && !change_done) || change->has_action) + { + int x, y; - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) - { -#if 0 - if (x == lx && y == ly) /* do not change trigger element itself */ - continue; -#endif + SCAN_PLAYFIELD(x, y) + { + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ + + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; + + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + } + else if (change->has_action) + { + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ + + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; + + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } + } + } - if (Feld[x][y] == element) - { - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = trigger_event; - ChangeElement(x, y, page); + if (change->can_change) + { + change_done = TRUE; + change_done_any = TRUE; + } + } } } } - return TRUE; + RECURSION_LOOP_DETECTION_END(); + + return change_done_any; } static boolean CheckElementChangeExt(int x, int y, @@ -8315,10 +10591,13 @@ static boolean CheckElementChangeExt(int x, int y, int trigger_element, int trigger_event, int trigger_player, - int trigger_side, - int trigger_page) + int trigger_side) { - if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + boolean change_done = FALSE; + int p; + + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) return FALSE; if (Feld[x][y] == EL_BLOCKED) @@ -8327,96 +10606,112 @@ static boolean CheckElementChangeExt(int x, int y, element = Feld[x][y]; } -#if 1 - if (Feld[x][y] != element) /* check if element has already changed */ - { -#if 0 - printf("::: %d ('%s') != %d ('%s') [%d]\n", - Feld[x][y], element_info[Feld[x][y]].token_name, - element, element_info[element].token_name, - trigger_event); -#endif + /* check if element has already changed or is about to change after moving */ + if ((game.engine_version < VERSION_IDENT(3,2,0,7) && + Feld[x][y] != element) || + (game.engine_version >= VERSION_IDENT(3,2,0,7) && + (ChangeCount[x][y] >= game.max_num_changes_per_frame || + ChangePage[x][y] != -1))) return FALSE; - } -#endif -#if 1 - if (trigger_page < 0) + RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); + + for (p = 0; p < element_info[element].num_change_pages; p++) { - boolean change_element = FALSE; - int i; + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - for (i = 0; i < element_info[element].num_change_pages; i++) + /* check trigger element for all events where the element that is checked + for changing interacts with a directly adjacent element -- this is + different to element changes that affect other elements to change on the + whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */ + boolean check_trigger_element = + (trigger_event == CE_TOUCHING_X || + trigger_event == CE_HITTING_X || + trigger_event == CE_HIT_BY_X || + trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */ + + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) { - struct ElementChangeInfo *change = &element_info[element].change_page[i]; + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player); + change->actual_trigger_player_bits = trigger_player; + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); - if (change->can_change && - change->has_event[trigger_event] && - change->trigger_side & trigger_side && - change->trigger_player & trigger_player) + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) { - change_element = TRUE; - trigger_page = i; + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; - break; + change->actual_trigger_ce_value = CustomValue[xx][yy]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); } - } - - if (!change_element) - return FALSE; - } - else - { - struct ElementInfo *ei = &element_info[element]; - struct ElementChangeInfo *change = &ei->change_page[trigger_page]; - - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1; /* unused */ - } - -#else - /* !!! this check misses pages with same event, but different side !!! */ + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; - if (trigger_page < 0) - trigger_page = element_info[element].event_page_nr[trigger_event]; + HandleElementChange(x, y, p); - if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side)) - return FALSE; -#endif + change_done = TRUE; + } + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } + } + } - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = trigger_event; - ChangeElement(x, y, trigger_page); + RECURSION_LOOP_DETECTION_END(); - return TRUE; + return change_done; } static void PlayPlayerSound(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element = player->element_nr; + int sound_element = player->artwork_element; int last_action = player->last_action_waiting; int action = player->action_waiting; if (player->is_waiting) { if (action != last_action) - PlayLevelSoundElementAction(jx, jy, element, action); + PlayLevelSoundElementAction(jx, jy, sound_element, action); else - PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); } else { if (action != last_action) - StopSound(element_info[element].sound[last_action]); + StopSound(element_info[sound_element].sound[last_action]); if (last_action == ACTION_SLEEPING) - PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); } } @@ -8434,6 +10729,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) boolean last_waiting = player->is_waiting; int move_dir = player->MovDir; + player->dir_waiting = move_dir; player->last_action_waiting = player->action_waiting; if (is_waiting) @@ -8445,13 +10741,13 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->frame_counter_bored = FrameCounter + game.player_boring_delay_fixed + - SimpleRND(game.player_boring_delay_random); + GetSimpleRandom(game.player_boring_delay_random); player->frame_counter_sleeping = FrameCounter + game.player_sleeping_delay_fixed + - SimpleRND(game.player_sleeping_delay_random); + GetSimpleRandom(game.player_sleeping_delay_random); - InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir); } if (game.player_sleeping_delay_fixed + @@ -8469,6 +10765,24 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->is_bored ? ACTION_BORING : ACTION_WAITING); + if (player->is_sleeping && player->use_murphy) + { + /* special case for sleeping Murphy when leaning against non-free tile */ + + if (!IN_LEV_FIELD(player->jx - 1, player->jy) || + (Feld[player->jx - 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx - 1, player->jy))) + move_dir = MV_LEFT; + else if (!IN_LEV_FIELD(player->jx + 1, player->jy) || + (Feld[player->jx + 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx + 1, player->jy))) + move_dir = MV_RIGHT; + else + player->is_sleeping = FALSE; + + player->dir_waiting = move_dir; + } + if (player->is_sleeping) { if (player->num_special_action_sleeping > 0) @@ -8483,14 +10797,14 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? last_special_action + 1 : ACTION_SLEEPING); int special_graphic = - el_act_dir2img(player->element_nr, special_action, move_dir); + el_act_dir2img(player->artwork_element, special_action, move_dir); player->anim_delay_counter = graphic_info[special_graphic].anim_delay_fixed + - SimpleRND(graphic_info[special_graphic].anim_delay_random); + GetSimpleRandom(graphic_info[special_graphic].anim_delay_random); player->post_delay_counter = graphic_info[special_graphic].post_delay_fixed + - SimpleRND(graphic_info[special_graphic].post_delay_random); + GetSimpleRandom(graphic_info[special_graphic].post_delay_random); player->special_action_sleeping = special_action; } @@ -8513,16 +10827,16 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) { int special_action = - ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored); int special_graphic = - el_act_dir2img(player->element_nr, special_action, move_dir); + el_act_dir2img(player->artwork_element, special_action, move_dir); player->anim_delay_counter = graphic_info[special_graphic].anim_delay_fixed + - SimpleRND(graphic_info[special_graphic].anim_delay_random); + GetSimpleRandom(graphic_info[special_graphic].anim_delay_random); player->post_delay_counter = graphic_info[special_graphic].post_delay_fixed + - SimpleRND(graphic_info[special_graphic].post_delay_random); + GetSimpleRandom(graphic_info[special_graphic].post_delay_random); player->special_action_bored = special_action; } @@ -8551,6 +10865,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = player->MovDir; player->action_waiting = ACTION_DEFAULT; player->special_action_bored = ACTION_DEFAULT; @@ -8558,84 +10873,85 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) } } -#if 1 +static void CheckSaveEngineSnapshot(struct PlayerInfo *player) +{ + if ((!player->is_moving && player->was_moving) || + (player->MovPos == 0 && player->was_moving) || + (player->is_snapping && !player->was_snapping) || + (player->is_dropping && !player->was_dropping)) + { + if (!CheckSaveEngineSnapshotToList()) + return; + + player->was_moving = FALSE; + player->was_snapping = TRUE; + player->was_dropping = TRUE; + } + else + { + if (player->is_moving) + player->was_moving = TRUE; + + if (!player->is_snapping) + player->was_snapping = FALSE; + + if (!player->is_dropping) + player->was_dropping = FALSE; + } +} + +static void CheckSingleStepMode(struct PlayerInfo *player) +{ + if (tape.single_step && tape.recording && !tape.pausing) + { + /* as it is called "single step mode", just return to pause mode when the + player stopped moving after one tile (or never starts moving at all) */ + if (!player->is_moving && + !player->is_pushing && + !player->is_dropping_pressed) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + + CheckSaveEngineSnapshot(player); +} + static byte PlayerActions(struct PlayerInfo *player, byte player_action) { -#if 0 - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; -#endif - boolean moved = FALSE, snapped = FALSE, dropped = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; int down = player_action & JOY_DOWN; int button1 = player_action & JOY_BUTTON_1; int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); - -#if 0 - stored_player_action[player->index_nr] = 0; - num_stored_actions++; -#endif - -#if 0 - printf("::: player %d [%d]\n", player->index_nr, FrameCounter); -#endif + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); if (!player->active || tape.pausing) return 0; -#if 0 - printf("::: [%d %d %d %d] [%d %d]\n", - left, right, up, down, button1, button2); -#endif - if (player_action) { -#if 0 - printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); -#endif - -#if 0 - /* !!! TEST !!! */ - if (player->MovPos == 0) - CheckGravityMovement(player); -#endif if (button1) - snapped = SnapField(player, dx, dy); + SnapField(player, dx, dy); else { if (button2) - dropped = DropElement(player); + DropElement(player); - moved = MovePlayer(player, dx, dy); + MovePlayer(player, dx, dy); } - if (tape.single_step && tape.recording && !tape.pausing) - { - if (button1 || (dropped && !moved)) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + CheckSingleStepMode(player); SetPlayerWaiting(player, FALSE); -#if 1 return player_action; -#else - stored_player_action[player->index_nr] = player_action; -#endif } else { -#if 0 - printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); -#endif - /* no actions for this player (no input at player's configured device) */ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); @@ -8649,96 +10965,145 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) player->is_moving = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; + + CheckSingleStepMode(player); return 0; } +} -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS) +static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action, + byte *tape_action) +{ + mouse_action->lx = tape_action[TAPE_ACTION_LX]; + mouse_action->ly = tape_action[TAPE_ACTION_LY]; + mouse_action->button = tape_action[TAPE_ACTION_BUTTON]; +} + +static void SetTapeActionFromMouseAction(byte *tape_action, + struct MouseActionInfo *mouse_action) +{ + tape_action[TAPE_ACTION_LX] = mouse_action->lx; + tape_action[TAPE_ACTION_LY] = mouse_action->ly; + tape_action[TAPE_ACTION_BUTTON] = mouse_action->button; +} + +static void CheckLevelTime() +{ + int i; + + /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + PlayerWins(local_player); + + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; + } - TapeRecordAction(stored_player_action); - num_stored_actions = 0; + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; } -#endif -} + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); -#else + game_sp.GameOver = TRUE; -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); + AllPlayersGone = TRUE; + } - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); - printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + game_mm.game_over = TRUE; - if (!player->active || tape.pausing) - return; + AllPlayersGone = TRUE; + } - if (player_action) + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } + + if (TimeFrames >= FRAMES_PER_SECOND) { - printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); + TimeFrames = 0; + TapeTime++; - if (button1) - snapped = SnapField(player, dx, dy); - else + for (i = 0; i < MAX_PLAYERS; i++) { - if (button2) - dropped = DropElement(player); + struct PlayerInfo *player = &stored_player[i]; + + if (SHIELD_ON(player)) + { + player->shield_normal_time_left--; - moved = MovePlayer(player, dx, dy); + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } } - if (tape.single_step && tape.recording && !tape.pausing) + if (!local_player->LevelSolved && !level.use_step_counter) { - if (button1 || (dropped && !moved)) + TimePlayed++; + + if (TimeLeft > 0) { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + TimeLeft--; - stored_player_action[player->index_nr] = player_action; - } - else - { - printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + if (TimeLeft <= 10 && setup.time_limit) + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); - /* no actions for this player (no input at player's configured device) */ + /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value + is reset from other values in UpdateGameDoorValues() -- FIX THIS */ - DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovementWhenNotMoving(player); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; - if (player->MovPos == 0) - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + if (!TimeLeft && setup.time_limit) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->lev->killed_out_of_time = TRUE; + else + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } + } + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; + } - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; + level.native_em_level->lev->time = + (game.no_time_limit ? TimePlayed : TimeLeft); + } + + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter); - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } + UpdateAndDisplayGameControlValues(); } -#endif void AdvanceFrameAndPlayerCounters(int player_nr) { @@ -8752,46 +11117,152 @@ void AdvanceFrameAndPlayerCounters(int player_nr) for (i = 0; i < MAX_PLAYERS; i++) { boolean advance_player_counters = (player_nr == -1 || player_nr == i); - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; if (!advance_player_counters) /* not all players may be affected */ continue; + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); + + if (count % delay == 0) + move_frames = 1; + } + stored_player[i].Frame += move_frames; if (stored_player[i].MovPos != 0) stored_player[i].StepFrame += move_frames; -#if USE_NEW_MOVE_DELAY if (stored_player[i].move_delay > 0) stored_player[i].move_delay--; -#endif -#if USE_NEW_PUSH_DELAY /* due to bugs in previous versions, counter must count up, not down */ if (stored_player[i].push_delay != -1) stored_player[i].push_delay++; -#endif if (stored_player[i].drop_delay > 0) stored_player[i].drop_delay--; + + if (stored_player[i].is_dropping_pressed) + stored_player[i].drop_pressed_delay++; } } -void GameActions() +void StartGameActions(boolean init_network_game, boolean record_tape, + int random_seed) { - static unsigned long game_frame_delay = 0; - unsigned long game_frame_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + unsigned int new_random_seed = InitRND(random_seed); + + if (record_tape) + TapeStartRecording(new_random_seed); + +#if defined(NETWORK_AVALIABLE) + if (init_network_game) + { + SendToServer_StartPlaying(); + + return; + } +#endif + + InitGame(); +} + +void GameActionsExt() +{ +#if 0 + static unsigned int game_frame_delay = 0; +#endif + unsigned int game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; -#if 1 byte tape_action[MAX_PLAYERS]; -#endif + int i; + + /* detect endless loops, caused by custom element programming */ + if (recursion_loop_detected && recursion_loop_depth == 0) + { + char *message = getStringCat3("Internal Error! Element ", + EL_NAME(recursion_loop_element), + " caused endless loop! Quit the game?"); + + Error(ERR_WARN, "element '%s' caused endless loop in game engine", + EL_NAME(recursion_loop_element)); + + RequestQuitGameExt(FALSE, level_editor_test_game, message); + + recursion_loop_detected = FALSE; /* if game should be continued */ + + free(message); + + return; + } + + if (game.restart_level) + StartGameActions(options.network, setup.autorecord, level.random_seed); + + /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + PlayerWins(local_player); - if (game_status != GAME_MODE_PLAYING) + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; + } + + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); + + game_mm.game_over = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } + + if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) + GameWon(); + + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); + + if (game_status != GAME_MODE_PLAYING) /* status might have changed */ return; game_frame_delay_value = @@ -8800,97 +11271,337 @@ void GameActions() if (tape.playing && tape.warp_forward && !tape.pausing) game_frame_delay_value = 0; + SetVideoFrameDelay(game_frame_delay_value); + +#if 0 +#if 0 + /* ---------- main game synchronization point ---------- */ + + int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); + + printf("::: skip == %d\n", skip); + +#else /* ---------- main game synchronization point ---------- */ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +#endif +#endif if (network_playing && !network_player_action_received) { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + /* try to get network player actions in time */ #if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif + /* game was quit by network peer */ if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); -#endif - */ - return; - } + return; /* failed to get network player actions in time */ + + /* do not yet reset "network_player_action_received" (for tape.pausing) */ } if (tape.pausing) return; -#if 0 - printf("::: getting new tape action [%d]\n", FrameCounter); -#endif + /* at this point we know that we really continue executing the game */ + + network_player_action_received = FALSE; + /* when playing tape, read previously recorded player input from tape data */ recorded_player_action = (tape.playing ? TapePlayAction() : NULL); -#if 1 - /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ - if (recorded_player_action == NULL && tape.pausing) + if (recorded_player_action != NULL) + SetMouseActionFromTapeAction(&local_player->mouse_action, + recorded_player_action); + + /* TapePlayAction() may return NULL when toggling to "pause before death" */ + if (tape.pausing) return; -#endif -#if 0 - printf("::: %d\n", stored_player[0].action); + if (tape.set_centered_player) + { + game.centered_player_nr_next = tape.centered_player_nr_next; + game.set_centered_player = TRUE; + } + + for (i = 0; i < MAX_PLAYERS; i++) + { + summarized_player_action |= stored_player[i].action; + + if (!network_playing && (game.team_mode || tape.playing)) + stored_player[i].effective_action = stored_player[i].action; + } + +#if defined(NETWORK_AVALIABLE) + if (network_playing) + SendToServer_MovePlayer(summarized_player_action); #endif -#if 0 + // summarize all actions at local players mapped input device position + // (this allows using different input devices in single player mode) + if (!options.network && !game.team_mode) + stored_player[map_player_action[local_player->index_nr]].effective_action = + summarized_player_action; + + if (tape.recording && + setup.team_mode && + setup.input_on_focus && + game.centered_player_nr != -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = + (i == game.centered_player_nr ? summarized_player_action : 0); + } + if (recorded_player_action != NULL) for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].action = recorded_player_action[i]; + stored_player[i].effective_action = recorded_player_action[i]; + + for (i = 0; i < MAX_PLAYERS; i++) + { + tape_action[i] = stored_player[i].effective_action; + + /* (this may happen in the RND game engine if a player was not present on + the playfield on level start, but appeared later from a custom element */ + if (setup.team_mode && + tape.recording && + tape_action[i] && + !tape.player_participates[i]) + tape.player_participates[i] = TRUE; + } + + SetTapeActionFromMouseAction(tape_action, &local_player->mouse_action); + + /* only record actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); + +#if USE_NEW_PLAYER_ASSIGNMENTS + // !!! also map player actions in single player mode !!! + // if (game.team_mode) + if (1) + { + byte mapped_action[MAX_PLAYERS]; + +#if DEBUG_PLAYER_ACTIONS + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); +#endif + + for (i = 0; i < MAX_PLAYERS; i++) + mapped_action[i] = stored_player[map_player_action[i]].effective_action; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = mapped_action[i]; + +#if DEBUG_PLAYER_ACTIONS + printf(" =>"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); +#endif + } +#if DEBUG_PLAYER_ACTIONS + else + { + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); + } +#endif #endif for (i = 0; i < MAX_PLAYERS; i++) { - summarized_player_action |= stored_player[i].action; + // allow engine snapshot in case of changed movement attempt + if ((game.snapshot.last_action[i] & KEY_MOTION) != + (stored_player[i].effective_action & KEY_MOTION)) + game.snapshot.changed_action = TRUE; + + // allow engine snapshot in case of snapping/dropping attempt + if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 && + (stored_player[i].effective_action & KEY_BUTTON) != 0) + game.snapshot.changed_action = TRUE; + + game.snapshot.last_action[i] = stored_player[i].effective_action; + } + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + GameActions_EM_Main(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + GameActions_SP_Main(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + GameActions_MM_Main(); + } + else + { + GameActions_RND_Main(); + } + + BlitScreenToBitmap(backbuffer); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ + + if (global.show_frames_per_second) + { + static unsigned int fps_counter = 0; + static int fps_frames = 0; + unsigned int fps_delay_ms = Counter() - fps_counter; + + fps_frames++; + + if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + + /* always draw FPS to screen after FPS value was updated */ + redraw_mask |= REDRAW_FPS; + } + + /* only draw FPS if no screen areas are deactivated (invisible warp mode) */ + if (GetDrawDeactivationMask() == REDRAW_NONE) + redraw_mask |= REDRAW_FPS; + } +} + +static void GameActions_CheckSaveEngineSnapshot() +{ + if (!game.snapshot.save_snapshot) + return; + + // clear flag for saving snapshot _before_ saving snapshot + game.snapshot.save_snapshot = FALSE; + + SaveEngineSnapshotToList(); +} + +void GameActions() +{ + GameActionsExt(); + + GameActions_CheckSaveEngineSnapshot(); +} + +void GameActions_EM_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_EM(effective_action, warp_mode); +} + +void GameActions_SP_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_SP(effective_action, warp_mode); + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].force_dropping) + stored_player[i].action |= KEY_BUTTON_DROP; - if (!network_playing) - stored_player[i].effective_action = stored_player[i].action; + stored_player[i].force_dropping = FALSE; } +} -#if defined(NETWORK_AVALIABLE) - if (network_playing) - SendToServer_MovePlayer(summarized_player_action); -#endif +void GameActions_MM_Main() +{ + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); - if (!options.network && !setup.team_mode) - local_player->effective_action = summarized_player_action; + GameActions_MM(local_player->mouse_action, warp_mode); +} -#if 1 - if (recorded_player_action != NULL) - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = recorded_player_action[i]; -#endif +void GameActions_RND_Main() +{ + GameActions_RND(); +} -#if 1 - for (i = 0; i < MAX_PLAYERS; i++) +void GameActions_RND() +{ + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic, last_gfx_frame; + + InitPlayfieldScanModeVars(); + + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) { - tape_action[i] = stored_player[i].effective_action; + SCAN_PLAYFIELD(x, y) + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + } + } + + if (game.set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND(); - if (tape.recording && tape_action[i] && !tape.player_participates[i]) - tape.player_participates[i] = TRUE; /* player just appeared from CE */ + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !stored_player[game.centered_player_nr_next].active) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } } - /* only save actions from input devices, but not programmed actions */ - if (tape.recording) - TapeRecordAction(tape_action); -#endif + if (game.set_centered_player && + ScreenMovPos == 0) /* screen currently aligned at tile position */ + { + int sx, sy; + + if (game.centered_player_nr_next == -1) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { + sx = stored_player[game.centered_player_nr_next].jx; + sy = stored_player[game.centered_player_nr_next].jy; + } + + game.centered_player_nr = game.centered_player_nr_next; + game.set_centered_player = FALSE; + + DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch); + DrawGameDoorValues(); + } for (i = 0; i < MAX_PLAYERS; i++) { @@ -8907,73 +11618,17 @@ void GameActions() CheckGravityMovement(&stored_player[i]); #endif -#if 1 /* overwrite programmed action with tape action */ if (stored_player[i].programmed_action) actual_player_action = stored_player[i].programmed_action; -#endif - -#if 0 - if (stored_player[i].programmed_action) - printf("::: %d\n", stored_player[i].programmed_action); -#endif - - if (recorded_player_action) - { -#if 0 - if (stored_player[i].programmed_action && - stored_player[i].programmed_action != recorded_player_action[i]) - printf("::: %d: %d <-> %d\n", i, - stored_player[i].programmed_action, recorded_player_action[i]); -#endif - -#if 0 - actual_player_action = recorded_player_action[i]; -#endif - } - -#if 0 - /* overwrite tape action with programmed action */ - if (stored_player[i].programmed_action) - actual_player_action = stored_player[i].programmed_action; -#endif - -#if 0 - if (i == 0) - printf("::: action: %d: %x [%d]\n", - stored_player[i].MovPos, actual_player_action, FrameCounter); -#endif -#if 1 PlayerActions(&stored_player[i], actual_player_action); -#else - tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); - - if (tape.recording && tape_action[i] && !tape.player_participates[i]) - tape.player_participates[i] = TRUE; /* player just appeared from CE */ -#endif ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } -#if 0 - if (tape.recording) - TapeRecordAction(tape_action); -#endif - - network_player_action_received = FALSE; - ScrollScreen(NULL, SCROLL_GO_ON); -#if 0 - FrameCounter++; - TimeFrames++; - - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].Frame++; -#endif - -#if 1 /* for backwards compatibility, the following code emulates a fixed bug that occured when pushing elements (causing elements that just made their last pushing step to already (if possible) make their first falling step in the @@ -8982,11 +11637,7 @@ void GameActions() used also in newer levels, but in this case the buggy pushing code is only affecting the "spring" element and no other elements */ -#if 1 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) -#else - if (game.engine_version < VERSION_IDENT(2,2,0,7)) -#endif { for (i = 0; i < MAX_PLAYERS; i++) { @@ -8994,34 +11645,25 @@ void GameActions() int x = player->jx; int y = player->jy; -#if 1 if (player->active && player->is_pushing && player->is_moving && IS_MOVING(x, y) && (game.engine_version < VERSION_IDENT(2,2,0,7) || Feld[x][y] == EL_SPRING)) -#else - if (player->active && player->is_pushing && player->is_moving && - IS_MOVING(x, y)) -#endif { ContinueMoving(x, y); /* continue moving after pushing (this is actually a bug) */ if (!IS_MOVING(x, y)) - { Stop[x][y] = FALSE; - } } } } -#endif - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { - Changed[x][y] = FALSE; + ChangeCount[x][y] = 0; ChangeEvent[x][y] = -1; -#if USE_NEW_BLOCK_STYLE /* this must be handled before main playfield loop */ if (Feld[x][y] == EL_PLAYER_IS_LEAVING) { @@ -9029,7 +11671,18 @@ void GameActions() if (MovDelay[x][y] <= 0) RemoveField(x, y); } -#endif + + if (Feld[x][y] == EL_ELEMENT_SNAPPING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + } + } #if DEBUG if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) @@ -9048,18 +11701,18 @@ void GameActions() WasJustFalling[x][y]--; if (CheckCollision[x][y] > 0) CheckCollision[x][y]--; + if (CheckImpact[x][y] > 0) + CheckImpact[x][y]--; GfxFrame[x][y]++; -#if 1 /* reset finished pushing action (not done in ContinueMoving() to allow - continous pushing animation for elements with zero push delay) */ + continuous pushing animation for elements with zero push delay) */ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } -#endif #if DEBUG if (IS_BLOCKED(x, y)) @@ -9078,26 +11731,16 @@ void GameActions() #endif } - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; -#if 1 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); -#else - graphic = el2img(element); -#endif + last_gfx_frame = GfxFrame[x][y]; -#if 0 - if (element == -1) - { - printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter); - - element = graphic = 0; - } -#endif + ResetGfxFrame(x, y); - if (graphic_info[graphic].anim_global_sync) - GfxFrame[x][y] = FrameCounter; + if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y]) + DrawLevelGraphicAnimation(x, y, graphic); if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic)) @@ -9105,9 +11748,7 @@ void GameActions() SetRandomAnimationValue(x, y); -#if 1 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); -#endif if (IS_INACTIVE(element)) { @@ -9117,70 +11758,43 @@ void GameActions() continue; } -#if 1 /* this may take place after moving, so 'element' may have changed */ -#if 0 - if (IS_CHANGING(x, y)) -#else if (IS_CHANGING(x, y) && (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) -#endif { -#if 0 - ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : - element_info[element].event_page_nr[CE_DELAY]); -#else - ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); -#endif + int page = element_info[element].event_page_nr[CE_DELAY]; + + HandleElementChange(x, y, page); element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } -#endif if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); -#if 1 element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); -#if 0 - if (element == EL_MOLE) - printf("::: %d, %d, %d [%d]\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], - GfxAction[x][y]); -#endif -#if 0 - if (element == EL_YAMYAM) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); -#endif -#endif if (IS_ANIMATED(graphic) && !IS_MOVING(x, y) && !Stop[x][y]) - { DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 0 - if (element == EL_BUG) - printf("::: %d, %d\n", graphic, GfxFrame[x][y]); -#endif - -#if 0 - if (element == EL_MOLE) - printf("::: %d, %d\n", graphic, GfxFrame[x][y]); -#endif - } - if (IS_GEM(element) || element == EL_SP_INFOTRON) - EdelsteinFunkeln(x, y); + TEST_DrawTwinkleOnField(x, y); + } + else if (element == EL_ACID) + { + if (!Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); } - else if ((element == EL_ACID || - element == EL_EXIT_OPEN || + else if ((element == EL_EXIT_OPEN || + element == EL_EM_EXIT_OPEN || element == EL_SP_EXIT_OPEN || + element == EL_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN || element == EL_SP_TERMINAL || element == EL_SP_TERMINAL_ACTIVE || element == EL_EXTRA_TIME || @@ -9192,10 +11806,6 @@ void GameActions() ContinueMoving(x, y); else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); -#if 0 - else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); -#endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); else if (element == EL_AMOEBA_SHRINKING) @@ -9210,32 +11820,42 @@ void GameActions() Life(x, y); else if (element == EL_EXIT_CLOSED) CheckExit(x, y); + else if (element == EL_EM_EXIT_CLOSED) + CheckExitEM(x, y); + else if (element == EL_STEEL_EXIT_CLOSED) + CheckExitSteel(x, y); + else if (element == EL_EM_STEEL_EXIT_CLOSED) + CheckExitSteelEM(x, y); else if (element == EL_SP_EXIT_CLOSED) CheckExitSP(x, y); - else if (element == EL_EXPANDABLE_WALL_GROWING) + else if (element == EL_EXPANDABLE_WALL_GROWING || + element == EL_EXPANDABLE_STEELWALL_GROWING) MauerWaechst(x, y); else if (element == EL_EXPANDABLE_WALL || element == EL_EXPANDABLE_WALL_HORIZONTAL || element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) + element == EL_EXPANDABLE_WALL_ANY || + element == EL_BD_EXPANDABLE_WALL) MauerAbleger(x, y); + else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL || + element == EL_EXPANDABLE_STEELWALL_VERTICAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + MauerAblegerStahl(x, y); else if (element == EL_FLAMES) CheckForDragon(x, y); -#if 0 - else if (IS_AUTO_CHANGING(element)) - ChangeElement(x, y); -#endif else if (element == EL_EXPLOSION) ; /* drawing of correct explosion animation is handled separately */ + else if (element == EL_ELEMENT_SNAPPING || + element == EL_DIAGONAL_SHRINKING || + element == EL_DIAGONAL_GROWING) + { + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + } else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 0 - /* this may take place after moving, so 'element' may have changed */ - if (IS_AUTO_CHANGING(Feld[x][y])) - ChangeElement(x, y); -#endif - if (IS_BELT_ACTIVE(element)) PlayLevelSoundAction(x, y, ACTION_ACTIVE); @@ -9249,7 +11869,10 @@ void GameActions() element == EL_MAGIC_WALL_EMPTYING || element == EL_BD_MAGIC_WALL_FULL || element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) && + element == EL_BD_MAGIC_WALL_EMPTYING || + element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) && ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { magic_wall_x = x; @@ -9260,28 +11883,21 @@ void GameActions() #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ -#if 1 if (!(FrameCounter % 8)) -#endif { - static unsigned long random = 1684108901; + static unsigned int random = 1684108901; for (i = 0; i < level.amoeba_speed * 28 / 8; i++) { -#if 0 - x = (random >> 10) % lev_fieldx; - y = (random >> 20) % lev_fieldy; -#else x = RND(lev_fieldx); y = RND(lev_fieldy); -#endif element = Feld[x][y]; -#if 1 if (!IS_PLAYER(x,y) && (element == EL_EMPTY || CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || + element == EL_QUICKSAND_FAST_EMPTY || element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT)) { @@ -9291,49 +11907,28 @@ void GameActions() (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) Feld[x][y] = EL_AMOEBA_DROP; } -#else - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (!IS_PLAYER(x,y) && - (element == EL_EMPTY || - element == EL_SAND || - element == EL_QUICKSAND_EMPTY || - element == EL_ACID_SPLASH_LEFT || - element == EL_ACID_SPLASH_RIGHT)) - { - if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || - (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || - (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || - (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) - Feld[x][y] = EL_AMOEBA_DROP; - } -#endif random = random * 129 + 1; } } #endif -#if 0 - if (game.explosions_delayed) -#endif - { - game.explosions_delayed = FALSE; - - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) - { - element = Feld[x][y]; + game.explosions_delayed = FALSE; - if (ExplodeField[x][y]) - Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); - else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); + SCAN_PLAYFIELD(x, y) + { + element = Feld[x][y]; - ExplodeField[x][y] = EX_TYPE_NONE; - } + if (ExplodeField[x][y]) + Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); + else if (element == EL_EXPLOSION) + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - game.explosions_delayed = TRUE; + ExplodeField[x][y] = EX_TYPE_NONE; } + game.explosions_delayed = TRUE; + if (game.magic_wall_active) { if (!(game.magic_wall_time_left % 4)) @@ -9344,6 +11939,10 @@ void GameActions() element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_EMPTYING) PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); + else if (element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) + PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE); else PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } @@ -9351,9 +11950,10 @@ void GameActions() if (game.magic_wall_time_left > 0) { game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -9361,13 +11961,19 @@ void GameActions() element == EL_MAGIC_WALL_FULL) { Feld[x][y] = EL_MAGIC_WALL_DEAD; - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } else if (element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_FULL) { Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_FULL) + { + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + TEST_DrawLevelField(x, y); } } @@ -9392,135 +11998,73 @@ void GameActions() CloseAllOpenTimegates(); } - for (i = 0; i < MAX_PLAYERS; i++) + if (game.lenses_time_left > 0) { - struct PlayerInfo *player = &stored_player[i]; + game.lenses_time_left--; - if (SHIELD_ON(player)) - { - if (player->shield_deadly_time_left) - PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); - else if (player->shield_normal_time_left) - PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); - } + if (game.lenses_time_left == 0) + RedrawAllInvisibleElementsForLenses(); } - if (TimeFrames >= FRAMES_PER_SECOND) + if (game.magnify_time_left > 0) { - TimeFrames = 0; - TapeTime++; - - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; - - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } - } - - if (!level.use_step_counter) - { - TimePlayed++; - - if (TimeLeft > 0) - { - TimeLeft--; - - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - - DrawGameValue_Time(TimeLeft); - - if (!TimeLeft && setup.time_limit) - for (i = 0; i < MAX_PLAYERS; i++) - KillHero(&stored_player[i]); - } - else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ - DrawGameValue_Time(TimePlayed); - } + game.magnify_time_left--; - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + if (game.magnify_time_left == 0) + RedrawAllInvisibleElementsForMagnifier(); } - DrawAllPlayers(); - PlayAllPlayersSound(); - - if (options.debug) /* calculate frames per second */ + for (i = 0; i < MAX_PLAYERS; i++) { - static unsigned long fps_counter = 0; - static int fps_frames = 0; - unsigned long fps_delay_ms = Counter() - fps_counter; - - fps_frames++; - - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ - { - global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + struct PlayerInfo *player = &stored_player[i]; - fps_frames = 0; - fps_counter = Counter(); + if (SHIELD_ON(player)) + { + if (player->shield_deadly_time_left) + PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } - - redraw_mask |= REDRAW_FPS; } -#if 0 - if (stored_player[0].jx != stored_player[0].last_jx || - stored_player[0].jy != stored_player[0].last_jy) - printf("::: %d, %d, %d, %d, %d\n", - stored_player[0].MovDir, - stored_player[0].MovPos, - stored_player[0].GfxPos, - stored_player[0].Frame, - stored_player[0].StepFrame); -#endif - -#if USE_NEW_MOVE_DELAY - AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ -#else - FrameCounter++; - TimeFrames++; - - for (i = 0; i < MAX_PLAYERS; i++) +#if USE_DELAYED_GFX_REDRAW + SCAN_PLAYFIELD(x, y) { - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + if (GfxRedraw[x][y] != GFX_REDRAW_NONE) + { + /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES + !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */ - stored_player[i].Frame += move_frames; + if (GfxRedraw[x][y] & GFX_REDRAW_TILE) + DrawLevelField(x, y); - if (stored_player[i].MovPos != 0) - stored_player[i].StepFrame += move_frames; + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED) + DrawLevelFieldCrumbled(x, y); -#if USE_NEW_MOVE_DELAY - if (stored_player[i].move_delay > 0) - stored_player[i].move_delay--; -#endif + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS) + DrawLevelFieldCrumbledNeighbours(x, y); - if (stored_player[i].drop_delay > 0) - stored_player[i].drop_delay--; + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED) + DrawTwinkleOnField(x, y); + } + + GfxRedraw[x][y] = GFX_REDRAW_NONE; } #endif -#if 1 + DrawAllPlayers(); + PlayAllPlayersSound(); + if (local_player->show_envelope != 0 && local_player->MovPos == 0) { ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); local_player->show_envelope = 0; } -#endif -#if USE_NEW_RANDOMIZE /* use random number generator in every frame to make it less predictable */ if (game.engine_version >= VERSION_IDENT(3,1,1,0)) RND(1); -#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -9564,25 +12108,25 @@ static boolean AllPlayersInVisibleScreen() void ScrollLevel(int dx, int dy) { - int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); + int scroll_offset = 2 * TILEX_VAR; int x, y; BlitBitmap(drawto_field, drawto_field, - FX + TILEX * (dx == -1) - softscroll_offset, - FY + TILEY * (dy == -1) - softscroll_offset, - SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset, - SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset, - FX + TILEX * (dx == 1) - softscroll_offset, - FY + TILEY * (dy == 1) - softscroll_offset); + FX + TILEX_VAR * (dx == -1) - scroll_offset, + FY + TILEY_VAR * (dy == -1) - scroll_offset, + SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset, + SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset, + FX + TILEX_VAR * (dx == 1) - scroll_offset, + FY + TILEY_VAR * (dy == 1) - scroll_offset); - if (dx) + if (dx != 0) { x = (dx == 1 ? BX1 : BX2); for (y = BY1; y <= BY2; y++) DrawScreenField(x, y); } - if (dy) + if (dy != 0) { y = (dy == 1 ? BY1 : BY2); for (x = BX1; x <= BX2; x++) @@ -9592,51 +12136,12 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } -#if 0 -static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) -{ - int nextx = x + dx, nexty = y + dy; - int element = Feld[x][y]; - - if ((dx == -1 && - element != EL_SP_PORT_LEFT && - element != EL_SP_GRAVITY_PORT_LEFT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dx == +1 && - element != EL_SP_PORT_RIGHT && - element != EL_SP_GRAVITY_PORT_RIGHT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dy == -1 && - element != EL_SP_PORT_UP && - element != EL_SP_GRAVITY_PORT_UP && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - (dy == +1 && - element != EL_SP_PORT_DOWN && - element != EL_SP_GRAVITY_PORT_DOWN && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(nextx, nexty) || - !IS_FREE(nextx, nexty)) - return FALSE; - - return TRUE; -} -#endif - static boolean canFallDown(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; return (IN_LEV_FIELD(jx, jy + 1) && (IS_FREE(jx, jy + 1) || -#if USE_NEW_BLOCK_STYLE -#if USE_GRAVITY_BUGFIX_OLD - Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING || -#endif -#endif (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && !IS_WALKABLE_INSIDE(Feld[jx][jy])); @@ -9665,168 +12170,39 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); int newx = x + dx; int newy = y + dy; -#if 0 - int nextx = newx + dx; - int nexty = newy + dy; -#endif -#if 1 - return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && - IS_GRAVITY_REACHABLE(Feld[newx][newy]) && -#if 0 - (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) && -#endif - (IS_DIGGABLE(Feld[newx][newy]) || - IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || - canPassField(newx, newy, move_dir))); -#else -#if 1 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && IS_GRAVITY_REACHABLE(Feld[newx][newy]) && (IS_DIGGABLE(Feld[newx][newy]) || IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || canPassField(newx, newy, move_dir))); -#else -#if 1 - return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && - (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) || - IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || - canPassField(newx, newy, move_dir))); -#else - return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && - (IS_DIGGABLE(Feld[newx][newy]) || - IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || - (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && - !CAN_MOVE(Feld[newx][newy]) && - IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && - IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && - (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); -#endif -#endif -#endif } static void CheckGravityMovement(struct PlayerInfo *player) { - if (game.gravity && !player->programmed_action) + if (player->gravity && !player->programmed_action) { -#if 1 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; int move_dir_vertical = player->effective_action & MV_VERTICAL; -#else - int move_dir_horizontal = player->action & MV_HORIZONTAL; - int move_dir_vertical = player->action & MV_VERTICAL; -#endif - -#if 1 - boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; -#else - boolean player_is_snapping = player->action & JOY_BUTTON_1; -#endif - + boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1); int jx = player->jx, jy = player->jy; - boolean player_is_moving_to_valid_field = (!player_is_snapping && (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); - -#if 0 - int move_dir = - (player->last_move_dir & MV_HORIZONTAL ? - (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : - (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); -#endif - -#if 0 - int opposite_dir = MV_DIR_OPPOSITE(move_dir); - int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); - int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); - int new_jx = jx + dx, new_jy = jy + dy; - int nextx = new_jx + dx, nexty = new_jy + dy; -#endif - -#if 1 - -#if 1 boolean player_can_fall_down = canFallDown(player); -#else - boolean player_can_fall_down = - (IN_LEV_FIELD(jx, jy + 1) && - (IS_FREE(jx, jy + 1) || - (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid))); -#endif - -#else - boolean player_can_fall_down = - (IN_LEV_FIELD(jx, jy + 1) && - (IS_FREE(jx, jy + 1))); -#endif - -#if 0 - boolean player_is_moving_to_valid_field = - ( -#if 1 - !player_is_snapping && -#endif - -#if 1 - IN_LEV_FIELD(new_jx, new_jy) && - (IS_DIGGABLE(Feld[new_jx][new_jy]) || - (IS_SP_PORT(Feld[new_jx][new_jy]) && - element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir && - IN_LEV_FIELD(nextx, nexty) && - element_info[Feld[nextx][nexty]].access_direction & move_dir)) -#else - IN_LEV_FIELD(new_jx, new_jy) && - (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND || - (IS_SP_PORT(Feld[new_jx][new_jy]) && - canEnterSupaplexPort(new_jx, new_jy, dx, dy))) - /* !!! extend EL_SAND to anything diggable !!! */ -#endif - ); -#endif - -#if 0 - boolean player_is_standing_on_valid_field = - (IS_WALKABLE_INSIDE(Feld[jx][jy]) || - (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN))); -#endif - -#if 0 - printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", - player_can_fall_down, - player_is_standing_on_valid_field, - player_is_moving_to_valid_field, - (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), - player->effective_action, - player->can_fall_into_acid); -#endif if (player_can_fall_down && -#if 0 - !player_is_standing_on_valid_field && -#endif !player_is_moving_to_valid_field) - { -#if 0 - printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n", - jx, jy, FrameCounter); -#endif - player->programmed_action = MV_DOWN; - } } } static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) { -#if 1 return CheckGravityMovement(player); -#endif - if (game.gravity && !player->programmed_action) + if (player->gravity && !player->programmed_action) { int jx = player->jx, jy = player->jy; boolean field_under_player_is_free = @@ -9851,71 +12227,45 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { -#if 0 - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int move_direction = (dx == -1 ? MV_LEFT : - dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); - int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; -#endif int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; - int element; int can_move; + boolean player_can_move = !player->cannot_move; if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + dy > 0 ? MV_DOWN : MV_NONE); if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + return MP_NO_ACTION; - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; - -#if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); -#else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); -#endif - - if (DONT_RUN_INTO(element)) + if (!player_can_move) { - if (element == EL_ACID && dx == 0 && dy == 1) + if (player->MovPos == 0) { - SplashAcid(new_jx, new_jy); - Feld[jx][jy] = EL_PLAYER_1; - InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_ACID; - ContinueMoving(jx, jy); - BuryHero(player); + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; } - else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - - return MF_MOVING; } + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; + can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); - if (can_move != MF_MOVING) + if (can_move != MP_MOVING) return can_move; /* check if DigField() has caused relocation of the player */ if (player->jx != jx || player->jy != jy) - return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */ + return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */ StorePlayer[jx][jy] = 0; player->last_jx = jx; @@ -9924,46 +12274,35 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->jy = new_jy; StorePlayer[new_jx][new_jy] = player->element_nr; + if (player->move_delay_value_next != -1) + { + player->move_delay_value = player->move_delay_value_next; + player->move_delay_value_next = -1; + } + player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); player->step_counter++; -#if 0 - player->drop_delay = 0; -#endif - PlayerVisit[jx][jy] = FrameCounter; - ScrollPlayer(player, SCROLL_INIT); - -#if 0 - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X, - leave_side); - CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); - } + player->is_moving = TRUE; - if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) - { - CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_PLAYER_ENTERS_X, enter_side); - CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_ENTERED_BY_PLAYER, enter_side); - } +#if 1 + /* should better be called in MovePlayer(), but this breaks some tapes */ + ScrollPlayer(player, SCROLL_INIT); #endif - return MF_MOVING; + return MP_MOVING; } boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + int moved = MP_NO_ACTION; -#if 1 if (!player->active) return FALSE; @@ -9980,54 +12319,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) return FALSE; } -#else - if (!player->active || (!dx && !dy)) - return FALSE; -#endif - -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) - return FALSE; -#else - -#if 1 -#if 0 - printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, - player->move_delay + player->move_delay_value); -#endif - -#if USE_NEW_MOVE_DELAY if (player->move_delay > 0) -#else - if (!FrameReached(&player->move_delay, player->move_delay_value)) -#endif - { -#if 0 - printf("::: can NOT move\n"); -#endif - - return FALSE; - } -#else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; -#endif - -#endif - -#if 0 - printf("::: COULD move now\n"); -#endif -#if USE_NEW_MOVE_DELAY player->move_delay = -1; /* set to "uninitialized" value */ -#endif /* store if player is automatically moved to next field */ - player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + player->is_auto_moving = (player->programmed_action != MV_NONE); /* remove the last programmed player action */ player->programmed_action = 0; @@ -10040,7 +12339,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int original_move_delay_value = player->move_delay_value; #if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n", tape.counter); #endif @@ -10052,19 +12351,17 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); -#if USE_NEW_MOVE_DELAY AdvanceFrameAndPlayerCounters(player->index_nr); -#else - FrameCounter++; -#endif DrawAllPlayers(); - BackToFront(); + BackToFront_WithFrameDelay(0); } player->move_delay_value = original_move_delay_value; } + player->is_active = FALSE; + if (player->last_move_dir & MV_HORIZONTAL) { if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) @@ -10076,14 +12373,24 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } + if (!moved && !player->is_active) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + jx = player->jx; jy = player->jy; - if (moved & MF_MOVING && !ScreenMovPos && - (player == local_player || !options.network)) + if (moved & MP_MOVING && !ScreenMovPos && + (player->index_nr == game.centered_player_nr || + game.centered_player_nr == -1)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (setup.scroll_delay ? 3 : 0); + int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -10135,7 +12442,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { - if (!options.network && !AllPlayersInVisibleScreen()) + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; scroll_y = old_scroll_y; @@ -10148,127 +12456,56 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } } -#if 0 -#if 1 - InitPlayerGfxAnimation(player, ACTION_DEFAULT); -#else - if (!(moved & MF_MOVING) && !player->is_pushing) - player->Frame = 0; -#endif -#endif - player->StepFrame = 0; - if (moved & MF_MOVING) + if (moved & MP_MOVING) { -#if 0 - printf("::: REALLY moves now\n"); -#endif - if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx, jy); /* for "crumbled sand" */ + TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; -#if 1 player->is_snapping = FALSE; -#endif - -#if 1 player->is_switching = FALSE; -#endif - player->is_dropping = FALSE; - + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; #if 0 - /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ - -#if 1 - if (game.engine_version < VERSION_IDENT(3,1,0,0)) -#endif - { - int move_direction = player->MovDir; -#if 1 - int enter_side = MV_DIR_OPPOSITE(move_direction); - int leave_side = move_direction; -#else - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; -#endif - int old_element = Feld[old_jx][old_jy]; - int new_element = Feld[jx][jy]; - -#if 1 - /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(old_element)) - CheckElementChangeByPlayer(old_jx, old_jy, old_element, - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); - - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, - CE_PLAYER_LEAVES_X, - player->index_bit, leave_side); - - if (IS_CUSTOM_ELEMENT(new_element)) - CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); - - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, - CE_PLAYER_ENTERS_X, - player->index_bit, enter_side); -#endif - - } + /* should better be called here than above, but this breaks some tapes */ + ScrollPlayer(player, SCROLL_INIT); #endif - - } else { CheckGravityMovementWhenNotMoving(player); - /* - player->last_move_dir = MV_NO_MOVING; - */ player->is_moving = FALSE; -#if USE_NEW_MOVE_STYLE - /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ - /* ensure that the player is also allowed to move in the next frame */ - /* (currently, the player is forced to wait eight frames before he can try - again!!!) */ + /* at this point, the player is allowed to move, but cannot move right now + (e.g. because of something blocking the way) -- ensure that the player + is also allowed to move in the next frame (in old versions before 3.1.1, + the player was forced to wait again for eight frames before next try) */ if (game.engine_version >= VERSION_IDENT(3,1,1,0)) player->move_delay = 0; /* allow direct movement in the next frame */ -#endif } -#if USE_NEW_MOVE_DELAY if (player->move_delay == -1) /* not yet initialized by DigField() */ player->move_delay = player->move_delay_value; -#endif if (game.engine_version < VERSION_IDENT(3,0,7,0)) { - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); } if (!player->active) - RemoveHero(player); + RemovePlayer(player); return moved; } @@ -10279,7 +12516,10 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ return; if (mode == SCROLL_INIT) @@ -10287,20 +12527,6 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); -#if 0 - printf("::: %06d: %d,%d: %d (%d) [%d]\n", - FrameCounter, - last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION, - player->block_delay); -#endif - -#if USE_NEW_BLOCK_STYLE - -#if 0 - if (player->block_delay <= 0) - printf("::: ALERT! block_delay == %d\n", player->block_delay); -#endif - if ((player->block_last_field || player->block_delay_adjustment > 0) && Feld[last_jx][last_jy] == EL_EMPTY) { @@ -10312,84 +12538,36 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) { last_field_block_delay += player->move_delay_value; -#if USE_GRAVITY_BUGFIX_NEW /* when blocking enabled, prevent moving up despite gravity */ - if (game.gravity && player->MovDir == MV_UP) + if (player->gravity && player->MovDir == MV_UP) block_delay_adjustment = -1; -#endif } /* add block delay adjustment (also possible when not blocking) */ last_field_block_delay += block_delay_adjustment; -#if 0 -#if USE_BLOCK_DELAY_BUGFIX - /* when blocking enabled, correct block delay for fast movement */ - if (player->block_last_field && - player->move_delay_value < MOVE_DELAY_NORMAL_SPEED) - last_field_block_delay = - player->move_delay_value + player->block_delay_adjustment; -#endif -#endif - -#if 0 -#if USE_GRAVITY_BUGFIX_NEW - /* when blocking enabled, correct block delay for gravity movement */ - if (player->block_last_field && - game.gravity && player->MovDir == MV_UP) - last_field_block_delay = player->move_delay_value - 1; -#endif -#endif - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; MovDelay[last_jx][last_jy] = last_field_block_delay + 1; } -#else -#if USE_NEW_MOVE_STYLE - if ((game.engine_version < VERSION_IDENT(3,1,1,0) || - player->block_last_field) && - Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; -#else - if (Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; -#endif -#endif - -#if 0 - DrawPlayer(player); -#endif - return; + if (player->MovPos != 0) /* player has not yet reached destination */ + return; } else if (!FrameReached(&player->actual_frame_counter, 1)) return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - -#if USE_NEW_BLOCK_STYLE -#else - if (!player->block_last_field && - Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) -#if 1 - RemoveField(last_jx, last_jy); -#else - Feld[last_jx][last_jy] = EL_EMPTY; -#endif -#endif - - /* before DrawPlayer() to draw correct player graphic for this case */ - if (player->MovPos == 0) - CheckGravityMovement(player); + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); -#if 0 - DrawPlayer(player); /* needed here only to cleanup last field */ -#endif + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } if (player->MovPos == 0) /* player reached destination field */ { -#if 1 if (player->move_delay_reset_counter > 0) { player->move_delay_reset_counter--; @@ -10403,73 +12581,37 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->move_delay = 0; } } -#else - if (IS_PASSABLE(Feld[last_jx][last_jy])) - { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); - - /* be able to make the next move without delay */ - player->move_delay = 0; - } -#endif - -#if USE_NEW_BLOCK_STYLE -#else - if (player->block_last_field && - Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) -#if 1 - RemoveField(last_jx, last_jy); -#else - Feld[last_jx][last_jy] = EL_EMPTY; -#endif -#endif player->last_jx = jx; player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_EXIT_OPEN || + Feld[jx][jy] == EL_EM_EXIT_OPENING || + Feld[jx][jy] == EL_STEEL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING || Feld[jx][jy] == EL_SP_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { DrawPlayer(player); /* needed here only to cleanup last field */ - RemoveHero(player); + RemovePlayer(player); if (local_player->friends_still_needed == 0 || IS_SP_ELEMENT(Feld[jx][jy])) - player->LevelSolved = player->GameOver = TRUE; + PlayerWins(player); } -#if 1 - /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ /* this breaks one level: "machine", level 000 */ -#if 0 - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) -#endif { int move_direction = player->MovDir; -#if 1 int enter_side = MV_DIR_OPPOSITE(move_direction); int leave_side = move_direction; -#else - static int trigger_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; -#endif int old_jx = last_jx; int old_jy = last_jy; int old_element = Feld[old_jx][old_jy]; int new_element = Feld[jx][jy]; -#if 1 - /* !!! TEST ONLY !!! */ if (IS_CUSTOM_ELEMENT(old_element)) CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, @@ -10486,29 +12628,26 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_PLAYER_ENTERS_X, player->index_bit, enter_side); -#endif + CheckTriggeredElementChangeBySide(jx, jy, player->initial_element, + CE_MOVE_OF_X, move_direction); } -#endif if (game.engine_version >= VERSION_IDENT(3,0,7,0)) { - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); -#if 1 -#if 1 + /* needed because pushed element has not yet reached its destination, so it would trigger a change event at its previous field location */ if (!player->is_pushing) -#endif TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ -#endif if (!player->active) - RemoveHero(player); + RemovePlayer(player); } - if (level.use_step_counter) + if (!local_player->LevelSolved && level.use_step_counter) { int i; @@ -10519,27 +12658,36 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); - DrawGameValue_Time(TimeLeft); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); if (!TimeLeft && setup.time_limit) for (i = 0; i < MAX_PLAYERS; i++) - KillHero(&stored_player[i]); + KillPlayer(&stored_player[i]); + } + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; + + DisplayGameControlValues(); } - else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ - DrawGameValue_Time(TimePlayed); } if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + + if (!player->programmed_action) + CheckSaveEngineSnapshot(player); } } void ScrollScreen(struct PlayerInfo *player, int mode) { - static unsigned long screen_frame_counter = 0; + static unsigned int screen_frame_counter = 0; if (mode == SCROLL_INIT) { @@ -10562,7 +12710,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) redraw_mask |= REDRAW_FIELD; } else - ScreenMovDir = MV_NO_MOVING; + ScreenMovDir = MV_NONE; } void TestIfPlayerTouchesCustomElement(int x, int y) @@ -10603,7 +12751,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) if (!IN_LEV_FIELD(xx, yy)) continue; - if (IS_PLAYER(x, y)) + if (IS_PLAYER(x, y)) /* player found at center element */ { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -10616,22 +12764,24 @@ void TestIfPlayerTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ -#if 1 - /* !!! TEST ONLY !!! */ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, player->index_bit, border_side); CheckTriggeredElementChangeByPlayer(xx, yy, border_element, CE_PLAYER_TOUCHES_X, player->index_bit, border_side); -#else - CheckTriggeredElementChangeByPlayer(xx, yy, border_element, - CE_PLAYER_TOUCHES_X, - player->index_bit, border_side); - CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, border_side); -#endif + + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(x, y)->initial_element; + + CheckElementChangeBySide(xx, yy, border_element, player_element, + CE_TOUCHING_X, border_side); + } } - else if (IS_PLAYER(xx, yy)) + else if (IS_PLAYER(xx, yy)) /* player found at border element */ { struct PlayerInfo *player = PLAYERINFO(xx, yy); @@ -10641,20 +12791,22 @@ void TestIfPlayerTouchesCustomElement(int x, int y) continue; /* center and border element do not touch */ } -#if 1 - /* !!! TEST ONLY !!! */ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, player->index_bit, center_side); CheckTriggeredElementChangeByPlayer(x, y, center_element, CE_PLAYER_TOUCHES_X, player->index_bit, center_side); -#else - CheckTriggeredElementChangeByPlayer(x, y, center_element, - CE_PLAYER_TOUCHES_X, - player->index_bit, center_side); - CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, center_side); -#endif + + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, center_side); + } break; } @@ -10686,19 +12838,18 @@ void TestIfElementTouchesCustomElement(int x, int y) MV_LEFT | MV_RIGHT }; boolean change_center_element = FALSE; - int center_element_change_page = 0; int center_element = Feld[x][y]; /* should always be non-moving! */ - int border_trigger_element = EL_UNDEFINED; - int i, j; + int border_element_old[NUM_DIRECTIONS]; + int i; for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; - int center_side = trigger_sides[i][0]; - int border_side = trigger_sides[i][1]; int border_element; + border_element_old[i] = -1; + if (!IN_LEV_FIELD(xx, yy)) continue; @@ -10711,310 +12862,115 @@ void TestIfElementTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ - /* check for change of center element (but change it only once) */ - if (IS_CUSTOM_ELEMENT(center_element) && - HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) && - !change_center_element) - { - for (j = 0; j < element_info[center_element].num_change_pages; j++) - { - struct ElementChangeInfo *change = - &element_info[center_element].change_page[j]; + border_element_old[i] = border_element; + } - if (change->can_change && - change->has_event[CE_TOUCHING_X] && - change->trigger_side & border_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element) -#else - change->trigger_element == border_element -#endif - ) - { - change_center_element = TRUE; - center_element_change_page = j; - border_trigger_element = border_element; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_element = border_element_old[i]; - break; - } - } - } + if (border_element == -1) + continue; /* check for change of border element */ - if (IS_CUSTOM_ELEMENT(border_element) && - HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X)) - { - 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->has_event[CE_TOUCHING_X] && - change->trigger_side & center_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element) -#else - change->trigger_element == center_element -#endif - ) - { -#if 0 - printf("::: border_element %d, %d\n", x, y); -#endif + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); - CheckElementChangeByPage(xx, yy, border_element, center_element, - CE_TOUCHING_X, j); - break; - } - } - } + /* (center element cannot be player, so we dont have to check this here) */ } - if (change_center_element) + for (i = 0; i < NUM_DIRECTIONS; i++) { -#if 0 - printf("::: center_element %d, %d\n", x, y); -#endif - - CheckElementChangeByPage(x, y, center_element, border_trigger_element, - CE_TOUCHING_X, center_element_change_page); - } -} - -void TestIfElementHitsCustomElement(int x, int y, int direction) -{ - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int hitx = x + dx, hity = y + dy; - int hitting_element = Feld[x][y]; - int touched_element; -#if 0 - boolean object_hit = (IN_LEV_FIELD(hitx, hity) && - !IS_FREE(hitx, hity) && - (!IS_MOVING(hitx, hity) || - MovDir[hitx][hity] != direction || - ABS(MovPos[hitx][hity]) <= TILEY / 2)); -#endif - - if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) - return; - -#if 0 - if (IN_LEV_FIELD(hitx, hity) && !object_hit) - return; -#endif - - touched_element = (IN_LEV_FIELD(hitx, hity) ? - MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); - -#if !USE_HITTING_SOMETHING_BUGFIX - /* "hitting something" is also true when hitting the playfield border */ - CheckElementChangeBySide(x, y, hitting_element, touched_element, - CE_HITTING_SOMETHING, direction); -#endif + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_side = trigger_sides[i][1]; + int border_element = border_element_old[i]; - if (IN_LEV_FIELD(hitx, hity)) - { - int opposite_direction = MV_DIR_OPPOSITE(direction); - int hitting_side = direction; - int touched_side = opposite_direction; -#if 0 - int touched_element = MovingOrBlocked2Element(hitx, hity); -#endif -#if 1 - boolean object_hit = (!IS_MOVING(hitx, hity) || - MovDir[hitx][hity] != direction || - ABS(MovPos[hitx][hity]) <= TILEY / 2); + if (border_element == -1) + continue; - object_hit = TRUE; -#endif + /* check for change of center element (but change it only once) */ + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); - if (object_hit) + if (IS_PLAYER(xx, yy)) { - int i; - -#if !USE_HIT_BY_SOMETHING_BUGFIX - CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, - CE_HIT_BY_SOMETHING, opposite_direction); -#endif - - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X)) - { - 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->has_event[CE_HITTING_X] && - change->trigger_side & touched_side && - -#if 1 - IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) -#else - change->trigger_element == touched_element -#endif - ) - { - CheckElementChangeByPage(x, y, hitting_element, touched_element, - CE_HITTING_X, i); - break; - } - } - } - - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X)) - { - 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->has_event[CE_HIT_BY_X] && - change->trigger_side & hitting_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) -#else - change->trigger_element == hitting_element -#endif - ) - { - CheckElementChangeByPage(hitx, hity, touched_element, - hitting_element, CE_HIT_BY_X, i); - break; - } - } - } + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; -#if USE_HIT_BY_SOMETHING_BUGFIX - CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, - CE_HIT_BY_SOMETHING, opposite_direction); -#endif + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, border_side); } } - -#if USE_HITTING_SOMETHING_BUGFIX - /* "hitting something" is also true when hitting the playfield border */ - CheckElementChangeBySide(x, y, hitting_element, touched_element, - CE_HITTING_SOMETHING, direction); -#endif } -#if 0 -void TestIfElementSmashesCustomElement(int x, int y, int direction) +void TestIfElementHitsCustomElement(int x, int y, int direction) { int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int hitx = x + dx, hity = y + dy; int hitting_element = Feld[x][y]; int touched_element; -#if 0 - boolean object_hit = (IN_LEV_FIELD(hitx, hity) && - !IS_FREE(hitx, hity) && - (!IS_MOVING(hitx, hity) || - MovDir[hitx][hity] != direction || - ABS(MovPos[hitx][hity]) <= TILEY / 2)); -#endif if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) return; -#if 0 - if (IN_LEV_FIELD(hitx, hity) && !object_hit) - return; -#endif - touched_element = (IN_LEV_FIELD(hitx, hity) ? MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); - CheckElementChangeBySide(x, y, hitting_element, touched_element, - EP_CAN_SMASH_EVERYTHING, direction); - if (IN_LEV_FIELD(hitx, hity)) { int opposite_direction = MV_DIR_OPPOSITE(direction); int hitting_side = direction; int touched_side = opposite_direction; -#if 0 - int touched_element = MovingOrBlocked2Element(hitx, hity); -#endif -#if 1 boolean object_hit = (!IS_MOVING(hitx, hity) || MovDir[hitx][hity] != direction || ABS(MovPos[hitx][hity]) <= TILEY / 2); object_hit = TRUE; -#endif if (object_hit) { - int i; + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_X, touched_side); CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, - CE_SMASHED_BY_SOMETHING, opposite_direction); + CE_HIT_BY_X, hitting_side); - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) - { - for (i = 0; i < element_info[hitting_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[hitting_element].change_page[i]; - - if (change->can_change && - change->has_event[CE_OTHER_IS_SMASHING] && - change->trigger_side & touched_side && - -#if 1 - IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) -#else - change->trigger_element == touched_element -#endif - ) - { - CheckElementChangeByPage(x, y, hitting_element, touched_element, - CE_OTHER_IS_SMASHING, i); - break; - } - } - } + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED)) + if (IS_PLAYER(hitx, hity)) { - for (i = 0; i < element_info[touched_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[touched_element].change_page[i]; + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(hitx, hity)->initial_element; - if (change->can_change && - change->has_event[CE_OTHER_GETS_SMASHED] && - change->trigger_side & hitting_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) -#else - change->trigger_element == hitting_element -#endif - ) - { - CheckElementChangeByPage(hitx, hity, touched_element, - hitting_element, CE_OTHER_GETS_SMASHED,i); - break; - } - } + CheckElementChangeBySide(x, y, hitting_element, player_element, + CE_HITTING_X, touched_side); } } } + + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); } -#endif void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { @@ -11042,13 +12998,9 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); -#if 0 - test_element = Feld[test_x][test_y]; -#else test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); -#endif /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing @@ -11070,18 +13022,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); -#if 1 if (player->shield_deadly_time_left > 0 && !IS_INDESTRUCTIBLE(bad_element)) Bang(kill_x, kill_y); else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) - KillHero(player); -#else - if (player->shield_deadly_time_left > 0) - Bang(kill_x, kill_y); - else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) - KillHero(player); -#endif + KillPlayer(player); } else Bang(good_x, good_y); @@ -11123,11 +13068,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) test_x = bad_x + test_xy[i][0]; test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); test_element = Feld[test_x][test_y]; @@ -11153,12 +13099,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) kill_x = test_x; kill_y = test_y; + break; } else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; + break; } } @@ -11170,52 +13118,102 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 1 if (player->shield_deadly_time_left > 0 && !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) - KillHero(player); -#else - if (player->shield_deadly_time_left > 0) + KillPlayer(player); + } + else + Bang(kill_x, kill_y); + } +} + +void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir) +{ + int bad_element = Feld[bad_x][bad_y]; + int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0); + int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0); + int test_x = bad_x + dx, test_y = bad_y + dy; + int test_move_dir, test_element; + int kill_x = -1, kill_y = -1; + + if (!IN_LEV_FIELD(test_x, test_y)) + return; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); + + test_element = Feld[test_x][test_y]; + + if (test_move_dir != bad_move_dir) + { + /* good thing can be player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + + /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the + player as being hit when he is moving towards the bad thing, because + the "get hit by" condition would be lost after the player stops) */ + if (player->MovPos != 0 && player->MovDir == bad_move_dir) + return; /* player moves away from bad thing */ + + kill_x = test_x; + kill_y = test_y; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) - KillHero(player); -#endif + KillPlayer(player); } else Bang(kill_x, kill_y); } } -void TestIfHeroTouchesBadThing(int x, int y) +void TestIfPlayerTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir) { TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfBadThingTouchesHero(int x, int y) +void TestIfBadThingTouchesPlayer(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir) { TestIfBadThingHitsGoodThing(x, y, move_dir); } void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) @@ -11252,13 +13250,35 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) Bang(bad_x, bad_y); } -void KillHero(struct PlayerInfo *player) +void KillPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; +#if 0 + printf("::: 0: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + + /* the following code was introduced to prevent an infinite loop when calling + -> Bang() + -> CheckTriggeredElementChangeExt() + -> ExecuteCustomElementAction() + -> KillPlayer() + -> (infinitely repeating the above sequence of function calls) + which occurs when killing the player while having a CE with the setting + "kill player X when explosion of "; the solution using a new + field "player->killed" was chosen for backwards compatibility, although + clever use of the fields "player->active" etc. would probably also work */ +#if 1 + if (player->killed) + return; +#endif + + player->killed = TRUE; + /* remove accessible field at the player's position */ Feld[jx][jy] = EL_EMPTY; @@ -11266,41 +13286,51 @@ void KillHero(struct PlayerInfo *player) player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; +#if 0 + printf("::: 1: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + Bang(jx, jy); - BuryHero(player); + +#if 0 + printf("::: 2: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + + if (player->reanimated) /* killed player may have been reanimated */ + player->killed = player->reanimated = FALSE; + else + BuryPlayer(player); } -static void KillHeroUnlessEnemyProtected(int x, int y) +static void KillPlayerUnlessEnemyProtected(int x, int y) { if (!PLAYER_ENEMY_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + KillPlayer(PLAYERINFO(x, y)); } -static void KillHeroUnlessExplosionProtected(int x, int y) +static void KillPlayerUnlessExplosionProtected(int x, int y) { if (!PLAYER_EXPLOSION_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + KillPlayer(PLAYERINFO(x, y)); } -void BuryHero(struct PlayerInfo *player) +void BuryPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; -#if 1 - PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); -#else - PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); -#endif + PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; - RemoveHero(player); + RemovePlayer(player); } -void RemoveHero(struct PlayerInfo *player) +void RemovePlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; int i, found = FALSE; @@ -11311,6 +13341,9 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; + if (player->is_moving) + TEST_DrawLevelField(player->last_jx, player->last_jy); + for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) found = TRUE; @@ -11322,6 +13355,25 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +static void setFieldForSnapping(int x, int y, int element, int direction) +{ + struct ElementInfo *ei = &element_info[element]; + int direction_bit = MV_DIR_TO_BIT(direction); + int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; + int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : + IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); + + Feld[x][y] = EL_ELEMENT_SNAPPING; + MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + + ResetGfxAnimation(x, y); + + GfxElement[x][y] = element; + GfxAction[x][y] = action; + GfxDir[x][y] = direction; + GfxFrame[x][y] = -1; +} + /* ============================================================================= checkDiagonalPushing() @@ -11359,1704 +13411,1866 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, ============================================================================= */ -int DigField(struct PlayerInfo *player, - int oldx, int oldy, int x, int y, - int real_dx, int real_dy, int mode) +static int DigField(struct PlayerInfo *player, + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) { -#if 0 - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); -#endif boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); boolean player_was_pushing = player->is_pushing; + boolean player_can_move = (!player->cannot_move && mode != DF_SNAP); + boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP); int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; - int move_direction = (dx == -1 ? MV_LEFT : + int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); int opposite_direction = MV_DIR_OPPOSITE(move_direction); -#if 1 int dig_side = MV_DIR_OPPOSITE(move_direction); -#else - static int trigger_sides[4] = - { - CH_SIDE_RIGHT, /* moving left */ - CH_SIDE_LEFT, /* moving right */ - CH_SIDE_BOTTOM, /* moving up */ - CH_SIDE_TOP, /* moving down */ - }; - int dig_side = trigger_sides[MV_DIR_BIT(move_direction)]; -#endif int old_element = Feld[jx][jy]; - int element; + int element = MovingOrBlocked2ElementIfNotLeaving(x, y); + int collect_count; + + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; + + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; + player->push_delay = -1; + + return MP_NO_ACTION; + } + } + + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MP_NO_ACTION; /* field has no opening in this direction */ + + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MP_NO_ACTION; /* field has no opening in this direction */ + + if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) + { + SplashAcid(x, y); + + Feld[jx][jy] = player->artwork_element; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + + return MP_DONT_RUN_INTO; + } + + if (player_can_move && DONT_RUN_INTO(element)) + { + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } + + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MP_NO_ACTION; + + collect_count = element_info[element].collect_count_initial; + + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MP_NO_ACTION; + + if (game.engine_version < VERSION_IDENT(2,2,0,0)) + player_can_move = player_can_move_or_snap; + + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + { + CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + + if (element == EL_DC_LANDMINE) + Bang(x, y); + + if (Feld[x][y] != element) /* field changed by snapping */ + return MP_ACTION; + + return MP_NO_ACTION; + } + + if (player->gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ + + if (player_can_move && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; + + if (IS_RND_GATE(element)) + { + if (!player->key[RND_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_RND_GATE_GRAY(element)) + { + if (!player->key[RND_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_RND_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || + element == EL_EM_EXIT_OPEN || + element == EL_EM_EXIT_OPENING || + element == EL_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPENING || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } + + /* play sound from background or player, whatever is available */ + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action); + } + else if (player_can_move && + IS_PASSABLE(element) && canPassField(x, y, move_direction)) + { + if (!ACCESS_FROM(element, opposite_direction)) + return MP_NO_ACTION; /* field not accessible from this direction */ + + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MP_NO_ACTION; + + if (IS_EM_GATE(element)) + { + if (!player->key[EM_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EM_GATE_GRAY(element)) + { + if (!player->key[EM_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EM_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE(element)) + { + if (!player->key[EMC_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE_GRAY(element)) + { + if (!player->key[EMC_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (element == EL_DC_GATE_WHITE || + element == EL_DC_GATE_WHITE_GRAY || + element == EL_DC_GATE_WHITE_GRAY_ACTIVE) + { + if (player->num_white_keys == 0) + return MP_NO_ACTION; + + player->num_white_keys--; + } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + player->gravity = !player->gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + player->gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + player->gravity = FALSE; + } + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ + + DOUBLE_PLAYER_SPEED(player); + } + + PlayLevelSoundAction(x, y, ACTION_PASSING); + } + else if (player_can_move_or_snap && IS_DIGGABLE(element)) + { + RemoveField(x, y); + + if (mode != DF_SNAP) + { + GfxElement[x][y] = GFX_ELEMENT(element); + player->is_digging = TRUE; + } + + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); + + if (mode == DF_SNAP) + { + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_move_or_snap && IS_COLLECTIBLE(element)) + { + RemoveField(x, y); + + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } + + if (element == EL_SPEED_PILL) + { + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + } + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += level.extra_time; + + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += level.shield_normal_time; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += level.shield_deadly_time; + } + else if (element == EL_DYNAMITE || + element == EL_EM_DYNAMITE || + element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawGameDoorValues(); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if (IS_KEY(element)) + { + player->key[KEY_NR(element)] = TRUE; + + DrawGameDoorValues(); + } + else if (element == EL_DC_KEY_WHITE) + { + player->num_white_keys++; + + /* display white keys? */ + /* DrawGameDoorValues(); */ + } + else if (IS_ENVELOPE(element)) + { + player->show_envelope = element; + } + else if (element == EL_EMC_LENSES) + { + game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND; + + RedrawAllInvisibleElementsForLenses(); + } + else if (element == EL_EMC_MAGNIFIER) + { + game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND; + + RedrawAllInvisibleElementsForMagnifier(); + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; - if (is_player) /* function can also be called by EL_PENGUIN */ - { - if (player->MovPos == 0) + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (i = 0; i < collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawGameDoorValues(); + } + else if (collect_count > 0) { - player->is_digging = FALSE; - player->is_collecting = FALSE; + local_player->gems_still_needed -= collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + game.snapshot.collected_item = TRUE; + + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; + + DisplayGameControlValues(); } - if (player->MovPos == 0) /* last pushing move finished */ - player->is_pushing = FALSE; + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - if (mode == DF_NO_PUSH) /* player just stopped pushing */ + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); + + if (mode == DF_SNAP) { - player->is_switching = FALSE; -#if USE_NEW_PUSH_DELAY - player->push_delay = -1; -#else - player->push_delay = 0; -#endif + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ - return MF_NO_ACTION; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); } } + else if (player_can_move_or_snap && IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MP_NO_ACTION; - if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; + if (CAN_FALL(element) && dy) + return MP_NO_ACTION; -#if 0 + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MP_NO_ACTION; -#if 0 - if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) -#else - if (IS_TUBE(Feld[jx][jy]) || - (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) -#endif - { - int i = 0; - int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); - int tube_leave_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } - }; + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MP_NO_ACTION; + + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MP_NO_ACTION; - while (tube_leave_directions[i][0] != tube_element) + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); } - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ - } - -#else - - if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) - old_element = Back[jx][jy]; + player->is_pushing = TRUE; + player->is_active = TRUE; -#endif + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (IS_SB_ELEMENT(element) && + Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) || + (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))))) + return MP_NO_ACTION; - if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) - return MF_NO_ACTION; /* field has no opening in this direction */ + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MP_NO_ACTION; - if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) - return MF_NO_ACTION; /* field has no opening in this direction */ + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; - element = Feld[x][y]; + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; - if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ - return MF_NO_ACTION; + return MP_NO_ACTION; + } - if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0,0)) - return MF_NO_ACTION; + if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)) + { + if (!DigFieldByCE(nextx, nexty, element)) + return MP_NO_ACTION; + } -#if 1 - if (game.gravity && is_player && !player->is_auto_moving && - canFallDown(player) && move_direction != MV_DOWN && - !canMoveToValidFieldWithGravity(jx, jy, move_direction)) - return MF_NO_ACTION; /* player cannot walk here due to gravity */ -#endif + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } -#if 0 - if (element == EL_EMPTY_SPACE && - game.gravity && !player->is_auto_moving && - canFallDown(player) && move_direction != MV_DOWN) - return MF_NO_ACTION; /* player cannot walk here due to gravity */ -#endif + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } - switch (element) - { -#if 0 - case EL_SP_PORT_LEFT: - case EL_SP_PORT_RIGHT: - case EL_SP_PORT_UP: - case EL_SP_PORT_DOWN: - case EL_SP_PORT_HORIZONTAL: - case EL_SP_PORT_VERTICAL: - case EL_SP_PORT_ANY: - case EL_SP_GRAVITY_PORT_LEFT: - case EL_SP_GRAVITY_PORT_RIGHT: - case EL_SP_GRAVITY_PORT_UP: - case EL_SP_GRAVITY_PORT_DOWN: -#if 1 - if (!canEnterSupaplexPort(x, y, dx, dy)) - return MF_NO_ACTION; -#else - if ((dx == -1 && - element != EL_SP_PORT_LEFT && - element != EL_SP_GRAVITY_PORT_LEFT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dx == +1 && - element != EL_SP_PORT_RIGHT && - element != EL_SP_GRAVITY_PORT_RIGHT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dy == -1 && - element != EL_SP_PORT_UP && - element != EL_SP_GRAVITY_PORT_UP && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - (dy == +1 && - element != EL_SP_PORT_DOWN && - element != EL_SP_GRAVITY_PORT_DOWN && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(nextx, nexty) || - !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; -#endif + Feld[x][y] = EL_SOKOBAN_OBJECT; - if (element == EL_SP_GRAVITY_PORT_LEFT || - element == EL_SP_GRAVITY_PORT_RIGHT || - element == EL_SP_GRAVITY_PORT_UP || - element == EL_SP_GRAVITY_PORT_DOWN) - game.gravity = !game.gravity; + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; -#if 1 - if (player->move_delay_reset_counter == 0) + if (local_player->sokobanfields_still_needed == 0 && + (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)) { - player->move_delay_reset_counter = 2; /* two double speed steps */ + PlayerWins(player); - DOUBLE_PLAYER_SPEED(player); + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); } -#else - player->move_delay_reset_counter = 2; + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - DOUBLE_PLAYER_SPEED(player); -#endif + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; -#if 0 - printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter); -#endif + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); - break; -#endif + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; -#if 0 - case EL_TUBE_ANY: - case EL_TUBE_VERTICAL: - case EL_TUBE_HORIZONTAL: - case EL_TUBE_VERTICAL_LEFT: - case EL_TUBE_VERTICAL_RIGHT: - case EL_TUBE_HORIZONTAL_UP: - case EL_TUBE_HORIZONTAL_DOWN: - case EL_TUBE_LEFT_UP: - case EL_TUBE_LEFT_DOWN: - case EL_TUBE_RIGHT_UP: - case EL_TUBE_RIGHT_DOWN: - { - int i = 0; - int tube_enter_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, - { -1, MV_NO_MOVING } - }; - - while (tube_enter_directions[i][0] != element) - { - i++; - if (tube_enter_directions[i][0] == -1) /* should not happen */ - break; - } + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + /* check for element change _after_ element has been pushed */ + if (game.use_change_when_pushing_bug) + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); - } - break; -#endif + return MP_ACTION; + } - default: + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; -#if 1 - if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) -#else - if (IS_WALKABLE(element)) -#endif - { - int sound_element = SND_ELEMENT(element); - int sound_action = ACTION_WALKING; + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); -#if 0 - if (!ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ -#endif + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; -#if 0 - if (element == EL_EMPTY_SPACE && - game.gravity && !player->is_auto_moving && - canFallDown(player) && move_direction != MV_DOWN) - return MF_NO_ACTION; /* player cannot walk here due to gravity */ -#endif + game.robot_wheel_active = TRUE; - if (IS_RND_GATE(element)) - { - if (!player->key[RND_GATE_NR(element)]) - return MF_NO_ACTION; - } - else if (IS_RND_GATE_GRAY(element)) - { - if (!player->key[RND_GATE_GRAY_NR(element)]) - return MF_NO_ACTION; - } - else if (element == EL_EXIT_OPEN || - element == EL_SP_EXIT_OPEN || - element == EL_SP_EXIT_OPENING) + TEST_DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) { - sound_action = ACTION_PASSING; /* player is passing exit */ + Bang(xx, yy); } - else if (element == EL_EMPTY) + else if (Feld[xx][yy] == EL_SP_TERMINAL) { - sound_action = ACTION_MOVING; /* nothing to walk on */ + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + + ResetGfxAnimation(xx, yy); + TEST_DrawLevelField(xx, yy); } + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN || + element == EL_DC_SWITCHGATE_SWITCH_UP || + element == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + } + else if (element == EL_TIMEGATE_SWITCH || + element == EL_DC_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_NONE || + element == EL_BALLOON_SWITCH_ANY) + { + game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + element == EL_BALLOON_SWITCH_NONE ? MV_NONE : + move_direction); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; - /* play sound from background or player, whatever is available */ - if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) - PlayLevelSoundElementAction(x, y, sound_element, sound_action); - else - PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); + ResetGfxAnimation(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; - break; - } -#if 1 - else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) -#else - else if (IS_PASSABLE(element)) -#endif + if (level.time > 0 || level.use_time_orb_bug) { -#if 0 - if (!canPassField(x, y, move_direction)) - return MF_NO_ACTION; -#else + TimeLeft += level.time_orb_time; + game.no_time_limit = FALSE; -#if 0 -#if 1 - if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || - !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || - (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) - return MF_NO_ACTION; -#else - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; -#endif -#endif + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; -#if 1 - if (!ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ -#else - if (IS_CUSTOM_ELEMENT(element) && - !ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ -#endif + DisplayGameControlValues(); + } -#if 1 - if (CAN_MOVE(element)) /* only fixed elements can be passed! */ - return MF_NO_ACTION; -#endif + ResetGfxAnimation(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; -#endif + game.ball_state = !game.ball_state; - if (IS_EM_GATE(element)) - { - if (!player->key[EM_GATE_NR(element)]) - return MF_NO_ACTION; - } - else if (IS_EM_GATE_GRAY(element)) + SCAN_PLAYFIELD(xx, yy) + { + int e = Feld[xx][yy]; + + if (game.ball_state) { - if (!player->key[EM_GATE_GRAY_NR(element)]) - return MF_NO_ACTION; + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); } - else if (IS_SP_PORT(element)) + else { - if (element == EL_SP_GRAVITY_PORT_LEFT || - element == EL_SP_GRAVITY_PORT_RIGHT || - element == EL_SP_GRAVITY_PORT_UP || - element == EL_SP_GRAVITY_PORT_DOWN) - game.gravity = !game.gravity; - else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || - element == EL_SP_GRAVITY_ON_PORT_RIGHT || - element == EL_SP_GRAVITY_ON_PORT_UP || - element == EL_SP_GRAVITY_ON_PORT_DOWN) - game.gravity = TRUE; - else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || - element == EL_SP_GRAVITY_OFF_PORT_RIGHT || - element == EL_SP_GRAVITY_OFF_PORT_UP || - element == EL_SP_GRAVITY_OFF_PORT_DOWN) - game.gravity = FALSE; + if (e == EL_EMC_MAGIC_BALL_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL); + else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH); } + } + } + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + + return MP_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); + + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); + } + + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + + return MP_NO_ACTION; + } + + player->push_delay = -1; + + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (Feld[x][y] != element) /* really digged/collected something */ + { + player->is_collecting = !player->is_digging; + player->is_active = TRUE; + } + } + + return MP_MOVING; +} + +static boolean DigFieldByCE(int x, int y, int digging_element) +{ + int element = Feld[x][y]; + + if (!IS_FREE(x, y)) + { + int action = (IS_DIGGABLE(element) ? ACTION_DIGGING : + IS_COLLECTIBLE(element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(element) && + !IS_DIGGABLE(element) && + !IS_COLLECTIBLE(element)) + return FALSE; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + if (IS_MOVING(x, y)) + RemoveMovingField(x, y); + else + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); + } + + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[x][y] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); + } + + Store[x][y] = EL_EMPTY; + + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element))) + Store[x][y] = element; + + return TRUE; +} + +static boolean SnapField(struct PlayerInfo *player, int dx, int dy) +{ + int jx = player->jx, jy = player->jy; + int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + boolean can_continue_snapping = (level.continuous_snapping && + WasJustFalling[x][y] < CHECK_DELAY_FALLING); + + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) + return FALSE; + + if (!player->active || !IN_LEV_FIELD(x, y)) + return FALSE; + + if (dx && dy) + return FALSE; + + if (!dx && !dy) + { + if (player->MovPos == 0) + player->is_pushing = FALSE; + + player->is_snapping = FALSE; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; -#if 1 - if (player->move_delay_reset_counter == 0) - { - player->move_delay_reset_counter = 2; /* two double speed steps */ + return FALSE; + } - DOUBLE_PLAYER_SPEED(player); - } -#else - player->move_delay_reset_counter = 2; + /* prevent snapping with already pressed snap key when not allowed */ + if (player->is_snapping && !can_continue_snapping) + return FALSE; - DOUBLE_PLAYER_SPEED(player); -#endif + player->MovDir = snap_direction; - PlayLevelSoundAction(x, y, ACTION_PASSING); + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - break; - } - else if (IS_DIGGABLE(element)) - { - RemoveField(x, y); + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; - if (mode != DF_SNAP) - { -#if 1 - GfxElement[x][y] = GFX_ELEMENT(element); -#else - GfxElement[x][y] = - (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); -#endif - player->is_digging = TRUE; - } + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) + return FALSE; - PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + player->is_snapping = TRUE; + player->is_active = TRUE; - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, - player->index_bit, dig_side); + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } -#if 1 - if (mode == DF_SNAP) - TestIfElementTouchesCustomElement(x, y); /* for empty space */ -#endif + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + TEST_DrawLevelField(player->last_jx, player->last_jy); - break; - } - else if (IS_COLLECTIBLE(element)) - { - RemoveField(x, y); + TEST_DrawLevelField(x, y); - if (is_player && mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } + return TRUE; +} - if (element == EL_SPEED_PILL) - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - else if (element == EL_EXTRA_TIME && level.time > 0) - { - TimeLeft += 10; - DrawGameValue_Time(TimeLeft); - } - else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) - { - player->shield_normal_time_left += 10; - if (element == EL_SHIELD_DEADLY) - player->shield_deadly_time_left += 10; - } - else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) - { - if (player->inventory_size < MAX_INVENTORY_SIZE) - player->inventory_element[player->inventory_size++] = element; +static boolean DropElement(struct PlayerInfo *player) +{ + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; + int drop_side = drop_direction; + int drop_element = get_next_dropped_element(player); - DrawGameValue_Dynamite(local_player->inventory_size); - } - else if (element == EL_DYNABOMB_INCREASE_NUMBER) - { - player->dynabomb_count++; - player->dynabombs_left++; - } - else if (element == EL_DYNABOMB_INCREASE_SIZE) - { - player->dynabomb_size++; - } - else if (element == EL_DYNABOMB_INCREASE_POWER) - { - player->dynabomb_xl = TRUE; - } - else if (IS_KEY(element)) - { - player->key[KEY_NR(element)] = TRUE; + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MP_ACTION; - DrawGameValue_Keys(player->key); + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); - redraw_mask |= REDRAW_DOOR_1; - } - else if (IS_ENVELOPE(element)) - { -#if 1 - player->show_envelope = element; -#else - ShowEnvelope(element - EL_ENVELOPE_1); -#endif - } - else if (IS_DROPPABLE(element) || - IS_THROWABLE(element)) /* can be collected and dropped */ - { - int i; + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } - if (element_info[element].collect_count == 0) - player->inventory_infinite_element = element; - else - for (i = 0; i < element_info[element].collect_count; i++) - if (player->inventory_size < MAX_INVENTORY_SIZE) - player->inventory_element[player->inventory_size++] = element; + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ - DrawGameValue_Dynamite(local_player->inventory_size); - } - else if (element_info[element].collect_count > 0) - { - local_player->gems_still_needed -= - element_info[element].collect_count; - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) + return FALSE; - DrawGameValue_Emeralds(local_player->gems_still_needed); - } + /* check if player has anything that can be dropped */ + if (new_element == EL_UNDEFINED) + return FALSE; - RaiseScoreElement(element); - PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + /* only set if player has anything that can be dropped */ + player->is_dropping_pressed = TRUE; - if (is_player) - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_PLAYER_COLLECTS_X, - player->index_bit, dig_side); + /* check if drop key was pressed long enough for EM style dynamite */ + if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) + return FALSE; -#if 1 - if (mode == DF_SNAP) - TestIfElementTouchesCustomElement(x, y); /* for empty space */ -#endif + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) + return FALSE; - break; - } - else if (IS_PUSHABLE(element)) - { - if (mode == DF_SNAP && element != EL_BD_ROCK) - return MF_NO_ACTION; + /* collected custom elements can only be dropped on empty fields */ + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) + return FALSE; - if (CAN_FALL(element) && dy) - return MF_NO_ACTION; + if (old_element != EL_EMPTY) + Back[dropx][dropy] = old_element; /* store old element on this field */ - if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && - !(element == EL_SPRING && level.use_spring_bug)) - return MF_NO_ACTION; + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); -#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 (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) + { + if (player->inventory_size > 0) + { + player->inventory_size--; -#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 + DrawGameDoorValues(); -#if 1 + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_EM_DYNAMITE) + new_element = EL_EM_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; + } -#if 1 - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) - { - if (player->push_delay_value == -1 || !player_was_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } - else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - { - if (player->push_delay_value == -1) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } -#else - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - { - if (player->push_delay_value == -1 || !player_was_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } -#endif - else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) - { - if (!player->is_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } + Feld[dropx][dropy] = new_element; - /* - if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - (game.engine_version < VERSION_IDENT(3,0,7,1) || - !player_is_pushing)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - */ -#else - if (!player->is_pushing && - game.engine_version >= VERSION_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); -#endif + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); -#if 0 - printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n", - player->push_delay, player->push_delay_value, - FrameCounter, game.engine_version, - player_was_pushing, player->is_pushing, - element, element_info[element].token_name, - GET_NEW_PUSH_DELAY(element)); -#endif + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); - player->is_pushing = TRUE; + /* needed if previous element just changed to "empty" in the last frame */ + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ - if (!(IN_LEV_FIELD(nextx, nexty) && - (IS_FREE(nextx, nexty) || - (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && - IS_SB_ELEMENT(element))))) - return MF_NO_ACTION; + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + TestIfElementTouchesCustomElement(dropx, dropy); + } + else /* player is dropping a dyna bomb */ + { + player->dynabombs_left--; -#if USE_NEW_PUSH_DELAY + Feld[dropx][dropy] = new_element; -#if 0 - if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) - printf("::: ALERT: %d, %d [%d / %d]\n", - player->push_delay, player->push_delay2, - FrameCounter, FrameCounter / 50); -#endif + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - if (player->push_delay == -1) /* new pushing; restart delay */ - player->push_delay = 0; -#else - if (player->push_delay == 0) /* new pushing; restart delay */ - player->push_delay = FrameCounter; -#endif + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + } -#if USE_NEW_PUSH_DELAY -#if 0 - if ( (player->push_delay > 0) != (!xxx_fr) ) - printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", - player->push_delay, - xxx_pdv2, player->push_delay2, player->push_delay_value, - FrameCounter, FrameCounter / 50); -#endif + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + InitField_WithBug1(dropx, dropy, FALSE); -#if 0 - if (player->push_delay > 0 && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) -#else - /* !!! */ - if (player->push_delay < player->push_delay_value && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) -#endif + new_element = Feld[dropx][dropy]; /* element might have changed */ -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) -#endif - { - /* make sure that there is no move delay before next try to push */ -#if USE_NEW_MOVE_DELAY - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - player->move_delay = 0; -#else - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - player->move_delay = INITIAL_MOVE_DELAY_OFF; -#endif + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { + if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) + MovDir[dropx][dropy] = drop_direction; - return MF_NO_ACTION; - } + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ -#if 0 - printf("::: NOW PUSHING... [%d]\n", FrameCounter); -#endif + /* do not cause impact style collision by dropping elements that can fall */ + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; + } - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FIELD_FULL) - { - Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; - } + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); + player->is_dropping = TRUE; - if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) - { - Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed--; - } + player->drop_pressed_delay = 0; + player->is_dropping_pressed = FALSE; - Feld[x][y] = EL_SOKOBAN_OBJECT; + player->drop_x = dropx; + player->drop_y = dropy; - if (Back[x][y] == Back[nextx][nexty]) - PlayLevelSoundAction(x, y, ACTION_PUSHING); - else if (Back[x][y] != 0) - PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, - ACTION_EMPTYING); - else - PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, - ACTION_FILLING); + return TRUE; +} - if (local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); - } - } - else - PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ - InitMovingField(x, y, move_direction); - GfxAction[x][y] = ACTION_PUSHING; +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; - if (mode == DF_SNAP) - ContinueMoving(x, y); - else - MovPos[x][y] = (dx != 0 ? dx : dy); +void InitPlayLevelSound() +{ + int num_sounds = getSoundListSize(); - Pushed[x][y] = TRUE; - Pushed[nextx][nexty] = TRUE; + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - 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 */ + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} -#if USE_PUSH_BUGFIX - /* now: check for element change _after_ element has been pushed! */ -#if 1 - if (game.use_change_when_pushing_bug) -#else - if (game.engine_version < VERSION_IDENT(3,1,0,0)) -#endif - { - CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X, - player->index_bit, dig_side); - } +static void PlayLevelSound(int x, int y, int nr) +{ + int sx = SCREENX(x), sy = SCREENY(y); + int volume, stereo_position; + int max_distance = 8; + int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); -#else + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) + return; -#if 1 - /* check for element change _after_ element has been pushed! */ -#else + if (!IN_LEV_FIELD(x, y) || + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) + return; -#if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, - player->index_bit, dig_side); -#else - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, - player->index_bit, dig_side); - CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); -#endif -#endif + volume = SOUND_MAX_VOLUME; -#endif + if (!IN_SCR_FIELD(sx, sy)) + { + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; - break; - } - else if (IS_SWITCHABLE(element)) - { - if (PLAYER_SWITCHING(player, x, y)) - { - CheckTriggeredElementChangeByPlayer(x,y, element, - CE_PLAYER_PRESSES_X, - player->index_bit, dig_side); + volume -= volume * (dx > dy ? dx : dy) / max_distance; + } - return MF_ACTION; - } + stereo_position = (SOUND_MAX_LEFT + + (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / + (SCR_FIELDX + 2 * max_distance)); - player->is_switching = TRUE; - player->switch_x = x; - player->switch_y = y; + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; - if (element == EL_ROBOT_WHEEL) - { - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; + } - DrawLevelField(x, y); - } - else if (element == EL_SP_TERMINAL) - { - int xx, yy; + PlaySoundExt(nr, volume, stereo_position, type); +} - 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); +static void PlayLevelSoundNearest(int x, int y, int sound_action) +{ + 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); +} -#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--; +static void PlayLevelSoundAction(int x, int y, int action) +{ + PlayLevelSoundElementAction(x, y, Feld[x][y], action); +} - ResetGfxAnimation(x, y); - DrawLevelField(x, y); - } - else if (element == EL_TIME_ORB_FULL) - { - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawGameValue_Time(TimeLeft); +static void PlayLevelSoundElementAction(int x, int y, int element, int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; - ResetGfxAnimation(x, y); - DrawLevelField(x, y); + if (sound_effect != SND_UNDEFINED) + PlayLevelSound(x, y, sound_effect); +} -#if 0 - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); -#endif - } +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_SWITCH_OF_X, - player->index_bit, dig_side); + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, - player->index_bit, dig_side); +static void PlayLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; - return MF_ACTION; - } - else - { - if (!PLAYER_SWITCHING(player, x, y)) - { - player->is_switching = TRUE; - player->switch_x = x; - player->switch_y = y; + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} -#if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_SWITCH_OF_X, - player->index_bit, dig_side); -#else - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_SWITCH_OF_X, - player->index_bit, dig_side); - CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, - player->index_bit, dig_side); -#endif - } +static void StopLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; -#if 1 - /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ - CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, - player->index_bit, dig_side); - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, - player->index_bit, dig_side); -#else - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, - player->index_bit, dig_side); - CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, - player->index_bit, dig_side); -#endif - } + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSound(sound_effect); +} - return MF_NO_ACTION; - } +static int getLevelMusicNr() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + return levelset.music[level_nr]; /* from config file */ + else + return MAP_NOCONF_MUSIC(level_nr); /* from music dir */ +} -#if USE_NEW_PUSH_DELAY - player->push_delay = -1; -#else - player->push_delay = 0; -#endif +static void FadeLevelSounds() +{ + FadeSounds(); +} -#if USE_PENGUIN_COLLECT_BUGFIX - if (is_player) /* function can also be called by EL_PENGUIN */ -#endif - { - if (Feld[x][y] != element) /* really digged/collected something */ - player->is_collecting = !player->is_digging; - } +static void FadeLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); - return MF_MOVING; + if (!strEqual(curr_music, next_music)) + FadeMusic(); } -boolean SnapField(struct PlayerInfo *player, int dx, int dy) +void FadeLevelSoundsAndMusic() { - int jx = player->jx, jy = player->jy; - int x = jx + dx, y = jy + dy; - int snap_direction = (dx == -1 ? MV_LEFT : - dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + FadeLevelSounds(); + FadeLevelMusic(); +} -#if 0 - if (player->MovPos != 0) - return FALSE; -#else - if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) - return FALSE; -#endif +static void PlayLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); - if (!player->active || !IN_LEV_FIELD(x, y)) - return FALSE; + if (!strEqual(curr_music, next_music)) + PlayMusic(music_nr); +} - if (dx && dy) - return FALSE; +void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + int offset = (BorderElement == EL_STEELWALL ? 1 : 0); + int x = xx - 1 - offset; + int y = yy - 1 - offset; - if (!dx && !dy) + switch (sample) { - if (player->MovPos == 0) - player->is_pushing = FALSE; + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; - player->is_snapping = FALSE; + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; - if (player->MovPos == 0) - { - player->is_moving = FALSE; - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; - return FALSE; - } + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; - if (player->is_snapping) - return FALSE; + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; - player->MovDir = snap_direction; + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; -#if 1 - if (player->MovPos == 0) -#endif - { - player->is_moving = FALSE; - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; - player->is_dropping = FALSE; + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; - if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) - return FALSE; + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; - player->is_snapping = TRUE; + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; -#if 1 - if (player->MovPos == 0) -#endif - { - player->is_moving = FALSE; - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_EATING); + break; -#if 1 - if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ - DrawLevelField(player->last_jx, player->last_jy); -#endif + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; - DrawLevelField(x, y); + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; -#if 0 - BackToFront(); -#endif + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; - return TRUE; -} + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; -boolean DropElement(struct PlayerInfo *player) -{ - int old_element, new_element; - int dropx = player->jx, dropy = player->jy; - int drop_direction = player->MovDir; + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ #if 1 - int drop_side = drop_direction; + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); #else - static int trigger_sides[4] = - { - CH_SIDE_LEFT, /* dropping left */ - CH_SIDE_RIGHT, /* dropping right */ - CH_SIDE_TOP, /* dropping up */ - CH_SIDE_BOTTOM, /* dropping down */ - }; - int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; -#endif - int drop_element = (player->inventory_size > 0 ? - player->inventory_element[player->inventory_size - 1] : - player->inventory_infinite_element != EL_UNDEFINED ? - player->inventory_infinite_element : - player->dynabombs_left > 0 ? - EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : - EL_UNDEFINED); - -#if USE_DROP_BUGFIX - /* do not drop an element on top of another element; when holding drop key - pressed without moving, dropped element must move away before the next - element can be dropped (this is especially important if the next element - is dynamite, which can be placed on background for historical reasons) */ - if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) - return MF_ACTION; + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); #endif + break; - if (IS_THROWABLE(drop_element)) - { - dropx += GET_DX_FROM_DIR(drop_direction); - dropy += GET_DY_FROM_DIR(drop_direction); + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; - if (!IN_LEV_FIELD(dropx, dropy)) - return FALSE; - } + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; - old_element = Feld[dropx][dropy]; /* old element at dropping position */ - new_element = drop_element; /* default: no change when dropping */ + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; - /* check if player is active, not moving and ready to drop */ - if (!player->active || player->MovPos || player->drop_delay > 0) - return FALSE; + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; - /* check if player has anything that can be dropped */ -#if 1 - if (new_element == EL_UNDEFINED) - return FALSE; -#else - if (player->inventory_size == 0 && - player->inventory_infinite_element == EL_UNDEFINED && - player->dynabombs_left == 0) - return FALSE; -#endif + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; - /* check if anything can be dropped at the current position */ - if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) - return FALSE; + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; - /* collected custom elements can only be dropped on empty fields */ -#if 1 - if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) - return FALSE; -#else - if (player->inventory_size > 0 && - IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) - && old_element != EL_EMPTY) - return FALSE; -#endif + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; - if (old_element != EL_EMPTY) - Back[dropx][dropy] = old_element; /* store old element on this field */ + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; - ResetGfxAnimation(dropx, dropy); - ResetRandomAnimationValue(dropx, dropy); + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; - if (player->inventory_size > 0 || - player->inventory_infinite_element != EL_UNDEFINED) - { - if (player->inventory_size > 0) - { - player->inventory_size--; + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; -#if 0 - new_element = player->inventory_element[player->inventory_size]; -#endif + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; - DrawGameValue_Dynamite(local_player->inventory_size); + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; - if (new_element == EL_DYNAMITE) - new_element = EL_DYNAMITE_ACTIVE; - else if (new_element == EL_SP_DISK_RED) - new_element = EL_SP_DISK_RED_ACTIVE; - } + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; - Feld[dropx][dropy] = new_element; + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; - if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) - DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), - el2img(Feld[dropx][dropy]), 0); + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; - PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; -#if 1 - /* needed if previous element just changed to "empty" in the last frame */ - Changed[dropx][dropy] = FALSE; /* allow another change */ -#endif + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; -#if 1 - /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, drop_side); - CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, - CE_PLAYER_DROPS_X, - player->index_bit, drop_side); -#else - CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, - CE_PLAYER_DROPS_X, - player->index_bit, drop_side); - CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, drop_side); -#endif + case SAMPLE_time: + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); + break; - TestIfElementTouchesCustomElement(dropx, dropy); + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; } - else /* player is dropping a dyna bomb */ - { - player->dynabombs_left--; +} -#if 0 - new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; -#endif +void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) +{ + int element = map_element_SP_to_RND(element_sp); + int action = map_action_SP_to_RND(action_sp); + int offset = (setup.sp_show_border_elements ? 0 : 1); + int x = xx - offset; + int y = yy - offset; - Feld[dropx][dropy] = new_element; + PlayLevelSoundElementAction(x, y, element, action); +} - if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) - DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), - el2img(Feld[dropx][dropy]), 0); +void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm) +{ + int element = map_element_MM_to_RND(element_mm); + int action = map_action_MM_to_RND(action_mm); + int offset = 0; + int x = xx - offset; + int y = yy - offset; - PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); - } + if (!IS_MM_ELEMENT(element)) + element = EL_MM_DEFAULT; + PlayLevelSoundElementAction(x, y, element, action); +} +void PlaySound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); -#if 1 + if (sound == SND_UNDEFINED) + return; - if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ - { -#if 1 - InitField_WithBug1(dropx, dropy, FALSE); -#else - InitField(dropx, dropy, FALSE); - if (CAN_MOVE(Feld[dropx][dropy])) - InitMovDir(dropx, dropy); -#endif - } + PlaySound(sound); +} - new_element = Feld[dropx][dropy]; /* element might have changed */ +void PlaySoundLoop_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); - if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && - element_info[new_element].move_pattern == MV_WHEN_DROPPED) - { -#if 0 - int move_stepsize = element_info[new_element].move_stepsize; -#endif - int move_direction, nextx, nexty; + if (sound == SND_UNDEFINED) + return; - if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) - MovDir[dropx][dropy] = drop_direction; + PlaySoundLoop(sound); +} - move_direction = MovDir[dropx][dropy]; - nextx = dropx + GET_DX_FROM_DIR(move_direction); - nexty = dropy + GET_DY_FROM_DIR(move_direction); +void StopSound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); -#if 1 - Changed[dropx][dropy] = FALSE; /* allow another change */ - CheckCollision[dropx][dropy] = 2; -#else + if (sound == SND_UNDEFINED) + return; - if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) - { -#if 0 - WasJustMoving[dropx][dropy] = 3; -#else -#if 1 - InitMovingField(dropx, dropy, move_direction); - ContinueMoving(dropx, dropy); -#endif -#endif - } -#if 0 - /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ - else - { - Changed[dropx][dropy] = FALSE; /* allow another change */ + StopSound(sound); +} -#if 1 - TestIfElementHitsCustomElement(dropx, dropy, move_direction); -#else - CheckElementChangeBySide(dropx, dropy, new_element, touched_element, - CE_HITTING_SOMETHING, move_direction); -#endif - } -#endif +void RaiseScore(int value) +{ + local_player->score += value; + + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + + DisplayGameControlValues(); +} + +void RaiseScoreElement(int element) +{ + switch (element) + { + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_SP_INFOTRON: + RaiseScore(level.score[SC_EMERALD]); + break; + case EL_DIAMOND: + RaiseScore(level.score[SC_DIAMOND]); + break; + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); + break; + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); + break; + case EL_BUG: + case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); + break; + case EL_SPACESHIP: + case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); + break; + case EL_YAMYAM: + case EL_DARK_YAMYAM: + RaiseScore(level.score[SC_YAMYAM]); + break; + case EL_ROBOT: + RaiseScore(level.score[SC_ROBOT]); + break; + case EL_PACMAN: + RaiseScore(level.score[SC_PACMAN]); + break; + case EL_NUT: + RaiseScore(level.score[SC_NUT]); + break; + case EL_DYNAMITE: + case EL_EM_DYNAMITE: + case EL_SP_DISK_RED: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + RaiseScore(level.score[SC_DYNAMITE]); + break; + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + RaiseScore(level.score[SC_SHIELD]); + break; + case EL_EXTRA_TIME: + RaiseScore(level.extra_time_score); + break; + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: + case EL_DC_KEY_WHITE: + RaiseScore(level.score[SC_KEY]); + break; + default: + RaiseScore(element_info[element].collect_score); + break; + } +} -#endif +void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) +{ + if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED)) + { + /* closing door required in case of envelope style request dialogs */ + if (!skip_request) + CloseDoor(DOOR_CLOSE_1); -#if 0 - player->drop_delay = 2 * TILEX / move_stepsize + 1; +#if defined(NETWORK_AVALIABLE) + if (options.network) + SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); + else #endif - } + { + if (quick_quit) + FadeSkipNextFadeIn(); -#if 0 - player->drop_delay = 8 + 8 + 8; -#endif + SetGameStatus(GAME_MODE_MAIN); -#if 1 - player->drop_delay = GET_NEW_DROP_DELAY(drop_element); -#endif + DrawMainMenu(); + } + } + else /* continue playing the game */ + { + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); -#endif + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); - player->is_dropping = TRUE; + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); + } +} -#if USE_DROP_BUGFIX - player->drop_x = dropx; - player->drop_y = dropy; -#endif +void RequestQuitGame(boolean ask_if_really_quit) +{ + boolean quick_quit = (!ask_if_really_quit || level_editor_test_game); + boolean skip_request = AllPlayersGone || quick_quit; - return TRUE; + RequestQuitGameExt(skip_request, quick_quit, + "Do you really want to quit the game?"); } + /* ------------------------------------------------------------------------- */ -/* game sound playing functions */ +/* random generator functions */ /* ------------------------------------------------------------------------- */ -static int *loop_sound_frame = NULL; -static int *loop_sound_volume = NULL; +unsigned int InitEngineRandom_RND(int seed) +{ + game.num_random_calls = 0; -void InitPlayLevelSound() + return InitEngineRandom(seed); +} + +unsigned int RND(int max) { - int num_sounds = getSoundListSize(); + if (max > 0) + { + game.num_random_calls++; - checked_free(loop_sound_frame); - checked_free(loop_sound_volume); + return GetEngineRandom(max); + } - loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); - loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); + return 0; } -static void PlayLevelSound(int x, int y, int nr) + +/* ------------------------------------------------------------------------- */ +/* game engine snapshot handling functions */ +/* ------------------------------------------------------------------------- */ + +struct EngineSnapshotInfo { - int sx = SCREENX(x), sy = SCREENY(y); - int volume, stereo_position; - int max_distance = 8; - int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); + /* runtime values for custom element collect score */ + int collect_score[NUM_CUSTOM_ELEMENTS]; - if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(nr))) - return; + /* runtime values for group element choice position */ + int choice_pos[NUM_GROUP_ELEMENTS]; - if (!IN_LEV_FIELD(x, y) || - sx < -max_distance || sx >= SCR_FIELDX + max_distance || - sy < -max_distance || sy >= SCR_FIELDY + max_distance) - return; + /* runtime values for belt position animations */ + int belt_graphic[4][NUM_BELT_PARTS]; + int belt_anim_mode[4][NUM_BELT_PARTS]; +}; - volume = SOUND_MAX_VOLUME; +static struct EngineSnapshotInfo engine_snapshot_rnd; +static char *snapshot_level_identifier = NULL; +static int snapshot_level_nr = -1; - if (!IN_SCR_FIELD(sx, sy)) +static void SaveEngineSnapshotValues_RND() +{ + static int belt_base_active_element[4] = { - int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; - int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + int i, j; - volume -= volume * (dx > dy ? dx : dy) / max_distance; - } + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; - stereo_position = (SOUND_MAX_LEFT + - (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / - (SCR_FIELDX + 2 * max_distance)); + engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score; + } - if (IS_LOOP_SOUND(nr)) + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) { - /* This assures that quieter loop sounds do not overwrite louder ones, - while restarting sound volume comparison with each new game frame. */ + int element = EL_GROUP_START + i; - if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) - return; - - loop_sound_volume[nr] = volume; - loop_sound_frame[nr] = FrameCounter; + engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos; } - PlaySoundExt(nr, volume, stereo_position, type); -} + for (i = 0; i < 4; i++) + { + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int element = belt_base_active_element[i] + j; + int graphic = el2img(element); + int anim_mode = graphic_info[graphic].anim_mode; -static void PlayLevelSoundNearest(int x, int y, int sound_action) -{ - 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); + engine_snapshot_rnd.belt_graphic[i][j] = graphic; + engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode; + } + } } -static void PlayLevelSoundAction(int x, int y, int action) +static void LoadEngineSnapshotValues_RND() { - PlayLevelSoundElementAction(x, y, Feld[x][y], action); -} + unsigned int num_random_calls = game.num_random_calls; + int i, j; -static void PlayLevelSoundElementAction(int x, int y, int element, int action) -{ - int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; - if (sound_effect != SND_UNDEFINED) - PlayLevelSound(x, y, sound_effect); -} + element_info[element].collect_score = engine_snapshot_rnd.collect_score[i]; + } -static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, - int action) -{ - int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + { + int element = EL_GROUP_START + i; - if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - PlayLevelSound(x, y, sound_effect); -} + element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i]; + } -static void PlayLevelSoundActionIfLoop(int x, int y, int action) -{ - int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; + for (i = 0; i < 4; i++) + { + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int graphic = engine_snapshot_rnd.belt_graphic[i][j]; + int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j]; - if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - PlayLevelSound(x, y, sound_effect); + graphic_info[graphic].anim_mode = anim_mode; + } + } + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + InitRND(tape.random_seed); + for (i = 0; i < num_random_calls; i++) + RND(1); + } + + if (game.num_random_calls != num_random_calls) + { + Error(ERR_INFO, "number of random calls out of sync"); + Error(ERR_INFO, "number of random calls should be %d", num_random_calls); + Error(ERR_INFO, "number of random calls is %d", game.num_random_calls); + Error(ERR_EXIT, "this should not happen -- please debug"); + } } -static void StopLevelSoundActionIfLoop(int x, int y, int action) +void FreeEngineSnapshotSingle() { - int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; + FreeSnapshotSingle(); - if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - StopSound(sound_effect); + setString(&snapshot_level_identifier, NULL); + snapshot_level_nr = -1; } -static void PlayLevelMusic() +void FreeEngineSnapshotList() { - 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 */ + FreeSnapshotList(); } -void PlayLevelSound_EM(int x, int y, int element_em, int sample) +ListNode *SaveEngineSnapshotBuffers() { - int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + ListNode *buffers = NULL; -#if 0 - if (sample == SAMPLE_bug) - printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample); -#endif - - switch (sample) - { - case SAMPLE_blank: - PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); - break; - - case SAMPLE_roll: - PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - break; - - case SAMPLE_stone: - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - break; + /* copy some special values to a structure better suited for the snapshot */ - case SAMPLE_nut: - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - break; + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveEngineSnapshotValues_SP(&buffers); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveEngineSnapshotValues_MM(&buffers); - case SAMPLE_crack: - PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); - break; + /* save values stored in special snapshot structure */ - case SAMPLE_bug: - PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); - break; + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm)); - case SAMPLE_tank: - PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); - break; + /* save further RND engine values */ - case SAMPLE_android_clone: - PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape)); - case SAMPLE_android_move: - PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY)); - case SAMPLE_spring: - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime)); - case SAMPLE_slurp: - PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos)); - case SAMPLE_eater: - PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize)); - case SAMPLE_eater_eat: - PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone)); - case SAMPLE_alien: - PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2)); - case SAMPLE_collect: - PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed)); - case SAMPLE_diamond: - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent)); - case SAMPLE_squash: - /* !!! CHECK THIS !!! */ -#if 1 - PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); -#else - PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); -#endif - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField)); - case SAMPLE_wonderfall: - PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit)); - case SAMPLE_drip: - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir)); - case SAMPLE_push: - PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - break; + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y)); - case SAMPLE_dirt: - PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - break; +#if 0 + ListNode *node = engine_snapshot_list_rnd; + int num_bytes = 0; - case SAMPLE_acid: - PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); - break; + while (node != NULL) + { + num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size; - case SAMPLE_ball: - PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); - break; + node = node->next; + } - case SAMPLE_grow: - PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); - break; + printf("::: size of engine snapshot: %d bytes\n", num_bytes); +#endif - case SAMPLE_wonder: - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); - break; + return buffers; +} - case SAMPLE_door: - PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); - break; +void SaveEngineSnapshotSingle() +{ + ListNode *buffers = SaveEngineSnapshotBuffers(); - case SAMPLE_exit_open: - PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); - break; + /* finally save all snapshot buffers to single snapshot */ + SaveSnapshotSingle(buffers); - case SAMPLE_exit_leave: - PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); - break; + /* save level identification information */ + setString(&snapshot_level_identifier, leveldir_current->identifier); + snapshot_level_nr = level_nr; +} - case SAMPLE_dynamite: - PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); - break; +boolean CheckSaveEngineSnapshotToList() +{ + boolean save_snapshot = + ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || + (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE && + game.snapshot.changed_action) || + (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + game.snapshot.collected_item)); - case SAMPLE_tick: - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); - break; + game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; + game.snapshot.save_snapshot = save_snapshot; - case SAMPLE_press: - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); - break; + return save_snapshot; +} - case SAMPLE_wheel: - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); - break; +void SaveEngineSnapshotToList() +{ + if (game.snapshot.mode == SNAPSHOT_MODE_OFF || + tape.quick_resume) + return; - case SAMPLE_boom: - PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); - break; + ListNode *buffers = SaveEngineSnapshotBuffers(); - case SAMPLE_die: - PlayLevelSoundElementAction(x, y, element, ACTION_DYING); - break; + /* finally save all snapshot buffers to snapshot list */ + SaveSnapshotToList(buffers); +} - case SAMPLE_time: - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - break; +void SaveEngineSnapshotToListInitial() +{ + FreeEngineSnapshotList(); - default: - PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); - break; - } + SaveEngineSnapshotToList(); } -void RaiseScore(int value) +void LoadEngineSnapshotValues() { - local_player->score += value; + /* restore special values from snapshot structure */ - DrawGameValue_Score(local_player->score); + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + LoadEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + LoadEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_SP(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_MM(); } -void RaiseScoreElement(int element) +void LoadEngineSnapshotSingle() { - switch(element) - { - case EL_EMERALD: - case EL_BD_DIAMOND: - case EL_EMERALD_YELLOW: - case EL_EMERALD_RED: - case EL_EMERALD_PURPLE: - case EL_SP_INFOTRON: - RaiseScore(level.score[SC_EMERALD]); - break; - case EL_DIAMOND: - RaiseScore(level.score[SC_DIAMOND]); - break; - case EL_CRYSTAL: - RaiseScore(level.score[SC_CRYSTAL]); - break; - case EL_PEARL: - RaiseScore(level.score[SC_PEARL]); - break; - case EL_BUG: - case EL_BD_BUTTERFLY: - case EL_SP_ELECTRON: - RaiseScore(level.score[SC_BUG]); - break; - case EL_SPACESHIP: - case EL_BD_FIREFLY: - case EL_SP_SNIKSNAK: - RaiseScore(level.score[SC_SPACESHIP]); - break; - case EL_YAMYAM: - case EL_DARK_YAMYAM: - RaiseScore(level.score[SC_YAMYAM]); - break; - case EL_ROBOT: - RaiseScore(level.score[SC_ROBOT]); - break; - case EL_PACMAN: - RaiseScore(level.score[SC_PACMAN]); - break; - case EL_NUT: - RaiseScore(level.score[SC_NUT]); - break; - case EL_DYNAMITE: - case EL_SP_DISK_RED: - case EL_DYNABOMB_INCREASE_NUMBER: - case EL_DYNABOMB_INCREASE_SIZE: - case EL_DYNABOMB_INCREASE_POWER: - RaiseScore(level.score[SC_DYNAMITE]); - break; - case EL_SHIELD_NORMAL: - case EL_SHIELD_DEADLY: - RaiseScore(level.score[SC_SHIELD]); - break; - case EL_EXTRA_TIME: - RaiseScore(level.score[SC_TIME_BONUS]); - break; - case EL_KEY_1: - case EL_KEY_2: - case EL_KEY_3: - case EL_KEY_4: - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: - case EL_EMC_KEY_5: - case EL_EMC_KEY_6: - case EL_EMC_KEY_7: - case EL_EMC_KEY_8: - RaiseScore(level.score[SC_KEY]); - break; - default: - RaiseScore(element_info[element].collect_score); - break; - } + LoadSnapshotSingle(); + + LoadEngineSnapshotValues(); } -void RequestQuitGame(boolean ask_if_really_quit) +void LoadEngineSnapshot_Undo(int steps) { - if (AllPlayersGone || - !ask_if_really_quit || - level_editor_test_game || - Request("Do you really want to quit the game ?", - REQ_ASK | REQ_STAY_CLOSED)) - { -#if defined(NETWORK_AVALIABLE) - if (options.network) - SendToServer_StopPlaying(); - else -#endif - { - game_status = GAME_MODE_MAIN; - DrawMainMenu(); - } - } - else - { + LoadSnapshotFromList_Older(steps); -#if 1 - if (tape.playing && tape.deactivate_display) - TapeDeactivateDisplayOff(TRUE); -#endif + LoadEngineSnapshotValues(); +} - OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); +void LoadEngineSnapshot_Redo(int steps) +{ + LoadSnapshotFromList_Newer(steps); -#if 1 - if (tape.playing && tape.deactivate_display) - TapeDeactivateDisplayOn(); -#endif + LoadEngineSnapshotValues(); +} - } +boolean CheckEngineSnapshotSingle() +{ + return (strEqual(snapshot_level_identifier, leveldir_current->identifier) && + snapshot_level_nr == level_nr); } +boolean CheckEngineSnapshotList() +{ + return CheckSnapshotList(); +} -/* ---------- new game button stuff ---------------------------------------- */ -/* graphic position values for game buttons */ -#define GAME_BUTTON_XSIZE 30 -#define GAME_BUTTON_YSIZE 30 -#define GAME_BUTTON_XPOS 5 -#define GAME_BUTTON_YPOS 215 -#define SOUND_BUTTON_XPOS 5 -#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) - -#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) -#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) -#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +/* ---------- new game button stuff ---------------------------------------- */ static struct { - int x, y; + int graphic; + struct XY *pos; int gadget_id; char *infotext; } gamebutton_info[NUM_GAME_BUTTONS] = { { - GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_STOP, - "stop game" + IMG_GFX_GAME_BUTTON_STOP, &game.button.stop, + GAME_CTRL_ID_STOP, "stop game" + }, + { + IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause, + GAME_CTRL_ID_PAUSE, "pause game" + }, + { + IMG_GFX_GAME_BUTTON_PLAY, &game.button.play, + GAME_CTRL_ID_PLAY, "play game" + }, + { + IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo, + GAME_CTRL_ID_UNDO, "undo step" }, { - GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PAUSE, - "pause game" + IMG_GFX_GAME_BUTTON_REDO, &game.button.redo, + GAME_CTRL_ID_REDO, "redo step" }, { - GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PLAY, - "play game" + IMG_GFX_GAME_BUTTON_SAVE, &game.button.save, + GAME_CTRL_ID_SAVE, "save game" }, { - SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_MUSIC, - "background music on/off" + IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2, + GAME_CTRL_ID_PAUSE2, "pause game" }, { - SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_LOOPS, - "sound loops on/off" + IMG_GFX_GAME_BUTTON_LOAD, &game.button.load, + GAME_CTRL_ID_LOAD, "load game" }, { - SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_SIMPLE, - "normal sounds on/off" + IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music, + SOUND_CTRL_ID_MUSIC, "background music on/off" + }, + { + IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops, + SOUND_CTRL_ID_LOOPS, "sound loops on/off" + }, + { + IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple, + SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" } }; @@ -13066,29 +15280,46 @@ void CreateGameButtons() for (i = 0; i < NUM_GAME_BUTTONS; i++) { - Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap; + struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic]; + struct XY *pos = gamebutton_info[i].pos; struct GadgetInfo *gi; int button_type; boolean checked; - unsigned long event_mask; - int gd_xoffset, gd_yoffset; - int gd_x1, gd_x2, gd_y1, gd_y2; + unsigned int event_mask; + int base_x = (tape.show_game_buttons ? VX : DX); + int base_y = (tape.show_game_buttons ? VY : DY); + int gd_x = gfx->src_x; + int gd_y = gfx->src_y; + int gd_xp = gfx->src_x + gfx->pressed_xoffset; + int gd_yp = gfx->src_y + gfx->pressed_yoffset; + int gd_xa = gfx->src_x + gfx->active_xoffset; + int gd_ya = gfx->src_y + gfx->active_yoffset; + int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset; + int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset; int id = i; - gd_xoffset = gamebutton_info[i].x; - gd_yoffset = gamebutton_info[i].y; - gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset; - gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset; + if (gfx->bitmap == NULL) + { + game_gadget[id] = NULL; + + continue; + } if (id == GAME_CTRL_ID_STOP || - id == GAME_CTRL_ID_PAUSE || - id == GAME_CTRL_ID_PLAY) + id == GAME_CTRL_ID_PLAY || + id == GAME_CTRL_ID_SAVE || + id == GAME_CTRL_ID_LOAD) { button_type = GD_TYPE_NORMAL_BUTTON; checked = FALSE; event_mask = GD_EVENT_RELEASED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; + } + else if (id == GAME_CTRL_ID_UNDO || + id == GAME_CTRL_ID_REDO) + { + button_type = GD_TYPE_NORMAL_BUTTON; + checked = FALSE; + event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED; } else { @@ -13098,23 +15329,22 @@ void CreateGameButtons() (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) || (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE); event_mask = GD_EVENT_PRESSED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; } gi = CreateGadget(GDI_CUSTOM_ID, id, GDI_INFO_TEXT, gamebutton_info[i].infotext, - GDI_X, DX + gd_xoffset, - GDI_Y, DY + gd_yoffset, - GDI_WIDTH, GAME_BUTTON_XSIZE, - GDI_HEIGHT, GAME_BUTTON_YSIZE, + GDI_X, base_x + GDI_ACTIVE_POS(pos->x), + GDI_Y, base_y + GDI_ACTIVE_POS(pos->y), + GDI_WIDTH, gfx->width, + GDI_HEIGHT, gfx->height, GDI_TYPE, button_type, GDI_STATE, GD_BUTTON_UNPRESSED, GDI_CHECKED, checked, - GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1, - GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1, - GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2, - GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2, + GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y, + GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp, + GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya, + GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap, + GDI_DIRECT_DRAW, FALSE, GDI_EVENT_MASK, event_mask, GDI_CALLBACK_ACTION, HandleGameButtons, GDI_END); @@ -13134,12 +15364,80 @@ void FreeGameButtons() FreeGadget(game_gadget[i]); } -static void MapGameButtons() +static void UnmapGameButtonsAtSamePosition(int id) +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + if (i != id && + gamebutton_info[i].pos->x == gamebutton_info[id].pos->x && + gamebutton_info[i].pos->y == gamebutton_info[id].pos->y) + UnmapGadget(game_gadget[i]); +} + +static void UnmapGameButtonsAtSamePosition_All() +{ + if (setup.show_snapshot_buttons) + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD); + } + else + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY); + } +} + +static void MapGameButtonsAtSamePosition(int id) +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + if (i != id && + gamebutton_info[i].pos->x == gamebutton_info[id].pos->x && + gamebutton_info[i].pos->y == gamebutton_info[id].pos->y) + MapGadget(game_gadget[i]); + + UnmapGameButtonsAtSamePosition_All(); +} + +void MapUndoRedoButtons() +{ + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); + + MapGadget(game_gadget[GAME_CTRL_ID_UNDO]); + MapGadget(game_gadget[GAME_CTRL_ID_REDO]); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END); +} + +void UnmapUndoRedoButtons() +{ + UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]); + UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]); + + MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); + MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END); +} + +void MapGameButtons() { int i; for (i = 0; i < NUM_GAME_BUTTONS; i++) - MapGadget(game_gadget[i]); + if (i != GAME_CTRL_ID_UNDO && + i != GAME_CTRL_ID_REDO) + MapGadget(game_gadget[i]); + + UnmapGameButtonsAtSamePosition_All(); + + RedrawGameButtons(); } void UnmapGameButtons() @@ -13150,21 +15448,81 @@ void UnmapGameButtons() UnmapGadget(game_gadget[i]); } -static void HandleGameButtons(struct GadgetInfo *gi) +void RedrawGameButtons() +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + RedrawGadget(game_gadget[i]); + + // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area + redraw_mask &= ~REDRAW_ALL; +} + +void GameUndoRedoExt() +{ + ClearPlayerAction(); + + tape.pausing = TRUE; + + RedrawPlayfield(); + UpdateAndDisplayGameControlValues(); + + DrawCompleteVideoDisplay(); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter); + DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0); + + BackToFront(); +} + +void GameUndo(int steps) +{ + if (!CheckEngineSnapshotList()) + return; + + LoadEngineSnapshot_Undo(steps); + + GameUndoRedoExt(); +} + +void GameRedo(int steps) +{ + if (!CheckEngineSnapshotList()) + return; + + LoadEngineSnapshot_Redo(steps); + + GameUndoRedoExt(); +} + +static void HandleGameButtonsExt(int id, int button) { - int id = gi->custom_id; + static boolean game_undo_executed = FALSE; + int steps = BUTTON_STEPSIZE(button); + boolean handle_game_buttons = + (game_status == GAME_MODE_PLAYING || + (game_status == GAME_MODE_MAIN && tape.show_game_buttons)); - if (game_status != GAME_MODE_PLAYING) + if (!handle_game_buttons) return; switch (id) { case GAME_CTRL_ID_STOP: - RequestQuitGame(TRUE); + if (game_status == GAME_MODE_MAIN) + break; + + if (tape.playing) + TapeStop(); + else + RequestQuitGame(TRUE); + break; case GAME_CTRL_ID_PAUSE: - if (options.network) + case GAME_CTRL_ID_PAUSE2: + if (options.network && game_status == GAME_MODE_PLAYING) { #if defined(NETWORK_AVALIABLE) if (tape.pausing) @@ -13175,27 +15533,59 @@ static void HandleGameButtons(struct GadgetInfo *gi) } else TapeTogglePause(TAPE_TOGGLE_MANUAL); + + game_undo_executed = FALSE; + break; case GAME_CTRL_ID_PLAY: - if (tape.pausing) + if (game_status == GAME_MODE_MAIN) + { + StartGameActions(options.network, setup.autorecord, level.random_seed); + } + else if (tape.pausing) { #if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else #endif - { - tape.pausing = FALSE; - DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); - } + TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE); } break; + case GAME_CTRL_ID_UNDO: + // Important: When using "save snapshot when collecting an item" mode, + // load last (current) snapshot for first "undo" after pressing "pause" + // (else the last-but-one snapshot would be loaded, because the snapshot + // pointer already points to the last snapshot when pressing "pause", + // which is fine for "every step/move" mode, but not for "every collect") + if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + !game_undo_executed) + steps--; + + game_undo_executed = TRUE; + + GameUndo(steps); + break; + + case GAME_CTRL_ID_REDO: + GameRedo(steps); + break; + + case GAME_CTRL_ID_SAVE: + TapeQuickSave(); + break; + + case GAME_CTRL_ID_LOAD: + TapeQuickLoad(); + break; + case SOUND_CTRL_ID_MUSIC: if (setup.sound_music) { setup.sound_music = FALSE; + FadeMusic(); } else if (audio.music_available) @@ -13214,6 +15604,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.loops_available) { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); } break; @@ -13224,6 +15615,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.sound_available) { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); } break; @@ -13232,3 +15624,19 @@ static void HandleGameButtons(struct GadgetInfo *gi) break; } } + +static void HandleGameButtons(struct GadgetInfo *gi) +{ + HandleGameButtonsExt(gi->custom_id, gi->event.button); +} + +void HandleSoundButtonKeys(Key key) +{ + + if (key == setup.shortcut.sound_simple) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_loops) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_music) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON); +}