X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0efc0328827c6ce3f65b309b3a1c92356c8ddea4;hb=e4f31a4e6f4b611a1dddb16afb66e3af177dd937;hp=2f2b0381cd79d02f3e6f12b28bf248b4e196359f;hpb=30d4bba6b5c11c262a79d442b67defe7eba9bfde;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2f2b0381..daa0b30e 100644 --- a/src/game.c +++ b/src/game.c @@ -21,32 +21,61 @@ #include "tape.h" #include "network.h" -/* this switch controls how rocks move horizontally */ -#define OLD_GAME_BEHAVIOUR FALSE - /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_STUFF ( 1) + +#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) +#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1) +#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1) +#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1) +#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1) +#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1) +#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1) +#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1) +#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1) +#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1) +#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1) +#define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1) +#define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0) + +#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) + +#define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1) + + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ -#define MF_NO_ACTION 0 -#define MF_MOVING 1 -#define MF_ACTION 2 +/* for MovePlayer() */ +#define MP_NO_ACTION 0 +#define MP_MOVING 1 +#define MP_ACTION 2 +#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION) -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 -/* for Explode() */ +/* for Bang()/Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#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 @@ -59,7 +88,8 @@ #define YY_KEYS 123 #define XX_SCORE 15 #define YY_SCORE 159 -#define XX_TIME 29 +#define XX_TIME1 29 +#define XX_TIME2 30 #define YY_TIME 194 /* special positions in the game control window (relative to main window) */ @@ -73,81 +103,184 @@ #define DY_KEYS (DY + YY_KEYS) #define DX_SCORE (DX + XX_SCORE) #define DY_SCORE (DY + YY_SCORE) -#define DX_TIME (DX + XX_TIME) +#define DX_TIME1 (DX + XX_TIME1) +#define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) +/* values for delayed check of falling and moving elements and for collision */ +#define CHECK_DELAY_MOVING 3 +#define CHECK_DELAY_FALLING 3 +#define CHECK_DELAY_COLLISION 2 + /* values for initial player move delay (initial delay counter value) */ #define INITIAL_MOVE_DELAY_OFF -1 #define INITIAL_MOVE_DELAY_ON 0 /* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 +#if 0 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#else +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) +#endif #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) +#define GET_NEW_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)) + + +#if 1 +#define GET_VALID_RUNTIME_ELEMENT(e) \ + ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e)) +#else +#define GET_VALID_FILE_ELEMENT(e) \ + ((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e)) +#endif -#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ +#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_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_LAST_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) || \ - (DONT_COLLIDE_WITH(e) && \ - IS_FREE_OR_PLAYER(x, y)))) + (condition))) -#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(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_GENERIC(e, x, y, 0) + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) -#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) -#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID)) +#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) -#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#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 YAMYAM_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - Feld[x][y] == EL_DIAMOND)) +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) -#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - IS_FOOD_DARK_YAMYAM(Feld[x][y]))) +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) -#define PACMAN_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - IS_AMOEBOID(Feld[x][y]))) +#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 PIG_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_PIG(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 PENGUIN_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_PENGUIN(Feld[x][y]) || \ - Feld[x][y] == EL_EXIT_OPEN || \ - Feld[x][y] == EL_ACID)) +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) -#define MOLE_CAN_ENTER_FIELD(x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) +#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ + Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) + +#if 0 +#define GROUP_NR(e) ((e) - EL_GROUP_START) +#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) +#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) + +#define IS_EQUAL_OR_IN_GROUP(e, ge) \ + (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) +#endif + +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) + +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -161,28 +294,94 @@ /* forward declaration for internal use */ +static void CreateField(int, int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); +static void AdvanceFrameAndPlayerCounters(int); + +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + +int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); -static void KillHeroUnlessProtected(int, int); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif -static boolean CheckTriggeredElementChange(int, int, int, int); -static boolean CheckElementChange(int, int, int, int); -static void ChangeElementNow(int, int, int); - -static void PlaySoundLevel(int, int, int); -static void PlaySoundLevelNearest(int, int, int); -static void PlaySoundLevelAction(int, int, int); -static void PlaySoundLevelElementAction(int, int, int, int); -static void PlaySoundLevelActionIfLoop(int, int, int); -static void StopSoundLevelActionIfLoop(int, int, int); +static void HandleElementChange(int, int, int); +static void ExecuteCustomElementAction(int, int, int, int); +static boolean ChangeElement(int, int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); +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 KillPlayer(struct PlayerInfo *); +void BuryPlayer(struct PlayerInfo *); +void RemovePlayer(struct PlayerInfo *); + +boolean SnapField(struct PlayerInfo *, int, int); +boolean DropElement(struct PlayerInfo *); + +static int getInvisibleActiveFromInvisibleElement(int); +static int getInvisibleFromInvisibleActiveElement(int); + static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; @@ -192,19 +391,24 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; /* ------------------------------------------------------------------------- */ /* forward declaration for changer functions */ -static void InitBuggyBase(int x, int y); -static void WarnBuggyBase(int x, int y); +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); -static void InitTrap(int x, int y); -static void ActivateTrap(int x, int y); -static void ChangeActiveTrap(int x, int y); +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); -static void InitRobotWheel(int x, int y); -static void RunRobotWheel(int x, int y); -static void StopRobotWheel(int x, int y); +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); -static void InitTimegateWheel(int x, int y); -static void RunTimegateWheel(int x, int y); +static void InitTimegateWheel(int, int); +static void RunTimegateWheel(int, int); + +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); + +static void InitDiagonalMovingElement(int, int); struct ChangingElementInfo { @@ -216,7 +420,7 @@ struct ChangingElementInfo void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { { EL_NUT_BREAKING, @@ -242,6 +446,30 @@ static struct ChangingElementInfo changing_element_list[] = NULL, NULL }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -347,6 +575,38 @@ static struct ChangingElementInfo changing_element_list[] = 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, + InitDiagonalMovingElement + }, { EL_UNDEFINED, @@ -415,14 +675,144 @@ collect_count_list[] = { EL_UNDEFINED, 0 }, }; -static boolean changing_element[MAX_NUM_ELEMENTS]; -static unsigned long trigger_events[MAX_NUM_ELEMENTS]; +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) (changing_element[e]) +#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY]) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ IS_JUST_CHANGING(x, y)) +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) + +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; + +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) \ + +#ifdef DEBUG +void DEBUG_SetMaximumDynamite() +{ + int i; + + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +} +#endif + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } +} + +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; +} + +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int player_nr = player->index_nr; + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay[player_nr]; + player->move_delay_value = game.initial_move_delay_value[player_nr]; + + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + } +} void GetPlayerConfig() { @@ -486,7 +876,7 @@ static int getBeltDirFromBeltSwitchElement(int element) static int belt_move_dir[3] = { MV_LEFT, - MV_NO_MOVING, + MV_NONE, MV_RIGHT }; @@ -495,6 +885,32 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } +static int get_element_from_group_element(int element) +{ + if (IS_GROUP_ELEMENT(element)) + { + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); + + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + + group->choice_pos++; + + element = group->element_resolved[element_pos]; + } + + return element; +} + static void InitPlayerField(int x, int y, int element, boolean init_game) { if (element == EL_SP_MURPHY) @@ -509,7 +925,10 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } else { - stored_player[0].use_murphy_graphic = TRUE; + 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; @@ -523,6 +942,23 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) player->present = TRUE; + player->block_last_field = (element == EL_SP_MURPHY ? + level.sp_block_last_field : + level.block_last_field); + + /* ---------- initialize player's last field block delay --------------- */ + + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; + + /* special case 1: in Supaplex, Murphy blocks last field one more frame */ + if (player->block_last_field && element == EL_SP_MURPHY) + player->block_delay_adjustment = 1; + + /* special case 2: in game engines before 3.1.1, blocking was different */ + if (game.use_block_last_field_bug) + player->block_delay_adjustment = (player->block_last_field ? -1 : 1); + if (!options.network || player->connected) { player->active = TRUE; @@ -543,6 +979,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; player->jy = player->last_jy = y; } @@ -562,6 +999,18 @@ static void InitField(int x, int y, boolean init_game) InitPlayerField(x, y, element, init_game); break; + case EL_SOKOBAN_FIELD_PLAYER: + element = Feld[x][y] = EL_PLAYER_1; + InitField(x, y, init_game); + + element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; + InitField(x, y, init_game); + break; + + case EL_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; + break; + case EL_STONEBLOCK: if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) Feld[x][y] = EL_ACID_POOL_TOPLEFT; @@ -575,41 +1024,45 @@ 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; @@ -627,15 +1080,20 @@ static void InitField(int x, int y, boolean init_game) break; case EL_DYNAMITE_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: MovDelay[x][y] = 96; break; - case EL_LAMP: - local_player->lights_still_needed++; + case EL_EM_DYNAMITE_ACTIVE: + MovDelay[x][y] = 32; break; - case EL_SOKOBAN_FIELD_EMPTY: - local_player->sokobanfields_still_needed++; + case EL_LAMP: + local_player->lights_still_needed++; break; case EL_PENGUIN: @@ -644,24 +1102,7 @@ static void InitField(int x, int y, boolean init_game) case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); - break; - - case EL_SP_EMPTY: - Feld[x][y] = EL_EMPTY; - break; - - 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; + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; case EL_CONVEYOR_BELT_1_SWITCH_LEFT: @@ -694,2515 +1135,4070 @@ static void InitField(int x, int y, boolean init_game) } break; +#if !USE_BOTH_SWITCHGATE_SWITCHES case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; +#endif case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; - default: - if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) - InitMovDir(x, y); + 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; - } -} - -void DrawGameDoorValues() -{ - int i, j; - for (i=0; igems_still_needed, 3), FONT_TEXT_2); - DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->inventory_size, 3), FONT_TEXT_2); - DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FONT_TEXT_2); - DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FONT_TEXT_2); -} + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; + default: +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + { + if (CAN_MOVE(element)) + InitMovDir(x, y); -/* - ============================================================================= - InitGameEngine() - ----------------------------------------------------------------------------- - initialize game engine due to level / tape version number - ============================================================================= -*/ +#if USE_NEW_CUSTOM_VALUE + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]); +#endif + } +#else + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); +#endif + else if (IS_GROUP_ELEMENT(element)) + { +#if 1 + Feld[x][y] = get_element_from_group_element(element); -static void InitGameEngine() -{ - int i; + InitField(x, y, init_game); +#else + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; - /* set game engine from tape file when re-playing, else from level file */ - game.engine_version = (tape.playing ? tape.engine_version : - level.game_version); + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); - /* dynamically adjust element properties according to game engine version */ - InitElementPropertiesEngine(game.engine_version); + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); -#if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); -#endif + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; - /* ---------- initialize player's initial move delay --------------------- */ + group->choice_pos++; - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : - INITIAL_MOVE_DELAY_OFF); + Feld[x][y] = group->element_resolved[element_pos]; - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + InitField(x, y, init_game); +#endif + } - /* ---------- initialize changing elements ------------------------------- */ + break; + } - /* initialize changing elements information */ - for (i=0; itarget_element = ce->target_element; - change->delay_fixed = ce->change_delay; - change->pre_change_function = ce->pre_change_function; - change->change_function = ce->change_function; - change->post_change_function = ce->post_change_function; +#if USE_NEW_CUSTOM_VALUE - changing_element[element] = TRUE; +#if 1 + CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]); #else - changing_element[element].base_element = ce->base_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; + CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial; #endif + +#endif + +#endif +} + +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) +{ + 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" + */ +} + +inline void DrawGameValue_Emeralds(int value) +{ + int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2; + + DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} + +inline void DrawGameValue_Dynamite(int value) +{ + int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2; + + DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} + +inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int base_key_graphic = EL_KEY_1; + int i; + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + base_key_graphic = EL_EM_KEY_1; + + /* 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(base_key_graphic + i)); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS, + MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS); } +} + +inline void DrawGameValue_Score(int value) +{ + int xpos = (5 * 14 - 5 * getFontWidth(FONT_TEXT_2)) / 2; + + DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), FONT_TEXT_2); +} + +inline void DrawGameValue_Time(int value) +{ + int xpos3 = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2; + int xpos4 = (4 * 10 - 4 * getFontWidth(FONT_LEVEL_NUMBER)) / 2; + + /* clear background if value just changed its size */ + if (value == 999 || value == 1000) + ClearRectangle(drawto, DX_TIME1, DY_TIME, 14 * 3, 14); - /* add changing elements from custom element configuration */ - for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + if (value < 1000) + DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), FONT_TEXT_2); + else + DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); +} + +inline void DrawGameValue_Level(int value) +{ + if (level_nr < 100) + DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); + else { - int element = EL_CUSTOM_START + i; -#if 0 - struct ElementChangeInfo *change = &element_info[element].change; -#endif + /* misuse area for displaying emeralds to draw bigger level number */ + DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, + int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); - /* only add custom elements that change after fixed/random frame delay */ - if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) - continue; + /* 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 1 - changing_element[element] = TRUE; -#else - changing_element[element].base_element = element; - changing_element[element].next_element = change->target_element; - changing_element[element].change_delay = (change->delay_fixed * - change->delay_frames); -#endif + /* restore the area for displaying emeralds */ + DrawGameValue_Emeralds(local_player->gems_still_needed); + + /* yes, this is all really ugly :-) */ } +} - /* ---------- initialize trigger events ---------------------------------- */ +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; - /* initialize trigger events information */ - for (i=0; igems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); + +#else + + if (game.centered_player_nr == -1) + { + for (i = 0; i < MAX_PLAYERS; i++) { - element_info[i].push_delay_fixed = 2; - element_info[i].push_delay_random = 8; + for (j = 0; j < MAX_NUM_KEYS; j++) + if (stored_player[i].key[j]) + key_bits |= (1 << j); + + dynamite_state += stored_player[i].inventory_size; } - } - /* set push delay value for certain elements from pre-defined list */ - for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++) +#if 0 + DrawGameValue_Keys(stored_player[i].key); +#endif + } + else { - int e = push_delay_list[i].element; + int player_nr = game.centered_player_nr; - element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; - element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + for (i = 0; i < MAX_NUM_KEYS; i++) + if (stored_player[player_nr].key[i]) + key_bits |= (1 << i); + + dynamite_state = stored_player[player_nr].inventory_size; } - /* ---------- initialize move stepsize ----------------------------------- */ + DrawAllGameValues(local_player->gems_still_needed, dynamite_state, + local_player->score, TimeLeft, key_bits); +#endif +} - /* initialize move stepsize values to default */ - for (i=0; i NUM_GROUP_ELEMENTS) /* recursion too deep */ { - int e = move_stepsize_list[i].element; + Error(ERR_WARN, "recursion too deep when resolving group element %d", + group_element - EL_GROUP_START + 1); - element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; + /* replace element which caused too deep recursion by question mark */ + group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + + return; } - /* ---------- initialize gem count --------------------------------------- */ + if (recursion_depth == 0) /* initialization */ + { + group = element_info[group_element].group; + group_nr = group_element - EL_GROUP_START; - /* initialize gem count values for each element */ - for (i=0; inum_elements_resolved = 0; + group->choice_pos = 0; + } - /* add gem count values for all elements from pre-defined list */ - for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++) - element_info[collect_count_list[i].element].collect_count = - collect_count_list[i].count; + for (i = 0; i < actual_group->num_elements; i++) + { + int element = actual_group->element[i]; + + if (group->num_elements_resolved == NUM_FILE_ELEMENTS) + break; + + if (IS_GROUP_ELEMENT(element)) + resolve_group_element(element, recursion_depth + 1); + else + { + group->element_resolved[group->num_elements_resolved++] = element; + element_info[element].in_group[group_nr] = TRUE; + } + } } +#endif +#if 0 +static void replace_reference_element(int base_element, int *element) +{ + if (*element >= EL_LAST_CE_8 && *element <= EL_NEXT_CE_8) + { + *element = base_element + *element - EL_SELF; + *element = (*element < EL_CUSTOM_START ? EL_CUSTOM_START : + *element > EL_CUSTOM_END ? EL_CUSTOM_END : *element); + } +} +#endif /* ============================================================================= - InitGame() + InitGameEngine() ----------------------------------------------------------------------------- - initialize and start new game + initialize game engine due to level / tape version number ============================================================================= */ -void InitGame() +static void InitGameEngine() { - boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ - boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, x, y; + int i, j, k, l, x, y; - InitGameEngine(); + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); -#if 0 -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ + + /* + Summary of bugfix/change: + Fixed handling for custom elements that change when pushed by the player. + + Fixed/changed in version: + 3.1.0 + + Description: + Before 3.1.0, custom elements that "change when pushing" changed directly + after the player started pushing them (until then handled in "DigField()"). + Since 3.1.0, these custom elements are not changed until the "pushing" + move of the element is finished (now handled in "ContinueMoving()"). + + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 3.1.0, which might use the old behaviour before it was changed; known tapes + that are affected are some tapes from the level set "Walpurgis Gardens" by + Jamie Cullen. + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 3.1.0 or + above (including some development versions of 3.1.0), but before it was + known that this change would break tapes like the above and was fixed in + 3.1.1, so that the changed behaviour was active although the engine version + while recording maybe was before 3.1.0. There is at least one tape that is + affected by this exception, which is the tape for the one-level set "Bug + Machine" by Juergen Bonhagen. + */ + + game.use_change_when_pushing_bug = + (game.engine_version < VERSION_IDENT(3,1,0,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(3,1,0,0) && + tape.game_version < VERSION_IDENT(3,1,1,0))); + + /* + Summary of bugfix/change: + Fixed handling for blocking the field the player leaves when moving. + + Fixed/changed in version: + 3.1.1 + + Description: + Before 3.1.1, when "block last field when moving" was enabled, the field + the player is leaving when moving was blocked for the time of the move, + and was directly unblocked afterwards. This resulted in the last field + being blocked for exactly one less than the number of frames of one player + move. Additionally, even when blocking was disabled, the last field was + blocked for exactly one frame. + Since 3.1.1, due to changes in player movement handling, the last field + is not blocked at all when blocking is disabled. When blocking is enabled, + the last field is blocked for exactly the number of frames of one player + move. Additionally, if the player is Murphy, the hero of Supaplex, the + last field is blocked for exactly one more than the number of frames of + one player move. + + Affected levels/tapes: + (!!! yet to be determined -- probably many !!!) + */ + + game.use_block_last_field_bug = + (game.engine_version < VERSION_IDENT(3,1,1,0)); + + /* + Summary of bugfix/change: + Changed behaviour of CE changes with multiple changes per single frame. + + Fixed/changed in version: + 3.2.0-6 + + Description: + Before 3.2.0-6, only one single CE change was allowed in each engine frame. + This resulted in race conditions where CEs seem to behave strange in some + situations (where triggered CE changes were just skipped because there was + already a CE change on that tile in the playfield in that engine frame). + Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME. + (The number of changes per frame must be limited in any case, because else + it is easily possible to define CE changes that would result in an infinite + loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value + should be set large enough so that it would only be reached in cases where + the corresponding CE change conditions run into a loop. Therefore, it seems + to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the + maximal number of change pages for custom elements.) + + Affected levels/tapes: + Probably many. + */ + +#if USE_ONLY_ONE_CHANGE_PER_FRAME + game.max_num_changes_per_frame = 1; #else - printf("Using old amoeba code.\n"); -#endif + game.max_num_changes_per_frame = + (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32); #endif -#endif - - /* don't play tapes over network */ - network_playing = (options.network && !tape.playing); - - for (i=0; iindex_nr = i; - player->element_nr = EL_PLAYER_1 + i; - player->present = FALSE; - player->active = FALSE; + /* ---------------------------------------------------------------------- */ - player->action = 0; - player->effective_action = 0; - player->programmed_action = 0; + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); - player->score = 0; - player->gems_still_needed = level.gems_needed; - player->sokobanfields_still_needed = 0; - player->lights_still_needed = 0; - player->friends_still_needed = 0; + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); - for (j=0; j<4; j++) - player->key[j] = FALSE; +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#endif - player->dynabomb_count = 0; - player->dynabomb_size = 1; - player->dynabombs_left = 0; - player->dynabomb_xl = FALSE; +#if 0 + /* ---------- recursively resolve group elements ------------------------- */ - player->MovDir = MV_NO_MOVING; - player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; - player->GfxPos = 0; - player->GfxDir = MV_NO_MOVING; - player->GfxAction = ACTION_DEFAULT; - player->Frame = 0; - player->StepFrame = 0; + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_GROUP_ELEMENTS; j++) + element_info[i].in_group[j] = FALSE; - player->use_murphy_graphic = FALSE; - player->use_disk_red_graphic = FALSE; + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + resolve_group_element(EL_GROUP_START + i, 0); +#endif - player->actual_frame_counter = 0; + /* ---------- initialize player's initial move delay --------------------- */ - player->last_move_dir = MV_NO_MOVING; +#if 1 + /* dynamically adjust player properties according to level information */ + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay_value[i] = + get_move_delay_from_stepsize(level.initial_player_stepsize[i]); +#else + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif - player->is_moving = FALSE; - player->is_waiting = FALSE; - player->is_digging = FALSE; - player->is_collecting = FALSE; + /* dynamically adjust player properties according to game engine version */ + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay[i] = + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value[i] : 0); - player->move_delay = game.initial_move_delay; - player->move_delay_value = game.initial_move_delay_value; + /* ---------- initialize player's initial push delay --------------------- */ - player->push_delay = 0; - player->push_delay_value = 5; + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); - player->snapped = FALSE; + /* ---------- initialize changing elements ------------------------------- */ - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; + /* initialize changing elements information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; - player->shield_normal_time_left = 0; - player->shield_deadly_time_left = 0; + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; - player->inventory_size = 0; + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + { + ei->has_change_event[j] = FALSE; - player->LevelSolved = FALSE; - player->GameOver = FALSE; + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } } - network_player_action_received = FALSE; - -#if defined(PLATFORM_UNIX) - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); -#endif + /* add changing elements from pre-defined list */ + for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; - ZX = ZY = -1; + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; - FrameCounter = 0; - TimeFrames = 0; - TimePlayed = 0; - TimeLeft = level.time; + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; - ScreenMovDir = MV_NO_MOVING; - ScreenMovPos = 0; - ScreenGfxPos = 0; + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; - ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + ei->has_change_event[CE_DELAY] = TRUE; - AllPlayersGone = FALSE; + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } - 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.explosions_delayed = TRUE; + /* ---------- initialize internal run-time variables ------------- */ - for (i=0; i<4; i++) + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ - } + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - for (i=0; inum_change_pages; j++) + { + ei->change_page[j].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } + } - for (x=0; xnum_change_pages; j++) { - Feld[x][y] = level.field[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - ChangeDelay[x][y] = 0; - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; - AmoebaNr[x][y] = 0; - JustStopped[x][y] = 0; - Stop[x][y] = FALSE; - Pushed[x][y] = FALSE; - Changing[x][y] = FALSE; - ExplodePhase[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + if (!ei->change_page[j].can_change_or_has_action) + continue; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k])) + { + ei->has_change_event[k] = TRUE; - GfxFrame[x][y] = 0; - GfxAction[x][y] = ACTION_DEFAULT; - GfxRandom[x][y] = INIT_GFX_RANDOM(); - GfxElement[x][y] = EL_UNDEFINED; + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } } } - for(y=0; ynum_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_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; + ei->change_page[j].actual_trigger_ce_score = 0; } } - InitBeltMovement(); - - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + /* ---------- initialize trigger events ---------------------------------- */ - /* correct non-moving belts to start moving left */ - for (i=0; i<4; i++) - if (game.belt_dir[i] == MV_NO_MOVING) - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; - /* check if any connected player was not found in playfield */ - for (i=0; iconnected && !player->present) + for (j = 0; j < ei->num_change_pages; j++) { - for (j=0; jchange_page[j].can_change_or_has_action) + continue; + + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) { - struct PlayerInfo *some_player = &stored_player[j]; - int jx = some_player->jx, jy = some_player->jy; + int trigger_element = ei->change_page[j].trigger_element; - /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) + for (k = 0; k < NUM_CHANGE_EVENTS; k++) { - player->present = TRUE; - player->active = TRUE; - some_player->present = FALSE; - - StorePlayer[jx][jy] = player->element_nr; - player->jx = player->last_jx = jx; - player->jy = player->last_jy = jy; + if (ei->change_page[j].has_event[k]) + { + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = + element_info[trigger_element].group; - break; + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; + } +#if 1 + else if (trigger_element == EL_ANY_ELEMENT) + for (l = 0; l < MAX_NUM_ELEMENTS; l++) + trigger_events[l][k] = TRUE; +#endif + else + trigger_events[trigger_element][k] = TRUE; + } } } } } - if (tape.playing) - { - /* when playing a tape, eliminate all players who do not participate */ + /* ---------- initialize push delay -------------------------------------- */ - for (i=0; ijx, jy = player->jy; - - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; + 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; + } +#else + element_info[i].push_delay_fixed = game.default_push_delay_fixed; + element_info[i].push_delay_random = game.default_push_delay_random; +#endif } } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ + + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) { - /* when in single player mode, eliminate all but the first active player */ + int e = push_delay_list[i].element; + + element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; + element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + } - for (i=0; i= VERSION_IDENT(3,1,0,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - if (stored_player[i].active) + if (IS_SP_ELEMENT(i)) { - for (j=i+1; jjx, jy = player->jy; + /* 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); - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; - } - } + element_info[i].push_delay_fixed = delay; + element_info[i].push_delay_random = 0; } } } - /* when recording the game, store which players take part in the game */ - if (tape.recording) + /* ---------- initialize move stepsize ----------------------------------- */ + + /* initialize move stepsize values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL; + + /* set move stepsize value for certain elements from pre-defined list */ + for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) { - for (i=0; ipresent, - player->connected, - player->active); - if (local_player == player) - printf("Player %d is local player.\n", i+1); + 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); } } - if (BorderElement == EL_EMPTY) +#if 0 + /* ---------- initialize reference elements ------------------------------- */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - SBX_Left = 0; - SBX_Right = lev_fieldx - SCR_FIELDX; - SBY_Upper = 0; - SBY_Lower = lev_fieldy - SCR_FIELDY; + int element = EL_CUSTOM_START + i; + struct ElementInfo *ei = &element_info[element]; + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + replace_reference_element(element, &ei->content.e[x][y]); + + for (j = 0; j < ei->num_change_pages; j++) + { + struct ElementChangeInfo *change = &ei->change_page[j]; + + replace_reference_element(element, &change->target_element); + replace_reference_element(element, &change->trigger_element); + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + replace_reference_element(element, &change->target_content.e[x][y]); + } } - else +#endif +} + +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++) { - SBX_Left = -1; - SBX_Right = lev_fieldx - SCR_FIELDX + 1; - SBY_Upper = -1; - SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + 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; } - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) - SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; +#if 0 + printf("::: %d->%d: %d\n", action_first, action_last, num_special_action); +#endif - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) - SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + return num_special_action; +} - /* 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) +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ + +void InitGame() +{ + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ + boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + int i, j, x, y; + + InitGameEngine(); + + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); + + for (i = 0; i < MAX_PLAYERS; i++) { - int start_x = 0, start_y = 0; - int found_rating = 0; + struct PlayerInfo *player = &stored_player[i]; - for(y=0; y < lev_fieldy; y++) - { - for(x=0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + player->index_nr = i; + player->index_bit = (1 << i); + player->element_nr = EL_PLAYER_1 + i; - if (IS_CUSTOM_ELEMENT(element)) - { - int xx, yy; + player->present = FALSE; + player->active = FALSE; - for(yy=0; yy < 3; yy++) - { - for(xx=0; xx < 3; xx++) - { - int content; - boolean is_player; + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; - content = element_info[element].content[xx][yy]; - is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY); + player->score = 0; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; - if (is_player && found_rating < 2) - { - start_x = x + xx - 1; - start_y = y + yy - 1; + for (j = 0; j < MAX_NUM_KEYS; j++) + player->key[j] = FALSE; - found_rating = 2; - } + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; - content = element_info[element].change.content[xx][yy]; - is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY); + player->MovDir = MV_NONE; + player->MovPos = 0; + player->GfxPos = 0; + player->GfxDir = MV_NONE; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; - if (is_player && found_rating < 1) - { - start_x = x + xx - 1; - start_y = y + yy - 1; + player->use_murphy = FALSE; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); - found_rating = 1; - } - } - } - } - } - } + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ - scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : - start_x > SBX_Right + MIDPOSX ? SBX_Right : - start_x - MIDPOSX); + player->gravity = level.initial_player_gravity[i]; - scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : - start_y > SBY_Lower + MIDPOSY ? SBY_Lower : - start_y - MIDPOSY); - } - else - { -#if 1 - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); - 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 - } + player->actual_frame_counter = 0; - CloseDoor(DOOR_CLOSE_1); + player->step_counter = 0; - DrawLevel(); - DrawAllPlayers(); + player->last_move_dir = MV_NONE; - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + player->is_active = FALSE; - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + player->is_waiting = FALSE; + player->is_moving = FALSE; + player->is_auto_moving = FALSE; + player->is_digging = FALSE; + player->is_snapping = FALSE; + player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + player->is_bored = FALSE; + player->is_sleeping = FALSE; - /* copy default game door content to main double buffer */ - BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); - else - { - DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); - BlitBitmap(drawto, drawto, - DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - getFontWidth(FONT_LEVEL_NUMBER) * 3, - getFontHeight(FONT_LEVEL_NUMBER) - 1, - DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); - } + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - DrawGameDoorValues(); + player->dir_waiting = MV_NONE; + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; - 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 1 + /* cannot be set here -- could be modified in Init[Player]Field() below */ +#else + /* 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); +#endif - /* 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); + player->switch_x = -1; + player->switch_y = -1; - OpenDoor(DOOR_OPEN_ALL); + player->drop_x = -1; + player->drop_y = -1; - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); - if (setup.sound_music) - PlayMusic(level_nr); + player->show_envelope = 0; - KeyboardAutoRepeatOffUnlessAutoplay(); +#if 1 + SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE); +#else + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; - if (options.debug) - { - for (i=0; i<4; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); - } -} + player->move_delay_value_next = -1; -void InitMovDir(int x, int y) -{ - int i, element = Feld[x][y]; - static int xy[4][2] = - { - { 0, +1 }, - { +1, 0 }, - { 0, -1 }, - { -1, 0 } - }; - static int direction[3][4] = - { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, - { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } - }; - - switch(element) - { - case EL_BUG_RIGHT: - case EL_BUG_UP: - case EL_BUG_LEFT: - case EL_BUG_DOWN: - Feld[x][y] = EL_BUG; - MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; - break; + player->move_delay_reset_counter = 0; - case EL_SPACESHIP_RIGHT: - case EL_SPACESHIP_UP: - case EL_SPACESHIP_LEFT: - case EL_SPACESHIP_DOWN: - Feld[x][y] = EL_SPACESHIP; - MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; - break; + player->cannot_move = FALSE; +#endif - case EL_BD_BUTTERFLY_RIGHT: - case EL_BD_BUTTERFLY_UP: - case EL_BD_BUTTERFLY_LEFT: - case EL_BD_BUTTERFLY_DOWN: - Feld[x][y] = EL_BD_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; - break; + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; - case EL_BD_FIREFLY_RIGHT: - case EL_BD_FIREFLY_UP: - case EL_BD_FIREFLY_LEFT: - case EL_BD_FIREFLY_DOWN: - Feld[x][y] = EL_BD_FIREFLY; - MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; - break; + player->drop_delay = 0; + player->drop_pressed_delay = 0; - case EL_PACMAN_RIGHT: - case EL_PACMAN_UP: - case EL_PACMAN_LEFT: - case EL_PACMAN_DOWN: - Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; - break; + player->last_jx = player->last_jy = 0; + player->jx = player->jy = 0; - case EL_SP_SNIKSNAK: - MovDir[x][y] = MV_UP; - break; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; - case EL_SP_ELECTRON: - MovDir[x][y] = MV_LEFT; - break; + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; - case EL_MOLE_LEFT: - case EL_MOLE_RIGHT: - case EL_MOLE_UP: - case EL_MOLE_DOWN: - Feld[x][y] = EL_MOLE; - MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; - break; + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); - default: - if (IS_CUSTOM_ELEMENT(element)) - { - if (element_info[element].move_direction_initial != MV_NO_MOVING) - MovDir[x][y] = element_info[element].move_direction_initial; - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || - element_info[element].move_pattern == MV_TURNING_LEFT || - element_info[element].move_pattern == MV_TURNING_RIGHT) - MovDir[x][y] = 1 << RND(4); - else if (element_info[element].move_pattern == MV_HORIZONTAL) - MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); - else if (element_info[element].move_pattern == MV_VERTICAL) - MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - else if (element_info[element].move_pattern & MV_ANY_DIRECTION) - MovDir[x][y] = element_info[element].move_pattern; - else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE || - element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) - { - for (i=0; i<4; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + player->LevelSolved = FALSE; + player->GameOver = FALSE; + } - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) - { - if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) - MovDir[x][y] = direction[0][i]; - else - MovDir[x][y] = direction[1][i]; + network_player_action_received = FALSE; - break; - } - } - } - } - else - { - MovDir[x][y] = 1 << RND(4); +#if defined(NETWORK_AVALIABLE) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NONE); +#endif - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; + ZX = ZY = -1; + ExitX = ExitY = -1; - for (i=0; i<4; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + TapeTime = 0; - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) - { - if (element == EL_BUG || element == EL_BD_BUTTERFLY) - { - MovDir[x][y] = direction[0][i]; - break; - } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - MovDir[x][y] = direction[1][i]; - break; - } - } - } - } - break; - } -} + ScreenMovDir = MV_NONE; + ScreenMovPos = 0; + ScreenGfxPos = 0; -void InitAmoebaNr(int x, int y) -{ - int i; - int group_nr = AmoebeNachbarNr(x, y); + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ - if (group_nr == 0) - { - for (i=1; iMovPos) - return; + game.lenses_time_left = 0; + game.magnify_time_left = 0; - if (tape.playing && tape.auto_play) - tape.auto_play_level_solved = TRUE; + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; - local_player->LevelSolved = FALSE; + game.envelope_active = FALSE; - PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + /* 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 (TimeLeft) + if (network_playing && tape.recording) { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); - - 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--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - BackToFront(); + /* store client dependent player focus when recording network games */ + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } - if (!tape.playing) - Delay(10); - } +#if 0 + printf("::: focus set to player %d [%d]\n", + game.centered_player_nr, local_player->index_nr); +#endif - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); - } - else if (level.time == 0) /* level without time limit */ + for (i = 0; i < NUM_BELTS; i++) { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); - - 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++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); - BackToFront(); + game.belt_dir[i] = MV_NONE; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } - if (!tape.playing) - Delay(10); - } + for (i = 0; i < MAX_NUM_AMOEBA; i++) + AmoebaCnt[i] = AmoebaCnt2[i] = 0; - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); - } +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++) +#endif + { + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; /* initialized in InitField() */ +#endif + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; - /* Hero disappears */ - DrawLevelField(ExitX, ExitY); - BackToFront(); + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - if (tape.playing) - return; + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; - CloseDoor(DOOR_CLOSE_1); + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; - if (tape.recording) - { - TapeStop(); - SaveTape(tape.level_nr); /* Ask to save tape */ + 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; } - if (level_nr == leveldir_current->handicap_level) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - leveldir_current->handicap_level++; - SaveLevelSetup_SeriesInfo(); + 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); } - 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 */ + InitBeltMovement(); - if ((hi_pos = NewHiScore()) >= 0) + for (i = 0; i < MAX_PLAYERS; i++) { - game_status = GAME_MODE_SCORES; - DrawHallOfFame(hi_pos); - if (raise_level) - { - level_nr++; - TapeErase(); - } - } - else - { - game_status = GAME_MODE_MAIN; - if (raise_level) - { - level_nr++; - TapeErase(); - } - DrawMainMenu(); - } - - BackToFront(); -} + struct PlayerInfo *player = &stored_player[i]; -int NewHiScore() -{ - int k, l; - int position = -1; +#if 1 + /* 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); +#endif - LoadScore(level_nr); + } - if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || - local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) - return -1; + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - for (k=0; kscore > highscore[k].Score) + if (!IS_CUSTOM_ELEMENT(i)) { - /* player has made it to the hall of fame */ - - if (k < MAX_SCORE_ENTRIES - 1) - { - int m = MAX_SCORE_ENTRIES - 1; - -#ifdef ONE_PER_NAME - for (l=k; lk; l--) - { - strcpy(highscore[l].Name, highscore[l - 1].Name); - highscore[l].Score = highscore[l - 1].Score; - } - } + /* 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; -#ifdef ONE_PER_NAME - put_into_list: -#endif - strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); - highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; - highscore[k].Score = local_player->score; - position = k; - break; + /* 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; } - -#ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, - MAX_PLAYER_NAME_LEN)) - break; /* player already there with a higher score */ + } #endif - } + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; - if (position >= 0) - SaveScore(level_nr); + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; - return position; -} + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; + } -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 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; - player->GfxAction = action; - player->GfxDir = dir; - player->Frame = 0; - player->StepFrame = 0; + if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ + element_info[i].ignition_delay = 1; +#endif } -} -static void ResetRandomAnimationValue(int x, int y) -{ - GfxRandom[x][y] = INIT_GFX_RANDOM(); -} + /* 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 */ -static void ResetGfxAnimation(int x, int y) -{ - GfxFrame[x][y] = 0; - GfxAction[x][y] = ACTION_DEFAULT; -} + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; -void InitMovingField(int x, int y, int direction) -{ - int element = Feld[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int newx = x + dx; - int newy = y + dy; + if (player->connected && !player->present) + { + for (j = 0; j < MAX_PLAYERS; j++) + { + struct PlayerInfo *some_player = &stored_player[j]; + int jx = some_player->jx, jy = some_player->jy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) - ResetGfxAnimation(x, y); + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) + { + player->present = TRUE; + player->active = TRUE; - MovDir[newx][newy] = MovDir[x][y] = direction; + some_player->present = FALSE; + some_player->active = FALSE; - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; +#if 0 + player->element_nr = some_player->element_nr; +#endif - if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = ACTION_FALLING; - else - GfxAction[x][y] = ACTION_MOVING; + player->artwork_element = some_player->artwork_element; - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; -} + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; -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); + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; - *goes_to_x = newx; - *goes_to_y = newy; -} + break; + } + } + } + } -void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; + if (tape.playing) + { + /* when playing a tape, eliminate all players who do not participate */ - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && !tape.player_participates[i]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - *comes_from_x = oldx; - *comes_from_y = oldy; -} + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + else if (!options.network && !setup.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active) + { + for (j = i + 1; j < MAX_PLAYERS; j++) + { + if (stored_player[j].active) + { + struct PlayerInfo *player = &stored_player[j]; + int jx = player->jx, jy = player->jy; - if (element == EL_BLOCKED) - { - int oldx, oldy; + player->active = FALSE; + player->present = FALSE; - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + } } - else - return element; -} -static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) -{ - /* like MovingOrBlocked2Element(), but if element is moving - and (x,y) is the field the moving element is just leaving, - return EL_BLOCKED instead of the element value */ - int element = Feld[x][y]; + /* when recording the game, store which players take part in the game */ + if (tape.recording) + { + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + tape.player_participates[i] = TRUE; + } - if (IS_MOVING(x, y)) + if (options.debug) { - if (element == EL_BLOCKED) + for (i = 0; i < MAX_PLAYERS; i++) { - int oldx, oldy; + struct PlayerInfo *player = &stored_player[i]; - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + printf("Player %d: present == %d, connected == %d, active == %d.\n", + i+1, + player->present, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); } - else - return EL_BLOCKED; } - else - return element; -} -static void RemoveField(int x, int y) -{ - Feld[x][y] = EL_EMPTY; + if (BorderElement == EL_EMPTY) + { + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; - AmoebaNr[x][y] = 0; - ChangeDelay[x][y] = 0; - Pushed[x][y] = FALSE; + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; -} + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; -void RemoveMovingField(int x, int y) -{ - int oldx = x, oldy = y, newx = x, newy = y; - int element = Feld[x][y]; - int next_element = EL_UNDEFINED; +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; - if (element != EL_BLOCKED && !IS_MOVING(x, y)) - return; + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; - if (IS_MOVING(x, y)) - { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] != EL_BLOCKED) - return; - } - else if (element == EL_BLOCKED) - { - Blocked2Moving(x, y, &oldx, &oldy); - if (!IS_MOVING(oldx, oldy)) - return; - } + found_rating = 4; + found_element = element; + } - if (element == EL_BLOCKED && - (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - next_element = get_next_element(Feld[oldx][oldy]); + if (!IS_CUSTOM_ELEMENT(element)) + continue; - RemoveField(oldx, oldy); - RemoveField(newx, newy); + if (CAN_CHANGE(element)) + { + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as single target */ + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; - if (next_element != EL_UNDEFINED) - Feld[oldx][oldy] = next_element; + found_rating = 3; + found_element = element; + } + } + } - DrawLevelField(oldx, oldy); - DrawLevelField(newx, newy); -} + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[xx][yy]; + is_player = ELEM_IS_PLAYER(content); -void DrawDynamite(int x, int y) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2img(Feld[x][y]); - int frame; + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; - if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) - return; + found_rating = 2; + found_element = element; + } - if (IS_WALKABLE_INSIDE(Back[x][y])) - return; + if (!CAN_CHANGE(element)) + continue; - if (Back[x][y]) - DrawGraphic(sx, sy, el2img(Back[x][y]), 0); - else if (Store[x][y]) - DrawGraphic(sx, sy, el2img(Store[x][y]), 0); + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[xx][yy]; - frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + is_player = ELEM_IS_PLAYER(content); -#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 -} + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; -void CheckDynamite(int x, int y) -{ - if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ - { - MovDelay[x][y]--; + found_rating = 1; + found_element = element; + } + } + } + } - if (MovDelay[x][y] != 0) - { - DrawDynamite(x, y); - PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); - return; - } + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); } - -#if 1 - StopSoundLevelActionIfLoop(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 + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - Bang(x, y); -} + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } -void RelocatePlayer(int x, int y, int element) -{ - struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); - if (player->present) + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - while (player->MovPos) - { - ScrollFigure(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - DrawAllPlayers(); - BackToFront(); - } - - RemoveField(player->jx, player->jy); - DrawLevelField(player->jx, player->jy); + InitGameEngine_EM(); } + else + { + DrawLevel(); + DrawAllPlayers(); - InitPlayerField(x, y, element, TRUE); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - if (player == local_player) - { - int scroll_xx = -999, scroll_yy = -999; + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - while (scroll_xx != scroll_x || scroll_yy != scroll_y) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + } + /* !!! FIX THIS (END) !!! */ - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + if (!game.restart_level) + { + /* 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); + } - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + DrawGameDoorValues(); - 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 (!game.restart_level) + { + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); - scroll_x -= dx; - scroll_y -= dy; + /* 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); - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + OpenDoor(DOOR_OPEN_ALL); - ScrollLevel(dx, dy); - DrawAllPlayers(); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); - /* scroll in to steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - FlushDisplay(); - Delay(GAME_FRAME_DELAY); + if (setup.sound_music) + PlayLevelMusic(); - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(GAME_FRAME_DELAY); + KeyboardAutoRepeatOffUnlessAutoplay(); + + if (options.debug) + { + for (i = 0; i < MAX_PLAYERS; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); } } + + game.restart_level = FALSE; } -void Explode(int ex, int ey, int phase, int mode) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) { - int x, y; - int num_phase = 9; - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; + /* this is used for non-R'n'D game engines to update certain engine values */ - if (game.explosions_delayed) - { - ExplodeField[ex][ey] = mode; - return; - } + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; +} - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; + static int xy[4][2] = { - int center_element = Feld[ex][ey]; + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } + }; + static int direction[3][4] = + { + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } + }; -#if 0 - /* --- This is only really needed (and now handled) in "Impact()". --- */ - /* do not explode moving elements that left the explode field in time */ - if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) - return; -#endif + switch(element) + { + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; + break; - if (mode == EX_NORMAL || mode == EX_CENTER) - PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; + break; - /* remove things displayed in background while burning dynamite */ - if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) - Back[ex][ey] = 0; + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + Feld[x][y] = EL_BD_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; + break; - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - { - /* put moving element to center field (and let it explode there) */ - center_element = MovingOrBlocked2Element(ex, ey); - RemoveMovingField(ex, ey); - Feld[ex][ey] = center_element; - } + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; - for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) - { - int xx = x - ex + 1; - int yy = y - ey + 1; - int element; + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + Feld[x][y] = EL_PACMAN; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; + break; - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && - (x != ex || y != ey))) - continue; + 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; - element = Feld[x][y]; + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) - { - element = MovingOrBlocked2Element(x, y); + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; - if (!IS_EXPLOSION_PROOF(element)) - 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 ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || - element == EL_FLAMES) - continue; -#endif - -#else - if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0) || - (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || - element == EL_FLAMES) - continue; -#endif + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; - if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + default: + if (IS_CUSTOM_ELEMENT(element)) { - if (IS_ACTIVE_BOMB(element)) + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; + + if (move_direction_initial == MV_START_PREVIOUS) { - /* re-activate things under the bomb like gate or penguin */ - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); - Store[x][y] = 0; + if (MovDir[x][y] != MV_NONE) + return; + + move_direction_initial = MV_START_AUTOMATIC; } - continue; - } + if (move_direction_initial == MV_START_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_direction_initial & MV_ANY_DIRECTION) + MovDir[x][y] = move_direction_initial; + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (move_pattern == MV_ALONG_LEFT_SIDE || + move_pattern == MV_ALONG_RIGHT_SIDE) + { + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); - /* save walkable background elements while explosion on same tile */ -#if 0 - if (IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#else - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#endif + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - /* ignite explodable elements reached by other explosion */ - if (element == EL_EXPLOSION) - element = Store2[x][y]; + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; -#if 1 - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; + break; + } + } + } } + else + { + MovDir[x][y] = 1 << RND(4); - RemoveField(x, y); -#endif + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; - if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) - { - switch(StorePlayer[ex][ey]) + for (i = 0; i < NUM_DIRECTIONS; i++) { - case EL_PLAYER_2: - Store[x][y] = EL_EMERALD_RED; - break; - case EL_PLAYER_3: - Store[x][y] = EL_EMERALD; - break; - case EL_PLAYER_4: - Store[x][y] = EL_EMERALD_PURPLE; - break; - case EL_PLAYER_1: - default: - Store[x][y] = EL_EMERALD_YELLOW; - break; - } + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - if (game.emulation == EMU_SUPAPLEX) - Store[x][y] = EL_EMPTY; + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } + } + } } - else if (center_element == EL_MOLE) - Store[x][y] = EL_EMERALD_RED; - else if (center_element == EL_PENGUIN) - Store[x][y] = EL_EMERALD_PURPLE; - else if (center_element == EL_BUG) - Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); - else if (center_element == EL_BD_BUTTERFLY) - Store[x][y] = EL_BD_DIAMOND; - else if (center_element == EL_SP_ELECTRON) - Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_AMOEBA_TO_DIAMOND) - Store[x][y] = level.amoeba_content; - else if (center_element == EL_YAMYAM) - Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; - else if (IS_CUSTOM_ELEMENT(center_element) && - element_info[center_element].content[xx][yy] != EL_EMPTY) - Store[x][y] = element_info[center_element].content[xx][yy]; - else if (element == EL_WALL_EMERALD) - Store[x][y] = EL_EMERALD; - else if (element == EL_WALL_DIAMOND) - Store[x][y] = EL_DIAMOND; - else if (element == EL_WALL_BD_DIAMOND) - Store[x][y] = EL_BD_DIAMOND; - else if (element == EL_WALL_EMERALD_YELLOW) - Store[x][y] = EL_EMERALD_YELLOW; - else if (element == EL_WALL_EMERALD_RED) - Store[x][y] = EL_EMERALD_RED; - else if (element == EL_WALL_EMERALD_PURPLE) - Store[x][y] = EL_EMERALD_PURPLE; - else if (element == EL_WALL_PEARL) - Store[x][y] = EL_PEARL; - else if (element == EL_WALL_CRYSTAL) - Store[x][y] = EL_CRYSTAL; - else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) - Store[x][y] = element_info[element].content[1][1]; - else - Store[x][y] = EL_EMPTY; + break; + } - if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) - Store2[x][y] = element; + GfxDir[x][y] = MovDir[x][y]; +} -#if 0 - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) +void InitAmoebaNr(int x, int y) +{ + int i; + int group_nr = AmoebeNachbarNr(x, y); + + if (group_nr == 0) + { + for (i = 1; i < MAX_NUM_AMOEBA; i++) + { + if (AmoebaCnt[i] == 0) { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; + group_nr = i; + break; } - -#if 1 - RemoveField(x, y); -#else - MovDir[x][y] = MovPos[x][y] = 0; - 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 - - ExplodePhase[x][y] = 1; - Stop[x][y] = TRUE; } + } - if (center_element == EL_YAMYAM) - game.yamyam_content_nr = - (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; +} - return; - } +void GameWon() +{ + int hi_pos; + boolean raise_level = FALSE; - if (Stop[ex][ey]) + if (local_player->MovPos) return; - x = ex; - y = ey; + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; - ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + local_player->LevelSolved = FALSE; - if (phase == first_phase_after_start) - { - int element = Store2[x][y]; + PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); - if (element == EL_BLACK_ORB) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - } - else if (phase == half_phase) + if (TimeLeft) { - int element = Store2[x][y]; + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); - if (IS_PLAYER(x, y)) - KillHeroUnlessProtected(x, y); - else if (CAN_EXPLODE_BY_FIRE(element)) + while (TimeLeft > 0) { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - else if (element == EL_AMOEBA_TO_DIAMOND) - AmoebeUmwandeln(x, y); - } - - if (phase == last_phase) - { - int element; - - element = Feld[x][y] = Store[x][y]; - Store[x][y] = Store2[x][y] = 0; - GfxElement[x][y] = EL_UNDEFINED; + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) - element = Feld[x][y] = Back[x][y]; - Back[x][y] = 0; + if (TimeLeft > 100 && TimeLeft % 10 == 0) + { + TimeLeft -= 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); + } + else + { + TimeLeft--; + RaiseScore(level.score[SC_TIME_BONUS]); + } - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; - InitField(x, y, FALSE); - if (CAN_MOVE(element)) - InitMovDir(x, y); - DrawLevelField(x, y); + DrawGameValue_Time(TimeLeft); - if (CAN_BE_CRUMBLED(element)) - DrawLevelFieldCrumbledSandNeighbours(x, y); + BackToFront(); - if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) - StorePlayer[x][y] = 0; + if (!tape.playing) + Delay(10); + } - if (ELEM_IS_PLAYER(element)) - RelocatePlayer(x, y, element); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } - else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + else if (level.time == 0) /* level without time limit */ { -#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 - int frame = getGraphicAnimationFrame(graphic, phase - delay); - - if (phase == delay) - DrawLevelFieldCrumbledSand(x, y); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); - if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) - { - DrawLevelElement(x, y, Back[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); - } - else if (IS_WALKABLE_UNDER(Back[x][y])) + while (TimePlayed < 999) { - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - DrawLevelElementThruMask(x, y, Back[x][y]); - } - else if (!IS_WALKABLE_INSIDE(Back[x][y])) - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - } -} - -void DynaExplode(int ex, int ey) -{ - int i, j; - int dynabomb_size = 1; - boolean dynabomb_xl = FALSE; - struct PlayerInfo *player; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (IS_ACTIVE_BOMB(Feld[ex][ey])) - { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; - dynabomb_size = player->dynabomb_size; - dynabomb_xl = player->dynabomb_xl; - player->dynabombs_left++; - } + if (TimePlayed < 900 && TimePlayed % 10 == 0) + { + TimePlayed += 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); + } + else + { + TimePlayed++; + RaiseScore(level.score[SC_TIME_BONUS]); + } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + DrawGameValue_Time(TimePlayed); - for (i=0; i<4; i++) - { - for (j=1; j<=dynabomb_size; j++) - { - int x = ex + j * xy[i % 4][0]; - int y = ey + j * xy[i % 4][1]; - int element; + BackToFront(); - if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) - break; + if (!tape.playing) + Delay(10); + } - element = Feld[x][y]; + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } - /* do not restart explosions of fields with active bombs */ - if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) - continue; + /* 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)) + { + int element = Feld[ExitX][ExitY]; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) - break; - } + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); } -} - -void Bang(int x, int y) -{ -#if 1 - int element = MovingOrBlocked2Element(x, y); -#else - int element = Feld[x][y]; -#endif - if (IS_PLAYER(x, y)) - { - struct PlayerInfo *player = PLAYERINFO(x, y); + /* player disappears */ + if (ExitX >= 0 && ExitY >= 0) + DrawLevelField(ExitX, ExitY); - element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : - player->element_nr); - } + BackToFront(); #if 0 -#if 1 - PlaySoundLevelAction(x, y, ACTION_EXPLODING); -#else - if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + if (tape.playing) + printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n"); else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); -#endif + printf("::: NO TAPE PLAYING -> SAVING SCORE\n"); #endif -#if 0 - if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_EMPTY; -#endif + if (tape.playing) + return; - switch(element) + CloseDoor(DOOR_CLOSE_1); + + if (tape.recording) { - case EL_BUG: - case EL_SPACESHIP: - case EL_BD_BUTTERFLY: - case EL_BD_FIREFLY: - case EL_YAMYAM: - case EL_DARK_YAMYAM: - case EL_ROBOT: - case EL_PACMAN: - case EL_MOLE: - RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); - break; - case EL_DYNABOMB_PLAYER_1_ACTIVE: - case EL_DYNABOMB_PLAYER_2_ACTIVE: - case EL_DYNABOMB_PLAYER_3_ACTIVE: - case EL_DYNABOMB_PLAYER_4_ACTIVE: - case EL_DYNABOMB_INCREASE_NUMBER: - case EL_DYNABOMB_INCREASE_SIZE: - case EL_DYNABOMB_INCREASE_POWER: - DynaExplode(x, y); - break; - case EL_PENGUIN: - case EL_LAMP: - case EL_LAMP_ACTIVE: - if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); - else - Explode(x, y, EX_PHASE_START, EX_CENTER); - break; - default: - if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); - else - Explode(x, y, EX_PHASE_START, EX_NORMAL); - break; + TapeStop(); + SaveTape(tape.level_nr); /* Ask to save tape */ } - CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); -} - -void SplashAcid(int x, int y) -{ - int element = Feld[x][y]; - - if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) + if (level_nr == leveldir_current->handicap_level) { - PlaySoundLevel(x, y, SND_ACID_SPLASHING); - - if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && - (!IN_LEV_FIELD(x-1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - Feld[x-1][y] = EL_ACID_SPLASH_LEFT; - - if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && - (!IN_LEV_FIELD(x+1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); } -} -static void InitBeltMovement() -{ - static int belt_base_element[4] = + 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 ((hi_pos = NewHiScore()) >= 0) { - EL_CONVEYOR_BELT_1_LEFT, - EL_CONVEYOR_BELT_2_LEFT, - EL_CONVEYOR_BELT_3_LEFT, - EL_CONVEYOR_BELT_4_LEFT - }; - static int belt_base_active_element[4] = + game_status = GAME_MODE_SCORES; + DrawHallOfFame(hi_pos); + if (raise_level) + { + level_nr++; + TapeErase(); + } + } + else { - EL_CONVEYOR_BELT_1_LEFT_ACTIVE, - EL_CONVEYOR_BELT_2_LEFT_ACTIVE, - EL_CONVEYOR_BELT_3_LEFT_ACTIVE, - EL_CONVEYOR_BELT_4_LEFT_ACTIVE - }; + game_status = GAME_MODE_MAIN; + if (raise_level) + { + level_nr++; + TapeErase(); + } + DrawMainMenu(); + } - int x, y, i, j; + BackToFront(); +} - /* set frame order for belt animation graphic according to belt direction */ - for (i=0; i<4; i++) - { - int belt_nr = i; +int NewHiScore() +{ + int k, l; + int position = -1; - for (j=0; j<3; j++) - { - int element = belt_base_active_element[belt_nr] + j; - int graphic = el2img(element); + LoadScore(level_nr); - if (game.belt_dir[i] == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; - else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; - } - } + if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) || + local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; - for(y=0; yscore > highscore[k].Score) { - int element = Feld[x][y]; + /* player has made it to the hall of fame */ - for (i=0; i<4; i++) + if (k < MAX_SCORE_ENTRIES - 1) { - if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltElement(element); - int belt_nr = i; + int m = MAX_SCORE_ENTRIES - 1; - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[x][y] - belt_base_element[belt_nr]; +#ifdef ONE_PER_NAME + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (strEqual(setup.player_name, highscore[l].Name)) + m = l; + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; +#endif - Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; - } + for (l = m; l > k; l--) + { + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; } } + +#ifdef ONE_PER_NAME + put_into_list: +#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; + highscore[k].Score = local_player->score; + position = k; + break; } + +#ifdef ONE_PER_NAME + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) + break; /* player already there with a higher score */ +#endif + } + + if (position >= 0) + SaveScore(level_nr); + + return position; } -static void ToggleBeltSwitch(int x, int y) +inline static int getElementMoveStepsize(int x, int y) { - static int belt_base_element[4] = - { - EL_CONVEYOR_BELT_1_LEFT, - EL_CONVEYOR_BELT_2_LEFT, - EL_CONVEYOR_BELT_3_LEFT, - EL_CONVEYOR_BELT_4_LEFT - }; - static int belt_base_active_element[4] = + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) { - EL_CONVEYOR_BELT_1_LEFT_ACTIVE, - EL_CONVEYOR_BELT_2_LEFT_ACTIVE, - EL_CONVEYOR_BELT_3_LEFT_ACTIVE, - EL_CONVEYOR_BELT_4_LEFT_ACTIVE - }; - static int belt_base_switch_element[4] = - { - EL_CONVEYOR_BELT_1_SWITCH_LEFT, - EL_CONVEYOR_BELT_2_SWITCH_LEFT, - EL_CONVEYOR_BELT_3_SWITCH_LEFT, - EL_CONVEYOR_BELT_4_SWITCH_LEFT - }; - static int belt_move_dir[4] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT, - MV_NO_MOVING, - }; - - int element = Feld[x][y]; - int belt_nr = getBeltNrFromBeltSwitchElement(element); - int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; - int belt_dir = belt_move_dir[belt_dir_nr]; - int xx, yy, i; - - if (!IS_BELT_SWITCH(element)) - return; - - game.belt_dir_nr[belt_nr] = belt_dir_nr; - game.belt_dir[belt_nr] = belt_dir; +#if 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 + } - if (belt_dir_nr == 3) - belt_dir_nr = 1; + return step; +} - /* set frame order for belt animation graphic according to belt direction */ - for (i=0; i<3; i++) +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) { - int element = belt_base_active_element[belt_nr] + i; - int graphic = el2img(element); +#if 0 + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif - if (belt_dir == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; - else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; } +} - for (yy=0; yy 0) - { - Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; - DrawLevelField(x, y); - } - else if (element == EL_LIGHT_SWITCH_ACTIVE && - game.light_time_left == 0) - { - Feld[x][y] = EL_LIGHT_SWITCH; - DrawLevelField(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL || - element == EL_INVISIBLE_WALL || - element == EL_INVISIBLE_SAND) - { - if (game.light_time_left > 0) - Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); - - DrawLevelField(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || - element == EL_INVISIBLE_WALL_ACTIVE || - element == EL_INVISIBLE_SAND_ACTIVE) - { - if (game.light_time_left == 0) - Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + int oldx, oldy; - DrawLevelField(x, y); - } + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; } + else + return EL_BLOCKED; } + else + return element; } -static void ToggleLightSwitch(int x, int y) +static void RemoveField(int x, int y) { - int element = Feld[x][y]; + Feld[x][y] = EL_EMPTY; - game.light_time_left = - (element == EL_LIGHT_SWITCH ? - level.time_light * FRAMES_PER_SECOND : 0); + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; - RedrawAllLightSwitchesAndInvisibleElements(); +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; } -static void ActivateTimegateSwitch(int x, int y) +void RemoveMovingField(int x, int y) { - int xx, yy; + int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + if (element != EL_BLOCKED && !IS_MOVING(x, y)) + return; - for (yy=0; yy= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && - ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) - object_hit = FALSE; + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); - if (object_hit) - smashed = MovingOrBlocked2Element(x, y + 1); + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); - impact = (lastline || object_hit); - } + if (Back[x][y] || Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +} - if (!lastline && smashed == EL_ACID) /* element falls into acid */ +void CheckDynamite(int x, int y) +{ + if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ { - SplashAcid(x, y); - return; - } + MovDelay[x][y]--; - /* only reset graphic animation if graphic really changes after impact */ - if (impact && - el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) - { - ResetGfxAnimation(x, y); - DrawLevelField(x, y); - } + if (MovDelay[x][y] != 0) + { + DrawDynamite(x, y); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); - if (impact && CAN_EXPLODE_IMPACT(element)) - { - Bang(x, y); - return; - } - else if (impact && element == EL_PEARL) - { - Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); - return; + return; + } } + + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); + + Bang(x, y); +} + #if 1 - else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) - { - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); - return; - } -#else - else if (impact && CAN_CHANGE(element) && - HAS_CHANGE_EVENT(element, CE_IMPACT)) +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) { - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); + if (stored_player[i].active) + { + int sx = stored_player[i].jx; + int sy = stored_player[i].jy; - ChangeElementNow(x, y, element); + 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); + } - return; + num_checked_players++; + } } +} + +static boolean checkIfAllPlayersFitToScreen_RND() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + return (sx2 - sx1 < SCR_FIELDX && + sy2 - sy1 < SCR_FIELDY); +} + +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +#if 0 +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) +{ + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); +} + +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); + + return (max_dx <= SCR_FIELDX / 2 && + max_dy <= SCR_FIELDY / 2); +} #endif - if (impact && element == EL_AMOEBA_DROP) +#endif + +#if 1 + +void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen, + boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + + if (quick_relocation) { - if (object_hit && IS_PLAYER(x, y + 1)) - KillHeroUnlessProtected(x, y + 1); - else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y + 1); + int offset = (setup.scroll_delay ? 3 : 0); + +#if 0 + if (center_screen) + offset = 0; +#endif + + if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) + { + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } else { - Feld[x][y] = EL_AMOEBA_GROWING; - Store[x][y] = EL_AMOEBA_WET; + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || + (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) + scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); - ResetRandomAnimationValue(x, y); + if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) || + (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset)) + scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); } - return; - } - if (object_hit) /* check which object was hit */ + RedrawPlayfield(TRUE, 0,0,0,0); + } + else { - if (CAN_PASS_MAGIC_WALL(element) && - (smashed == EL_MAGIC_WALL || - smashed == EL_BD_MAGIC_WALL)) + int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_x != scroll_xx || scroll_y != scroll_yy) { - int xx, yy; - int activated_magic_wall = - (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : - EL_BD_MAGIC_WALL_ACTIVE); + int dx = 0, dy = 0; + int fx = FX, fy = FY; - /* activate magic wall / mill */ - for (yy=0; yy scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; - game.magic_wall_active = TRUE; + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ? - SND_MAGIC_WALL_ACTIVATING : - SND_BD_MAGIC_WALL_ACTIVATING)); - } + scroll_x -= dx; + scroll_y -= dy; - if (IS_PLAYER(x, y + 1)) - { - if (CAN_SMASH_PLAYER(element)) - { - KillHeroUnlessProtected(x, y + 1); - return; - } - } - else if (smashed == EL_PENGUIN) - { - if (CAN_SMASH_PLAYER(element)) - { - Bang(x, y + 1); - return; - } + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); } - else if (element == EL_BD_DIAMOND) + + DrawAllPlayers(); + BackToFront(); + Delay(wait_delay_value); + } +} + +#else + +void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int jx = player->jx; + int jy = player->jy; + + if (quick_relocation) + { + int offset = (setup.scroll_delay ? 3 : 0); + + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { - if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) - { - Bang(x, y + 1); - return; - } + scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); } - else if ((element == EL_SP_INFOTRON || - element == EL_SP_ZONK) && - (smashed == EL_SP_SNIKSNAK || - smashed == EL_SP_ELECTRON || - smashed == EL_SP_DISK_ORANGE)) + else { - Bang(x, y + 1); - return; + 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); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); } -#if 0 - else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_x != scroll_xx || scroll_y != scroll_yy) { - Bang(x, y + 1); - return; - } -#endif - else if (CAN_SMASH_EVERYTHING(element)) - { - if (IS_CLASSIC_ENEMY(smashed) || - CAN_EXPLODE_SMASHED(smashed)) - { - Bang(x, y + 1); - return; - } - else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) - { - if (smashed == EL_LAMP || - smashed == EL_LAMP_ACTIVE) - { - Bang(x, y + 1); - return; - } - else if (smashed == EL_NUT) - { - Feld[x][y + 1] = EL_NUT_BREAKING; - PlaySoundLevel(x, y, SND_NUT_BREAKING); - RaiseScoreElement(EL_NUT); - return; - } - else if (smashed == EL_PEARL) - { - Feld[x][y + 1] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); - return; - } - else if (smashed == EL_DIAMOND) - { - Feld[x][y + 1] = EL_DIAMOND_BREAKING; - PlaySoundLevel(x, y, SND_DIAMOND_BREAKING); - return; - } - else if (IS_BELT_SWITCH(smashed)) - { - ToggleBeltSwitch(x, y + 1); - } - else if (smashed == EL_SWITCHGATE_SWITCH_UP || - smashed == EL_SWITCHGATE_SWITCH_DOWN) - { - ToggleSwitchgateSwitch(x, y + 1); - } - else if (smashed == EL_LIGHT_SWITCH || - smashed == EL_LIGHT_SWITCH_ACTIVE) - { - ToggleLightSwitch(x, y + 1); - } -#if 1 - else - { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); - } -#else - else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED)) - { - ChangeElementNow(x, y + 1, smashed); - } -#endif - } - else - { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); - } + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); } +} - /* play sound of magic wall / mill */ - if (!lastline && - (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) - { - if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) - PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING); - else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) - PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING); +#endif +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ + int el_player = GET_PLAYER_ELEMENT(el_player_raw); + int player_nr = GET_PLAYER_NR(el_player); + struct PlayerInfo *player = &stored_player[player_nr]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ return; - } - /* play sound of object that hits the ground */ - if (lastline || object_hit) - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); -} + if (!player_relocated) /* no need to relocate the player */ + return; -void TurnRound(int x, int y) -{ - static struct - { - int x, y; - } move_xy[] = - { - { 0, 0 }, - { -1, 0 }, - { +1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } - }; - static struct + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ { - int left, right, back; - } turn[] = + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) { - { 0, 0, 0 }, - { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0, 0, 0 }, - { 0, 0, 0 }, - { 0, 0, 0 }, - { MV_RIGHT, MV_LEFT, MV_UP } - }; + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); - int element = Feld[x][y]; - int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; - int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + AdvanceFrameAndPlayerCounters(player->index_nr); - 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; + DrawPlayer(player); - int left_x = x + left_dx, left_y = y + left_dy; - int right_x = x + right_dx, right_y = y + right_dy; - int move_x = x + move_dx, move_y = y + move_dy; + BackToFront(); + Delay(wait_delay_value); + } - int xx, yy; + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ - if (element == EL_BUG || element == EL_BD_BUTTERFLY) - { - TestIfBadThingTouchesOtherBadThing(x, y); + player->is_moving = FALSE; + } - if (ENEMY_CAN_ENTER_FIELD(right_x, right_y)) - MovDir[x][y] = right_dir; - else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) - MovDir[x][y] = left_dir; + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); - if (element == EL_BUG && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - TestIfBadThingTouchesOtherBadThing(x, y); + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); - if (ENEMY_CAN_ENTER_FIELD(left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) - MovDir[x][y] = right_dir; + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); - if ((element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON) - && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_YAMYAM) + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y); + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); + } - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; +#if 1 + /* only visually relocate centered player */ +#if 1 + DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE, + level.instant_relocation); +#else + if (player->index_nr == game.centered_player_nr) + DrawRelocatePlayer(player, level.instant_relocation); +#endif +#else + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player, level.instant_relocation); +#endif - MovDelay[x][y] = 16 + 16 * RND(3); - } - else if (element == EL_DARK_YAMYAM) - { - boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y); + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); - MovDelay[x][y] = 16 + 16 * RND(3); - } - else if (element == EL_PACMAN) - { - boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y); + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +} - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int last_phase; + int border_element; - MovDelay[x][y] = 6 + RND(40); + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; } - else if (element == EL_PIG) + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { - boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y); - boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y); - boolean should_turn_left, should_turn_right, should_move_on; - int rnd_value = 24; - int rnd = RND(rnd_value); + int center_element = Feld[ex][ey]; + int artwork_element, explosion_element; /* set these values later */ - should_turn_left = (can_turn_left && - (!can_move_on || - IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, - y + back_dy + left_dy))); - should_turn_right = (can_turn_right && - (!can_move_on || - IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, - y + back_dy + right_dy))); - should_move_on = (can_move_on && - (!can_turn_left || - !can_turn_right || - IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, - y + move_dy + left_dy) || - IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, - y + move_dy + right_dy))); +#if 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 (should_turn_left || should_turn_right || should_move_on) +#if 0 + /* !!! at this place, the center element may be EL_BLOCKED !!! */ + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { - if (should_turn_left && should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : - rnd < 2 * rnd_value / 3 ? right_dir : - old_move_dir); - else if (should_turn_left && should_turn_right) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); - else if (should_turn_left && should_move_on) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); - else if (should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; + } + + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ + + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); + + artwork_element = stored_player[player_nr].artwork_element; + + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + +#if 1 + last_phase = element_info[explosion_element].explosion_delay + 1; +#else + last_phase = element_info[center_element].explosion_delay + 1; +#endif + + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + { + int xx = x - ex + 1; + int yy = y - ey + 1; + int element; + + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; + + element = Feld[x][y]; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + { + element = MovingOrBlocked2Element(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); + } + + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || + element == EL_FLAMES) + continue; + + /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy + behaviour, for example when touching a yamyam that explodes to rocks + with active deadly shield, a rock is created under the player !!! */ + /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */ +#if 0 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; + } + + continue; + } + + /* save walkable background elements while explosion on same tile */ + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; + + /* ignite explodable elements reached by other explosion */ + if (element == EL_EXPLOSION) + element = Store2[x][y]; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); + + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) + { +#if 1 + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; + + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; +#else + switch(StorePlayer[ex][ey]) + { + case EL_PLAYER_2: + Store[x][y] = EL_PLAYER_IS_EXPLODING_2; + break; + case EL_PLAYER_3: + Store[x][y] = EL_PLAYER_IS_EXPLODING_3; + break; + case EL_PLAYER_4: + Store[x][y] = EL_PLAYER_IS_EXPLODING_4; + break; + case EL_PLAYER_1: + default: + Store[x][y] = EL_PLAYER_IS_EXPLODING_1; + break; + } +#endif + + if (PLAYERINFO(ex, ey)->use_murphy) + Store[x][y] = EL_EMPTY; + } +#if 1 + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; +#if 1 + /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE" + (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond + otherwise) -- FIX THIS !!! */ + else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY) + Store[x][y] = element_info[element].content.e[1][1]; +#else + else if (!CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; +#endif + else + Store[x][y] = EL_EMPTY; +#else + else if (center_element == EL_MOLE) + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); + else if (center_element == EL_BD_BUTTERFLY) + Store[x][y] = EL_BD_DIAMOND; + else if (center_element == EL_SP_ELECTRON) + Store[x][y] = EL_SP_INFOTRON; + else if (center_element == EL_AMOEBA_TO_DIAMOND) + Store[x][y] = level.amoeba_content; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; + else + Store[x][y] = EL_EMPTY; +#endif + + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) + Store2[x][y] = element; + + Feld[x][y] = EL_EXPLOSION; + GfxElement[x][y] = artwork_element; + +#if 0 + printf(":: setting gfx(%d,%d) to %d ['%s']\n", + x, y, artwork_element, EL_NAME(artwork_element)); +#endif + + ExplodePhase[x][y] = 1; + ExplodeDelay[x][y] = last_phase; + + Stop[x][y] = TRUE; + } + + if (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + + return; + } + + if (Stop[ex][ey]) + return; + + x = ex; + y = ey; + + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ + + last_phase = ExplodeDelay[x][y]; + + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ + +#endif +#if 1 + +#if 1 + /* this can happen if the player leaves an explosion just in time */ + if (GfxElement[x][y] == EL_UNDEFINED) + GfxElement[x][y] = EL_EMPTY; +#else + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } +#endif + +#endif + + border_element = Store2[x][y]; + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; + + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) + { + boolean border_explosion = FALSE; + + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + KillPlayerUnlessExplosionProtected(x, y); + border_explosion = TRUE; + } + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + border_explosion = TRUE; + } + else if (border_element == EL_AMOEBA_TO_DIAMOND) + { + AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; + } + + /* if an element just explodes due to another explosion (chain-reaction), + do not immediately end the new explosion when it was the last frame of + the explosion (as it would be done in the following "if"-statement!) */ + if (border_explosion && phase == last_phase) + return; + } + + if (phase == last_phase) + { + int element; + + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) + { + int player_nr = element - EL_PLAYER_IS_EXPLODING_1; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); + + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; + + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } + + /* restore probably existing indestructible background element */ + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NONE; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + InitField_WithBug2(x, y, FALSE); + + DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); + } + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + if (phase == delay) + DrawLevelFieldCrumbledSand(x, y); + + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) + { + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); + } + else if (IS_WALKABLE_UNDER(Back[x][y])) + { + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } +} + +void DynaExplode(int ex, int ey) +{ + int i, j; + int dynabomb_element = Feld[ex][ey]; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (IS_ACTIVE_BOMB(dynabomb_element)) + { + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } + + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 1; j <= dynabomb_size; j++) + { + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; + int element; + + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) + break; + + element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); + + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; + } + } +} + +void Bang(int x, int y) +{ + int element = MovingOrBlocked2Element(x, y); + int explosion_type = EX_TYPE_NORMAL; + + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : + player->element_nr); + + if (level.use_explosion_element[player->index_nr]) + { + int explosion_element = level.explosion_element[player->index_nr]; + + if (element_info[explosion_element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[explosion_element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + } + } + + switch(element) + { + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_MOLE: + RaiseScoreElement(element); + break; + + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + explosion_type = EX_TYPE_DYNA; + break; + + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: + case EL_AMOEBA_TO_DIAMOND: + if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */ + explosion_type = EX_TYPE_CENTER; + break; + + default: + if (element_info[element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + break; + } + + if (explosion_type == EX_TYPE_DYNA) + DynaExplode(x, y); + else + Explode(x, y, EX_PHASE_START, explosion_type); + + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); +} + +void SplashAcid(int x, int y) +{ + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; + + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; + + PlayLevelSound(x, y, SND_ACID_SPLASHING); +} + +static void InitBeltMovement() +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i = 0; i < NUM_BELTS; i++) + { + int belt_nr = i; + + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int element = belt_base_active_element[belt_nr] + j; + int graphic = el2img(element); + + if (game.belt_dir[i] == MV_LEFT) + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + } + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + for (i = 0; i < NUM_BELTS; i++) + { + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + + Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; + } + } + } + } +} + +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + static int belt_base_switch_element[4] = + { + EL_CONVEYOR_BELT_1_SWITCH_LEFT, + EL_CONVEYOR_BELT_2_SWITCH_LEFT, + EL_CONVEYOR_BELT_3_SWITCH_LEFT, + EL_CONVEYOR_BELT_4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NONE, + MV_RIGHT, + MV_NONE, + }; + + int element = Feld[x][y]; + int belt_nr = getBeltNrFromBeltSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy, i; + + if (!IS_BELT_SWITCH(element)) + return; + + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + /* set frame order for belt animation graphic according to belt direction */ + for (i = 0; i < NUM_BELT_PARTS; i++) + { + int element = belt_base_active_element[belt_nr] + i; + int graphic = el2img(element); + + if (belt_dir == MV_LEFT) + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int element = Feld[xx][yy]; + + if (IS_BELT_SWITCH(element)) + { + int e_belt_nr = getBeltNrFromBeltSwitchElement(element); + + if (e_belt_nr == belt_nr) + { + Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; + DrawLevelField(xx, yy); + } + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + + Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); + } + } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); + } + } + } +} + +static void ToggleSwitchgateSwitch(int x, int y) +{ + int xx, yy; + + game.switchgate_pos = !game.switchgate_pos; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int element = Feld[xx][yy]; + +#if !USE_BOTH_SWITCHGATE_SWITCHES + if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + DrawLevelField(xx, yy); + } +#else + if (element == EL_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN; + DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP; + DrawLevelField(xx, yy); + } +#endif + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) + { + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; + + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; + + PlayLevelSoundAction(xx, yy, ACTION_OPENING); + } + } +} + +static int getInvisibleActiveFromInvisibleElement(int element) +{ + return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : + element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); +} + +static int getInvisibleFromInvisibleActiveElement(int element) +{ + return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : + element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); +} + +static void RedrawAllLightSwitchesAndInvisibleElements() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_LIGHT_SWITCH && + game.light_time_left > 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + + /* 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); + + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + + /* 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.lenses_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + element); + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + element); + DrawLevelField(x, y); + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int element = Feld[xx][yy]; + + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); + } + + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + DrawLevelField(xx, yy); + } + */ + + } + + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; +} + +void Impact(int x, int y) +{ + boolean last_line = (y == lev_fieldy - 1); + boolean object_hit = FALSE; + boolean impact = (last_line || object_hit); + int element = Feld[x][y]; + int smashed = EL_STEELWALL; + + if (!last_line) /* check if element below was hit */ + { + if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) + return; + + object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || + MovDir[x][y + 1] != MV_DOWN || + MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + +#if USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + DrawLevelField(x, y + 2); + + object_hit = TRUE; + } +#endif + + if (object_hit) + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (last_line || object_hit); + } + + if (!last_line && smashed == EL_ACID) /* element falls into acid */ + { + SplashAcid(x, y + 1); + return; + } + + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + + if (impact && CAN_EXPLODE_IMPACT(element)) + { + Bang(x, y); + return; + } + else if (impact && element == EL_PEARL) + { + ResetGfxAnimation(x, y); + + Feld[x][y] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + { + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + + return; + } + + if (impact && element == EL_AMOEBA_DROP) + { + if (object_hit && IS_PLAYER(x, y + 1)) + KillPlayerUnlessEnemyProtected(x, y + 1); + else if (object_hit && smashed == EL_PENGUIN) + Bang(x, y + 1); + else + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + + ResetRandomAnimationValue(x, y); + } + return; + } + + if (object_hit) /* check which object was hit */ + { + if (CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) + { + int xx, yy; + int activated_magic_wall = + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : + EL_BD_MAGIC_WALL_ACTIVE); + + /* activate magic wall / mill */ +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; + + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; + + PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? + SND_MAGIC_WALL_ACTIVATING : + SND_BD_MAGIC_WALL_ACTIVATING)); + } + + if (IS_PLAYER(x, y + 1)) + { + if (CAN_SMASH_PLAYER(element)) + { + KillPlayerUnlessEnemyProtected(x, y + 1); + return; + } + } + else if (smashed == EL_PENGUIN) + { + if (CAN_SMASH_PLAYER(element)) + { + Bang(x, y + 1); + return; + } + } + else if (element == EL_BD_DIAMOND) + { + if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + { + Bang(x, y + 1); + return; + } + } + else if (((element == EL_SP_INFOTRON || + element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || + smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) || + (element == EL_SP_INFOTRON && + smashed == EL_SP_DISK_YELLOW)) + { + Bang(x, y + 1); + return; + } + else if (CAN_SMASH_EVERYTHING(element)) + { + if (IS_CLASSIC_ENEMY(smashed) || + CAN_EXPLODE_SMASHED(smashed)) + { + Bang(x, y + 1); + return; + } + else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) + { + if (smashed == EL_LAMP || + smashed == EL_LAMP_ACTIVE) + { + Bang(x, y + 1); + return; + } + else if (smashed == EL_NUT) + { + Feld[x][y + 1] = EL_NUT_BREAKING; + PlayLevelSound(x, y, SND_NUT_BREAKING); + RaiseScoreElement(EL_NUT); + return; + } + else if (smashed == EL_PEARL) + { + ResetGfxAnimation(x, y); + + Feld[x][y + 1] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (smashed == EL_DIAMOND) + { + Feld[x][y + 1] = EL_DIAMOND_BREAKING; + PlayLevelSound(x, y, SND_DIAMOND_BREAKING); + return; + } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y + 1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_UP || + smashed == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y + 1); + } + else if (smashed == EL_LIGHT_SWITCH || + smashed == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y + 1); + } + else + { +#if 0 + TestIfElementSmashesCustomElement(x, y, MV_DOWN); +#endif + + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X, + CH_SIDE_TOP); + } + } + else + { + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + } + } + } + + /* play sound of magic wall / mill */ + if (!last_line && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + { + if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + + return; + } + + /* play sound of object that hits the ground */ + if (last_line || object_hit) + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); +} + +inline static void TurnRoundExt(int x, int y) +{ + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + static struct + { + int left, right, back; + } turn[] = + { + { 0, 0, 0 }, + { MV_DOWN, MV_UP, MV_RIGHT }, + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } + }; + + int element = Feld[x][y]; + int move_pattern = element_info[element].move_pattern; + + int old_move_dir = MovDir[x][y]; + int left_dir = turn[old_move_dir].left; + int right_dir = turn[old_move_dir].right; + int back_dir = turn[old_move_dir].back; + + int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy; + int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy; + int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy; + int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy; + + int left_x = x + left_dx, left_y = y + left_dy; + int right_x = x + right_dx, right_y = y + right_dy; + int move_x = x + move_dx, move_y = y + move_dy; + + int xx, yy; + + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (element == EL_BUG && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_YAMYAM) + { + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = 16 + 16 * RND(3); + } + else if (element == EL_DARK_YAMYAM) + { + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, + left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, + right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = 16 + 16 * RND(3); + } + else if (element == EL_PACMAN) + { + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = 6 + RND(40); + } + else if (element == EL_PIG) + { + boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; + int rnd_value = 24; + int rnd = RND(rnd_value); + + should_turn_left = (can_turn_left && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, + y + back_dy + left_dy))); + should_turn_right = (can_turn_right && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, + y + back_dy + right_dy))); + should_move_on = (can_move_on && + (!can_turn_left || + !can_turn_right || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, + y + move_dy + left_dy) || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, + y + move_dy + right_dy))); + + if (should_turn_left || should_turn_right || should_move_on) + { + if (should_turn_left && should_turn_right && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : + rnd < 2 * rnd_value / 3 ? right_dir : + old_move_dir); + else if (should_turn_left && should_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (should_turn_left && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); + else if (should_turn_right && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); else if (should_turn_left) MovDir[x][y] = left_dir; else if (should_turn_right) @@ -3210,1209 +5206,2143 @@ void TurnRound(int x, int y) else if (should_move_on) MovDir[x][y] = old_move_dir; } - else if (can_move_on && rnd > rnd_value / 8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value / 8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + else if (can_move_on && rnd > rnd_value / 8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_DRAGON) + { + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (can_move_on && rnd > rnd_value / 8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value / 8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_MOLE) + { + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); + if (!can_move_on) + { + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { +#if USE_NEW_SPRING_BUMPER + if (MovDir[x][y] & MV_HORIZONTAL) + { + if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && + !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + { + Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; + ResetGfxAnimation(move_x, move_y); + DrawLevelField(move_x, move_y); + + MovDir[x][y] = back_dir; + } + else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + MovDir[x][y] = MV_NONE; + } +#else + if (MovDir[x][y] & MV_HORIZONTAL && + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) + MovDir[x][y] = MV_NONE; +#endif + + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN || + element == EL_EMC_ANDROID) + { + int attr_x = -1, attr_y = -1; + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) + { + attr_x = ZX; + attr_y = ZY; + } + + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; + + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NONE; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (element == EL_ROBOT) + { + int newx, newy; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8 + 8 * !RND(3); + else + MovDelay[x][y] = 16; + } + else if (element == EL_PENGUIN) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else if (element == EL_SATELLITE) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else if (element == EL_EMC_ANDROID) + { + static int check_pos[16] = + { + -1, /* 0 => (invalid) */ + 7, /* 1 => MV_LEFT */ + 3, /* 2 => MV_RIGHT */ + -1, /* 3 => (invalid) */ + 1, /* 4 => MV_UP */ + 0, /* 5 => MV_LEFT | MV_UP */ + 2, /* 6 => MV_RIGHT | MV_UP */ + -1, /* 7 => (invalid) */ + 5, /* 8 => MV_DOWN */ + 6, /* 9 => MV_LEFT | MV_DOWN */ + 4, /* 10 => MV_RIGHT | MV_DOWN */ + -1, /* 11 => (invalid) */ + -1, /* 12 => (invalid) */ + -1, /* 13 => (invalid) */ + -1, /* 14 => (invalid) */ + -1, /* 15 => (invalid) */ + }; + static struct + { + int dx, dy; + int dir; + } check_xy[8] = + { + { -1, -1, MV_LEFT | MV_UP }, + { 0, -1, MV_UP }, + { +1, -1, MV_RIGHT | MV_UP }, + { +1, 0, MV_RIGHT }, + { +1, +1, MV_RIGHT | MV_DOWN }, + { 0, +1, MV_DOWN }, + { -1, +1, MV_LEFT | MV_DOWN }, + { -1, 0, MV_LEFT }, + }; + int start_pos, check_order; + boolean can_clone = FALSE; + int i; + + /* check if there is any free field around current position */ + for (i = 0; i < 8; i++) + { + int newx = x + check_xy[i].dx; + int newy = y + check_xy[i].dy; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + can_clone = TRUE; + + break; + } + } + + if (can_clone) /* randomly find an element to clone */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + + if (ANDROID_CAN_CLONE_FIELD(newx, newy)) + { + element_info[element].move_leave_type = LEAVE_TYPE_LIMITED; + element_info[element].move_leave_element = EL_TRIGGER_ELEMENT; + + Store[x][y] = Feld[newx][newy]; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* randomly find a direction to move */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_clone_time * 8 + 1; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* cloning and moving successful */ + return; + + /* cannot clone -- try to move towards player */ + + start_pos = check_pos[MovDir[x][y] & 0x0f]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 3; i++) + { + /* first check start_pos, then previous/next or (next/previous) pos */ + int pos_raw = start_pos + (i < 2 ? i : -1) * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IS_PLAYER(newx, newy)) + break; + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_move_time * 8 + 1; + + break; + } + } + } + } + else if (move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM || + move_pattern == MV_ALL_DIRECTIONS) + { + boolean can_turn_left = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + return; + + if (move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (move_pattern == MV_TURNING_LEFT_RIGHT) + MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); + else if (move_pattern == MV_TURNING_RIGHT_LEFT) + MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); + else if (move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : + can_turn_right && !can_turn_left ? right_dir : + RND(2) ? left_dir : right_dir); + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) + { + if (move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_WIND_DIRECTION) + { + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_LEFT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) + { + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + MovDir[x][y] = MV_NONE; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + { + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; + return; + } + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; - if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) MovDir[x][y] = old_move_dir; + } + } + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) + { + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NONE; MovDelay[x][y] = 0; } - else if (element == EL_DRAGON) + else if (move_pattern & MV_MAZE_RUNNER_STYLE) { - boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y); - boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y); - boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y); - int rnd_value = 24; - int rnd = RND(rnd_value); + static int test_xy[7][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN, + MV_UP, + MV_LEFT, + MV_RIGHT, + }; + boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); + int move_preference = -1000000; /* start with very low preference */ + int new_move_dir = MV_NONE; + int start_test = RND(4); + int i; - if (can_move_on && rnd > rnd_value / 8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value / 8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value / 8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; - if (!IS_FREE(xx, yy)) - MovDir[x][y] = old_move_dir; + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; - MovDelay[x][y] = 0; + break; + } + + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) + continue; + + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; + + if (move_dir_preference > move_preference) + { + /* prefer field that has not been visited for the longest time */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + else if (move_dir_preference == move_preference && + move_dir == old_move_dir) + { + /* prefer last direction when all directions are preferred equally */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + } + + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_MOLE) +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; +#if 0 + int element, graphic; +#endif + + TurnRoundExt(x, y); + + GfxDir[x][y] = MovDir[x][y]; + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); + +#if 1 + ResetGfxFrame(x, y, FALSE); +#else + element = Feld[x][y]; + 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]; +#endif +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) { - boolean can_move_on = - (MOLE_CAN_ENTER_FIELD(move_x, move_y, - IS_AMOEBOID(Feld[move_x][move_y]) || - Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); - if (!can_move_on) + struct PlayerInfo *player = &stored_player[i]; + + if (player->active && player->is_pushing && player->MovPos) { - boolean can_turn_left = - (MOLE_CAN_ENTER_FIELD(left_x, left_y, - IS_AMOEBOID(Feld[left_x][left_y]))); + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; + + if (CAN_FALL(element) && y < lev_fieldy - 1) + { + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) + if (JustBeingPushed(x, y)) + return; + + if (element == EL_QUICKSAND_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_EMPTYING; +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; +#else + Store[x][y] = EL_ROCK; +#endif + + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (element == EL_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; + } + } + else if (element == EL_BD_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; + } + } + else if (CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + EL_BD_MAGIC_WALL_FILLING); + Store[x][y] = element; + } + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) + { + SplashAcid(x, y + 1); - boolean can_turn_right = - (MOLE_CAN_ENTER_FIELD(right_x, right_y, - IS_AMOEBOID(Feld[right_x][right_y]))); + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(2) ? left_dir : right_dir); - else if (can_turn_left) - MovDir[x][y] = left_dir; - else - MovDir[x][y] = right_dir; + Store[x][y] = EL_ACID; } + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - } - else if (element == EL_BALLOON) - { - MovDir[x][y] = game.balloon_dir; - MovDelay[x][y] = 0; - } - else if (element == EL_SPRING) - { - if (MovDir[x][y] & MV_HORIZONTAL && - (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) || - IN_LEV_FIELD_AND_IS_FREE(x, y + 1))) - MovDir[x][y] = MV_NO_MOVING; + (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))) || - MovDelay[x][y] = 0; - } - else if (element == EL_ROBOT || - element == EL_SATELLITE || - element == EL_PENGUIN) - { - int attr_x = -1, attr_y = -1; + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) + { + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ - if (AllPlayersGone) + CheckCollision[x][y] = 0; + + Impact(x, y); + } + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { - attr_x = ExitX; - attr_y = ExitY; + if (MovDir[x][y] == MV_NONE) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } } - else + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - int i; + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; + + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + else if (element == EL_AMOEBA_DROP) + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + } + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) + { + boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - for (i=0; ijx, jy = player->jy; + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; - if (!player->active) - continue; + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } +#else + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; - if (attr_x == -1 || - ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) - { - attr_x = jx; - attr_y = jy; - } + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); } - } +#endif - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) - { - attr_x = ZX; - attr_y = ZY; - } +#if USE_NEW_ALL_SLIPPERY +#else +#if USE_NEW_SP_SLIPPERY + /* !!! better use the same properties as for custom elements here !!! */ + else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && + can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) + { + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; + } +#endif +#endif - if (element == EL_PENGUIN) - { - int i; - static int xy[4][2] = +#if USE_NEW_ALL_SLIPPERY + if (can_fall_both) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + 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)); - for (i=0; i<4; i++) + can_fall_both = FALSE; + } +#else + if (can_fall_both) { - int ex = x + xy[i % 4][0]; - int ey = y + xy[i % 4][1]; + if (game.emulation == EMU_BOULDERDASH || + element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) - { - attr_x = ex; - attr_y = ey; - break; - } + can_fall_both = FALSE; + } +#endif + + if (can_fall_any) + { + /* if not determined otherwise, prefer left side for slipping down */ + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); + started_moving = TRUE; } } +#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)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); + int belt_dir = game.belt_dir[belt_nr]; - MovDir[x][y] = MV_NO_MOVING; - if (attr_x < x) - MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); - else if (attr_x > x) - MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_y < y) - MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); - else if (attr_y > y) - MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + if ((belt_dir == MV_LEFT && left_is_free) || + (belt_dir == MV_RIGHT && right_is_free)) + { + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); - if (element == EL_ROBOT) - { - int newx, newy; + InitMovingField(x, y, belt_dir); + started_moving = TRUE; - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) - MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; - if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8 + 8 * !RND(3); + GfxAction[x][y] = ACTION_DEFAULT; + } else - MovDelay[x][y] = 16; + { + MovDir[x][y] = 0; /* if element was moving, stop it */ + } } - else if (element == EL_PENGUIN) - { - int newx, newy; + } - MovDelay[x][y] = 1; + /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE) +#else + if (CAN_MOVE(element) && !started_moving) +#endif + { + int move_pattern = element_info[element].move_pattern; + int newx, newy; - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) - { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NONE) + { + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); + } +#endif +#endif - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) - return; + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + WasJustMoving[x][y] = 0; + CheckCollision[x][y] = 0; - if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) - return; + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); - MovDir[x][y] = old_move_dir; + 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)) + DrawLevelField(x, y); } } - else /* (element == EL_SATELLITE) */ + + if (MovDelay[x][y]) /* wait some time before next movement */ { - int newx, newy; + 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 + 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; - MovDelay[x][y] = 1; + if (MovDelay[x][y]) + { + int flamed = MovingOrBlocked2Element(xx, yy); - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) - { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else + RemoveMovingField(xx, yy); +#endif - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + ChangeDelay[xx][yy] = 0; - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) - return; + Feld[xx][yy] = EL_FLAMES; - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + 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); + } + } + } - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) - return; + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlayLevelSoundAction(x, y, ACTION_WAITING); - MovDir[x][y] = old_move_dir; return; } } - } - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || - element_info[element].move_pattern == MV_TURNING_LEFT || - element_info[element].move_pattern == MV_TURNING_RIGHT) - { - boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); - - if (element_info[element].move_pattern == MV_TURNING_LEFT) - MovDir[x][y] = left_dir; - else if (element_info[element].move_pattern == MV_TURNING_RIGHT) - MovDir[x][y] = right_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (element_info[element].move_pattern == MV_HORIZONTAL || - element_info[element].move_pattern == MV_VERTICAL) - { - if (element_info[element].move_pattern & old_move_dir) - MovDir[x][y] = back_dir; - else if (element_info[element].move_pattern == MV_HORIZONTAL) - MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); - else if (element_info[element].move_pattern == MV_VERTICAL) - MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + /* now make next step */ - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (element_info[element].move_pattern & MV_ANY_DIRECTION) - { - MovDir[x][y] = element_info[element].move_pattern; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) - { - if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = right_dir; + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) - { - if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) - MovDir[x][y] = right_dir; - else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) - MovDir[x][y] = left_dir; + 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]); - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - } - else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER || - element_info[element].move_pattern == MV_AWAY_FROM_PLAYER) - { - int attr_x = -1, attr_y = -1; - int newx, newy; - boolean move_away = - (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER); + return; + } - if (AllPlayersGone) + 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))) { - attr_x = ExitX; - attr_y = ExitY; + SplashAcid(newx, newy); + Store[x][y] = EL_ACID; } - else + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) { - int i; + if (Feld[newx][newy] == EL_EXIT_OPEN) + { + RemoveField(x, y); + 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) + local_player->LevelSolved = local_player->GameOver = TRUE; - for (i=0; ijx, jy = player->jy; + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) + DrawLevelField(newx, newy); + else + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; - if (!player->active) - continue; + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - if (attr_x == -1 || - ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - 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 { - attr_x = jx; - attr_y = jy; + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); } + + PlayLevelSound(x, y, SND_PIG_DIGGING); } - } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - MovDir[x][y] = MV_NO_MOVING; - if (attr_x < x) - MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); - else if (attr_x > x) - MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); - if (attr_y < y) - MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); - else if (attr_y > y) - MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + 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; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + /* check if element to clone is still there */ + for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++) + { + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y]) + { + can_clone = TRUE; - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) - { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + break; + } + } - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + /* cannot clone or target field not free anymore -- do not clone */ + if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + Store[x][y] = EL_EMPTY; + } - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) - return; + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + if (IS_MV_DIAGONAL(MovDir[x][y])) + { + int diagonal_move_dir = MovDir[x][y]; + int stored = Store[x][y]; + int change_delay = 8; + int graphic; - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + /* android is moving diagonally */ - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) - return; + CreateField(x, y, EL_DIAGONAL_SHRINKING); - MovDir[x][y] = old_move_dir; - } - } -} + Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored); + GfxElement[x][y] = EL_EMC_ANDROID; + GfxAction[x][y] = ACTION_SHRINKING; + GfxDir[x][y] = diagonal_move_dir; + ChangeDelay[x][y] = change_delay; -static boolean JustBeingPushed(int x, int y) -{ - int i; + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], + GfxDir[x][y]); - for (i=0; iactive && player->Pushing && player->MovPos) - { - int next_jx = player->jx + (player->jx - player->last_jx); - int next_jy = player->jy + (player->jy - player->last_jy); + if (Feld[newx][newy] == EL_ACID) + { + SplashAcid(newx, newy); - if (x == next_jx && y == next_jy) - return TRUE; - } - } + return; + } - return FALSE; -} + CreateField(newx, newy, EL_DIAGONAL_GROWING); -void StartMoving(int x, int y) -{ - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); - boolean started_moving = FALSE; /* some elements can fall _and_ move */ - int element = Feld[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 (Stop[x][y]) - return; + graphic = el_act_dir2img(GfxElement[newx][newy], + GfxAction[newx][newy], GfxDir[newx][newy]); - /* !!! this should be handled more generic (not only for mole) !!! */ - if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) - GfxAction[x][y] = ACTION_DEFAULT; + DrawLevelGraphicAnimation(newx, newy, graphic); + PlayLevelSoundAction(newx, newy, ACTION_GROWING); - if (CAN_FALL(element) && y < lev_fieldy - 1) - { - if ((x>0 && IS_PLAYER(x-1, y)) || (x EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY - */ -#if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) -#else - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && - element != EL_DX_SUPABOMB) -#endif -#else - else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || - (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && - element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) -#endif + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) { - boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && - (IS_FREE(x - 1, y + 1) || - Feld[x - 1][y + 1] == EL_ACID)); - boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && - (IS_FREE(x + 1, y + 1) || - Feld[x + 1][y + 1] == EL_ACID)); - boolean can_fall_any = (can_fall_left || can_fall_right); - boolean can_fall_both = (can_fall_left && can_fall_right); + /* object was running against a wall */ - if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + TurnRound(x, y); + +#if 0 + /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */ + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) { - int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); - if (slippery_type == SLIPPERY_ONLY_LEFT) - can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ONLY_RIGHT) - can_fall_left = FALSE; - else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) - can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) - can_fall_left = FALSE; + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); - can_fall_any = (can_fall_left || can_fall_right); - can_fall_both = (can_fall_left && can_fall_right); + element = Feld[x][y]; /* element might have changed */ } +#endif + + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesPlayer(x, y); + + return; + } + + InitMovingField(x, y, MovDir[x][y]); + + PlayLevelSoundAction(x, y, ACTION_MOVING); + } + + if (MovDir[x][y]) + ContinueMoving(x, y); +} - if (can_fall_any) - { - if (can_fall_both && - (game.emulation != EMU_BOULDERDASH && - element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - can_fall_left = !(can_fall_right = RND(2)); +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); - InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); - started_moving = TRUE; - } - } - else if (IS_BELT_ACTIVE(Feld[x][y + 1])) - { - boolean left_is_free = (x > 0 && IS_FREE(x - 1, y)); - boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); - int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); - int belt_dir = game.belt_dir[belt_nr]; + MovPos[x][y] += getElementMoveStepsize(x, y); - if ((belt_dir == MV_LEFT && left_is_free) || - (belt_dir == MV_RIGHT && right_is_free)) - { - InitMovingField(x, y, belt_dir); - started_moving = TRUE; + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - GfxAction[x][y] = ACTION_DEFAULT; - } - } + if (ABS(MovPos[x][y]) < TILEX) + { + DrawLevelField(x, y); + + return; /* element is still moving */ } - /* not "else if" because of elements that can fall and move (EL_SPRING) */ - if (CAN_MOVE(element) && !started_moving) + /* element reached destination field */ + + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ { - int newx, newy; + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if ((element == EL_SATELLITE || - element == EL_BALLOON || - element == EL_SPRING) - && JustBeingPushed(x, y)) - return; + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; -#if 0 -#if 0 - if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) - Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */ -#else - if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) - { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] == EL_BLOCKED) - Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ - } +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); #endif + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); #endif + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - if (!MovDelay[x][y]) /* 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 (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - if (element != EL_YAMYAM && - element != EL_DARK_YAMYAM && - element != EL_PACMAN && - !(element_info[element].move_pattern & MV_ANY_DIRECTION) && - element_info[element].move_pattern != MV_TURNING_LEFT && - element_info[element].move_pattern != MV_TURNING_RIGHT) - { - TurnRound(x, y); + Back[x][y] = Back[newx][newy] = 0; + } - if (MovDelay[x][y] && (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON || - element == EL_MOLE)) - DrawLevelField(x, y); - } - } + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; - if (MovDelay[x][y]) /* wait some time before next movement */ - { - MovDelay[x][y]--; + MovDelay[newx][newy] = 0; -#if 0 - if (element == EL_YAMYAM) - { - printf("::: %d\n", - el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); - DrawLevelElementAnimation(x, y, element); - } +#if 1 + if (CAN_CHANGE_OR_HAS_ACTION(element)) +#else + if (CAN_CHANGE(element)) #endif + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; - if (MovDelay[x][y]) /* element still has to wait some time */ - { #if 0 - /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ - ResetGfxAnimation(x, y); +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; #endif - GfxAction[x][y] = ACTION_WAITING; - } +#endif + } - if (element == EL_ROBOT || -#if 0 - element == EL_PACMAN || +#if 1 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; #endif - element == EL_YAMYAM || - element == EL_DARK_YAMYAM) - { -#if 0 - DrawLevelElementAnimation(x, y, element); -#else - DrawLevelElementAnimationIfNeeded(x, y, element); #endif - PlaySoundLevelAction(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, -1); - for (i=1; i<=3; i++) - { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); - int flame_graphic = graphic + (i - 1); + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) - break; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx, yy); + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) - Bang(xx, yy); - else - RemoveMovingField(xx, yy); + Pushed[x][y] = Pushed[newx][newy] = FALSE; - Feld[xx][yy] = EL_FLAMES; - if (IN_SCR_FIELD(sx, sy)) - DrawGraphic(sx, sy, flame_graphic, frame); - } - else - { - if (Feld[xx][yy] == EL_FLAMES) - Feld[xx][yy] = EL_EMPTY; - DrawLevelField(xx, yy); - } - } - } + /* some elements can leave other elements behind after moving */ +#if 1 + if (ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#endif + { + int move_leave_element = ei->move_leave_element; - if (MovDelay[x][y]) /* element still has to wait some time */ - { - PlaySoundLevelAction(x, y, ACTION_WAITING); +#if 1 +#if 1 + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored); +#else + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif +#else + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_type == LEAVE_TYPE_LIMITED && + ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif - return; - } + Feld[x][y] = move_leave_element; - /* 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; - } + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; - /* now make next step */ + InitField(x, y, FALSE); - Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); - if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) && - !PLAYER_PROTECTED(newx, newy)) - { -#if 1 - TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); - return; -#else - /* player killed by element which is deadly when colliding with */ - MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx, newy)); - return; -#endif + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } - } - 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) - { - SplashAcid(x, y); - Store[x][y] = EL_ACID; - } - else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) - { - if (Feld[newx][newy] == EL_EXIT_OPEN) - { - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ - PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING); - if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + 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; - local_player->friends_still_needed--; - if (!local_player->friends_still_needed && - !local_player->GameOver && AllPlayersGone) - local_player->LevelSolved = local_player->GameOver = TRUE; + DrawLevelField(x, y); + DrawLevelField(newx, newy); - return; - } - else if (IS_FOOD_PENGUIN(Feld[newx][newy])) - { - if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) - DrawLevelField(newx, newy); - else - MovDir[x][y] = MV_NO_MOVING; - } - else if (!IS_FREE(newx, newy)) - { - GfxAction[x][y] = ACTION_WAITING; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - } - else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) - { - if (IS_FOOD_PIG(Feld[newx][newy])) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + /* prevent pushed element from moving on in pushed direction */ + if (pushed_by_player && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); - PlaySoundLevel(x, y, SND_PIG_DIGGING); - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - } - else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) - { - if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - else - { - boolean wanna_flame = !RND(10); - int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; - int element1 = (IN_LEV_FIELD(newx1, newy1) ? - MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); - int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + /* 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 (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); - if ((wanna_flame || - IS_CLASSIC_ENEMY(element1) || - IS_CLASSIC_ENEMY(element2)) && - element1 != EL_DRAGON && element2 != EL_DRAGON && - element1 != EL_FLAMES && element2 != EL_FLAMES) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + WasJustMoving[newx][newy] = CHECK_DELAY_MOVING; - PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = CHECK_DELAY_FALLING; - MovDelay[x][y] = 50; - Feld[newx][newy] = EL_FLAMES; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) - Feld[newx1][newy1] = EL_FLAMES; - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) - Feld[newx2][newy2] = EL_FLAMES; - return; - } - } - } - else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMOND) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; + } - PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); - } - else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && - IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesPlayer(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - PlaySoundLevel(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]]--; - } + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); - if (element == EL_MOLE) - { - Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlaySoundLevel(x, y, SND_MOLE_DIGGING); + if (pushed_by_player && !game.use_change_when_pushing_bug) + { + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_DIGGING; - DrawLevelField(x, y); + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); + } - MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ - return; /* wait for shrinking amoeba */ - } - else /* element == EL_PACMAN */ + if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ + MovDelay[newx][newy] = 1; + + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); + + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + { + int page = ChangePage[newx][newy]; + struct ElementChangeInfo *change = &ei->change_page[page]; + + ChangePage[newx][newy] = -1; + + if (change->can_change) + { + if (ChangeElement(newx, newy, element, page)) { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + if (change->post_change_function) + change->post_change_function(newx, newy); } } - 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 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); + if (change->has_action) + ExecuteCustomElementAction(newx, newy, element, page); + } #endif - if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); + TestIfElementHitsCustomElement(newx, newy, direction); + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); -#if 0 - PlaySoundLevelAction(x, y, ACTION_WAITING); +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); #endif +} - return; - } +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 } + }; - InitMovingField(x, y, MovDir[x][y]); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; - PlaySoundLevelAction(x, y, ACTION_MOVING); + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; } - if (MovDir[x][y]) - ContinueMoving(x, y); + return group_nr; } -void ContinueMoving(int x, int y) +void AmoebenVereinigen(int ax, int ay) { - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int newx = x + dx, newy = y + dy; - int nextx = newx + dx, nexty = newy + dy; - boolean pushed = Pushed[x][y]; - - MovPos[x][y] += getElementMoveStepsize(x, y); + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (pushed) /* special case: moving object pushed by player */ - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + if (new_group_nr == 0) + return; - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + for (i = 0; i < NUM_DIRECTIONS; i++) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + x = ax + xy[i][0]; + y = ay + xy[i][1]; - if (element == EL_MOLE) - { - Feld[x][y] = EL_SAND; + if (!IN_LEV_FIELD(x, y)) + continue; - 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) + 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) { - 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]; + int old_group_nr = AmoebaNr[x][y]; + + if (old_group_nr == 0) + return; + + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; + AmoebaCnt[old_group_nr] = 0; + AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; + AmoebaCnt2[old_group_nr] = 0; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; + } } - else if (element == EL_MAGIC_WALL_EMPTYING) + } +} + +void AmoebeUmwandeln(int ax, int ay) +{ + int i, x, y; + + if (Feld[ax][ay] == EL_AMOEBA_DEAD) + { + int group_nr = AmoebaNr[ax][ay]; + +#ifdef DEBUG + if (group_nr == 0) { - 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]; + printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandeln(): This should never happen!\n"); + return; } - else if (element == EL_BD_MAGIC_WALL_FILLING) +#endif + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; + } } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) + + 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] = { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; + x = ax + xy[i][0]; + y = ay + xy[i][1]; + + 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); + } } - else if (element == EL_SOKOBAN_OBJECT) - { - if (Back[x][y]) - Feld[x][y] = Back[x][y]; + } +} + +void AmoebeUmwandelnBD(int ax, int ay, int new_element) +{ + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; - if (Back[newx][newy]) - Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; + } +#endif - Back[x][y] = Back[newx][newy] = 0; - } - else if (Store[x][y] == EL_ACID) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) { - element = Feld[newx][newy] = EL_ACID; + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + DrawLevelField(x, y); + done = TRUE; } + } - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; - - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; + if (done) + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); +} - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ +void AmoebeWaechst(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; - Pushed[x][y] = Pushed[newx][newy] = FALSE; + if (!MovDelay[x][y]) /* start new growing cycle */ + { + MovDelay[x][y] = 7; - ResetGfxAnimation(x, y); /* reset animation values for old field */ + if (DelayReached(&sound_delay, sound_delay_value)) + { + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); + sound_delay_value = 30; + } + } -#if 0 - /* 2.1.1 (does not work correctly for spring) */ - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; -#else + if (MovDelay[x][y]) /* wait some time before growing bigger */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, + 6 - MovDelay[x][y]); -#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; - */ + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); + } - if (!CAN_MOVE(element) || - (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; -#endif -#endif + if (!MovDelay[x][y]) + { + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + DrawLevelField(x, y); + } + } +} - DrawLevelField(x, y); - DrawLevelField(newx, newy); +void AmoebaDisappearing(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; - if (!pushed) /* special case: moving object pushed by player */ - JustStopped[newx][newy] = 3; + if (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; + } - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, + 6 - MovDelay[x][y]); - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - CheckElementChange(newx, newy, element, CE_COLLISION); + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); - TestIfPlayerTouchesCustomElement(newx, newy); - TestIfElementTouchesCustomElement(newx, newy); - } - else /* still moving on */ - { - DrawLevelField(x, y); + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } } } -int AmoebeNachbarNr(int ax, int ay) +void AmoebeAbleger(int ax, int ay) { int i; int element = Feld[ax][ay]; - int group_nr = 0; + int graphic = el2img(element); + int newax = ax, neway = ay; + boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); static int xy[4][2] = { { 0, -1 }, @@ -4421,959 +7351,1369 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i=0; i<4; i++) + if (!level.amoeba_speed && element != EL_EMC_DRIPPER) { - int x = ax + xy[i][0]; - int y = ay + xy[i][1]; + Feld[ax][ay] = EL_AMOEBA_DEAD; + DrawLevelField(ax, ay); + return; + } - if (!IN_LEV_FIELD(x, y)) - continue; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - if (Feld[x][y] == element && AmoebaNr[x][y] > 0) - group_nr = AmoebaNr[x][y]; + if (!MovDelay[ax][ay]) /* start making new amoeba field */ + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + + if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; } - return group_nr; -} + 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]; -void AmoebenVereinigen(int ax, int ay) -{ - int i, x, y, xx, yy; - int new_group_nr = AmoebaNr[ax][ay]; - static int xy[4][2] = + if (!IN_LEV_FIELD(x, y)) + return; + + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + } + + if (newax == ax && neway == ay) + return; + } + else /* normal or "filled" (BD style) amoeba */ { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + 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 (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + break; + } + else if (IS_PLAYER(x, y)) + waiting_for_player = TRUE; + } + + if (newax == ax && neway == ay) /* amoeba cannot grow */ + { + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) + { + 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; + } + else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) + { + /* amoeba gets larger by growing in some direction */ + + int new_group_nr = AmoebaNr[ax][ay]; +#ifdef DEBUG if (new_group_nr == 0) + { + printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); + printf("AmoebeAbleger(): This should never happen!\n"); return; + } +#endif + + AmoebaNr[newax][neway] = new_group_nr; + AmoebaCnt[new_group_nr]++; + AmoebaCnt2[new_group_nr]++; + + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); + + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; + } + } + } - for (i=0; i<4; i++) + if (!can_drop || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; + } + else if (neway == ay || element == EL_EMC_DRIPPER) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ - if (!IN_LEV_FIELD(x, y)) - continue; + PlayLevelSoundAction(newax, neway, ACTION_GROWING); + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; + } - if ((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]; + DrawLevelField(newax, neway); +} - if (old_group_nr == 0) - return; +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; +#if 0 + static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ +#endif + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : + level.biomaze); + boolean changed = FALSE; - 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(ax, ay, graphic); + + if (Stop[ax][ay]) + return; - for (yy=0; yy life_parameter[1]) { - if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = EL_AMOEBA_TO_DIAMOND; - } + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; } } - PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(ax, ay); - } - else - { - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - for (i=0; i<4; i++) - { - x = ax + xy[i][0]; - y = ay + xy[i][1]; - - if (!IN_LEV_FIELD(x, y)) - continue; - - if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) { - PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(x, y); + 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; } } } + + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); } -void AmoebeUmwandelnBD(int ax, int ay, int new_element) +static void InitRobotWheel(int x, int y) { - int x, y; - int group_nr = AmoebaNr[ax][ay]; - boolean done = FALSE; - -#ifdef DEBUG - if (group_nr == 0) - { - printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandelnBD(): This should never happen!\n"); - return; - } -#endif + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} - for (y=0; y 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); - } + x = bx - 1 + xx; + y = by - 1 + yy; - if (!MovDelay[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++) { - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - DrawLevelField(x, y); + 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]); } } + + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; } -void AmoebaDisappearing(int x, int y) +static void InitDiagonalMovingElement(int x, int y) { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; +#if 0 + MovDelay[x][y] = level.android_move_time; +#endif +} - if (!MovDelay[x][y]) /* start new shrinking cycle */ +void CheckExit(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - MovDelay[x][y] = 7; + int element = Feld[x][y]; + int graphic = el2img(element); - if (DelayReached(&sound_delay, sound_delay_value)) - sound_delay_value = 30; - } + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - 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]); + return; + } - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); - } + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + Feld[x][y] = EL_EXIT_OPENING; - /* don't let mole enter this field in this cycle; - (give priority to objects falling to this field from above) */ - Stop[x][y] = TRUE; - } - } + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); } -void AmoebeAbleger(int ax, int ay) +void CheckExitSP(int x, int y) { - int i; - int element = Feld[ax][ay]; - int graphic = el2img(element); - int newax = ax, neway = ay; - static int xy[4][2] = + if (local_player->gems_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 (!level.amoeba_speed) - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); return; } - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + Feld[x][y] = EL_SP_EXIT_OPENING; - if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} + +static void CloseAllOpenTimegates() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; + int element = Feld[x][y]; + + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; + + PlayLevelSoundAction(x, y, ACTION_CLOSING); + } } +} - 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]; +void EdelsteinFunkeln(int x, int y) +{ + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; - if (!IN_LEV_FIELD(x, y)) - return; + if (Feld[x][y] == EL_BD_DIAMOND) + return; - /* !!! 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; - } + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !SimpleRND(500); - if (newax == ax && neway == ay) - return; - } - else /* normal or "filled" (BD style) amoeba */ + if (MovDelay[x][y] != 0) /* wait some time before next frame */ { - int start = RND(4); - boolean waiting_for_player = FALSE; + MovDelay[x][y]--; + + if (setup.direct_draw && MovDelay[x][y]) + SetDrawtoField(DRAW_BUFFERED); + + DrawLevelElementAnimation(x, y, Feld[x][y]); - for (i=0; i<4; i++) + if (MovDelay[x][y] != 0) { - int j = (start + i) % 4; - int x = ax + xy[j][0]; - int y = ay + xy[j][1]; + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); - if (!IN_LEV_FIELD(x, y)) - continue; + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) + if (setup.direct_draw) { - newax = x; - neway = y; - break; - } - else if (IS_PLAYER(x, y)) - waiting_for_player = TRUE; - } + int dest_x, dest_y; - if (newax == ax && neway == ay) /* amoeba cannot grow */ - { - if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - AmoebaCnt[AmoebaNr[ax][ay]]--; + dest_x = FX + SCREENX(x) * TILEX; + dest_y = FY + SCREENY(y) * TILEY; - 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); - } + BlitBitmap(drawto_field, window, + dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); + SetDrawtoField(DRAW_DIRECT); } - return; } - else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) - { - /* amoeba gets larger by growing in some direction */ + } +} - int new_group_nr = AmoebaNr[ax][ay]; +void MauerWaechst(int x, int y) +{ + int delay = 6; -#ifdef DEBUG - if (new_group_nr == 0) + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ { - printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); - printf("AmoebeAbleger(): This should never happen!\n"); - return; - } -#endif + MovDelay[x][y]--; - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); + int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); - /* if amoeba touches other amoeba(s) after growing, unify them */ - AmoebenVereinigen(newax, neway); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } - if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + if (!MovDelay[x][y]) + { + if (MovDir[x][y] == MV_LEFT) { - AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); - return; + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) + DrawLevelField(x - 1, y); + } + else if (MovDir[x][y] == MV_RIGHT) + { + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) + DrawLevelField(x + 1, y); + } + else if (MovDir[x][y] == MV_UP) + { + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) + DrawLevelField(x, y - 1); + } + else + { + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) + DrawLevelField(x, y + 1); } - } - } - 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 - PlaySoundLevelAction(newax, neway, ACTION_GROWING); -#else - PlaySoundLevel(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; + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + DrawLevelField(x, y); + } } - - DrawLevelField(newax, neway); } -void Life(int ax, int ay) +void MauerAbleger(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_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) { - int xx = ax+x1, yy = ay+y1; - int nachbarn = 0; + if (oben_frei) + { + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); + new_wall = TRUE; + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; + } + } - if (!IN_LEV_FIELD(xx, yy)) - continue; + 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; + } - 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_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 (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) - continue; + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); - 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 (!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 (xx == ax && yy == ay) /* field in the middle */ + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; + + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); +} + +void CheckForDragon(int x, int y) +{ + int i, j; + boolean dragon_found = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + 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; } - /* !!! 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]) + } + + 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]) + 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); - Stop[xx][yy] = TRUE; - changed = TRUE; + } + else + break; } } } - - if (changed) - PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : - SND_GAME_OF_LIFE_GROWING); } -static void InitRobotWheel(int x, int y) +static void InitBuggyBase(int x, int y) { - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; -} + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; -static void RunRobotWheel(int x, int y) -{ - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + 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 StopRobotWheel(int x, int y) +static void WarnBuggyBase(int x, int y) { - if (ZX == x && ZY == y) - ZX = ZY = -1; + 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; + } + } } -static void InitTimegateWheel(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 RunTimegateWheel(int x, int y) +static void ActivateTrap(int x, int y) { - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); } -void CheckExit(int x, int y) +static void ChangeActiveTrap(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); + int graphic = IMG_TRAP_ACTIVE; - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawLevelFieldCrumbledSand(x, y); +} - return; - } +static int getSpecialActionElement(int element, int number, int base_element) +{ + return (element != EL_EMPTY ? element : + number != -1 ? base_element + number - 1 : + EL_EMPTY); +} - Feld[x][y] = EL_EXIT_OPENING; +static int getModifiedActionNumber(int value_old, int operator, int operand, + int value_min, int value_max) +{ + int value_new = (operator == CA_MODE_SET ? operand : + operator == CA_MODE_ADD ? value_old + operand : + operator == CA_MODE_SUBTRACT ? value_old - operand : + operator == CA_MODE_MULTIPLY ? value_old * operand : + operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) : + operator == CA_MODE_MODULO ? value_old % MAX(1, operand) : + value_old); - PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); + return (value_new < value_min ? value_min : + value_new > value_max ? value_max : + value_new); } -void CheckExitSP(int x, int y) +static void ExecuteCustomElementAction(int x, int y, int element, int page) { - if (local_player->gems_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 i; + if (!change->has_action) return; - } - Feld[x][y] = EL_SP_EXIT_OPEN; + /* ---------- determine action paramater values -------------------------- */ + + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); + + int action_arg_element = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + EL_EMPTY); + + int action_arg_direction = + (action_arg >= CA_ARG_DIRECTION_LEFT && + action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION : + action_arg == CA_ARG_DIRECTION_TRIGGER ? + change->actual_trigger_side : + action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ? + MV_DIR_OPPOSITE(change->actual_trigger_side) : + MV_NONE); + + int action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); + + int action_arg_number_max = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : + action_type == CA_SET_LEVEL_GEMS ? 999 : + action_type == CA_SET_LEVEL_TIME ? 9999 : + action_type == CA_SET_LEVEL_SCORE ? 99999 : + action_type == CA_SET_CE_VALUE ? 9999 : + action_type == CA_SET_CE_SCORE ? 9999 : + CA_ARG_MAX); + + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : +#if 1 + action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) : +#else + action_type == CA_SET_CE_VALUE ? ei->custom_value_initial : +#endif + action_type == CA_SET_CE_SCORE ? 0 : + 0); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : +#if USE_NEW_CUSTOM_VALUE + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : +#else + action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial : +#endif + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element): + action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: + action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) : + action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score: + action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_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 >= EL_PLAYER_1 && + change->actual_trigger_player <= EL_PLAYER_4 ? + (1 << (change->actual_trigger_player - EL_PLAYER_1)) : + PLAYER_BITS_ANY); + + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + PLAYER_BITS_ANY); + + /* ---------- execute action -------------------------------------------- */ + + switch(action_type) + { + case CA_NO_ACTION: + { + return; + } + + /* ---------- level actions ------------------------------------------- */ - PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); -} + case CA_RESTART_LEVEL: + { + game.restart_level = TRUE; -static void CloseAllOpenTimegates() -{ - int x, y; + break; + } - for (y=0; yshow_envelope = element; + + break; + } - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + case CA_SET_LEVEL_TIME: + { + if (level.time > 0) /* only modify limited time value */ { - Feld[x][y] = EL_TIMEGATE_CLOSING; -#if 1 - PlaySoundLevelAction(x, y, ACTION_CLOSING); -#else - PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING); -#endif + TimeLeft = action_arg_number_new; + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); } + + break; } - } -} -void EdelsteinFunkeln(int x, int y) -{ - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) - return; + case CA_SET_LEVEL_SCORE: + { + local_player->score = action_arg_number_new; - if (Feld[x][y] == EL_BD_DIAMOND) - return; + DrawGameValue_Score(local_player->score); - if (MovDelay[x][y] == 0) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + break; + } - if (MovDelay[x][y] != 0) /* wait some time before next frame */ - { - MovDelay[x][y]--; + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + DrawGameValue_Emeralds(local_player->gems_still_needed); - DrawLevelElementAnimation(x, y, Feld[x][y]); + break; + } - if (MovDelay[x][y] != 0) +#if !USE_PLAYER_GRAVITY + case CA_SET_LEVEL_GRAVITY: { - int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, - 10 - MovDelay[x][y]); + game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity : + game.gravity); + break; + } +#endif - DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); + case CA_SET_LEVEL_WIND: + { + game.wind_direction = action_arg_direction; - if (setup.direct_draw) - { - int dest_x, dest_y; + break; + } - dest_x = FX + SCREENX(x) * TILEX; - dest_y = FY + SCREENY(y) * TILEY; + /* ---------- player actions ------------------------------------------ */ - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); - } - } - } -} + 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; -void MauerWaechst(int x, int y) -{ - int delay = 6; + break; + } - 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)) + stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE; - 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], MovDir[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) + 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 - 1, y) && IS_WALL(Feld[x - 1][y])) - DrawLevelField(x - 1, y); + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; + +#if 1 + DrawGameDoorValues(); +#else + DrawGameValue_Keys(stored_player[i].key); +#endif + + redraw_mask |= REDRAW_DOOR_1; + } + } } - else if (MovDir[x][y] == MV_RIGHT) + + break; + } + + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) { - if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) - DrawLevelField(x + 1, y); + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; + + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) + { + action_arg_number = 2; + action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : + CA_MODE_MULTIPLY); + } + else if (action_arg == CA_ARG_NUMBER_RESET) + { + action_arg_number = level.initial_player_stepsize[i]; + } + + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); + +#if 1 + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); +#else + /* make sure that value is power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + /* do no immediately change -- the player might just be moving */ + stored_player[i].move_delay_value_next = TILEX / move_stepsize; + + stored_player[i].cannot_move = + (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE); +#endif + } } - else if (MovDir[x][y] == MV_UP) + + break; + } + + case CA_SET_PLAYER_SHIELD: + { + for (i = 0; i < MAX_PLAYERS; i++) { - if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) - DrawLevelField(x, y - 1); + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } } - else + + break; + } + +#if USE_PLAYER_GRAVITY + case CA_SET_PLAYER_GRAVITY: + { + for (i = 0; i < MAX_PLAYERS; i++) { - if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) - DrawLevelField(x, y + 1); + if (trigger_player_bits & (1 << i)) + { + stored_player[i].gravity = + (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity : + stored_player[i].gravity); + } } - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); + break; } - } -} +#endif -void MauerAbleger(int ax, int ay) -{ - int element = Feld[ax][ay]; - int graphic = el2img(element); - boolean oben_frei = FALSE, unten_frei = FALSE; - boolean links_frei = FALSE, rechts_frei = FALSE; - boolean oben_massiv = FALSE, unten_massiv = FALSE; - boolean links_massiv = FALSE, rechts_massiv = FALSE; - boolean new_wall = FALSE; + case CA_SET_PLAYER_ARTWORK: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int artwork_element = action_arg_element; - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; + stored_player[i].artwork_element = artwork_element; - if (MovDelay[ax][ay]) /* wait some time before building new wall */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + SetPlayerWaiting(&stored_player[i], 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; + /* set number of special actions for bored and sleeping animation */ + stored_player[i].num_special_action_bored = + get_num_special_action(artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + stored_player[i].num_special_action_sleeping = + get_num_special_action(artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); + } + } - if (element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) - { - if (oben_frei) - { - Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay-1] = element; - MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay - 1), - IMG_EXPANDABLE_WALL_GROWING_UP, 0); - new_wall = TRUE; - } - if (unten_frei) - { - Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay + 1), - IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); - new_wall = TRUE; + break; } - } - if (element == EL_EXPANDABLE_WALL_HORIZONTAL || - element == EL_EXPANDABLE_WALL_ANY || - element == EL_EXPANDABLE_WALL) - { - if (links_frei) - { - Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax-1][ay] = element; - 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; - } + /* ---------- CE actions ---------------------------------------------- */ - if (rechts_frei) + case CA_SET_CE_VALUE: { - Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax+1][ay] = element; - MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax + 1), SCREENY(ay), - IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); - new_wall = TRUE; - } - } +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; - if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); + CustomValue[x][y] = action_arg_number_new; - 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 0 + printf("::: CE value == %d\n", CustomValue[x][y]); +#endif - 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 (CustomValue[x][y] != last_ce_value) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X); - if (new_wall) -#if 1 - PlaySoundLevelAction(ax, ay, ACTION_GROWING); -#else - PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING); + if (CustomValue[x][y] == 0) + { +#if 0 + printf("::: CE_VALUE_GETS_ZERO\n"); #endif -} -void CheckForDragon(int x, int y) -{ - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); - for (i=0; i<4; i++) - { - for (j=0; j<4; j++) +#if 0 + printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); +#endif + } + } + +#endif + + break; + } + + case CA_SET_CE_SCORE: { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; +#if USE_NEW_CUSTOM_VALUE + int last_ce_score = ei->collect_score; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) + ei->collect_score = action_arg_number_new; + +#if 0 + printf("::: CE score == %d\n", ei->collect_score); +#endif + + if (ei->collect_score != last_ce_score) { - if (Feld[xx][yy] == EL_DRAGON) - dragon_found = TRUE; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X); + + if (ei->collect_score == 0) + { + int xx, yy; + +#if 0 + printf("::: CE_SCORE_GETS_ZERO\n"); +#endif + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X); + +#if 0 + printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); +#endif + +#if 1 + /* + 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); + } +#endif + } } - else - break; + +#endif + + break; } - } - if (!dragon_found) - { - for (i=0; i<4; i++) + /* ---------- engine actions ------------------------------------------ */ + + case CA_SET_ENGINE_SCAN_MODE: { - for (j=0; j<3; j++) - { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) - { - Feld[xx][yy] = EL_EMPTY; - DrawLevelField(xx, yy); - } - else - break; - } + InitPlayfieldScanMode(action_arg); + + break; } + + default: + break; } } -static void InitBuggyBase(int x, int y) +static void CreateFieldExt(int x, int y, int element, boolean is_change) { - 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); -} + int old_element = Feld[x][y]; + int new_element = get_element_from_group_element(element); + int previous_move_direction = MovDir[x][y]; +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; +#endif + boolean new_element_is_player = ELEM_IS_PLAYER(new_element); + boolean add_player_onto_element = (new_element_is_player && +#if USE_CODE_THAT_BREAKS_SNAKE_BITE + /* this breaks SnakeBite when a snake is + halfway through a door that closes */ + /* NOW FIXED AT LEVEL INIT IN files.c */ + new_element != EL_SOKOBAN_FIELD_PLAYER && +#endif + IS_WALKABLE(old_element)); -static void WarnBuggyBase(int x, int y) -{ - int i; - static int xy[4][2] = +#if 0 + /* check if element under the player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + Bang(x, y); + + return; + } +#endif - for (i=0; i<4; i++) + if (!add_player_onto_element) { - int xx = x + xy[i][0], yy = y + xy[i][1]; + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); + Feld[x][y] = new_element; - break; - } - } -} +#if !USE_GFX_RESET_GFX_ANIMATION + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); +#endif -static void InitTrap(int x, int y) -{ - ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); -} + if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; -static void ActivateTrap(int x, int y) -{ - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); -} +#if USE_NEW_CUSTOM_VALUE + if (element_info[new_element].use_last_ce_value) + CustomValue[x][y] = last_ce_value; +#endif -static void ChangeActiveTrap(int x, int y) -{ - int graphic = IMG_TRAP_ACTIVE; + InitField_WithBug1(x, y, FALSE); - /* if new animation frame was drawn, correct crumbled sand border */ - if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - DrawLevelFieldCrumbledSand(x, y); -} + new_element = Feld[x][y]; /* element may have changed */ -static void ChangeElementNowExt(int x, int y, int target_element) -{ -#if 0 /* !!! let the player exacpe from a suddenly unaccessible element */ - if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element)) +#if USE_GFX_RESET_GFX_ANIMATION + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); +#endif + + DrawLevelField(x, y); + + if (GFX_CRUMBLED(new_element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + +#if 1 + /* 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(x, y) && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { Bang(x, y); + return; } #endif - RemoveField(x, y); - Feld[x][y] = target_element; + /* "ChangeCount" not set yet to allow "entered by player" change one time */ + if (new_element_is_player) + RelocatePlayer(x, y, new_element); - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(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); +} - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); +static void CreateField(int x, int y, int element) +{ + CreateFieldExt(x, y, element, FALSE); +} - DrawLevelField(x, y); +static void CreateElementFromChange(int x, int y, int element) +{ + element = GET_VALID_RUNTIME_ELEMENT(element); - if (CAN_BE_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); +#if USE_STOP_CHANGED_ELEMENTS + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + int old_element = Feld[x][y]; - TestIfBadThingTouchesHero(x, y); - TestIfPlayerTouchesCustomElement(x, y); - TestIfElementTouchesCustomElement(x, y); + /* prevent changed element from moving in same engine frame + unless both old and new element can either fall or move */ + if ((!CAN_FALL(old_element) || !CAN_FALL(element)) && + (!CAN_MOVE(old_element) || !CAN_MOVE(element))) + Stop[x][y] = TRUE; + } +#endif - if (ELEM_IS_PLAYER(target_element)) - RelocatePlayer(x, y, target_element); + CreateFieldExt(x, y, element, TRUE); } -static void ChangeElementNow(int x, int y, int element) +static boolean ChangeElement(int x, int y, int element, int page) { - struct ElementChangeInfo *change = &element_info[element].change; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int ce_value = CustomValue[x][y]; + int ce_score = ei->collect_score; + int target_element; + int old_element = Feld[x][y]; + + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; - /* prevent CheckTriggeredElementChange() from looping */ - Changing[x][y] = TRUE; + if (ChangeEvent[x][y] == CE_DELAY) + { + /* reset actual trigger element, trigger player and action element */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; + change->actual_trigger_ce_score = 0; + } - CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) + return FALSE; - Changing[x][y] = FALSE; + ChangeCount[x][y]++; /* count number of changes in the same frame */ if (change->explode) { Bang(x, y); - return; + + return TRUE; } - if (change->use_content) + if (change->use_target_content) { - boolean complete_change = TRUE; - boolean can_change[3][3]; + boolean complete_replace = TRUE; + boolean can_replace[3][3]; int xx, yy; - for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { - boolean half_destructible; + boolean is_empty; + boolean is_walkable; + boolean is_diggable; + boolean is_collectible; + boolean is_removable; + boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; + int content_element = change->target_content.e[xx][yy]; int e; - can_change[xx][yy] = TRUE; + can_replace[xx][yy] = TRUE; if (ex == x && ey == y) /* do not check changing element itself */ continue; - if (change->content[xx][yy] == EL_EMPTY_SPACE) + if (content_element == EL_EMPTY_SPACE) { - can_change[xx][yy] = FALSE; /* do not change empty borders */ + can_replace[xx][yy] = FALSE; /* do not replace border with space */ continue; } if (!IN_LEV_FIELD(ex, ey)) { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; continue; } @@ -5383,194 +8723,657 @@ static void ChangeElementNow(int x, int y, int element) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) e = MovingOrBlocked2Element(ex, ey); - half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); - if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || - (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || - (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) - { - can_change[xx][yy] = FALSE; - complete_change = FALSE; - } + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); + + can_replace[xx][yy] = + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; } - if (!change->only_complete || complete_change) + if (!change->only_if_complete || complete_replace) { boolean something_has_changed = FALSE; - if (change->only_complete && change->use_random_change && - RND(100) < change->random) - return; + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; - for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { int ex = x + xx - 1; int ey = y + yy - 1; + int content_element; - if (can_change[xx][yy] && (!change->use_random_change || - RND(100) < change->random)) + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) { if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); - ChangeElementNowExt(ex, ey, change->content[xx][yy]); + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(element, content_element, change, + ce_value, ce_score); + + CreateElementFromChange(ex, ey, target_element); something_has_changed = TRUE; - /* for symmetry reasons, stop newly created border elements */ + /* for symmetry reasons, freeze newly created border elements */ if (ex != x || ey != y) - Stop[ex][ey] = TRUE; + Stop[ex][ey] = TRUE; /* no more moving in this frame */ } } if (something_has_changed) - PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + { + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } } } else { - ChangeElementNowExt(x, y, change->target_element); + target_element = GET_TARGET_ELEMENT(element, change->target_element, change, + ce_value, ce_score); + + if (element == EL_DIAGONAL_GROWING || + element == EL_DIAGONAL_SHRINKING) + { + target_element = Store[x][y]; + + Store[x][y] = EL_EMPTY; + } + + CreateElementFromChange(x, y, target_element); - PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); } + + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); + + return TRUE; } -static void ChangeElement(int x, int y) +#if USE_NEW_DELAYED_ACTION + +static void HandleElementChange(int x, int y, int page) { -#if 1 int element = MovingOrBlocked2Element(x, y); -#else - int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + +#ifdef DEBUG + if (!CAN_CHANGE_OR_HAS_ACTION(element) && + !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE_OR_HAS_ACTION(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif - struct ElementChangeInfo *change = &element_info[element].change; + + return; + } if (ChangeDelay[x][y] == 0) /* initialize element change */ { -#if 1 - ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + - RND(change->delay_random * change->delay_frames)) + 1; -#else - ChangeDelay[x][y] = changing_element[element].change_delay + 1; + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; + + if (change->can_change) + { + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); + } + } + + ChangeDelay[x][y]--; - if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + 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 (change->change_function) + change->change_function(x, y); + } + } + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + + change = &ei->change_page[page]; + } + + if (IS_MOVING(x, y)) /* never change a running system ;-) */ { - int max_random_delay = element_info[element].change.delay_random; - int delay_frames = element_info[element].change.delay_frames; + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ + + return; + } - ChangeDelay[x][y] += RND(max_random_delay * delay_frames); + if (change->can_change) + { + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } } + + if (change->has_action) + ExecuteCustomElementAction(x, y, element, page); + } +} + +#else + +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]; + +#ifdef DEBUG + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(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] = GET_CHANGE_DELAY(change) + 1; + ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); -#if 1 if (change->pre_change_function) change->pre_change_function(x, y); -#else - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); -#endif } ChangeDelay[x][y]--; if (ChangeDelay[x][y] != 0) /* continue element change */ { - int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 1 if (change->change_function) change->change_function(x, y); -#else - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); -#endif } else /* finish element change */ { -#if 0 - int next_element = changing_element[element].next_element; -#endif + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + + change = &ei->change_page[page]; + } if (IS_MOVING(x, y)) /* never change a running system ;-) */ { ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ return; } -#if 1 - ChangeElementNow(x, y, element); + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } + } +} + +#endif - if (change->post_change_function) - change->post_change_function(x, y); +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) +{ + 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; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + boolean change_done = FALSE; + int p; + + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; + + for (p = 0; p < element_info[element].num_change_pages; p++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[p]; + + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + change->trigger_page & trigger_page_bits && + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) + { + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + + if ((change->can_change && !change_done) || change->has_action) + { + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) #else - if (next_element != EL_UNDEFINED) - ChangeElementNow(x, y, next_element); - else - ChangeElementNow(x, y, element_info[element].change.target_element); + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); + HandleElementChange(x, y, p); + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } #endif + } + } + + if (change->can_change) + { + change_done = TRUE; + change_done_any = TRUE; + } + } + } + } } + + return change_done_any; } -static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, - int trigger_event) +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side) { - int i, x, y; + boolean change_done = FALSE; + int p; - if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) return FALSE; - for (i=0; i= VERSION_IDENT(3,2,0,7) && + (ChangeCount[x][y] >= game.max_num_changes_per_frame || + ChangePage[x][y] != -1))) + return FALSE; +#endif + + for (p = 0; p < element_info[element].num_change_pages; p++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - for (y=0; ycan_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) { - if (x == lx && y == ly) /* do not change trigger element itself */ - continue; + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); - if (Changing[x][y]) /* do not change just changing elements */ - continue; + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) + { + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; + + change->actual_trigger_ce_value = CustomValue[xx][yy]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + } - if (Feld[x][y] == i) + if (change->can_change && !change_done) { ChangeDelay[x][y] = 1; - ChangeElement(x, y); + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + + change_done = TRUE; + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif + } + } + + return change_done; +} + +static void PlayPlayerSound(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + int sound_element = player->artwork_element; + int last_action = player->last_action_waiting; + int action = player->action_waiting; + + if (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, sound_element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); + } + else + { + if (action != last_action) + StopSound(element_info[sound_element].sound[last_action]); + + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); + } +} + +static void PlayAllPlayersSound() +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); +} + +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; + + player->dir_waiting = move_dir; + player->last_action_waiting = player->action_waiting; + + if (is_waiting) + { + if (!last_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; + + player->frame_counter_bored = + FrameCounter + + game.player_boring_delay_fixed + + SimpleRND(game.player_boring_delay_random); + player->frame_counter_sleeping = + FrameCounter + + game.player_sleeping_delay_fixed + + SimpleRND(game.player_sleeping_delay_random); + +#if 1 + InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir); +#else + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); +#endif + } + + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && + player->anim_delay_counter == 0 && + player->post_delay_counter == 0 && + FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && + FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; + + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); + +#if 1 + 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; + } +#endif + + if (player->is_sleeping) + { + if (player->num_special_action_sleeping > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->artwork_element, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + else if (player->is_bored) + { + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->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); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_bored = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } } } } + else if (last_waiting) /* waiting -> not waiting */ + { + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - return TRUE; -} - -static boolean CheckElementChange(int x, int y, int element, int trigger_event) -{ - if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event)) - return FALSE; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - if (Feld[x][y] == EL_BLOCKED) - Blocked2Moving(x, y, &x, &y); + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - ChangeDelay[x][y] = 1; - ChangeElement(x, y); + player->dir_waiting = player->MovDir; + player->action_waiting = ACTION_DEFAULT; - return TRUE; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + } } -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static byte 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; @@ -5578,14 +9381,11 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) int down = player_action & JOY_DOWN; int button1 = player_action & JOY_BUTTON_1; int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); - - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); if (!player->active || tape.pausing) - return; + return 0; if (player_action) { @@ -5596,7 +9396,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (button2) dropped = DropElement(player); - moved = MoveFigure(player, dx, dy); + moved = MovePlayer(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) @@ -5608,91 +9408,270 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } - stored_player_action[player->index_nr] = player_action; + SetPlayerWaiting(player, FALSE); + + return player_action; } else { /* no actions for this player (no input at player's configured device) */ - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; + + return 0; + } +} + +static void CheckLevelTime() +{ + int i; + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + local_player->LevelSolved = TRUE; + 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; + } + + if (TimeFrames >= FRAMES_PER_SECOND) + { + 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) + { + 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 (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + + level.native_em_level->lev->time = + (level.time == 0 ? TimePlayed : TimeLeft); + } + + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + } +} + +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + #if 0 - printf("Trying... Player frame reset\n"); + Error(ERR_NETWORK_CLIENT, "advancing frame counter from %d to %d", + FrameCounter, FrameCounter + 1); #endif - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) + { + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; + + if (!advance_player_counters) /* not all players may be affected */ + continue; + +#if USE_NEW_PLAYER_ANIM + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); + + if (count % delay == 0) + move_frames = 1; } +#endif - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + + if (stored_player[i].move_delay > 0) + stored_player[i].move_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++; + + 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++; } +} - if (tape.recording && num_stored_actions >= MAX_PLAYERS) +void StartGameActions(boolean init_network_game, boolean record_tape, + long random_seed) +{ + unsigned long new_random_seed = InitRND(random_seed); + + if (record_tape) + TapeStartRecording(new_random_seed); + +#if defined(NETWORK_AVALIABLE) + if (init_network_game) { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; + SendToServer_StartPlaying(); + + return; } +#endif + + StopAnimation(); + + game_status = GAME_MODE_PLAYING; + + InitGame(); } void GameActions() { - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + static unsigned long game_frame_delay = 0; + unsigned long game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; + byte tape_action[MAX_PLAYERS]; + int i; - if (game_status != GAME_MODE_PLAYING) + if (game.restart_level) + StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + local_player->LevelSolved = TRUE; + 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; + } + + if (local_player->LevelSolved) + GameWon(); + + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); + + if (game_status != GAME_MODE_PLAYING) /* status might have changed */ return; - action_delay_value = + game_frame_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; /* ---------- main game synchronization point ---------- */ - WaitUntilDelayReached(&action_delay, action_delay_value); + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); 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(PLATFORM_UNIX) +#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; + /* at this point we know that we really continue executing the game */ + +#if 1 + network_player_action_received = FALSE; +#endif + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - for (i=0; ieffective_action = summarized_player_action; - for (i=0; i= VERSION_IDENT(3,2,0,7)) + { + SCAN_PLAYFIELD(x, y) + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + } + } +#endif + +#if 1 + if (game.set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !stored_player[game.centered_player_nr_next].active) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + } + + if (game.set_centered_player && + ScreenMovPos == 0) /* screen currently aligned at tile position */ + { + int sx, sy; + + if (game.centered_player_nr_next == -1) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { + sx = stored_player[game.centered_player_nr_next].jx; + sy = stored_player[game.centered_player_nr_next].jy; + } + + game.centered_player_nr = game.centered_player_nr_next; + game.set_centered_player = FALSE; + + DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch); + DrawGameDoorValues(); + } +#endif + + for (i = 0; i < MAX_PLAYERS; i++) { int actual_player_action = stored_player[i].effective_action; +#if 1 + /* !!! THIS BREAKS THE FOLLOWING TAPES: !!! + - rnd_equinox_tetrachloride 048 + - rnd_equinox_tetrachloride_ii 096 + - rnd_emanuel_schmieg 002 + - doctor_sloan_ww 001, 020 + */ + if (stored_player[i].MovPos == 0) + CheckGravityMovement(&stored_player[i]); +#endif + + /* overwrite programmed action with tape action */ if (stored_player[i].programmed_action) actual_player_action = stored_player[i].programmed_action; - if (recorded_player_action) - actual_player_action = recorded_player_action[i]; - +#if 1 PlayerActions(&stored_player[i], actual_player_action); - ScrollFigure(&stored_player[i], SCROLL_GO_ON); +#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 network_player_action_received = FALSE; +#endif ScrollScreen(NULL, SCROLL_GO_ON); -#if 0 - FrameCounter++; - TimeFrames++; - - for (i=0; ijx; int y = player->jy; - if (player->active && player->Pushing && player->is_moving && - IS_MOVING(x, y)) + 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)) { ContinueMoving(x, y); @@ -5756,25 +9871,65 @@ void GameActions() } } } -#endif - for (y=0; y 0) - JustStopped[x][y]--; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; -#if 1 /* reset finished pushing action (not done in ContinueMoving() to allow - continous pushing animation for elements without push delay) */ + 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); } -#endif #if DEBUG if (IS_BLOCKED(x, y)) @@ -5793,36 +9948,69 @@ void GameActions() #endif } - for (y=0; y> 10) % lev_fieldx; - y = (random >> 20) % lev_fieldy; -#else x = RND(lev_fieldx); y = RND(lev_fieldy); -#endif element = Feld[x][y]; - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || - element == EL_SAND || + CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT)) @@ -6001,16 +10189,20 @@ void GameActions() { game.explosions_delayed = FALSE; - for (y=0; y 0) @@ -6035,7 +10227,11 @@ void GameActions() game.magic_wall_time_left--; if (!game.magic_wall_time_left) { - for (y=0; y 0) { - struct PlayerInfo *player = &stored_player[i]; + game.lenses_time_left--; - if (SHIELD_ON(player)) - { - if (player->shield_deadly_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); - else if (player->shield_normal_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); - } + if (game.lenses_time_left == 0) + RedrawAllInvisibleElementsForLenses(); } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (game.magnify_time_left > 0) { - TimeFrames = 0; - TimePlayed++; - - for (i=0; ishield_normal_time_left--; + game.magnify_time_left--; - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } - } + if (game.magnify_time_left == 0) + RedrawAllInvisibleElementsForMagnifier(); + } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - if (TimeLeft > 0) + if (SHIELD_ON(player)) { - TimeLeft--; - - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - - if (!TimeLeft && setup.time_limit) - for (i=0; ishield_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); } - else if (level.time == 0 && !AllPlayersGone) /* level without time limit */ - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); } + CheckLevelTime(); + DrawAllPlayers(); + PlayAllPlayersSound(); if (options.debug) /* calculate frames per second */ { @@ -6146,32 +10323,18 @@ void GameActions() redraw_mask |= REDRAW_FPS; } -#if 0 - if (stored_player[0].jx != stored_player[0].last_jx || - stored_player[0].jy != stored_player[0].last_jy) - printf("::: %d, %d, %d, %d, %d\n", - stored_player[0].MovDir, - stored_player[0].MovPos, - stored_player[0].GfxPos, - stored_player[0].Frame, - stored_player[0].StepFrame); -#endif - -#if 1 - FrameCounter++; - TimeFrames++; + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ - for (i=0; ishow_envelope != 0 && local_player->MovPos == 0) { - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); - stored_player[i].Frame += move_frames; - - if (stored_player[i].MovPos != 0) - stored_player[i].StepFrame += move_frames; + local_player->show_envelope = 0; } -#endif + + /* use random number generator in every frame to make it less predictable */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + RND(1); } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -6179,7 +10342,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) int min_x = x, min_y = y, max_x = x, max_y = y; int i; - for (i=0; ijx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (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])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + 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 nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + 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))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + 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 newx = x + dx; + int newy = y + dy; + + 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))); +} + static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) +#if USE_PLAYER_GRAVITY + if (player->gravity && !player->programmed_action) +#else + if (game.gravity && !player->programmed_action) +#endif + { + int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; + boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1); + 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))); + boolean player_can_fall_down = canFallDown(player); + + if (player_can_fall_down && + !player_is_moving_to_valid_field) + player->programmed_action = MV_DOWN; + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ + return CheckGravityMovement(player); + +#if USE_PLAYER_GRAVITY + if (player->gravity && !player->programmed_action) +#else + if (game.gravity && !player->programmed_action) +#endif { - int move_dir_vertical = player->action & (MV_UP | MV_DOWN); - int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); - int move_dir = - (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? - (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : - (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); int jx = player->jx, jy = player->jy; - int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); - int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); - int new_jx = jx + dx, new_jy = jy + dy; boolean field_under_player_is_free = (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); - boolean player_is_moving_to_valid_field = - (IN_LEV_FIELD(new_jx, new_jy) && - (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND)); - /* !!! extend EL_SAND to anything diggable !!! */ - - if (field_under_player_is_free && - !player_is_moving_to_valid_field && - !IS_WALKABLE_INSIDE(Feld[jx][jy])) + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && + !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); + + if (field_under_player_is_free && !player_is_standing_on_valid_field) player->programmed_action = MV_DOWN; } } /* - MoveFigureOneStep() + MovePlayerOneStep() ----------------------------------------------------------------------------- dx, dy: direction (non-diagonal) to try to move the player to real_dx, real_dy: direction as read from input device (can be diagonal) */ -boolean MoveFigureOneStep(struct PlayerInfo *player, +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; + int new_jx = jx + dx, new_jy = jy + dy; +#if !USE_FIXED_DONT_RUN_INTO int element; +#endif int can_move; + boolean player_can_move = !player->cannot_move; if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + dy > 0 ? MV_DOWN : MV_NONE); if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + return MP_NO_ACTION; - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + if (!player_can_move) + { +#if 1 + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } +#else + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); +#endif #if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); + return MP_NO_ACTION; +#endif + } + +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; #else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; #endif - if (DONT_RUN_INTO(element)) +#if !USE_FIXED_DONT_RUN_INTO + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + + /* (moved to DigField()) */ + if (player_can_move && DONT_RUN_INTO(element)) { if (element == EL_ACID && dx == 0 && dy == 1) { - SplashAcid(jx, jy); + 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); + BuryPlayer(player); } else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); - return MF_MOVING; + return MP_MOVING; } +#endif - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); - if (can_move != MF_MOVING) + can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); +#if 0 +#if USE_FIXED_DONT_RUN_INTO + if (can_move == MP_DONT_RUN_INTO) + return MP_MOVING; +#endif +#endif + if (can_move != MP_MOVING) return can_move; +#if USE_FIXED_DONT_RUN_INTO +#endif + + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */ + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; - jx = player->jx = new_jx; - jy = player->jy = new_jy; - StorePlayer[jx][jy] = player->element_nr; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; + + 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); - ScrollFigure(player, SCROLL_INIT); + player->step_counter++; + + PlayerVisit[jx][jy] = FrameCounter; - return MF_MOVING; + ScrollPlayer(player, SCROLL_INIT); + + return MP_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + int moved = MP_NO_ACTION; - if (!player->active || (!dx && !dy)) + if (!player->active) return FALSE; -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) + if (!dx && !dy) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + return FALSE; -#else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + } + + if (player->move_delay > 0) return FALSE; -#endif + + player->move_delay = -1; /* set to "uninitialized" value */ + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NONE); /* remove the last programmed player action */ player->programmed_action = 0; @@ -6382,9 +10669,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; + + AdvanceFrameAndPlayerCounters(player->index_nr); + DrawAllPlayers(); BackToFront(); } @@ -6392,22 +10681,41 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->move_delay_value = original_move_delay_value; } - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) + player->is_active = FALSE; + + if (player->last_move_dir & MV_HORIZONTAL) { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); + } + +#if USE_FIXED_BORDER_RUNNING_GFX + if (!moved && !player->is_active) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; } +#endif jx = player->jx; jy = player->jy; - if (moved & MF_MOVING && !ScreenMovPos && +#if 1 + if (moved & MP_MOVING && !ScreenMovPos && + (player->index_nr == game.centered_player_nr || + game.centered_player_nr == -1)) +#else + if (moved & MP_MOVING && !ScreenMovPos && (player == local_player || !options.network)) +#endif { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; int offset = (setup.scroll_delay ? 3 : 0); @@ -6424,7 +10732,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + 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); @@ -6436,13 +10744,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) scroll_x = old_scroll_x; } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + 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); @@ -6454,7 +10762,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -6462,12 +10770,22 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else +#else if (!options.network && !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; scroll_y = old_scroll_y; } else +#endif { ScrollScreen(player, SCROLL_INIT); ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); @@ -6475,18 +10793,9 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } } -#if 0 -#if 1 - InitPlayerGfxAnimation(player, ACTION_DEFAULT); -#else - if (!(moved & MF_MOVING) && !player->Pushing) - player->Frame = 0; -#endif -#endif - player->StepFrame = 0; - if (moved & MF_MOVING) + if (moved & MP_MOVING) { if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); @@ -6497,89 +10806,230 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; + player->is_snapping = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; } else { - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); - /* - player->last_move_dir = MV_NO_MOVING; - */ player->is_moving = FALSE; + + /* 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 */ } - TestIfHeroTouchesBadThing(jx, jy); - TestIfPlayerTouchesCustomElement(jx, jy); + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) - RemoveHero(player); + RemovePlayer(player); return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) +#if USE_NEW_PLAYER_SPEED + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ + return; +#else + if (!player->active || player->MovPos == 0) return; +#endif if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + if ((player->block_last_field || player->block_delay_adjustment > 0) && + Feld[last_jx][last_jy] == EL_EMPTY) + { + int last_field_block_delay = 0; /* start with no blocking at all */ + int block_delay_adjustment = player->block_delay_adjustment; -#if 0 - DrawPlayer(player); + /* if player blocks last field, add delay for exactly one move */ + if (player->block_last_field) + { + last_field_block_delay += player->move_delay_value; + + /* when blocking enabled, prevent moving up despite gravity */ +#if USE_PLAYER_GRAVITY + if (player->gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; +#else + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; #endif + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; + + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; + } + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else return; +#endif } else if (!FrameReached(&player->actual_frame_counter, 1)) return; +#if 0 + printf("::: player->MovPos: %d -> %d\n", + player->MovPos, + player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize); +#endif + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } +#else player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_EMPTY; - /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) CheckGravityMovement(player); +#endif + if (player->MovPos == 0) /* player reached destination field */ + { #if 0 - DrawPlayer(player); /* needed here only to cleanup last field */ + printf("::: player reached destination field\n"); #endif - if (player->MovPos == 0) - { - if (IS_PASSABLE(Feld[last_jx][last_jy])) + if (player->move_delay_reset_counter > 0) { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); + player->move_delay_reset_counter--; + + if (player->move_delay_reset_counter == 0) + { + /* 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; + /* be able to make the next move without delay */ + player->move_delay = 0; + } } player->last_jx = jx; player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { - RemoveHero(player); + DrawPlayer(player); /* needed here only to cleanup last field */ + RemovePlayer(player); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + /* this breaks one level: "machine", level 000 */ + { + int move_direction = player->MovDir; + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; + 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 (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); + + CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, + CE_MOVE_OF_X, move_direction); + } + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ + + if (!player->active) + RemovePlayer(player); + } + + if (level.use_step_counter) + { + int i; + + 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++) + KillPlayer(&stored_player[i]); + } + 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); @@ -6611,12 +11061,11 @@ 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) { - static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6624,41 +11073,78 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ int i; - if (check_changing) /* prevent this function from running into a loop */ - return; - - check_changing = TRUE; - - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; if (!IN_LEV_FIELD(xx, yy)) continue; if (IS_PLAYER(x, y)) { - CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); - CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); + struct PlayerInfo *player = PLAYERINFO(x, y); + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + 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 if (IS_PLAYER(xx, yy)) { - CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED); - CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER); + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + 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); break; } } - - check_changing = FALSE; } +#if USE_ELEMENT_TOUCHING_BUGFIX + void TestIfElementTouchesCustomElement(int x, int y) { - static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6666,46 +11152,255 @@ void TestIfElementTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; boolean change_center_element = FALSE; - int center_element = Feld[x][y]; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int border_element_old[NUM_DIRECTIONS]; int i; - if (check_changing) /* prevent this function from running into a loop */ - return; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_element; + + border_element_old[i] = -1; - check_changing = TRUE; + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + border_element_old[i] = 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]; + + if (border_element == -1) + continue; + + /* check for change of border element */ + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + } + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int border_side = trigger_sides[i][1]; + int border_element = border_element_old[i]; + + if (border_element == -1) + continue; + + /* check for change of center element (but change it only once) */ + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); + } +} + +#else + +void TestIfElementTouchesCustomElement_OLD(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; int border_element; if (!IN_LEV_FIELD(xx, yy)) continue; - border_element = Feld[xx][yy]; + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ /* check for change of center element (but change it only once) */ - if (IS_CUSTOM_ELEMENT(center_element) && - border_element == element_info[center_element].change.trigger_element) - change_center_element = TRUE; + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); /* check for change of border element */ - if (IS_CUSTOM_ELEMENT(border_element) && - center_element == element_info[border_element].change.trigger_element) - CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING); + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + } +} + +#endif + +void TestIfElementHitsCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + 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 (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; + + if (object_hit) + { + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_X, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, + hitting_element, CE_HIT_BY_X, hitting_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); + } } - if (change_center_element) - CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING); + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +} + +#if 0 +void TestIfElementSmashesCustomElement(int x, int y, int direction) +{ + 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(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, touched_side); - check_changing = FALSE; + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_OTHER_GETS_SMASHED, hitting_side); + } + } } +#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] = { { 0, -1 }, @@ -6721,23 +11416,20 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) MV_DOWN }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; 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 @@ -6747,6 +11439,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -6757,10 +11451,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); - if (player->shield_deadly_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(kill_x, kill_y); - else if (!PLAYER_PROTECTED(good_x, good_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillPlayer(player); } else Bang(good_x, good_y); @@ -6778,6 +11473,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -6789,7 +11491,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; @@ -6799,7 +11501,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_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); test_element = Feld[test_x][test_y]; @@ -6817,6 +11519,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + kill_x = test_x; kill_y = test_y; break; @@ -6836,62 +11544,45 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - - if (player->shield_deadly_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); - else if (!PLAYER_PROTECTED(kill_x, kill_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + 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) @@ -6905,7 +11596,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x, y, element; @@ -6928,7 +11619,7 @@ 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; @@ -6943,34 +11634,36 @@ void KillHero(struct PlayerInfo *player) player->shield_deadly_time_left = 0; Bang(jx, jy); - BuryHero(player); + BuryPlayer(player); } -static void KillHeroUnlessProtected(int x, int y) +static void KillPlayerUnlessEnemyProtected(int x, int y) { - if (!PLAYER_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + if (!PLAYER_ENEMY_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -void BuryHero(struct PlayerInfo *player) +static void KillPlayerUnlessExplosionProtected(int x, int y) +{ + if (!PLAYER_EXPLOSION_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); +} + +void BuryPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; -#if 1 - PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); -#else - PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); -#endif - PlaySoundLevel(jx, jy, SND_GAME_LOSING); + 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; @@ -6981,7 +11674,10 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; - for (i=0; iis_moving) + DrawLevelField(player->last_jx, player->last_jy); + + for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) found = TRUE; @@ -6992,6 +11688,27 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +#if USE_NEW_SNAP_DELAY +static void setFieldForSnapping(int x, int y, int element, int direction) +{ + struct ElementInfo *ei = &element_info[element]; + int direction_bit = MV_DIR_TO_BIT(direction); + int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; + int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : + IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); + + Feld[x][y] = EL_ELEMENT_SNAPPING; + MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + + ResetGfxAnimation(x, y); + + GfxElement[x][y] = element; + GfxAction[x][y] = action; + GfxDir[x][y] = direction; + GfxFrame[x][y] = -1; +} +#endif + /* ============================================================================= checkDiagonalPushing() @@ -7020,582 +11737,832 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); } -/* - ============================================================================= - DigField() - ----------------------------------------------------------------------------- - x, y: field next to player (non-diagonal) to try to dig to - real_dx, real_dy: direction as read from input device (can be diagonal) - ============================================================================= -*/ +/* + ============================================================================= + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= +*/ + +int DigField(struct PlayerInfo *player, + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) +{ + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; + 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 : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + int opposite_direction = MV_DIR_OPPOSITE(move_direction); + int dig_side = MV_DIR_OPPOSITE(move_direction); + int old_element = Feld[jx][jy]; +#if USE_FIXED_DONT_RUN_INTO + int element = MovingOrBlocked2ElementIfNotLeaving(x, y); +#else + int element; +#endif + int collect_count; + + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (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 !USE_FIXED_DONT_RUN_INTO + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MP_NO_ACTION; +#endif + + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + /* checking here causes player to move into acid even if the current field + cannot be left to that direction */ +#if 0 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) + { + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + } + else + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif +#endif + +#if 1 /* ------------------------------ NEW ------------------------------ */ + + 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 USE_FIXED_DONT_RUN_INTO + if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) + { + SplashAcid(x, y); +#if 1 + Feld[jx][jy] = player->artwork_element; +#else + Feld[jx][jy] = EL_PLAYER_1; +#endif + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + + return MP_DONT_RUN_INTO; + } +#endif + +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif -int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) -{ - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); - int jx = player->jx, jy = player->jy; - int dx = x - jx, dy = y - jy; - int nextx = x + dx, nexty = y + dy; - int move_direction = (dx == -1 ? MV_LEFT : - dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); - int element; +#else /* ------------------------------ OLD ------------------------------ */ - if (player->MovPos == 0) +#if 1 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) { - player->is_digging = FALSE; - player->is_collecting = FALSE; + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; } +#endif +#endif - if (player->MovPos == 0) /* last pushing move finished */ - player->Pushing = FALSE; + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MP_NO_ACTION; /* field has no opening in this direction */ - if (mode == DF_NO_PUSH) /* player just stopped pushing */ + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MP_NO_ACTION; /* field has no opening in this direction */ + + /* checking here causes player to explode when moving into acid */ +#if 1 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) { - player->Switching = FALSE; - player->push_delay = 0; + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); - return MF_NO_ACTION; + return MP_DONT_RUN_INTO; } +#endif +#endif - if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; +#endif /* ------------------------------ END ------------------------------ */ #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))) -#endif - { - int i = 0; - int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); - int tube_leave_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } - }; - - while (tube_leave_directions[i][0] != tube_element) +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); } + else + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + return MP_DONT_RUN_INTO; } +#endif +#endif - element = Feld[x][y]; - - if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0)) - return MF_NO_ACTION; +#if USE_FIXED_DONT_RUN_INTO + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MP_NO_ACTION; +#endif - switch (element) - { - case EL_ROBOT_WHEEL: - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; +#if !USE_FIXED_DONT_RUN_INTO + element = Feld[x][y]; +#endif - case EL_SP_TERMINAL: - { - int xx, yy; + collect_count = element_info[element].collect_count_initial; - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MP_NO_ACTION; - for (yy=0; yy= 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); - 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 (!player->Switching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; + if (Feld[x][y] != element) /* field changed by snapping */ + return MP_ACTION; - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; + return MP_NO_ACTION; + } - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; +#if USE_PLAYER_GRAVITY + if (player->gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ +#else + if (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ +#endif - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); + if (player_can_move && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; - return MF_ACTION; - break; + 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_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 */ + } - case EL_BALLOON_SWITCH_LEFT: - case EL_BALLOON_SWITCH_RIGHT: - case EL_BALLOON_SWITCH_UP: - case EL_BALLOON_SWITCH_DOWN: - case EL_BALLOON_SWITCH_ANY: - if (element == EL_BALLOON_SWITCH_ANY) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : - element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SWITCH_UP ? MV_UP : - element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : - MV_NO_MOVING); - PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); - - return MF_ACTION; - break; + /* 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 */ - 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 ((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; + 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 (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) - level.gravity = !level.gravity; +#if USE_PLAYER_GRAVITY + player->gravity = !player->gravity; +#else + game.gravity = !game.gravity; +#endif + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = TRUE; +#else + game.gravity = TRUE; +#endif + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = FALSE; +#else + game.gravity = FALSE; +#endif + } - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; - PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); - break; + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ - 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; - } + DOUBLE_PLAYER_SPEED(player); + } - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + PlayLevelSoundAction(x, y, ACTION_PASSING); + } + else if (player_can_move_or_snap && IS_DIGGABLE(element)) + { + RemoveField(x, y); - PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); - } - break; + if (mode != DF_SNAP) + { + GfxElement[x][y] = GFX_ELEMENT(element); + player->is_digging = TRUE; + } - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); - return MF_ACTION; - break; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); - default: + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif - if (IS_WALKABLE(element)) - { - int sound_action = ACTION_WALKING; + 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 (element >= EL_GATE_1 && element <= EL_GATE_4) - { - if (!player->key[element - EL_GATE_1]) - return MF_NO_ACTION; - } - else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) - { - if (!player->key[element - EL_GATE_1_GRAY]) - return MF_NO_ACTION; - } - else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) - { - sound_action = ACTION_PASSING; /* player is passing exit */ - } - else if (element == EL_EMPTY) - { - sound_action = ACTION_MOVING; /* nothing to walk on */ - } + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } - /* play sound from background or player, whatever is available */ - if (element_info[element].sound[sound_action] != SND_UNDEFINED) - PlaySoundLevelElementAction(x, y, element, sound_action); - else - PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); + 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; + DrawGameValue_Time(TimeLeft); + } + 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; - break; - } - else if (IS_PASSABLE(element)) - { - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; +#if 1 + DrawGameDoorValues(); +#else + DrawGameValue_Dynamite(local_player->inventory_size); +#endif + } + 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; - if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) - { - if (!player->key[element - EL_EM_GATE_1]) - return MF_NO_ACTION; - } - else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) - { - if (!player->key[element - EL_EM_GATE_1_GRAY]) - return MF_NO_ACTION; - } +#if 1 + DrawGameDoorValues(); +#else + DrawGameValue_Keys(player->key); +#endif + + redraw_mask |= REDRAW_DOOR_1; + } + 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; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + RedrawAllInvisibleElementsForLenses(); + } + else if (element == EL_EMC_MAGNIFIER) + { + game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND; - PlaySoundLevelAction(x, y, ACTION_PASSING); + RedrawAllInvisibleElementsForMagnifier(); + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; - break; - } - else if (IS_DIGGABLE(element)) - { - RemoveField(x, y); + 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; - if (mode != DF_SNAP) - { #if 1 - GfxElement[x][y] = GFX_ELEMENT(element); + DrawGameDoorValues(); #else - GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + DrawGameValue_Dynamite(local_player->inventory_size); #endif - player->is_digging = TRUE; - } + } + else if (collect_count > 0) + { + local_player->gems_still_needed -= collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + DrawGameValue_Emeralds(local_player->gems_still_needed); + } - break; - } - else if (IS_COLLECTIBLE(element)) - { - RemoveField(x, y); + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - if (mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); - if (element == EL_SPEED_PILL) - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - else if (element == EL_EXTRA_TIME && level.time > 0) - { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - } - 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; + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_move_or_snap && IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MP_NO_ACTION; + + if (CAN_FALL(element) && dy) + return MP_NO_ACTION; + + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MP_NO_ACTION; + + 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; + + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } - player->use_disk_red_graphic = (element == EL_SP_DISK_RED); + player->is_pushing = TRUE; + player->is_active = TRUE; - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->inventory_size, 3), FONT_TEXT_2); - } - else if (element == EL_DYNABOMB_INCREASE_NUMBER) - { - player->dynabomb_count++; - player->dynabombs_left++; - } - else if (element == EL_DYNABOMB_INCREASE_SIZE) - { - player->dynabomb_size++; - } - else if (element == EL_DYNABOMB_INCREASE_POWER) - { - player->dynabomb_xl = TRUE; - } - else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || - (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) - { - int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? - element - EL_KEY_1 : element - EL_EM_KEY_1); + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) + return MP_NO_ACTION; - player->key[key_nr] = TRUE; + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MP_NO_ACTION; - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + key_nr)); - redraw_mask |= REDRAW_DOOR_1; - } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ - { - int i; + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; - for (i=0; i < element_info[element].collect_count; i++) - if (player->inventory_size < MAX_INVENTORY_SIZE) - player->inventory_element[player->inventory_size++] = element; + 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; - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->inventory_size, 3), FONT_TEXT_2); - } - else if (element_info[element].collect_count > 0) - { - local_player->gems_still_needed -= - element_info[element].collect_count; - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; + return MP_NO_ACTION; + } - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); - } + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - RaiseScoreElement(element); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + Feld[x][y] = EL_SOKOBAN_OBJECT; - break; - } - else if (IS_PUSHABLE(element)) + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) { - if (mode == DF_SNAP && element != EL_BD_ROCK) - return MF_NO_ACTION; + player->LevelSolved = player->GameOver = TRUE; + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - if (CAN_FALL(element) && dy) - return MF_NO_ACTION; + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; - if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && - !(element == EL_SPRING && use_spring_bug)) - return MF_NO_ACTION; + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) - return MF_NO_ACTION; + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; - if (!player->Pushing && - game.engine_version >= RELEASE_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ - player->Pushing = TRUE; + /* check for element change _after_ element has been pushed */ + if (game.use_change_when_pushing_bug) + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - if (!(IN_LEV_FIELD(nextx, nexty) && - (IS_FREE(nextx, nexty) || - (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && - IS_SB_ELEMENT(element))))) - return MF_NO_ACTION; + return MP_ACTION; + } - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - if (player->push_delay == 0) /* new pushing; restart delay */ - player->push_delay = FrameCounter; + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) - return MF_NO_ACTION; + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FIELD_FULL) - { - Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; - } + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; - if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) - { - Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed--; - } +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + 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); + } + 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_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--; - Feld[x][y] = EL_SOKOBAN_OBJECT; + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; - if (Back[x][y] == Back[nextx][nexty]) - PlaySoundLevelAction(x, y, ACTION_PUSHING); - else if (Back[x][y] != 0) - PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, - ACTION_EMPTYING); - else - PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, - ACTION_FILLING); + if (level.time > 0 || level.use_time_orb_bug) + { + TimeLeft += level.time_orb_time; + DrawGameValue_Time(TimeLeft); + } - if (local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); - } + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; + + game.ball_state = !game.ball_state; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int e = Feld[xx][yy]; + + if (game.ball_state) + { + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); } else - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + { + 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); + } + } + } - InitMovingField(x, y, move_direction); - GfxAction[x][y] = ACTION_PUSHING; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - if (mode == DF_SNAP) - ContinueMoving(x, y); - else - MovPos[x][y] = (dx != 0 ? dx : dy); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); - Pushed[x][y] = TRUE; - Pushed[nextx][nexty] = TRUE; + 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; - if (game.engine_version < RELEASE_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); - CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); + 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); + } - break; - } - else - { - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); - CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); - } + 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 MF_NO_ACTION; + return MP_NO_ACTION; } - player->push_delay = 0; + player->push_delay = -1; - if (Feld[x][y] != element) /* really digged/collected something */ - player->is_collecting = !player->is_digging; + 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 MF_MOVING; + return MP_MOVING; } boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; - int snap_direction = (dx == -1 ? MV_LEFT : + int snap_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + boolean can_continue_snapping = (level.continuous_snapping && + WasJustFalling[x][y] < CHECK_DELAY_FALLING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -7607,12 +12574,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; - player->snapped = FALSE; + player->is_snapping = FALSE; if (player->MovPos == 0) { + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; } @@ -7620,36 +12588,94 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } - if (player->snapped) +#if USE_NEW_CONTINUOUS_SNAPPING + /* prevent snapping with already pressed snap key when not allowed */ + if (player->is_snapping && !can_continue_snapping) return FALSE; +#else + if (player->is_snapping) + return FALSE; +#endif player->MovDir = snap_direction; - if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; + + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) return FALSE; - player->snapped = TRUE; - player->is_digging = FALSE; - player->is_collecting = FALSE; + player->is_snapping = TRUE; + player->is_active = TRUE; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); DrawLevelField(x, y); - BackToFront(); return TRUE; } boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int old_element; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; + int drop_side = drop_direction; + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + + player->is_dropping_pressed = TRUE; + + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MP_ACTION; + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } - if (!player->active || player->MovPos) - return FALSE; + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ - old_element = Feld[jx][jy]; + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) + return FALSE; /* check if player has anything that can be dropped */ - if (player->inventory_size == 0 && player->dynabombs_left == 0) + if (new_element == EL_UNDEFINED) + return FALSE; + + /* check if drop key was pressed long enough for EM style dynamite */ + if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE; /* check if anything can be dropped at the current position */ @@ -7657,56 +12683,98 @@ boolean DropElement(struct PlayerInfo *player) return FALSE; /* collected custom elements can only be dropped on empty fields */ - if (player->inventory_size > 0 && - IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) - && old_element != EL_EMPTY) + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) return FALSE; if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ - - MovDelay[jx][jy] = 96; + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); - if (player->inventory_size > 0) + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) { - int new_element = player->inventory_element[--player->inventory_size]; + if (player->inventory_size > 0) + { + player->inventory_size--; #if 1 - Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : - new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : - new_element); + DrawGameDoorValues(); #else - Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : - EL_DYNAMITE_ACTIVE); + DrawGameValue_Dynamite(local_player->inventory_size); #endif - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->inventory_size, 3), FONT_TEXT_2); + 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; + } + + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + /* needed if previous element just changed to "empty" in the last frame */ + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ - CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); - CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); + 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); + + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { player->dynabombs_left--; - Feld[jx][jy] = - EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + } + + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + InitField_WithBug1(dropx, dropy, FALSE); + + new_element = Feld[dropx][dropy]; /* element might have changed */ + + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { + int move_direction, nextx, nexty; + + if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) + MovDir[dropx][dropy] = drop_direction; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; } + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); + player->is_dropping = TRUE; + + player->drop_pressed_delay = 0; + player->is_dropping_pressed = FALSE; + + player->drop_x = dropx; + player->drop_y = dropy; + return TRUE; } @@ -7717,21 +12785,18 @@ boolean DropElement(struct PlayerInfo *player) static int *loop_sound_frame = NULL; static int *loop_sound_volume = NULL; -void InitPlaySoundLevel() +void InitPlayLevelSound() { int num_sounds = getSoundListSize(); - if (loop_sound_frame != NULL) - free(loop_sound_frame); + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - if (loop_sound_volume != NULL) - free(loop_sound_volume); - - loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); } -static void PlaySoundLevel(int x, int y, int nr) +static void PlayLevelSound(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; @@ -7776,48 +12841,223 @@ static void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -static void PlaySoundLevelNearest(int x, int y, int sound_action) +static void PlayLevelSoundNearest(int x, int y, int sound_action) { - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : x > LEVELX(BX2) ? LEVELX(BX2) : x, y < LEVELY(BY1) ? LEVELY(BY1) : y > LEVELY(BY2) ? LEVELY(BY2) : y, sound_action); } -static void PlaySoundLevelAction(int x, int y, int action) +static void PlayLevelSoundAction(int x, int y, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], action); + PlayLevelSoundElementAction(x, y, Feld[x][y], action); } -static void PlaySoundLevelElementAction(int x, int y, int element, int action) +static void PlayLevelSoundElementAction(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); } -static void PlaySoundLevelActionIfLoop(int x, int y, int action) +static void PlayLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); } -static void StopSoundLevelActionIfLoop(int x, int y, int action) +static void StopLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); + StopSound(sound_effect); +} + +static void PlayLevelMusic() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ +} + +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + + 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; + + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_EATING); + break; + + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; + + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; + + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif + break; + + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; + + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; + + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; + + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; + + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; + + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + case SAMPLE_time: + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + break; + + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; + } } void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) @@ -7865,6 +13105,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_EM_DYNAMITE: case EL_SP_DISK_RED: case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: @@ -7876,12 +13117,20 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_SHIELD]); break; case EL_EXTRA_TIME: - RaiseScore(level.score[SC_TIME_BONUS]); + RaiseScore(level.extra_time_score); break; case EL_KEY_1: case EL_KEY_2: case EL_KEY_3: case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: RaiseScore(level.score[SC_KEY]); break; default: @@ -7898,9 +13147,9 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) - SendToServer_StopPlaying(); + SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); else #endif { @@ -7910,7 +13159,13 @@ void RequestQuitGame(boolean ask_if_really_quit) } else { + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); } } @@ -7975,7 +13230,7 @@ void CreateGameButtons() { int i; - for (i=0; i