X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=104b6e4dbc164dc11b213b1feae0ef2b2821c91b;hb=5c6c42f1;hp=10a8a98e6a9ed52d484f148648fd645bbc1c7426;hpb=c46bcfd8dd92fbf3ce134eed1e64078147d33b50;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 10a8a98e..1de51be5 100644 --- a/src/game.c +++ b/src/game.c @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2002 Artsoft Entertainment * -* Holger Schemel * -* Detmolder Strasse 189 * -* 33604 Bielefeld * -* Germany * -* e-mail: info@artsoft.org * -*----------------------------------------------------------* -* game.c * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// game.c +// ============================================================================ #include "libgame/libgame.h" @@ -17,31 +15,46 @@ #include "init.h" #include "tools.h" #include "screens.h" +#include "events.h" #include "files.h" #include "tape.h" #include "network.h" +#include "anim.h" + + +/* DEBUG SETTINGS */ +#define DEBUG_INIT_PLAYER 1 +#define DEBUG_PLAYER_ACTIONS 0 /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE /* EXPERIMENTAL STUFF */ -#define USE_NEW_STUFF ( 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_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) +#define USE_QUICKSAND_BD_ROCK_BUGFIX 0 +#define USE_QUICKSAND_IMPACT_BUGFIX 0 +#define USE_DELAYED_GFX_REDRAW 0 +#define USE_NEW_PLAYER_ASSIGNMENTS 1 + +#if USE_DELAYED_GFX_REDRAW +#define TEST_DrawLevelField(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE +#define TEST_DrawLevelFieldCrumbled(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS +#define TEST_DrawTwinkleOnField(x, y) \ + GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED +#else +#define TEST_DrawLevelField(x, y) \ + DrawLevelField(x, y) +#define TEST_DrawLevelFieldCrumbled(x, y) \ + DrawLevelFieldCrumbled(x, y) +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + DrawLevelFieldCrumbledNeighbours(x, y) +#define TEST_DrawTwinkleOnField(x, y) \ + DrawTwinkleOnField(x, y) +#endif + /* for DigField() */ #define DF_NO_PUSH 0 @@ -68,6512 +81,9392 @@ #define EX_TYPE_DYNA (1 << 4) #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) -/* special positions in the game control window (relative to control window) */ -#define XX_LEVEL 37 -#define YY_LEVEL 20 -#define XX_EMERALDS 29 -#define YY_EMERALDS 54 -#define XX_DYNAMITE 29 -#define YY_DYNAMITE 89 -#define XX_KEYS 18 -#define YY_KEYS 123 -#define XX_SCORE 15 -#define YY_SCORE 159 -#define XX_TIME1 29 -#define XX_TIME2 30 -#define YY_TIME 194 - -/* special positions in the game control window (relative to main window) */ -#define DX_LEVEL (DX + XX_LEVEL) -#define DY_LEVEL (DY + YY_LEVEL) -#define DX_EMERALDS (DX + XX_EMERALDS) -#define DY_EMERALDS (DY + YY_EMERALDS) -#define DX_DYNAMITE (DX + XX_DYNAMITE) -#define DY_DYNAMITE (DY + YY_DYNAMITE) -#define DX_KEYS (DX + XX_KEYS) -#define DY_KEYS (DY + YY_KEYS) -#define DX_SCORE (DX + XX_SCORE) -#define DY_SCORE (DY + YY_SCORE) -#define DX_TIME1 (DX + XX_TIME1) -#define DX_TIME2 (DX + XX_TIME2) -#define DY_TIME (DY + YY_TIME) - -/* values for initial player move delay (initial delay counter value) */ -#define INITIAL_MOVE_DELAY_OFF -1 -#define INITIAL_MOVE_DELAY_ON 0 - -/* values for player movement speed (which is in fact a delay value) */ -#define MOVE_DELAY_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_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ - RND(element_info[e].ce_value_random_initial)) -#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 GET_TARGET_ELEMENT(e, ch) \ - ((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)) - -#define CAN_GROW_INTO(e) \ - ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition))) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (condition))) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (condition))) - -#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition) || \ - (CAN_MOVE_INTO_ACID(e) && \ - Feld[x][y] == EL_ACID) || \ - (DONT_COLLIDE_WITH(e) && \ - IS_PLAYER(x, y) && \ - !PLAYER_ENEMY_PROTECTED(x, y)))) - -#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) - -#define SATELLITE_CAN_ENTER_FIELD(x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) - -#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) - -#define ANDROID_CAN_CLONE_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \ - CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT))) - -#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) - -#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) - -#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) - -#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) - -#define PIG_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) - -#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ - IS_FOOD_PENGUIN(Feld[x][y]))) -#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) - -#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) - -#define SPRING_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) - -#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ - Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) - -#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 -#define GAME_CTRL_ID_PLAY 2 -#define SOUND_CTRL_ID_MUSIC 3 -#define SOUND_CTRL_ID_LOOPS 4 -#define SOUND_CTRL_ID_SIMPLE 5 - -#define NUM_GAME_BUTTONS 6 - - -/* forward declaration for internal use */ - -static void 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 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 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 *); - -static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; - - -/* ------------------------------------------------------------------------- */ -/* definition of elements that automatically change to other elements after */ -/* a specified time, eventually calling a function when changing */ -/* ------------------------------------------------------------------------- */ - -/* forward declaration for changer functions */ -static void InitBuggyBase(int, int); -static void WarnBuggyBase(int, int); - -static void InitTrap(int, int); -static void ActivateTrap(int, int); -static void ChangeActiveTrap(int, int); +#define PANEL_OFF() (local_player->LevelSolved_PanelOff) +#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF()) +#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p)) +#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p)) + +/* game panel display and control definitions */ +#define GAME_PANEL_LEVEL_NUMBER 0 +#define GAME_PANEL_GEMS 1 +#define GAME_PANEL_INVENTORY_COUNT 2 +#define GAME_PANEL_INVENTORY_FIRST_1 3 +#define GAME_PANEL_INVENTORY_FIRST_2 4 +#define GAME_PANEL_INVENTORY_FIRST_3 5 +#define GAME_PANEL_INVENTORY_FIRST_4 6 +#define GAME_PANEL_INVENTORY_FIRST_5 7 +#define GAME_PANEL_INVENTORY_FIRST_6 8 +#define GAME_PANEL_INVENTORY_FIRST_7 9 +#define GAME_PANEL_INVENTORY_FIRST_8 10 +#define GAME_PANEL_INVENTORY_LAST_1 11 +#define GAME_PANEL_INVENTORY_LAST_2 12 +#define GAME_PANEL_INVENTORY_LAST_3 13 +#define GAME_PANEL_INVENTORY_LAST_4 14 +#define GAME_PANEL_INVENTORY_LAST_5 15 +#define GAME_PANEL_INVENTORY_LAST_6 16 +#define GAME_PANEL_INVENTORY_LAST_7 17 +#define GAME_PANEL_INVENTORY_LAST_8 18 +#define GAME_PANEL_KEY_1 19 +#define GAME_PANEL_KEY_2 20 +#define GAME_PANEL_KEY_3 21 +#define GAME_PANEL_KEY_4 22 +#define GAME_PANEL_KEY_5 23 +#define GAME_PANEL_KEY_6 24 +#define GAME_PANEL_KEY_7 25 +#define GAME_PANEL_KEY_8 26 +#define GAME_PANEL_KEY_WHITE 27 +#define GAME_PANEL_KEY_WHITE_COUNT 28 +#define GAME_PANEL_SCORE 29 +#define GAME_PANEL_HIGHSCORE 30 +#define GAME_PANEL_TIME 31 +#define GAME_PANEL_TIME_HH 32 +#define GAME_PANEL_TIME_MM 33 +#define GAME_PANEL_TIME_SS 34 +#define GAME_PANEL_TIME_ANIM 35 +#define GAME_PANEL_HEALTH 36 +#define GAME_PANEL_HEALTH_ANIM 37 +#define GAME_PANEL_FRAME 38 +#define GAME_PANEL_SHIELD_NORMAL 39 +#define GAME_PANEL_SHIELD_NORMAL_TIME 40 +#define GAME_PANEL_SHIELD_DEADLY 41 +#define GAME_PANEL_SHIELD_DEADLY_TIME 42 +#define GAME_PANEL_EXIT 43 +#define GAME_PANEL_EMC_MAGIC_BALL 44 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45 +#define GAME_PANEL_LIGHT_SWITCH 46 +#define GAME_PANEL_LIGHT_SWITCH_TIME 47 +#define GAME_PANEL_TIMEGATE_SWITCH 48 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49 +#define GAME_PANEL_SWITCHGATE_SWITCH 50 +#define GAME_PANEL_EMC_LENSES 51 +#define GAME_PANEL_EMC_LENSES_TIME 52 +#define GAME_PANEL_EMC_MAGNIFIER 53 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 54 +#define GAME_PANEL_BALLOON_SWITCH 55 +#define GAME_PANEL_DYNABOMB_NUMBER 56 +#define GAME_PANEL_DYNABOMB_SIZE 57 +#define GAME_PANEL_DYNABOMB_POWER 58 +#define GAME_PANEL_PENGUINS 59 +#define GAME_PANEL_SOKOBAN_OBJECTS 60 +#define GAME_PANEL_SOKOBAN_FIELDS 61 +#define GAME_PANEL_ROBOT_WHEEL 62 +#define GAME_PANEL_CONVEYOR_BELT_1 63 +#define GAME_PANEL_CONVEYOR_BELT_2 64 +#define GAME_PANEL_CONVEYOR_BELT_3 65 +#define GAME_PANEL_CONVEYOR_BELT_4 66 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70 +#define GAME_PANEL_MAGIC_WALL 71 +#define GAME_PANEL_MAGIC_WALL_TIME 72 +#define GAME_PANEL_GRAVITY_STATE 73 +#define GAME_PANEL_GRAPHIC_1 74 +#define GAME_PANEL_GRAPHIC_2 75 +#define GAME_PANEL_GRAPHIC_3 76 +#define GAME_PANEL_GRAPHIC_4 77 +#define GAME_PANEL_GRAPHIC_5 78 +#define GAME_PANEL_GRAPHIC_6 79 +#define GAME_PANEL_GRAPHIC_7 80 +#define GAME_PANEL_GRAPHIC_8 81 +#define GAME_PANEL_ELEMENT_1 82 +#define GAME_PANEL_ELEMENT_2 83 +#define GAME_PANEL_ELEMENT_3 84 +#define GAME_PANEL_ELEMENT_4 85 +#define GAME_PANEL_ELEMENT_5 86 +#define GAME_PANEL_ELEMENT_6 87 +#define GAME_PANEL_ELEMENT_7 88 +#define GAME_PANEL_ELEMENT_8 89 +#define GAME_PANEL_ELEMENT_COUNT_1 90 +#define GAME_PANEL_ELEMENT_COUNT_2 91 +#define GAME_PANEL_ELEMENT_COUNT_3 92 +#define GAME_PANEL_ELEMENT_COUNT_4 93 +#define GAME_PANEL_ELEMENT_COUNT_5 94 +#define GAME_PANEL_ELEMENT_COUNT_6 95 +#define GAME_PANEL_ELEMENT_COUNT_7 96 +#define GAME_PANEL_ELEMENT_COUNT_8 97 +#define GAME_PANEL_CE_SCORE_1 98 +#define GAME_PANEL_CE_SCORE_2 99 +#define GAME_PANEL_CE_SCORE_3 100 +#define GAME_PANEL_CE_SCORE_4 101 +#define GAME_PANEL_CE_SCORE_5 102 +#define GAME_PANEL_CE_SCORE_6 103 +#define GAME_PANEL_CE_SCORE_7 104 +#define GAME_PANEL_CE_SCORE_8 105 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 110 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 111 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 112 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 113 +#define GAME_PANEL_PLAYER_NAME 114 +#define GAME_PANEL_LEVEL_NAME 115 +#define GAME_PANEL_LEVEL_AUTHOR 116 + +#define NUM_GAME_PANEL_CONTROLS 117 + +struct GamePanelOrderInfo +{ + int nr; + int sort_priority; +}; -static void InitRobotWheel(int, int); -static void RunRobotWheel(int, int); -static void StopRobotWheel(int, int); +static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS]; -static void InitTimegateWheel(int, int); -static void RunTimegateWheel(int, int); +struct GamePanelControlInfo +{ + int nr; -static void InitMagicBallDelay(int, int); -static void ActivateMagicBall(int, int); + struct TextPosInfo *pos; + int type; -static void InitDiagonalMovingElement(int, int); + int graphic, graphic_active; -struct ChangingElementInfo -{ - int element; - int target_element; - int change_delay; - void (*pre_change_function)(int x, int y); - void (*change_function)(int x, int y); - void (*post_change_function)(int x, int y); + int value, last_value; + int frame, last_frame; + int gfx_frame; + int gfx_random; }; -static struct ChangingElementInfo change_delay_list[] = +static struct GamePanelControlInfo game_panel_controls[] = { { - EL_NUT_BREAKING, - EL_EMERALD, - 6, - NULL, - NULL, - NULL + GAME_PANEL_LEVEL_NUMBER, + &game.panel.level_number, + TYPE_INTEGER, }, { - EL_PEARL_BREAKING, - EL_EMPTY, - 8, - NULL, - NULL, - NULL + GAME_PANEL_GEMS, + &game.panel.gems, + TYPE_INTEGER, }, { - EL_EXIT_OPENING, - EL_EXIT_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_COUNT, + &game.panel.inventory_count, + TYPE_INTEGER, }, { - EL_EXIT_CLOSING, - EL_EXIT_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_1, + &game.panel.inventory_first[0], + TYPE_ELEMENT, }, { - EL_SP_EXIT_OPENING, - EL_SP_EXIT_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_2, + &game.panel.inventory_first[1], + TYPE_ELEMENT, }, { - EL_SP_EXIT_CLOSING, - EL_SP_EXIT_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_3, + &game.panel.inventory_first[2], + TYPE_ELEMENT, }, { - EL_SWITCHGATE_OPENING, - EL_SWITCHGATE_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_4, + &game.panel.inventory_first[3], + TYPE_ELEMENT, }, { - EL_SWITCHGATE_CLOSING, - EL_SWITCHGATE_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_5, + &game.panel.inventory_first[4], + TYPE_ELEMENT, }, { - EL_TIMEGATE_OPENING, - EL_TIMEGATE_OPEN, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_6, + &game.panel.inventory_first[5], + TYPE_ELEMENT, }, { - EL_TIMEGATE_CLOSING, - EL_TIMEGATE_CLOSED, - 29, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_7, + &game.panel.inventory_first[6], + TYPE_ELEMENT, }, - { - EL_ACID_SPLASH_LEFT, - EL_EMPTY, - 8, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_FIRST_8, + &game.panel.inventory_first[7], + TYPE_ELEMENT, }, { - EL_ACID_SPLASH_RIGHT, - EL_EMPTY, - 8, - NULL, - NULL, - NULL + GAME_PANEL_INVENTORY_LAST_1, + &game.panel.inventory_last[0], + TYPE_ELEMENT, }, { - EL_SP_BUGGY_BASE, - EL_SP_BUGGY_BASE_ACTIVATING, - 0, - InitBuggyBase, - NULL, - NULL + GAME_PANEL_INVENTORY_LAST_2, + &game.panel.inventory_last[1], + TYPE_ELEMENT, }, { - EL_SP_BUGGY_BASE_ACTIVATING, - EL_SP_BUGGY_BASE_ACTIVE, - 0, - InitBuggyBase, - NULL, - NULL + GAME_PANEL_INVENTORY_LAST_3, + &game.panel.inventory_last[2], + TYPE_ELEMENT, }, { - EL_SP_BUGGY_BASE_ACTIVE, - EL_SP_BUGGY_BASE, - 0, - InitBuggyBase, - WarnBuggyBase, - NULL + GAME_PANEL_INVENTORY_LAST_4, + &game.panel.inventory_last[3], + TYPE_ELEMENT, }, { - EL_TRAP, - EL_TRAP_ACTIVE, - 0, - InitTrap, - NULL, - ActivateTrap + GAME_PANEL_INVENTORY_LAST_5, + &game.panel.inventory_last[4], + TYPE_ELEMENT, }, { - EL_TRAP_ACTIVE, - EL_TRAP, - 31, - NULL, - ChangeActiveTrap, - NULL + GAME_PANEL_INVENTORY_LAST_6, + &game.panel.inventory_last[5], + TYPE_ELEMENT, }, { - EL_ROBOT_WHEEL_ACTIVE, - EL_ROBOT_WHEEL, - 0, - InitRobotWheel, - RunRobotWheel, - StopRobotWheel + GAME_PANEL_INVENTORY_LAST_7, + &game.panel.inventory_last[6], + TYPE_ELEMENT, }, { - EL_TIMEGATE_SWITCH_ACTIVE, - EL_TIMEGATE_SWITCH, - 0, - InitTimegateWheel, - RunTimegateWheel, - NULL + GAME_PANEL_INVENTORY_LAST_8, + &game.panel.inventory_last[7], + TYPE_ELEMENT, }, { - EL_EMC_MAGIC_BALL_ACTIVE, - EL_EMC_MAGIC_BALL_ACTIVE, - 0, - InitMagicBallDelay, - NULL, - ActivateMagicBall + GAME_PANEL_KEY_1, + &game.panel.key[0], + TYPE_ELEMENT, }, { - EL_EMC_SPRING_BUMPER_ACTIVE, - EL_EMC_SPRING_BUMPER, - 8, - NULL, - NULL, - NULL + GAME_PANEL_KEY_2, + &game.panel.key[1], + TYPE_ELEMENT, }, { - EL_DIAGONAL_SHRINKING, - EL_UNDEFINED, - 0, - NULL, - NULL, - NULL + GAME_PANEL_KEY_3, + &game.panel.key[2], + TYPE_ELEMENT, }, { - EL_DIAGONAL_GROWING, - EL_UNDEFINED, - 0, - NULL, - NULL, - InitDiagonalMovingElement + GAME_PANEL_KEY_4, + &game.panel.key[3], + TYPE_ELEMENT, }, - { - EL_UNDEFINED, - EL_UNDEFINED, - -1, - NULL, - NULL, - NULL - } -}; - -struct -{ - int element; - int push_delay_fixed, push_delay_random; -} -push_delay_list[] = -{ - { EL_SPRING, 0, 0 }, - { EL_BALLOON, 0, 0 }, - - { EL_SOKOBAN_OBJECT, 2, 0 }, - { EL_SOKOBAN_FIELD_FULL, 2, 0 }, - { EL_SATELLITE, 2, 0 }, - { EL_SP_DISK_YELLOW, 2, 0 }, - - { EL_UNDEFINED, 0, 0 }, -}; - -struct -{ - int element; - int move_stepsize; -} -move_stepsize_list[] = -{ - { EL_AMOEBA_DROP, 2 }, - { EL_AMOEBA_DROPPING, 2 }, - { EL_QUICKSAND_FILLING, 1 }, - { EL_QUICKSAND_EMPTYING, 1 }, - { EL_MAGIC_WALL_FILLING, 2 }, - { EL_BD_MAGIC_WALL_FILLING, 2 }, - { EL_MAGIC_WALL_EMPTYING, 2 }, - { EL_BD_MAGIC_WALL_EMPTYING, 2 }, - - { EL_UNDEFINED, 0 }, -}; - -struct -{ - int element; - int count; -} -collect_count_list[] = -{ - { EL_EMERALD, 1 }, - { EL_BD_DIAMOND, 1 }, - { EL_EMERALD_YELLOW, 1 }, - { EL_EMERALD_RED, 1 }, - { EL_EMERALD_PURPLE, 1 }, - { EL_DIAMOND, 3 }, - { EL_SP_INFOTRON, 1 }, - { EL_PEARL, 5 }, - { EL_CRYSTAL, 8 }, - - { EL_UNDEFINED, 0 }, -}; + GAME_PANEL_KEY_5, + &game.panel.key[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_6, + &game.panel.key[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_7, + &game.panel.key[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_8, + &game.panel.key[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE, + &game.panel.key_white, + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE_COUNT, + &game.panel.key_white_count, + TYPE_INTEGER, + }, + { + GAME_PANEL_SCORE, + &game.panel.score, + TYPE_INTEGER, + }, + { + GAME_PANEL_HIGHSCORE, + &game.panel.highscore, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME, + &game.panel.time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_HH, + &game.panel.time_hh, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_MM, + &game.panel.time_mm, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_SS, + &game.panel.time_ss, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_ANIM, + &game.panel.time_anim, + TYPE_GRAPHIC, -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 }, + IMG_GFX_GAME_PANEL_TIME_ANIM, + IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE + }, + { + GAME_PANEL_HEALTH, + &game.panel.health, + TYPE_INTEGER, + }, + { + GAME_PANEL_HEALTH_ANIM, + &game.panel.health_anim, + TYPE_GRAPHIC, - { 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 }, + IMG_GFX_GAME_PANEL_HEALTH_ANIM, + IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE + }, + { + GAME_PANEL_FRAME, + &game.panel.frame, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_NORMAL, + &game.panel.shield_normal, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_NORMAL_TIME, + &game.panel.shield_normal_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_DEADLY, + &game.panel.shield_deadly, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_DEADLY_TIME, + &game.panel.shield_deadly_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EXIT, + &game.panel.exit, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL, + &game.panel.emc_magic_ball, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL_SWITCH, + &game.panel.emc_magic_ball_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH, + &game.panel.light_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH_TIME, + &game.panel.light_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIMEGATE_SWITCH, + &game.panel.timegate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_TIMEGATE_SWITCH_TIME, + &game.panel.timegate_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SWITCHGATE_SWITCH, + &game.panel.switchgate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES, + &game.panel.emc_lenses, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES_TIME, + &game.panel.emc_lenses_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EMC_MAGNIFIER, + &game.panel.emc_magnifier, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGNIFIER_TIME, + &game.panel.emc_magnifier_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_BALLOON_SWITCH, + &game.panel.balloon_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_DYNABOMB_NUMBER, + &game.panel.dynabomb_number, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_SIZE, + &game.panel.dynabomb_size, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_POWER, + &game.panel.dynabomb_power, + TYPE_ELEMENT, + }, + { + GAME_PANEL_PENGUINS, + &game.panel.penguins, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_OBJECTS, + &game.panel.sokoban_objects, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_FIELDS, + &game.panel.sokoban_fields, + TYPE_INTEGER, + }, + { + GAME_PANEL_ROBOT_WHEEL, + &game.panel.robot_wheel, + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1, + &game.panel.conveyor_belt[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2, + &game.panel.conveyor_belt[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3, + &game.panel.conveyor_belt[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4, + &game.panel.conveyor_belt[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1_SWITCH, + &game.panel.conveyor_belt_switch[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2_SWITCH, + &game.panel.conveyor_belt_switch[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3_SWITCH, + &game.panel.conveyor_belt_switch[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4_SWITCH, + &game.panel.conveyor_belt_switch[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL, + &game.panel.magic_wall, + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL_TIME, + &game.panel.magic_wall_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_GRAVITY_STATE, + &game.panel.gravity_state, + TYPE_STRING, + }, + { + GAME_PANEL_GRAPHIC_1, + &game.panel.graphic[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_2, + &game.panel.graphic[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_3, + &game.panel.graphic[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_4, + &game.panel.graphic[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_5, + &game.panel.graphic[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_6, + &game.panel.graphic[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_7, + &game.panel.graphic[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_GRAPHIC_8, + &game.panel.graphic[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_1, + &game.panel.element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_2, + &game.panel.element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_3, + &game.panel.element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_4, + &game.panel.element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_5, + &game.panel.element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_6, + &game.panel.element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_7, + &game.panel.element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_8, + &game.panel.element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_ELEMENT_COUNT_1, + &game.panel.element_count[0], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_2, + &game.panel.element_count[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_3, + &game.panel.element_count[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_4, + &game.panel.element_count[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_5, + &game.panel.element_count[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_6, + &game.panel.element_count[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_7, + &game.panel.element_count[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_ELEMENT_COUNT_8, + &game.panel.element_count[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1, + &game.panel.ce_score[0], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_2, + &game.panel.ce_score[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_3, + &game.panel.ce_score[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_4, + &game.panel.ce_score[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_5, + &game.panel.ce_score[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_6, + &game.panel.ce_score[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_7, + &game.panel.ce_score[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_8, + &game.panel.ce_score[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1_ELEMENT, + &game.panel.ce_score_element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_2_ELEMENT, + &game.panel.ce_score_element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_3_ELEMENT, + &game.panel.ce_score_element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_4_ELEMENT, + &game.panel.ce_score_element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_5_ELEMENT, + &game.panel.ce_score_element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_6_ELEMENT, + &game.panel.ce_score_element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_7_ELEMENT, + &game.panel.ce_score_element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_8_ELEMENT, + &game.panel.ce_score_element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_PLAYER_NAME, + &game.panel.player_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_NAME, + &game.panel.level_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_AUTHOR, + &game.panel.level_author, + TYPE_STRING, + }, - { EL_UNDEFINED, MV_NONE } + { + -1, + NULL, + -1, + } }; -static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; +/* values for delayed check of falling and moving elements and for collision */ +#define CHECK_DELAY_MOVING 3 +#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING +#define CHECK_DELAY_COLLISION 2 +#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION -#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)) +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 + +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) + +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + +/* values for scroll positions */ +#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \ + (x) > SBX_Right + MIDPOSX ? SBX_Right :\ + (x) - MIDPOSX) +#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\ + (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\ + (y) - MIDPOSY) + +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + +#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000)) + +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) +#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ + RND(element_info[e].ce_value_random_initial)) +#define GET_CE_SCORE(e) ( (element_info[e].collect_score)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) +#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \ + RND((c)->delay_random)) + + +#define GET_VALID_RUNTIME_ELEMENT(e) \ + ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e)) + +#define RESOLVED_REFERENCE_ELEMENT(be, e) \ + ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \ + (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \ + (be) + (e) - EL_SELF) + +#define GET_PLAYER_FROM_BITS(p) \ + (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0)) + +#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \ + ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \ + (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \ + (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \ + (e) == EL_CURRENT_CE_VALUE ? (cv) : \ + (e) == EL_CURRENT_CE_SCORE ? (cs) : \ + (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \ + RESOLVED_REFERENCE_ELEMENT(be, e) : \ + (e)) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) + +#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) + +#define ANDROID_CAN_CLONE_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \ + CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT))) + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \ + Feld[x][y] == EL_EM_EXIT_OPEN || \ + Feld[x][y] == EL_STEEL_EXIT_OPEN || \ + Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ + Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) + +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) + +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + +#define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH)) + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define GAME_CTRL_ID_UNDO 3 +#define GAME_CTRL_ID_REDO 4 +#define GAME_CTRL_ID_SAVE 5 +#define GAME_CTRL_ID_PAUSE2 6 +#define GAME_CTRL_ID_LOAD 7 +#define GAME_CTRL_ID_PANEL_STOP 8 +#define GAME_CTRL_ID_PANEL_PAUSE 9 +#define GAME_CTRL_ID_PANEL_PLAY 10 +#define SOUND_CTRL_ID_MUSIC 11 +#define SOUND_CTRL_ID_LOOPS 12 +#define SOUND_CTRL_ID_SIMPLE 13 +#define SOUND_CTRL_ID_PANEL_MUSIC 14 +#define SOUND_CTRL_ID_PANEL_LOOPS 15 +#define SOUND_CTRL_ID_PANEL_SIMPLE 16 + +#define NUM_GAME_BUTTONS 17 + + +/* forward declaration for internal use */ + +static void CreateField(int, int, int); + +static void ResetGfxAnimation(int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); +static void AdvanceFrameAndPlayerCounters(int); + +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + +static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); +static boolean DigFieldByCE(int, int, int); +static boolean SnapField(struct PlayerInfo *, int, int); +static boolean DropElement(struct PlayerInfo *); + +static void InitBeltMovement(void); +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); + +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); + +static void HandleElementChange(int, int, int); +static void ExecuteCustomElementAction(int, int, int, int); +static boolean ChangeElement(int, int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); +static void FadeLevelSoundsAndMusic(); + +static void HandleGameButtons(struct GadgetInfo *); + +int AmoebeNachbarNr(int, int); +void AmoebeUmwandeln(int, int); +void ContinueMoving(int, int); +void Bang(int, int); +void InitMovDir(int, int); +void InitAmoebaNr(int, int); +int NewHiScore(void); + +void TestIfGoodThingHitsBadThing(int, int, int); +void TestIfBadThingHitsGoodThing(int, int, int); +void TestIfPlayerTouchesBadThing(int, int); +void TestIfPlayerRunsIntoBadThing(int, int, int); +void TestIfBadThingTouchesPlayer(int, int); +void TestIfBadThingRunsIntoPlayer(int, int, int); +void TestIfFriendTouchesBadThing(int, int); +void TestIfBadThingTouchesFriend(int, int); +void TestIfBadThingTouchesOtherBadThing(int, int); +void TestIfGoodThingGetsHitByBadThing(int, int, int); + +void KillPlayer(struct PlayerInfo *); +void BuryPlayer(struct PlayerInfo *); +void RemovePlayer(struct PlayerInfo *); + +static int getInvisibleActiveFromInvisibleElement(int); +static int getInvisibleFromInvisibleActiveElement(int); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + +/* for detection of endless loops, caused by custom element programming */ +/* (using maximal playfield width x 10 is just a rough approximation) */ +#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10) + +#define RECURSION_LOOP_DETECTION_START(e, rc) \ +{ \ + if (recursion_loop_detected) \ + return (rc); \ + \ + if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \ + { \ + recursion_loop_detected = TRUE; \ + recursion_loop_element = (e); \ + } \ + \ + recursion_loop_depth++; \ +} + +#define RECURSION_LOOP_DETECTION_END() \ +{ \ + recursion_loop_depth--; \ +} + +static int recursion_loop_depth; +static boolean recursion_loop_detected; +static boolean recursion_loop_element; + +static int map_player_action[MAX_PLAYERS]; + + +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ + +/* forward declaration for changer functions */ +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); + +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); + +static void InitTimegateWheel(int, int); +static void RunTimegateWheel(int, int); + +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); + +struct ChangingElementInfo +{ + int element; + int target_element; + int change_delay; + void (*pre_change_function)(int x, int y); + void (*change_function)(int x, int y); + void (*post_change_function)(int x, int y); +}; + +static struct ChangingElementInfo change_delay_list[] = +{ + { + EL_NUT_BREAKING, + EL_EMERALD, + 6, + NULL, + NULL, + NULL + }, + { + EL_PEARL_BREAKING, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_EXIT_OPENING, + EL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_STEEL_EXIT_OPENING, + EL_STEEL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_STEEL_EXIT_CLOSING, + EL_STEEL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_EXIT_OPENING, + EL_EM_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_EXIT_CLOSING, + EL_EMPTY, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_STEEL_EXIT_OPENING, + EL_EM_STEEL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EM_STEEL_EXIT_CLOSING, + EL_STEELWALL, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_OPENING, + EL_SWITCHGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_CLOSING, + EL_SWITCHGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_OPENING, + EL_TIMEGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_CLOSING, + EL_TIMEGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + + { + EL_ACID_SPLASH_LEFT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_ACID_SPLASH_RIGHT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE, + EL_SP_BUGGY_BASE_ACTIVATING, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVATING, + EL_SP_BUGGY_BASE_ACTIVE, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVE, + EL_SP_BUGGY_BASE, + 0, + InitBuggyBase, + WarnBuggyBase, + NULL + }, + { + EL_TRAP, + EL_TRAP_ACTIVE, + 0, + InitTrap, + NULL, + ActivateTrap + }, + { + EL_TRAP_ACTIVE, + EL_TRAP, + 31, + NULL, + ChangeActiveTrap, + NULL + }, + { + EL_ROBOT_WHEEL_ACTIVE, + EL_ROBOT_WHEEL, + 0, + InitRobotWheel, + RunRobotWheel, + StopRobotWheel + }, + { + EL_TIMEGATE_SWITCH_ACTIVE, + EL_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, + { + EL_DC_TIMEGATE_SWITCH_ACTIVE, + EL_DC_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, + { + EL_EMC_MAGIC_BALL_ACTIVE, + EL_EMC_MAGIC_BALL_ACTIVE, + 0, + InitMagicBallDelay, + NULL, + ActivateMagicBall + }, + { + EL_EMC_SPRING_BUMPER_ACTIVE, + EL_EMC_SPRING_BUMPER, + 8, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_SHRINKING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_GROWING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL, + }, + + { + EL_UNDEFINED, + EL_UNDEFINED, + -1, + NULL, + NULL, + NULL + } +}; + +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, + + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, + + { EL_UNDEFINED, 0, 0 }, +}; + +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_QUICKSAND_FAST_FILLING, 2 }, + { EL_QUICKSAND_FAST_EMPTYING, 2 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + { EL_DC_MAGIC_WALL_FILLING, 2 }, + { EL_DC_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int direction; +} +access_direction_list[] = +{ + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NONE } +}; + +static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; + +#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY]) +#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) +#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ + IS_JUST_CHANGING(x, y)) + +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) + +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; + +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) + +#ifdef DEBUG +void DEBUG_SetMaximumDynamite() +{ + int i; + + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +} +#endif + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } +} + +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; +} + +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int player_nr = player->index_nr; + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay[player_nr]; + player->move_delay_value = game.initial_move_delay_value[player_nr]; + + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + } +} + +void GetPlayerConfig() +{ + GameFrameDelay = setup.game_frame_delay; + + if (!audio.sound_available) + setup.sound_simple = FALSE; + + if (!audio.loops_available) + setup.sound_loops = FALSE; + + if (!audio.music_available) + setup.sound_music = FALSE; + + if (!video.fullscreen_available) + setup.fullscreen = FALSE; + + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); + + SetAudioMode(setup.sound); +} + +int GetElementFromGroupElement(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) + { + if (init_game) + { + if (stored_player[0].present) + { + Feld[x][y] = EL_SP_MURPHY_CLONE; + + return; + } + else + { + stored_player[0].initial_element = element; + stored_player[0].use_murphy = TRUE; + + if (!level.use_artwork_element[0]) + stored_player[0].artwork_element = EL_SP_MURPHY; + } + + Feld[x][y] = EL_PLAYER_1; + } + } + + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; + + 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; + + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("- player element %d activated", player->element_nr); + printf(" (local player is %d and currently %s)\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); + } + } +#endif + + Feld[x][y] = EL_EMPTY; + + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } + + if (!init_game) + { + int player_nr = GET_PLAYER_NR(element); + struct PlayerInfo *player = &stored_player[player_nr]; + + if (player->active && player->killed) + player->reanimated = TRUE; /* if player was just killed, reanimate him */ + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); + break; + + case EL_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; + else if (x > 0 && Feld[x-1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPRIGHT; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT) + Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT; + else if (y > 0 && Feld[x][y-1] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_BOTTOM; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT) + 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_SPACESHIP: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + 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_FIREFLY: + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + 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: + InitMovDir(x, y); + break; + + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: + InitAmoebaNr(x, y); + break; + + case EL_AMOEBA_DROP: + if (y == lev_fieldy - 1) + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + } + 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_EM_DYNAMITE_ACTIVE: + MovDelay[x][y] = 32; + break; + + case EL_LAMP: + local_player->lights_still_needed++; + break; + + case EL_PENGUIN: + local_player->friends_still_needed++; + break; + + case EL_PIG: + case EL_DRAGON: + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); + break; + + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: + if (init_game) + { + int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_LIGHT_SWITCH_ACTIVE: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + + case EL_INVISIBLE_STEELWALL: + case EL_INVISIBLE_WALL: + case EL_INVISIBLE_SAND: + if (game.light_time_left > 0 || + game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + break; + + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; + break; + + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; + + case EL_TRIGGER_PLAYER: + case EL_TRIGGER_ELEMENT: + case EL_TRIGGER_CE_VALUE: + case EL_TRIGGER_CE_SCORE: + case EL_SELF: + case EL_ANY_ELEMENT: + case EL_CURRENT_CE_VALUE: + case EL_CURRENT_CE_SCORE: + case EL_PREV_CE_1: + case EL_PREV_CE_2: + case EL_PREV_CE_3: + case EL_PREV_CE_4: + case EL_PREV_CE_5: + case EL_PREV_CE_6: + case EL_PREV_CE_7: + case EL_PREV_CE_8: + case EL_NEXT_CE_1: + case EL_NEXT_CE_2: + case EL_NEXT_CE_3: + case EL_NEXT_CE_4: + case EL_NEXT_CE_5: + case EL_NEXT_CE_6: + case EL_NEXT_CE_7: + case EL_NEXT_CE_8: + /* reference elements should not be used on the playfield */ + Feld[x][y] = EL_EMPTY; + break; + + default: + if (IS_CUSTOM_ELEMENT(element)) + { + if (CAN_MOVE(element)) + InitMovDir(x, y); + + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]); + } + else if (IS_GROUP_ELEMENT(element)) + { + Feld[x][y] = GetElementFromGroupElement(element); + + InitField(x, y, init_game); + } + + break; + } + + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); +} + +inline static void InitField_WithBug1(int x, int y, boolean init_game) +{ + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +} + +inline static void InitField_WithBug2(int x, int y, boolean init_game) +{ + int old_element = Feld[x][y]; + + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); + + /* this case is in fact a combination of not less than three bugs: + first, it calls InitMovDir() for elements that can move, although this is + already done by InitField(); then, it checks the element that was at this + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ +} + +static int get_key_element_from_nr(int key_nr) +{ + int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + EL_EM_KEY_1 : EL_KEY_1); + + return key_base_element + key_nr; +} + +static int get_next_dropped_element(struct PlayerInfo *player) +{ + return (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); +} + +static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos) +{ + /* pos >= 0: get element from bottom of the stack; + pos < 0: get element from top of the stack */ + + if (pos < 0) + { + int min_inventory_size = -pos; + int inventory_pos = player->inventory_size - min_inventory_size; + int min_dynabombs_left = min_inventory_size - player->inventory_size; + + return (player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + EL_UNDEFINED); + } + else + { + int min_dynabombs_left = pos + 1; + int min_inventory_size = pos + 1 - player->dynabombs_left; + int inventory_pos = pos - player->dynabombs_left; + + return (player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + EL_UNDEFINED); + } +} + +static int compareGamePanelOrderInfo(const void *object1, const void *object2) +{ + const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1; + const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2; + int compare_result; + + if (gpo1->sort_priority != gpo2->sort_priority) + compare_result = gpo1->sort_priority - gpo2->sort_priority; + else + compare_result = gpo1->nr - gpo2->nr; + + return compare_result; +} + +int getPlayerInventorySize(int player_nr) +{ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + return level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + return level.native_sp_level->game_sp->red_disk_count; + else + return stored_player[player_nr].inventory_size; +} + +void InitGameControlValues() +{ + int i; + + for (i = 0; game_panel_controls[i].nr != -1; i++) + { + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + struct GamePanelOrderInfo *gpo = &game_panel_order[i]; + struct TextPosInfo *pos = gpc->pos; + int nr = gpc->nr; + int type = gpc->type; + + if (nr != i) + { + Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i); + Error(ERR_EXIT, "this should not happen -- please debug"); + } + + /* force update of game controls after initialization */ + gpc->value = gpc->last_value = -1; + gpc->frame = gpc->last_frame = -1; + gpc->gfx_frame = -1; + + /* determine panel value width for later calculation of alignment */ + if (type == TYPE_INTEGER || type == TYPE_STRING) + { + pos->width = pos->size * getFontWidth(pos->font); + pos->height = getFontHeight(pos->font); + } + else if (type == TYPE_ELEMENT) + { + pos->width = pos->size; + pos->height = pos->size; + } + + /* fill structure for game panel draw order */ + gpo->nr = gpc->nr; + gpo->sort_priority = pos->sort_priority; + } + + /* sort game panel controls according to sort_priority and control number */ + qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS, + sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo); +} + +void UpdatePlayfieldElementCount() +{ + boolean use_element_count = FALSE; + int i, j, x, y; + + /* first check if it is needed at all to calculate playfield element count */ + for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++) + if (!PANEL_DEACTIVATED(game_panel_controls[i].pos)) + use_element_count = TRUE; + + if (!use_element_count) + return; + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + element_info[i].element_count = 0; + + SCAN_PLAYFIELD(x, y) + { + element_info[Feld[x][y]].element_count++; + } + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + for (j = 0; j < MAX_NUM_ELEMENTS; j++) + if (IS_IN_GROUP(j, i)) + element_info[EL_GROUP_START + i].element_count += + element_info[j].element_count; +} + +void UpdateGameControlValues() +{ + int i, k; + int time = (local_player->LevelSolved ? + local_player->LevelSolved_CountingTime : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->time : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->time_played : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.energy_left : + game.no_time_limit ? TimePlayed : TimeLeft); + int score = (local_player->LevelSolved ? + local_player->LevelSolved_CountingScore : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + local_player->score); + int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->required : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_still_needed : + local_player->gems_still_needed); + int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->required > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_still_needed > 0 || + game_mm.lights_still_needed > 0 : + local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0); + int health = (local_player->LevelSolved ? + local_player->LevelSolved_CountingHealth : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MM_HEALTH(game_mm.laser_overload_value) : + local_player->health); + + UpdatePlayfieldElementCount(); + + /* update game panel control values */ + + game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr; + game_panel_controls[GAME_PANEL_GEMS].value = gems; + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0; + for (i = 0; i < MAX_NUM_KEYS; i++) + game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0; + + if (game.centered_player_nr == -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + /* only one player in Supaplex game engine */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0) + break; + + for (k = 0; k < MAX_NUM_KEYS; k++) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->ply[i]->keys & (1 << k)) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + else if (stored_player[i].key[k]) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(i); + + if (stored_player[i].num_white_keys > 0) + game_panel_controls[GAME_PANEL_KEY_WHITE].value = + EL_DC_KEY_WHITE; + + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[i].num_white_keys; + } + } + else + { + int player_nr = game.centered_player_nr; + + for (k = 0; k < MAX_NUM_KEYS; k++) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->ply[player_nr]->keys & (1 << k)) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + else if (stored_player[player_nr].key[k]) + game_panel_controls[GAME_PANEL_KEY_1 + k].value = + get_key_element_from_nr(k); + } + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(player_nr); + + if (stored_player[player_nr].num_white_keys > 0) + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE; + + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[player_nr].num_white_keys; + } + + for (i = 0; i < NUM_PANEL_INVENTORY; i++) + { + game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value = + get_inventory_element_from_pos(local_player, i); + game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value = + get_inventory_element_from_pos(local_player, -i - 1); + } + + game_panel_controls[GAME_PANEL_SCORE].value = score; + game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score; + + game_panel_controls[GAME_PANEL_TIME].value = time; + + game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600; + game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; + game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; + + if (game.no_time_limit) + game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100; + else + game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time; + + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health; + + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; + + game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = + (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value = + local_player->shield_normal_time_left; + game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value = + (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value = + local_player->shield_deadly_time_left; + + game_panel_controls[GAME_PANEL_EXIT].value = + (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN); + + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL); + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE : + EL_EMC_MAGIC_BALL_SWITCH); + + game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value = + (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH); + game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value = + game.light_time_left; + + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value = + (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED); + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value = + game.timegate_time_left; + + game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value = + EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + + game_panel_controls[GAME_PANEL_EMC_LENSES].value = + (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value = + game.lenses_time_left; + + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value = + (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value = + game.magnify_time_left; + + game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value = + (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT : + game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT : + game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP : + game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN : + EL_BALLOON_SWITCH_NONE); + + game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value = + local_player->dynabomb_count; + game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value = + local_player->dynabomb_size; + game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value = + (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY); + + game_panel_controls[GAME_PANEL_PENGUINS].value = + local_player->friends_still_needed; + + game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value = + local_player->sokobanfields_still_needed; + game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value = + local_player->sokobanfields_still_needed; + + game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value = + (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL); + + for (i = 0; i < NUM_BELTS; i++) + { + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value = + (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE : + EL_CONVEYOR_BELT_1_MIDDLE) + i; + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value = + getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]); + } + + game_panel_controls[GAME_PANEL_MAGIC_WALL].value = + (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL); + game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value = + game.magic_wall_time_left; + + game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = + local_player->gravity; + + for (i = 0; i < NUM_PANEL_GRAPHICS; i++) + game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i; + + for (i = 0; i < NUM_PANEL_ELEMENTS; i++) + game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value = + (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ? + game.panel.element[i].id : EL_UNDEFINED); + + for (i = 0; i < NUM_PANEL_ELEMENTS; i++) + game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value = + (IS_VALID_ELEMENT(game.panel.element_count[i].id) ? + element_info[game.panel.element_count[i].id].element_count : 0); + + for (i = 0; i < NUM_PANEL_CE_SCORE; i++) + game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = + (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ? + element_info[game.panel.ce_score[i].id].collect_score : 0); + + for (i = 0; i < NUM_PANEL_CE_SCORE; i++) + game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = + (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ? + element_info[game.panel.ce_score_element[i].id].collect_score : + EL_UNDEFINED); + + game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0; + game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0; + game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0; + + /* update game panel control frames */ + + for (i = 0; game_panel_controls[i].nr != -1; i++) + { + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + + if (gpc->type == TYPE_ELEMENT) + { + if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY) + { + int last_anim_random_frame = gfx.anim_random_frame; + int element = gpc->value; + int graphic = el2panelimg(element); + + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); + } + else + { + gpc->gfx_frame++; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; + + if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + gpc->gfx_frame = element_info[element].collect_score; + + gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), + gpc->gfx_frame); + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + } + } + else if (gpc->type == TYPE_GRAPHIC) + { + if (gpc->graphic != IMG_UNDEFINED) + { + int last_anim_random_frame = gfx.anim_random_frame; + int graphic = gpc->graphic; + + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); + } + else + { + gpc->gfx_frame++; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; + + gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame); + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + } + } + } +} + +void DisplayGameControlValues() +{ + boolean redraw_panel = FALSE; + int i; + + for (i = 0; game_panel_controls[i].nr != -1; i++) + { + struct GamePanelControlInfo *gpc = &game_panel_controls[i]; + + if (PANEL_DEACTIVATED(gpc->pos)) + continue; + + if (gpc->value == gpc->last_value && + gpc->frame == gpc->last_frame) + continue; + + redraw_panel = TRUE; + } + + if (!redraw_panel) + return; + + /* copy default game door content to main double buffer */ + + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); + + /* redraw game control buttons */ + RedrawGameButtons(); + + SetGameStatus(GAME_MODE_PSEUDO_PANEL); + + for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++) + { + int nr = game_panel_order[i].nr; + struct GamePanelControlInfo *gpc = &game_panel_controls[nr]; + struct TextPosInfo *pos = gpc->pos; + int type = gpc->type; + int value = gpc->value; + int frame = gpc->frame; + int size = pos->size; + int font = pos->font; + boolean draw_masked = pos->draw_masked; + int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE); + + if (PANEL_DEACTIVATED(pos)) + continue; + + gpc->last_value = value; + gpc->last_frame = frame; + + if (type == TYPE_INTEGER) + { + if (nr == GAME_PANEL_LEVEL_NUMBER || + nr == GAME_PANEL_TIME) + { + boolean use_dynamic_size = (size == -1 ? TRUE : FALSE); + + if (use_dynamic_size) /* use dynamic number of digits */ + { + int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000); + int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3); + int size2 = size1 + 1; + int font1 = pos->font; + int font2 = pos->font_alt; + + size = (value < value_change ? size1 : size2); + font = (value < value_change ? font1 : font2); + } + } + + /* correct text size if "digits" is zero or less */ + if (size <= 0) + size = strlen(int2str(value, size)); + + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); + + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + int2str(value, size), font, mask_mode); + } + else if (type == TYPE_ELEMENT) + { + int element, graphic; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); + + if (value != EL_UNDEFINED && value != EL_EMPTY) + { + element = value; + graphic = el2panelimg(value); + + // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size); + + if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0) + size = TILESIZE; + + getSizedGraphicSource(graphic, frame, size, &src_bitmap, + &src_x, &src_y); + + width = graphic_info[graphic].width * size / TILESIZE; + height = graphic_info[graphic].height * size / TILESIZE; + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } + else if (type == TYPE_GRAPHIC) + { + int graphic = gpc->graphic; + int graphic_active = gpc->graphic_active; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); + boolean skip = (pos->class == get_hash_from_key("mm_engine_only") && + level.game_engine_type != GAME_ENGINE_TYPE_MM); + + if (graphic != IMG_UNDEFINED && !skip) + { + if (pos->style == STYLE_REVERSE) + value = 100 - value; + + getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y); + + if (pos->direction & MV_HORIZONTAL) + { + width = graphic_info[graphic_active].width * value / 100; + height = graphic_info[graphic_active].height; + + if (pos->direction == MV_LEFT) + { + src_x += graphic_info[graphic_active].width - width; + dst_x += graphic_info[graphic_active].width - width; + } + } + else + { + width = graphic_info[graphic_active].width; + height = graphic_info[graphic_active].height * value / 100; + + if (pos->direction == MV_UP) + { + src_y += graphic_info[graphic_active].height - height; + dst_y += graphic_info[graphic_active].height - height; + } + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + + getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y); + + if (pos->direction & MV_HORIZONTAL) + { + if (pos->direction == MV_RIGHT) + { + src_x += width; + dst_x += width; + } + else + { + dst_x = PANEL_XPOS(pos); + } + + width = graphic_info[graphic].width - width; + } + else + { + if (pos->direction == MV_DOWN) + { + src_y += height; + dst_y += height; + } + else + { + dst_y = PANEL_YPOS(pos); + } + + height = graphic_info[graphic].height - height; + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } + else if (type == TYPE_STRING) + { + boolean active = (value != 0); + char *state_normal = "off"; + char *state_active = "on"; + char *state = (active ? state_active : state_normal); + char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state : + nr == GAME_PANEL_PLAYER_NAME ? setup.player_name : + nr == GAME_PANEL_LEVEL_NAME ? level.name : + nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL); + + if (nr == GAME_PANEL_GRAVITY_STATE) + { + int font1 = pos->font; /* (used for normal state) */ + int font2 = pos->font_alt; /* (used for active state) */ + + font = (active ? font2 : font1); + } + + if (s != NULL) + { + char *s_cut; + + if (size <= 0) + { + /* don't truncate output if "chars" is zero or less */ + size = strlen(s); + + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); + } + + s_cut = getStringCopyN(s, size); + + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + s_cut, font, mask_mode); + + free(s_cut); + } + } + + redraw_mask |= REDRAW_DOOR_1; + } + + SetGameStatus(GAME_MODE_PLAYING); +} + +void UpdateAndDisplayGameControlValues() +{ + if (tape.deactivate_display) + return; + + UpdateGameControlValues(); + DisplayGameControlValues(); +} + +void UpdateGameDoorValues() +{ + UpdateGameControlValues(); +} + +void DrawGameDoorValues() +{ + DisplayGameControlValues(); +} + + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i, j, k, l, x, y; + + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + + /* set single or multi-player game mode (needed for re-playing tapes) */ + game.team_mode = setup.team_mode; + + if (tape.playing) + { + int num_players = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + num_players++; + + /* multi-player tapes contain input data for more than one player */ + game.team_mode = (num_players > 1); + } + + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ + + /* + 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)); + + game_em.use_single_button = + (game.engine_version > VERSION_IDENT(4,0,0,2)); + + game_em.use_snap_key_bug = + (game.engine_version < VERSION_IDENT(4,0,1,0)); + + /* ---------------------------------------------------------------------- */ + + /* set maximal allowed number of custom element changes per game frame */ + game.max_num_changes_per_frame = 1; + + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + +#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 + + /* ---------- initialize player's initial move delay --------------------- */ + + /* 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]); + + /* 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); + + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + + /* ---------- initialize changing elements ------------------------------- */ + + /* initialize changing elements information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[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; + } + + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + { + ei->has_change_event[j] = FALSE; + + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } + } + + /* 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]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; + + ei->has_change_event[CE_DELAY] = TRUE; + + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } + + /* ---------- initialize internal run-time variables --------------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } + } + + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + 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; + + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } + } + + /* ---------- initialize reference elements in change conditions --------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + struct ElementInfo *ei = &element_info[element]; + + for (j = 0; j < ei->num_change_pages; j++) + { + int trigger_element = ei->change_page[j].initial_trigger_element; + + if (trigger_element >= EL_PREV_CE_8 && + trigger_element <= EL_NEXT_CE_8) + trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element); + + ei->change_page[j].trigger_element = trigger_element; + } + } + + /* ---------- initialize run-time trigger player and element ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_EMPTY; + ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE; + ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; + ei->change_page[j].actual_trigger_ce_score = 0; + } + } + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; + + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change_or_has_action) + continue; + + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) + { + int trigger_element = ei->change_page[j].trigger_element; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + if (ei->change_page[j].has_event[k]) + { + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = + element_info[trigger_element].group; + + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; + } + else if (trigger_element == EL_ANY_ELEMENT) + for (l = 0; l < MAX_NUM_ELEMENTS; l++) + trigger_events[l][k] = TRUE; + else + trigger_events[trigger_element][k] = TRUE; + } + } + } + } + } + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + /* set default push delay values (corrected since version 3.0.7-1) */ + if (game.engine_version < VERSION_IDENT(3,0,7,1)) + { + element_info[i].push_delay_fixed = 2; + element_info[i].push_delay_random = 8; + } + else + { + element_info[i].push_delay_fixed = 8; + element_info[i].push_delay_random = 8; + } + } + } + + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) + { + int e = push_delay_list[i].element; + + 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; + } + + /* set push delay value for Supaplex elements for newer engine versions */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_SP_ELEMENT(i)) + { + /* set SP push delay to just enough to push under a falling zonk */ + int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + + element_info[i].push_delay_fixed = delay; + element_info[i].push_delay_random = 0; + } + } + } + + /* ---------- 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++) + { + int e = move_stepsize_list[i].element; + + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; + } + + /* ---------- initialize collect score ----------------------------------- */ + + /* initialize collect score values for custom elements from initial value */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_score = element_info[i].collect_score_initial; + + /* ---------- initialize collect count ----------------------------------- */ + + /* initialize collect count values for non-custom elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_count_initial = 0; + + /* add collect count values for all elements from pre-defined list */ + for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) + element_info[collect_count_list[i].element].collect_count_initial = + collect_count_list[i].count; + + /* ---------- initialize access direction -------------------------------- */ + + /* initialize access direction values to default (access from every side) */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].access_direction = MV_ALL_DIRECTIONS; + + /* set access direction value for certain elements from pre-defined list */ + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; + + /* ---------- initialize explosion content ------------------------------- */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_CUSTOM_ELEMENT(i)) + continue; + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + { + /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */ + + element_info[i].content.e[x][y] = + (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW : + i == EL_PLAYER_2 ? EL_EMERALD_RED : + i == EL_PLAYER_3 ? EL_EMERALD : + i == EL_PLAYER_4 ? EL_EMERALD_PURPLE : + i == EL_MOLE ? EL_EMERALD_RED : + i == EL_PENGUIN ? EL_EMERALD_PURPLE : + i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) : + i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND : + i == EL_SP_ELECTRON ? EL_SP_INFOTRON : + i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content : + i == EL_WALL_EMERALD ? EL_EMERALD : + i == EL_WALL_DIAMOND ? EL_DIAMOND : + i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND : + i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW : + i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED : + i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE : + i == EL_WALL_PEARL ? EL_PEARL : + i == EL_WALL_CRYSTAL ? EL_CRYSTAL : + EL_EMPTY); + } + } -#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) + /* ---------- initialize recursion detection ------------------------------ */ + recursion_loop_depth = 0; + recursion_loop_detected = FALSE; + recursion_loop_element = EL_UNDEFINED; -/* 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; + /* ---------- initialize graphics engine ---------------------------------- */ + game.scroll_delay_value = + (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value : + setup.scroll_delay ? setup.scroll_delay_value : 0); + game.scroll_delay_value = + MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY); -#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) \ + /* ---------- initialize game engine snapshots ---------------------------- */ + for (i = 0; i < MAX_PLAYERS; i++) + game.snapshot.last_action[i] = 0; + game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; + game.snapshot.mode = + (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ? + SNAPSHOT_MODE_EVERY_STEP : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ? + SNAPSHOT_MODE_EVERY_MOVE : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ? + SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF); + game.snapshot.save_snapshot = FALSE; + + /* ---------- initialize level time for Supaplex engine ------------------- */ + /* Supaplex levels with time limit currently unsupported -- should be added */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + level.time = 0; +} -static void InitPlayfieldScanModeVars() +int get_num_special_action(int element, int action_first, int action_last) { - if (game.use_reverse_scan_direction) - { - playfield_scan_start_x = lev_fieldx - 1; - playfield_scan_start_y = lev_fieldy - 1; + int num_special_action = 0; + int i, j; - playfield_scan_delta_x = -1; - playfield_scan_delta_y = -1; - } - else + for (i = action_first; i <= action_last; i++) { - playfield_scan_start_x = 0; - playfield_scan_start_y = 0; + boolean found = FALSE; - playfield_scan_delta_x = 1; - playfield_scan_delta_y = 1; - } -} + for (j = 0; j < NUM_DIRECTIONS; j++) + if (el_act_dir2img(element, i, j) != + el_act_dir2img(element, ACTION_DEFAULT, j)) + found = TRUE; -static void InitPlayfieldScanMode(int mode) -{ - game.use_reverse_scan_direction = - (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + if (found) + num_special_action++; + else + break; + } - InitPlayfieldScanModeVars(); + return num_special_action; } -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; -} +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ -static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, - boolean init_game) +void InitGame() { - int move_delay = get_move_delay_from_stepsize(move_stepsize); - boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); + int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); + int fade_mask = REDRAW_FIELD; - /* 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->move_delay_value = game.initial_move_delay_value; + 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 initial_move_dir = MV_DOWN; + int i, j, x, y; - player->move_delay_value_next = -1; + // required here to update video display before fading (FIX THIS) + DrawMaskedBorder(REDRAW_DOOR_2); - player->move_delay_reset_counter = 0; - } -} + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); -void GetPlayerConfig() -{ - if (!audio.sound_available) - setup.sound_simple = FALSE; + SetGameStatus(GAME_MODE_PLAYING); - if (!audio.loops_available) - setup.sound_loops = FALSE; + if (level_editor_test_game) + FadeSkipNextFadeIn(); + else + FadeSetEnterScreen(); - if (!audio.music_available) - setup.sound_music = FALSE; + if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged()) + fade_mask = REDRAW_ALL; - if (!video.fullscreen_available) - setup.fullscreen = FALSE; + FadeLevelSoundsAndMusic(); - setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); + ExpireSoundLoops(TRUE); - SetAudioMode(setup.sound); - InitJoysticks(); -} + FadeOut(fade_mask); -static int getBeltNrFromBeltElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3); -} + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); -static int getBeltNrFromBeltActiveElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3); -} + ClearField(); -static int getBeltNrFromBeltSwitchElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3); -} + OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); -static int getBeltDirNrFromBeltSwitchElement(int element) -{ - static int belt_base_element[4] = - { - EL_CONVEYOR_BELT_1_SWITCH_LEFT, - EL_CONVEYOR_BELT_2_SWITCH_LEFT, - EL_CONVEYOR_BELT_3_SWITCH_LEFT, - EL_CONVEYOR_BELT_4_SWITCH_LEFT - }; + DrawCompleteVideoDisplay(); - int belt_nr = getBeltNrFromBeltSwitchElement(element); - int belt_dir_nr = element - belt_base_element[belt_nr]; + InitGameEngine(); + InitGameControlValues(); - return (belt_dir_nr % 3); -} + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); -static int getBeltDirFromBeltSwitchElement(int element) -{ - static int belt_move_dir[3] = + for (i = 0; i < MAX_PLAYERS; i++) { - MV_LEFT, - MV_NONE, - MV_RIGHT - }; - - int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); - - return belt_move_dir[belt_dir_nr]; -} + struct PlayerInfo *player = &stored_player[i]; -static void InitPlayerField(int x, int y, int element, boolean init_game) -{ - if (element == EL_SP_MURPHY) - { - if (init_game) - { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; + player->index_nr = i; + player->index_bit = (1 << i); + player->element_nr = EL_PLAYER_1 + i; - return; - } - else - { - stored_player[0].use_murphy = TRUE; - } + player->present = FALSE; + player->active = FALSE; + player->mapped = FALSE; - Feld[x][y] = EL_PLAYER_1; - } - } + player->killed = FALSE; + player->reanimated = FALSE; - if (init_game) - { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; - player->present = TRUE; + player->mouse_action.lx = 0; + player->mouse_action.ly = 0; + player->mouse_action.button = 0; - player->block_last_field = (element == EL_SP_MURPHY ? - level.sp_block_last_field : - level.block_last_field); + player->effective_mouse_action.lx = 0; + player->effective_mouse_action.ly = 0; + player->effective_mouse_action.button = 0; - /* ---------- initialize player's last field block delay --------------- */ + player->score = 0; + player->score_final = 0; - /* always start with reliable default value (no adjustment needed) */ - player->block_delay_adjustment = 0; + player->health = MAX_HEALTH; + player->health_final = MAX_HEALTH; - /* 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; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; - /* 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); + for (j = 0; j < MAX_NUM_KEYS; j++) + player->key[j] = FALSE; - if (!options.network || player->connected) - { - player->active = TRUE; + player->num_white_keys = 0; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; - StorePlayer[x][y] = Feld[x][y]; + player->MovDir = initial_move_dir; + player->MovPos = 0; + player->GfxPos = 0; + player->GfxDir = initial_move_dir; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + player->initial_element = player->element_nr; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); + player->use_murphy = FALSE; - Feld[x][y] = EL_EMPTY; + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; - } -} + player->gravity = level.initial_player_gravity[i]; -static void InitField(int x, int y, boolean init_game) -{ - int element = Feld[x][y]; + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); - switch (element) - { - case EL_SP_MURPHY: - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - InitPlayerField(x, y, element, init_game); - break; + player->actual_frame_counter = 0; - case EL_SOKOBAN_FIELD_PLAYER: - element = Feld[x][y] = EL_PLAYER_1; - InitField(x, y, init_game); + player->step_counter = 0; - element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; - InitField(x, y, init_game); - break; + player->last_move_dir = initial_move_dir; - case EL_SOKOBAN_FIELD_EMPTY: - local_player->sokobanfields_still_needed++; - break; + player->is_active = FALSE; - case EL_STONEBLOCK: - if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) - Feld[x][y] = EL_ACID_POOL_TOPLEFT; - else if (x > 0 && Feld[x-1][y] == EL_ACID) - Feld[x][y] = EL_ACID_POOL_TOPRIGHT; - else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT) - Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT; - else if (y > 0 && Feld[x][y-1] == EL_ACID) - Feld[x][y] = EL_ACID_POOL_BOTTOM; - else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT) - Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; - break; + 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; - case EL_BUG_RIGHT: - case EL_BUG_UP: - case EL_BUG_LEFT: - case EL_BUG_DOWN: - case EL_BUG: - case EL_SPACESHIP_RIGHT: - case EL_SPACESHIP_UP: - case EL_SPACESHIP_LEFT: - case EL_SPACESHIP_DOWN: - case EL_SPACESHIP: - case EL_BD_BUTTERFLY_RIGHT: - case EL_BD_BUTTERFLY_UP: - case EL_BD_BUTTERFLY_LEFT: - case EL_BD_BUTTERFLY_DOWN: - case EL_BD_BUTTERFLY: - case EL_BD_FIREFLY_RIGHT: - case EL_BD_FIREFLY_UP: - case EL_BD_FIREFLY_LEFT: - case EL_BD_FIREFLY_DOWN: - case EL_BD_FIREFLY: - case EL_PACMAN_RIGHT: - case EL_PACMAN_UP: - case EL_PACMAN_LEFT: - case EL_PACMAN_DOWN: - case EL_YAMYAM: - case EL_DARK_YAMYAM: - case EL_ROBOT: - case EL_PACMAN: - case EL_SP_SNIKSNAK: - case EL_SP_ELECTRON: - case EL_MOLE_LEFT: - case EL_MOLE_RIGHT: - case EL_MOLE_UP: - case EL_MOLE_DOWN: - case EL_MOLE: - InitMovDir(x, y); - break; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - case EL_AMOEBA_FULL: - case EL_BD_AMOEBA: - InitAmoebaNr(x, y); - break; + player->was_waiting = TRUE; + player->was_moving = FALSE; + player->was_snapping = FALSE; + player->was_dropping = FALSE; - case EL_AMOEBA_DROP: - if (y == lev_fieldy - 1) - { - Feld[x][y] = EL_AMOEBA_GROWING; - Store[x][y] = EL_AMOEBA_WET; - } - break; + player->force_dropping = FALSE; - 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; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - case EL_EM_DYNAMITE_ACTIVE: - MovDelay[x][y] = 32; - break; + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - case EL_LAMP: - local_player->lights_still_needed++; - break; + player->dir_waiting = initial_move_dir; + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; - case EL_PENGUIN: - local_player->friends_still_needed++; - break; + player->switch_x = -1; + player->switch_y = -1; - case EL_PIG: - case EL_DRAGON: - GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); - break; + player->drop_x = -1; + player->drop_y = -1; - case EL_CONVEYOR_BELT_1_SWITCH_LEFT: - case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_2_SWITCH_LEFT: - case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_3_SWITCH_LEFT: - case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_4_SWITCH_LEFT: - case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: - if (init_game) - { - int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); - int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); - int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); + player->show_envelope = 0; - if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ - { - game.belt_dir[belt_nr] = belt_dir; - game.belt_dir_nr[belt_nr] = belt_dir_nr; - } - else /* more than one switch -- set it like the first switch */ - { - Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; - } - } - break; + SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE); - case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ - if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; - break; + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; - case EL_LIGHT_SWITCH_ACTIVE: - if (init_game) - game.light_time_left = level.time_light * FRAMES_PER_SECOND; - break; + player->drop_delay = 0; + player->drop_pressed_delay = 0; - case EL_EMC_MAGIC_BALL: - if (game.ball_state) - Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; - break; + player->last_jx = -1; + player->last_jy = -1; + player->jx = -1; + player->jy = -1; - case EL_EMC_MAGIC_BALL_SWITCH: - if (game.ball_state) - Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; - break; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; - default: -#if 1 - if (IS_CUSTOM_ELEMENT(element)) - { - if (CAN_MOVE(element)) - InitMovDir(x, y); + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; -#if USE_NEW_CUSTOM_VALUE - if (!element_info[element].use_last_ce_value || init_game) - CustomValue[x][y] = GET_NEW_CUSTOM_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 (level.use_initial_inventory[i]) + { + for (j = 0; j < level.initial_inventory_size[i]; j++) { - struct ElementGroupInfo *group = element_info[element].group; - int last_anim_random_frame = gfx.anim_random_frame; - int element_pos; + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + int k; - if (group->choice_mode == ANIM_RANDOM) - gfx.anim_random_frame = RND(group->num_elements_resolved); + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; - element_pos = getAnimationFrame(group->num_elements_resolved, 1, - group->choice_mode, 0, - group->choice_pos); + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + } + } - if (group->choice_mode == ANIM_RANDOM) - gfx.anim_random_frame = last_anim_random_frame; + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + + player->LevelSolved = FALSE; + player->GameOver = FALSE; - group->choice_pos++; + player->LevelSolved_GameWon = FALSE; + player->LevelSolved_GameEnd = FALSE; + player->LevelSolved_PanelOff = FALSE; + player->LevelSolved_SaveTape = FALSE; + player->LevelSolved_SaveScore = FALSE; - Feld[x][y] = group->element_resolved[element_pos]; + player->LevelSolved_CountingTime = 0; + player->LevelSolved_CountingScore = 0; + player->LevelSolved_CountingHealth = 0; - InitField(x, y, init_game); - } - break; + map_player_action[i] = i; } -#if 1 - if (!init_game) - CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); + network_player_action_received = FALSE; + +#if defined(NETWORK_AVALIABLE) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NONE); #endif -#if 0 + ZX = ZY = -1; + ExitX = ExitY = -1; -#if USE_NEW_CUSTOM_VALUE + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + TapeTime = 0; -#if 1 - CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); -#else - CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial; -#endif + ScreenMovDir = MV_NONE; + ScreenMovPos = 0; + ScreenGfxPos = 0; -#endif + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ -#endif -} + AllPlayersGone = FALSE; -static inline void InitField_WithBug1(int x, int y, boolean init_game) -{ - InitField(x, y, init_game); + game.no_time_limit = (level.time == 0); - /* 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); -} + game.yamyam_content_nr = 0; + game.robot_wheel_active = FALSE; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.wind_direction = level.wind_direction_initial; -static inline void InitField_WithBug2(int x, int y, boolean init_game) -{ - int old_element = Feld[x][y]; + game.lenses_time_left = 0; + game.magnify_time_left = 0; - InitField(x, y, init_game); + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; - /* 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); + game.envelope_active = FALSE; - /* 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" - */ -} + /* set focus to local player for network games, else to all players */ + game.centered_player_nr = (network_playing ? local_player->index_nr : -1); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + + if (network_playing && tape.recording) + { + /* store client dependent player focus when recording network games */ + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } + + for (i = 0; i < NUM_BELTS; i++) + { + game.belt_dir[i] = MV_NONE; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } + + for (i = 0; i < MAX_NUM_AMOEBA; i++) + AmoebaCnt[i] = AmoebaCnt2[i] = 0; + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status at level initialization:\n"); + } +#endif + + SCAN_PLAYFIELD(x, y) + { + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + CustomValue[x][y] = 0; /* initialized in InitField() */ + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; -inline void DrawGameValue_Emeralds(int value) -{ - DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); -} + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; -inline void DrawGameValue_Dynamite(int value) -{ - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); -} + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; -inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) -{ - int i; + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; - /* currently only 4 of 8 possible keys are displayed */ - for (i = 0; i < STD_NUM_KEYS; i++) - { - if (key[i]) - DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + i)); - 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); + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; + GfxRedraw[x][y] = GFX_REDRAW_NONE; } -} -inline void DrawGameValue_Score(int value) -{ - DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); -} - -inline void DrawGameValue_Time(int value) -{ - if (value < 1000) - DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); - else - DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); -} - -inline void DrawGameValue_Level(int value) -{ - if (level_nr < 100) - DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); - else + SCAN_PLAYFIELD(x, y) { - /* misuse area for displaying emeralds to draw bigger level number */ - DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, - int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); - - /* now copy it to the area for displaying level number */ - BlitBitmap(drawto, drawto, - DX_EMERALDS, DY_EMERALDS + 1, - getFontWidth(FONT_LEVEL_NUMBER) * 3, - getFontHeight(FONT_LEVEL_NUMBER) - 1, - DX_LEVEL - 1, DY_LEVEL + 1); + if (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; - /* restore the area for displaying emeralds */ - DrawGameValue_Emeralds(local_player->gems_still_needed); + InitField(x, y, TRUE); - /* yes, this is all really ugly :-) */ + ResetGfxAnimation(x, y); } -} -void DrawAllGameValues(int emeralds, int dynamite, int score, int time, - int key_bits) -{ - int key[MAX_NUM_KEYS]; - int i; + InitBeltMovement(); - for (i = 0; i < MAX_NUM_KEYS; i++) - key[i] = key_bits & (1 << i); + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - DrawGameValue_Level(level_nr); + /* 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); + } - DrawGameValue_Emeralds(emeralds); - DrawGameValue_Dynamite(dynamite); - DrawGameValue_Score(score); - DrawGameValue_Time(time); + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - DrawGameValue_Keys(key); -} + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; -void DrawGameDoorValues() -{ - int i; + /* 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; - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } + + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - DrawGameDoorValues_EM(); + 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; - return; + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; + + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; + } } - DrawGameValue_Level(level_nr); + /* 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 */ - DrawGameValue_Emeralds(local_player->gems_still_needed); - DrawGameValue_Dynamite(local_player->inventory_size); - DrawGameValue_Score(local_player->score); - DrawGameValue_Time(TimeLeft); +#if USE_NEW_PLAYER_ASSIGNMENTS + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + /* choose default local player */ + local_player = &stored_player[0]; for (i = 0; i < MAX_PLAYERS; i++) - DrawGameValue_Keys(stored_player[i].key); -} + stored_player[i].connected = FALSE; -#if 0 -static void resolve_group_element(int group_element, int recursion_depth) -{ - static int group_nr; - static struct ElementGroupInfo *group; - struct ElementGroupInfo *actual_group = element_info[group_element].group; - int i; + local_player->connected = TRUE; + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ - if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ + if (tape.playing) { - Error(ERR_WARN, "recursion too deep when resolving group element %d", - group_element - EL_GROUP_START + 1); - - /* replace element which caused too deep recursion by question mark */ - group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; - - return; + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected = tape.player_participates[i]; } - - if (recursion_depth == 0) /* initialization */ + else if (game.team_mode && !options.network) { - group = element_info[group_element].group; - group_nr = group_element - EL_GROUP_START; + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ - group->num_elements_resolved = 0; - group->choice_pos = 0; + for (i = 0; i < MAX_PLAYERS; i++) + if (setup.input[i].use_joystick || + setup.input[i].key.left != KSYM_UNDEFINED) + stored_player[i].connected = TRUE; } - for (i = 0; i < actual_group->num_elements; i++) +#if DEBUG_INIT_PLAYER + if (options.debug) { - int element = actual_group->element[i]; + printf("Player status after level initialization:\n"); - if (group->num_elements_resolved == NUM_FILE_ELEMENTS) - break; - - if (IS_GROUP_ELEMENT(element)) - resolve_group_element(element, recursion_depth + 1); - else + for (i = 0; i < MAX_PLAYERS; i++) { - group->element_resolved[group->num_elements_resolved++] = element; - element_info[element].in_group[group_nr] = TRUE; + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); } } -} #endif -/* - ============================================================================= - InitGameEngine() - ----------------------------------------------------------------------------- - initialize game engine due to level / tape version number - ============================================================================= -*/ +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("Reassigning players ...\n"); +#endif -static void InitGameEngine() -{ - int i, j, k, l, x, y; + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - /* 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 (player->connected && !player->present) + { + struct PlayerInfo *field_player = NULL; - /* ---------------------------------------------------------------------- */ - /* set flags for bugs and changes according to active game engine version */ - /* ---------------------------------------------------------------------- */ +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- looking for field player for player %d ...\n", i + 1); +#endif - /* - Summary of bugfix/change: - Fixed handling for custom elements that change when pushed by the player. + /* assign first free player found that is present in the playfield */ - Fixed/changed in version: - 3.1.0 + /* first try: look for unmapped playfield player that is not connected */ + for (j = 0; j < MAX_PLAYERS; j++) + if (field_player == NULL && + stored_player[j].present && + !stored_player[j].mapped && + !stored_player[j].connected) + field_player = &stored_player[j]; - 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()"). + /* second try: look for *any* unmapped playfield player */ + for (j = 0; j < MAX_PLAYERS; j++) + if (field_player == NULL && + stored_player[j].present && + !stored_player[j].mapped) + field_player = &stored_player[j]; - 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. - */ + if (field_player != NULL) + { + int jx = field_player->jx, jy = field_player->jy; - 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))); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- found player %d\n", field_player->index_nr + 1); +#endif - /* - Summary of bugfix/change: - Fixed handling for blocking the field the player leaves when moving. + player->present = FALSE; + player->active = FALSE; - Fixed/changed in version: - 3.1.1 + field_player->present = TRUE; + field_player->active = TRUE; - 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. + /* + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; - Affected levels/tapes: - (!!! yet to be determined -- probably many !!!) - */ + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; + */ - game.use_block_last_field_bug = - (game.engine_version < VERSION_IDENT(3,1,1,0)); + StorePlayer[jx][jy] = field_player->element_nr; - /* - Summary of bugfix/change: - Changed behaviour of CE changes with multiple changes per single frame. + field_player->jx = field_player->last_jx = jx; + field_player->jy = field_player->last_jy = jy; - Fixed/changed in version: - 3.2.0-6 + if (local_player == player) + local_player = field_player; - 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.) + map_player_action[field_player->index_nr] = i; - Affected levels/tapes: - Probably many. - */ + field_player->mapped = TRUE; -#if USE_ONLY_ONE_CHANGE_PER_FRAME - game.max_num_changes_per_frame = 1; -#else - game.max_num_changes_per_frame = - (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- map_player_action[%d] == %d\n", + field_player->index_nr + 1, i + 1); #endif + } + } - /* ---------------------------------------------------------------------- */ + if (player->connected && player->present) + player->mapped = TRUE; + } + +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after player assignment (first stage):\n"); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } + } +#endif + +#else + + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (player->connected && !player->present) + { + for (j = 0; j < MAX_PLAYERS; j++) + { + struct PlayerInfo *field_player = &stored_player[j]; + int jx = field_player->jx, jy = field_player->jy; + + /* assign first free player found that is present in the playfield */ + if (field_player->present && !field_player->connected) + { + player->present = TRUE; + player->active = TRUE; - /* default scan direction: scan playfield from top/left to bottom/right */ - InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + field_player->present = FALSE; + field_player->active = FALSE; - /* dynamically adjust element properties according to game engine version */ - InitElementPropertiesEngine(game.engine_version); + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; -#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->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; -#if 0 - /* ---------- recursively resolve group elements ------------------------- */ + StorePlayer[jx][jy] = player->element_nr; - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - for (j = 0; j < NUM_GROUP_ELEMENTS; j++) - element_info[i].in_group[j] = FALSE; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; - for (i = 0; i < NUM_GROUP_ELEMENTS; i++) - resolve_group_element(EL_GROUP_START + i, 0); + break; + } + } + } + } #endif - /* ---------- initialize player's initial move delay --------------------- */ - -#if 1 - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - get_move_delay_from_stepsize(level.initial_player_stepsize); -#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); +#if 0 + printf("::: local_player->present == %d\n", local_player->present); #endif - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? - game.initial_move_delay_value : 0); + if (tape.playing) + { + /* when playing a tape, eliminate all players who do not participate */ - /* ---------- initialize player's initial push delay --------------------- */ +#if USE_NEW_PLAYER_ASSIGNMENTS - /* 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); + if (!game.team_mode) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && + !tape.player_participates[map_player_action[i]]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - /* ---------- initialize changing elements ------------------------------- */ +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy); +#endif - /* initialize changing elements information */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - struct ElementInfo *ei = &element_info[i]; + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } - /* this pointer might have been changed in the level editor */ - ei->change = &ei->change_page[0]; +#else - if (!IS_CUSTOM_ELEMENT(i)) + for (i = 0; i < MAX_PLAYERS; i++) { - ei->change->target_element = EL_EMPTY_SPACE; - ei->change->delay_fixed = 0; - ei->change->delay_random = 0; - ei->change->delay_frames = 1; + if (stored_player[i].active && + !tape.player_participates[i]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } } +#endif + } + else if (!options.network && !game.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ - for (j = 0; j < NUM_CHANGE_EVENTS; j++) + for (i = 0; i < MAX_PLAYERS; i++) { - ei->has_change_event[j] = FALSE; + 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; - ei->event_page_nr[j] = 0; - ei->event_page[j] = &ei->change_page[0]; + player->active = FALSE; + player->present = FALSE; + + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } } } - /* add changing elements from pre-defined list */ - for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + /* when recording the game, store which players take part in the game */ + if (tape.recording) { - struct ChangingElementInfo *ch_delay = &change_delay_list[i]; - struct ElementInfo *ei = &element_info[ch_delay->element]; +#if USE_NEW_PLAYER_ASSIGNMENTS + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].connected) + tape.player_participates[i] = TRUE; +#else + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + tape.player_participates[i] = TRUE; +#endif + } - ei->change->target_element = ch_delay->target_element; - ei->change->delay_fixed = ch_delay->change_delay; +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after player assignment (final stage):\n"); - 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; + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - ei->change->can_change = TRUE; - ei->change->can_change_or_has_action = TRUE; + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); - ei->has_change_event[CE_DELAY] = TRUE; + if (local_player == player) + printf(" (local player)"); - SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); - SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + printf("\n"); + } } +#endif - /* ---------- initialize internal run-time variables ------------- */ - - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + if (BorderElement == EL_EMPTY) { - struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - - for (j = 0; j < ei->num_change_pages; j++) - { - ei->change_page[j].can_change_or_has_action = - (ei->change_page[j].can_change | - ei->change_page[j].has_action); - } + 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; } - /* add change events from custom element configuration */ - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + if (full_lev_fieldx <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + if (full_lev_fieldy <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + + if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX) + SBX_Left--; + if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY) + SBY_Upper--; + + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) { - struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; - for (j = 0; j < ei->num_change_pages; j++) + SCAN_PLAYFIELD(x, y) { - if (!ei->change_page[j].can_change_or_has_action) + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; + + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; + + found_rating = 4; + found_element = element; + } + + if (!IS_CUSTOM_ELEMENT(element)) continue; - for (k = 0; k < NUM_CHANGE_EVENTS; k++) + if (CAN_CHANGE(element)) { - /* 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])) + for (i = 0; i < element_info[element].num_change_pages; i++) { - ei->has_change_event[k] = TRUE; + /* 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); - ei->event_page_nr[k] = j; - ei->event_page[k] = &ei->change_page[j]; + if (is_player && (found_rating < 3 || + (found_rating == 3 && element < found_element))) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || + (found_rating == 2 && element < found_element))) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[xx][yy]; + + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || + (found_rating == 1 && element < found_element))) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } } } } + + scroll_x = SCROLL_POSITION_X(start_x); + scroll_y = SCROLL_POSITION_Y(start_y); + } + else + { + scroll_x = SCROLL_POSITION_X(local_player->jx); + scroll_y = SCROLL_POSITION_Y(local_player->jy); + } + + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + InitGameEngine_EM(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + InitGameEngine_SP(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + InitGameEngine_MM(); + } + else + { + DrawLevel(REDRAW_FIELD); + DrawAllPlayers(); + + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); } - /* ---------- initialize run-time trigger player and element ------------- */ + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap(backbuffer); + /* !!! FIX THIS (END) !!! */ - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + DrawMaskedBorder(fade_mask); + + FadeIn(fade_mask); + +#if 1 + // full screen redraw is required at this point in the following cases: + // - special editor door undrawn when game was started from level editor + // - drawing area (playfield) was changed and has to be removed completely + redraw_mask = REDRAW_ALL; + BackToFront(); +#endif + + if (!game.restart_level) { - struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + /* copy default game door content to main double buffer */ - for (j = 0; j < ei->num_change_pages; j++) - { - ei->change_page[j].actual_trigger_element = EL_EMPTY; - ei->change_page[j].actual_trigger_player = EL_PLAYER_1; - ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; - ei->change_page[j].actual_trigger_ce_value = 0; - } + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); } - /* ---------- initialize trigger events ---------------------------------- */ + SetPanelBackground(); + SetDrawBackgroundMask(REDRAW_DOOR_1); - /* 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; + UpdateAndDisplayGameControlValues(); - /* add trigger events from element change event properties */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!game.restart_level) { - struct ElementInfo *ei = &element_info[i]; + UnmapGameButtons(); + UnmapTapeButtons(); - for (j = 0; j < ei->num_change_pages; j++) + FreeGameButtons(); + CreateGameButtons(); + + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0); + + OpenDoor(DOOR_OPEN_ALL); + + PlaySound(SND_GAME_STARTING); + + if (setup.sound_music) + PlayLevelMusic(); + + KeyboardAutoRepeatOffUnlessAutoplay(); + +#if DEBUG_INIT_PLAYER + if (options.debug) { - if (!ei->change_page[j].can_change_or_has_action) - continue; + printf("Player status (final):\n"); - if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) + for (i = 0; i < MAX_PLAYERS; i++) { - int trigger_element = ei->change_page[j].trigger_element; + struct PlayerInfo *player = &stored_player[i]; - for (k = 0; k < NUM_CHANGE_EVENTS; k++) - { - if (ei->change_page[j].has_event[k]) - { - if (IS_GROUP_ELEMENT(trigger_element)) - { - struct ElementGroupInfo *group = - element_info[trigger_element].group; + printf("- player %d: present == %d, connected == %d, active == %d", + i + 1, + player->present, + player->connected, + player->active); - for (l = 0; l < group->num_elements_resolved; l++) - trigger_events[group->element_resolved[l]][k] = TRUE; - } - else - trigger_events[trigger_element][k] = TRUE; - } - } + if (local_player == player) + printf(" (local player)"); + + printf("\n"); } } +#endif } - /* ---------- initialize push delay -------------------------------------- */ + UnmapAllGadgets(); - /* initialize push delay values to default */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - if (!IS_CUSTOM_ELEMENT(i)) - { - element_info[i].push_delay_fixed = game.default_push_delay_fixed; - element_info[i].push_delay_random = game.default_push_delay_random; - } - } + MapGameButtons(); + MapTapeButtons(); - /* set push delay value for certain elements from pre-defined list */ - for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) + if (!game.restart_level && !tape.playing) { - int e = push_delay_list[i].element; + LevelStats_incPlayed(level_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; + SaveLevelSetup_SeriesInfo(); } - /* set push delay value for Supaplex elements for newer engine versions */ - if (game.engine_version >= VERSION_IDENT(3,1,0,0)) - { - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - if (IS_SP_ELEMENT(i)) - { - /* set SP push delay to just enough to push under a falling zonk */ - int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + game.restart_level = FALSE; - element_info[i].push_delay_fixed = delay; - element_info[i].push_delay_random = 0; - } - } + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + InitGameActions_MM(); + + SaveEngineSnapshotToListInitial(); +} + +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, + int actual_player_x, int actual_player_y) +{ + /* this is used for non-R'n'D game engines to update certain engine values */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + actual_player_x = correctLevelPosX_EM(actual_player_x); + actual_player_y = correctLevelPosY_EM(actual_player_y); } - /* ---------- initialize move stepsize ----------------------------------- */ + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; - /* 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; + /* needed to get player position for "follow finger" playing input method */ + local_player->jx = actual_player_x; + local_player->jy = actual_player_y; +} - /* set move stepsize value for certain elements from pre-defined list */ - for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; + static int xy[4][2] = { - int e = move_stepsize_list[i].element; + { 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 } + }; - element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; - } + 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; - /* ---------- initialize collect score ----------------------------------- */ + 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; - /* initialize collect score values for custom elements from initial value */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (IS_CUSTOM_ELEMENT(i)) - element_info[i].collect_score = element_info[i].collect_score_initial; + 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; - /* ---------- initialize collect count ----------------------------------- */ + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; - /* initialize collect count values for non-custom elements */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].collect_count_initial = 0; + 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; - /* add collect count values for all elements from pre-defined list */ - for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) - element_info[collect_count_list[i].element].collect_count_initial = - collect_count_list[i].count; + 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; - /* ---------- initialize access direction -------------------------------- */ + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; - /* initialize access direction values to default (access from every side) */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].access_direction = MV_ALL_DIRECTIONS; + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; - /* set access direction value for certain elements from pre-defined list */ - for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) - element_info[access_direction_list[i].element].access_direction = - access_direction_list[i].direction; + 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; - /* ---------- initialize explosion content ------------------------------- */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - if (IS_CUSTOM_ELEMENT(i)) - continue; + default: + if (IS_CUSTOM_ELEMENT(element)) + { + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; - 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) */ + if (move_direction_initial == MV_START_PREVIOUS) + { + if (MovDir[x][y] != MV_NONE) + return; + + move_direction_initial = MV_START_AUTOMATIC; + } + + if (move_direction_initial == MV_START_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_direction_initial & MV_ANY_DIRECTION) + MovDir[x][y] = move_direction_initial; + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (move_pattern == MV_ALONG_LEFT_SIDE || + move_pattern == MV_ALONG_RIGHT_SIDE) + { + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - 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 (!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]; -int get_num_special_action(int element, int action_first, int action_last) -{ - int num_special_action = 0; - int i, j; + break; + } + } + } + } + else + { + MovDir[x][y] = 1 << RND(4); - for (i = action_first; i <= action_last; i++) - { - boolean found = FALSE; + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; - for (j = 0; j < NUM_DIRECTIONS; j++) - if (el_act_dir2img(element, i, j) != - el_act_dir2img(element, ACTION_DEFAULT, j)) - found = TRUE; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - if (found) - num_special_action++; - else + 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; } - return num_special_action; + GfxDir[x][y] = MovDir[x][y]; } -/* - ============================================================================= - InitGame() - ----------------------------------------------------------------------------- - initialize and start new game - ============================================================================= -*/ - -void InitGame() +void InitAmoebaNr(int x, int y) { - boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ - boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, x, y; - - InitGameEngine(); - - /* don't play tapes over network */ - network_playing = (options.network && !tape.playing); + int i; + int group_nr = AmoebeNachbarNr(x, y); - for (i = 0; i < MAX_PLAYERS; i++) + if (group_nr == 0) { - struct PlayerInfo *player = &stored_player[i]; - - player->index_nr = i; - player->index_bit = (1 << i); - player->element_nr = EL_PLAYER_1 + i; + for (i = 1; i < MAX_NUM_AMOEBA; i++) + { + if (AmoebaCnt[i] == 0) + { + group_nr = i; + break; + } + } + } - player->present = FALSE; - player->active = FALSE; + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; +} - player->action = 0; - player->effective_action = 0; - player->programmed_action = 0; +static void PlayerWins(struct PlayerInfo *player) +{ + player->LevelSolved = TRUE; + player->GameOver = TRUE; - 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; + player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + player->score); + player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MM_HEALTH(game_mm.laser_overload_value) : + player->health); - for (j = 0; j < MAX_NUM_KEYS; j++) - player->key[j] = FALSE; + player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : + TimeLeft); + player->LevelSolved_CountingScore = player->score_final; + player->LevelSolved_CountingHealth = player->health_final; +} - player->dynabomb_count = 0; - player->dynabomb_size = 1; - player->dynabombs_left = 0; - player->dynabomb_xl = FALSE; +void GameWon() +{ + static int time_count_steps; + static int time, time_final; + static int score, score_final; + static int health, health_final; + static int game_over_delay_1 = 0; + static int game_over_delay_2 = 0; + static int game_over_delay_3 = 0; + int game_over_delay_value_1 = 50; + int game_over_delay_value_2 = 25; + int game_over_delay_value_3 = 50; - 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 (!local_player->LevelSolved_GameWon) + { + int i; - player->use_murphy = FALSE; - player->artwork_element = - (level.use_artwork_element[i] ? level.artwork_element[i] : - player->element_nr); + /* do not start end game actions before the player stops moving (to exit) */ + if (local_player->MovPos) + return; - player->block_last_field = FALSE; /* initialized in InitPlayerField() */ - player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ + local_player->LevelSolved_GameWon = TRUE; + local_player->LevelSolved_SaveTape = tape.recording; + local_player->LevelSolved_SaveScore = !tape.playing; - player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); + if (!tape.playing) + { + LevelStats_incSolved(level_nr); - player->actual_frame_counter = 0; + SaveLevelSetup_SeriesInfo(); + } - player->step_counter = 0; + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; - player->last_move_dir = MV_NONE; + TapeStop(); - 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; + game_over_delay_1 = 0; + game_over_delay_2 = 0; + game_over_delay_3 = game_over_delay_value_3; - player->is_bored = FALSE; - player->is_sleeping = FALSE; + time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft); + score = score_final = local_player->score_final; + health = health_final = local_player->health_final; - player->frame_counter_bored = -1; - player->frame_counter_sleeping = -1; + if (level.score[SC_TIME_BONUS] > 0) + { + if (TimeLeft > 0) + { + time_final = 0; + score_final += TimeLeft * level.score[SC_TIME_BONUS]; + } + else if (game.no_time_limit && TimePlayed < 999) + { + time_final = 999; + score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS]; + } - player->anim_delay_counter = 0; - player->post_delay_counter = 0; + time_count_steps = MAX(1, ABS(time_final - time) / 100); - player->action_waiting = ACTION_DEFAULT; - player->last_action_waiting = ACTION_DEFAULT; - player->special_action_bored = ACTION_DEFAULT; - player->special_action_sleeping = ACTION_DEFAULT; + game_over_delay_1 = game_over_delay_value_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); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + health_final = 0; + score_final += health * level.score[SC_TIME_BONUS]; - player->switch_x = -1; - player->switch_y = -1; + game_over_delay_2 = game_over_delay_value_2; + } - player->drop_x = -1; - player->drop_y = -1; + local_player->score_final = score_final; + local_player->health_final = health_final; + } - player->show_envelope = 0; + if (level_editor_test_game) + { + time = time_final; + score = score_final; -#if 1 - SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE); -#else - player->move_delay = game.initial_move_delay; - player->move_delay_value = game.initial_move_delay_value; + local_player->LevelSolved_CountingTime = time; + local_player->LevelSolved_CountingScore = score; - player->move_delay_value_next = -1; + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; - player->move_delay_reset_counter = 0; + DisplayGameControlValues(); + } - player->cannot_move = FALSE; -#endif + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */ + { + /* close exit door after last player */ + if ((AllPlayersGone && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) || + Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN) + { + int element = Feld[ExitX][ExitY]; - player->push_delay = -1; /* initialized when pushing starts */ - player->push_delay_value = game.initial_push_delay_value; + Feld[ExitX][ExitY] = + (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING : + element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING: + element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING: + EL_EM_STEEL_EXIT_CLOSING); - player->drop_delay = 0; + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; + /* player disappears */ + DrawLevelField(ExitX, ExitY); + } - player->shield_normal_time_left = 0; - player->shield_deadly_time_left = 0; + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - player->inventory_infinite_element = EL_UNDEFINED; - player->inventory_size = 0; + if (player->present) + { + RemovePlayer(player); - DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); + /* player disappears */ + DrawLevelField(player->jx, player->jy); + } + } + } - player->LevelSolved = FALSE; - player->GameOver = FALSE; + PlaySound(SND_GAME_WINNING); } - network_player_action_received = FALSE; - -#if defined(NETWORK_AVALIABLE) - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NONE); -#endif - - ZX = ZY = -1; - ExitX = ExitY = -1; + if (game_over_delay_1 > 0) + { + game_over_delay_1--; - FrameCounter = 0; - TimeFrames = 0; - TimePlayed = 0; - TimeLeft = level.time; - TapeTime = 0; + return; + } - ScreenMovDir = MV_NONE; - ScreenMovPos = 0; - ScreenGfxPos = 0; + if (time != time_final) + { + int time_to_go = ABS(time_final - time); + int time_count_dir = (time < time_final ? +1 : -1); - ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + if (time_to_go < time_count_steps) + time_count_steps = 1; - AllPlayersGone = FALSE; + time += time_count_steps * time_count_dir; + score += time_count_steps * level.score[SC_TIME_BONUS]; - 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.wind_direction = level.wind_direction_initial; - game.gravity = level.initial_gravity; - game.explosions_delayed = TRUE; + local_player->LevelSolved_CountingTime = time; + local_player->LevelSolved_CountingScore = score; - game.lenses_time_left = 0; - game.magnify_time_left = 0; + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; - game.ball_state = level.ball_state_initial; - game.ball_content_nr = 0; + DisplayGameControlValues(); - game.envelope_active = FALSE; + if (time == time_final) + StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); - for (i = 0; i < NUM_BELTS; i++) - { - game.belt_dir[i] = MV_NONE; - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + return; } - for (i = 0; i < MAX_NUM_AMOEBA; i++) - AmoebaCnt[i] = AmoebaCnt2[i] = 0; + if (game_over_delay_2 > 0) + { + game_over_delay_2--; -#if 1 - SCAN_PLAYFIELD(x, y) -#else - for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++) -#endif + return; + } + + if (health != health_final) { - 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; + int health_count_dir = (health < health_final ? +1 : -1); - ChangeCount[x][y] = 0; - ChangeEvent[x][y] = -1; + health += health_count_dir; + score += level.score[SC_TIME_BONUS]; - ExplodePhase[x][y] = 0; - ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_TYPE_NONE; + local_player->LevelSolved_CountingHealth = health; + local_player->LevelSolved_CountingScore = score; - RunnerVisit[x][y] = 0; - PlayerVisit[x][y] = 0; + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_SCORE].value = score; - 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; + DisplayGameControlValues(); + + if (health == health_final) + StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); + + return; } -#if 1 - SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif + local_player->LevelSolved_PanelOff = TRUE; + + if (game_over_delay_3 > 0) { - 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; + game_over_delay_3--; - InitField(x, y, TRUE); + return; } - InitBeltMovement(); - - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + GameEnd(); +} -#if USE_NEW_ALL_SLIPPERY - /* initialize type of slippery elements */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - { - if (!IS_CUSTOM_ELEMENT(i)) - { - /* default: elements slip down either to the left or right randomly */ - element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; +void GameEnd() +{ + int hi_pos; + boolean raise_level = FALSE; - /* 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; + local_player->LevelSolved_GameEnd = TRUE; - /* BD style elements prefer to slip down on the left side */ - if (game.emulation == EMU_BOULDERDASH) - element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; - } - } -#endif + if (!global.use_envelope_request) + CloseDoor(DOOR_CLOSE_1); - /* initialize explosion and ignition delay */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (local_player->LevelSolved_SaveTape) { - 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; + SaveTapeChecked(tape.level_nr); /* ask to save tape */ + } - element_info[i].explosion_delay = last_phase - 1; - element_info[i].ignition_delay = half_phase; + CloseDoor(DOOR_CLOSE_ALL); - if (i == EL_BLACK_ORB) - element_info[i].ignition_delay = 1; - } + if (level_editor_test_game) + { + SetGameStatus(GAME_MODE_MAIN); -#if 0 - if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ - element_info[i].explosion_delay = 1; + DrawMainMenu(); - if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ - element_info[i].ignition_delay = 1; -#endif + return; } - /* 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 */ - - /* check if any connected player was not found in playfield */ - for (i = 0; i < MAX_PLAYERS; i++) + if (!local_player->LevelSolved_SaveScore) { - struct PlayerInfo *player = &stored_player[i]; + SetGameStatus(GAME_MODE_MAIN); - 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; + DrawMainMenu(); - /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) - { - player->present = TRUE; - player->active = TRUE; + return; + } - some_player->present = FALSE; - some_player->active = FALSE; + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; -#if 0 - player->element_nr = some_player->element_nr; -#endif + SaveLevelSetup_SeriesInfo(); + } - player->artwork_element = some_player->artwork_element; + if (setup.increment_levels && + level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ - player->block_last_field = some_player->block_last_field; - player->block_delay_adjustment = some_player->block_delay_adjustment; + if ((hi_pos = NewHiScore()) >= 0) + { + SetGameStatus(GAME_MODE_SCORES); - StorePlayer[jx][jy] = player->element_nr; - player->jx = player->last_jx = jx; - player->jy = player->last_jy = jy; + DrawHallOfFame(hi_pos); - break; - } - } + if (raise_level) + { + level_nr++; + TapeErase(); } } - - if (tape.playing) + else { - /* when playing a tape, eliminate all players which do not participate */ + SetGameStatus(GAME_MODE_MAIN); - for (i = 0; i < MAX_PLAYERS; i++) + if (raise_level) { - if (stored_player[i].active && !tape.player_participates[i]) - { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; - - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; - } + level_nr++; + TapeErase(); } + + DrawMainMenu(); } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ - { - /* when in single player mode, eliminate all but the first active player */ +} - for (i = 0; i < MAX_PLAYERS; i++) +int NewHiScore() +{ + int k, l; + int position = -1; + boolean one_score_entry_per_name = !program.many_scores_per_name; + + LoadScore(level_nr); + + if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) || + local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; + + for (k = 0; k < MAX_SCORE_ENTRIES; k++) + { + if (local_player->score_final > highscore[k].Score) { - if (stored_player[i].active) + /* player has made it to the hall of fame */ + + if (k < MAX_SCORE_ENTRIES - 1) { - for (j = i + 1; j < MAX_PLAYERS; j++) + int m = MAX_SCORE_ENTRIES - 1; + + if (one_score_entry_per_name) { - if (stored_player[j].active) - { - struct PlayerInfo *player = &stored_player[j]; - int jx = player->jx, jy = player->jy; + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (strEqual(setup.player_name, highscore[l].Name)) + m = l; - player->active = FALSE; - player->present = FALSE; + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; + } - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; - } + for (l = m; l > k; l--) + { + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; } } + + put_into_list: + + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; + highscore[k].Score = local_player->score_final; + position = k; + + break; } + else if (one_score_entry_per_name && + !strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) + break; /* player already there with a higher score */ + } + + if (position >= 0) + SaveScore(level_nr); + + return position; +} + +inline static int getElementMoveStepsizeExt(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 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) + { + 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; } - /* when recording the game, store which players take part in the game */ - if (tape.recording) + return step; +} + +inline static int getElementMoveStepsize(int x, int y) +{ + return getElementMoveStepsizeExt(x, y, MovDir[x][y]); +} + +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) { - for (i = 0; i < MAX_PLAYERS; i++) - if (stored_player[i].active) - tape.player_participates[i] = TRUE; + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; } +} - if (options.debug) - { - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; +static void ResetGfxFrame(int x, int y) +{ + // profiling showed that "autotest" spends 10~20% of its time in this function + if (DrawingDeactivatedField()) + return; - 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); - } - } + int element = Feld[x][y]; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - if (BorderElement == EL_EMPTY) - { - SBX_Left = 0; - SBX_Right = lev_fieldx - SCR_FIELDX; - SBY_Upper = 0; - SBY_Lower = lev_fieldy - SCR_FIELDY; - } - else - { - SBX_Left = -1; - SBX_Right = lev_fieldx - SCR_FIELDX + 1; - SBY_Upper = -1; - SBY_Lower = lev_fieldy - SCR_FIELDY + 1; - } + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; +} - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) - SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; +static void ResetGfxAnimation(int x, int y) +{ + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; + GfxFrame[x][y] = 0; - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) - SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + ResetGfxFrame(x, y); +} - /* 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; +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} -#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; +void InitMovingField(int x, int y, int direction) +{ + int element = Feld[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; + boolean is_moving_before, is_moving_after; - if (level.use_start_element[player_nr] && - level.start_element[player_nr] == element && - found_rating < 4) - { - start_x = x; - start_y = y; + /* check if element was/is moving or being moved before/after mode change */ + is_moving_before = (WasJustMoving[x][y] != 0); + is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0); - found_rating = 4; - found_element = element; - } + /* reset animation only for moving elements which change direction of moving + or which just started or stopped moving + (else CEs with property "can move" / "not moving" are reset each frame) */ + if (is_moving_before != is_moving_after || + direction != MovDir[x][y]) + ResetGfxAnimation(x, y); - if (!IS_CUSTOM_ELEMENT(element)) - continue; + MovDir[x][y] = direction; + GfxDir[x][y] = direction; - 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); + GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING : + direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); - if (is_player && (found_rating < 3 || element < found_element)) - { - start_x = x; - start_y = y; + /* this is needed for CEs with property "can move" / "not moving" */ - found_rating = 3; - found_element = element; - } - } - } + if (is_moving_after) + { + if (Feld[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; - 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); + MovDir[newx][newy] = MovDir[x][y]; - if (is_player && (found_rating < 2 || element < found_element)) - { - start_x = x + xx - 1; - start_y = y + yy - 1; + CustomValue[newx][newy] = CustomValue[x][y]; - found_rating = 2; - found_element = element; - } + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; + } +} - if (!CAN_CHANGE(element)) - continue; +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); - 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]; + *goes_to_x = newx; + *goes_to_y = newy; +} - is_player = ELEM_IS_PLAYER(content); +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 (is_player && (found_rating < 1 || element < found_element)) - { - start_x = x + xx - 1; - start_y = y + yy - 1; + if (direction == MV_LEFT) + oldx++; + else if (direction == MV_RIGHT) + oldx--; + else if (direction == MV_UP) + oldy++; + else if (direction == MV_DOWN) + oldy--; - found_rating = 1; - found_element = element; - } - } - } - } + *comes_from_x = oldx; + *comes_from_y = oldy; +} - scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : - start_x > SBX_Right + MIDPOSX ? SBX_Right : - start_x - MIDPOSX); +int MovingOrBlocked2Element(int x, int y) +{ + int element = Feld[x][y]; - scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : - start_y > SBY_Lower + MIDPOSY ? SBY_Lower : - start_y - MIDPOSY); - } - else + if (element == EL_BLOCKED) { - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + int oldx, oldy; - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; } + else + return element; +} - if (!game.restart_level) - CloseDoor(DOOR_CLOSE_1); +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]; - /* !!! FIX THIS (START) !!! */ - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + if (IS_MOVING(x, y)) { - InitGameEngine_EM(); + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; } else + return element; +} + +static void RemoveField(int x, int y) +{ + Feld[x][y] = EL_EMPTY; + + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + + CustomValue[x][y] = 0; + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; +} + +void RemoveMovingField(int x, int y) +{ + int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; + + if (element != EL_BLOCKED && !IS_MOVING(x, y)) + return; + + if (IS_MOVING(x, y)) { - DrawLevel(); - DrawAllPlayers(); + Moving2Blocked(x, y, &newx, &newy); - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + if (Feld[newx][newy] != EL_BLOCKED) + { + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + TEST_DrawLevelField(oldx, oldy); - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + return; + } } - /* !!! FIX THIS (END) !!! */ - - if (!game.restart_level) + else if (element == EL_BLOCKED) { - /* 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); + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + return; } - DrawGameDoorValues(); + if (element == EL_BLOCKED && + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) + next_element = get_next_element(Feld[oldx][oldy]); - 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(); + RemoveField(oldx, oldy); + RemoveField(newx, newy); - /* 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); + Store[oldx][oldy] = Store2[oldx][oldy] = 0; - OpenDoor(DOOR_OPEN_ALL); + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + TEST_DrawLevelField(oldx, oldy); + TEST_DrawLevelField(newx, newy); +} - if (setup.sound_music) - PlayLevelMusic(); +void DrawDynamite(int x, int y) +{ + int sx = SCREENX(x), sy = SCREENY(y); + int graphic = el2img(Feld[x][y]); + int frame; - KeyboardAutoRepeatOffUnlessAutoplay(); + if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) + return; - if (options.debug) - { - for (i = 0; i < MAX_PLAYERS; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); - } - } + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; - game.restart_level = 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); -void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) -{ - /* this is used for non-R'n'D game engines to update certain engine values */ + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); - /* needed to determine if sounds are played within the visible screen area */ - scroll_x = actual_scroll_x; - scroll_y = actual_scroll_y; + if (Back[x][y] || Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); } -void InitMovDir(int x, int y) +void CheckDynamite(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] = + if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, - { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } - }; + MovDelay[x][y]--; - 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 (MovDelay[x][y] != 0) + { + DrawDynamite(x, y); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); - 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; + return; + } + } - 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; + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); - 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; + Bang(x, y); +} - 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; +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; - case EL_SP_SNIKSNAK: - MovDir[x][y] = MV_UP; - break; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active) + { + int sx = stored_player[i].jx; + int sy = stored_player[i].jy; - case EL_SP_ELECTRON: - MovDir[x][y] = MV_LEFT; - break; + 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); + } - 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; + num_checked_players++; + } + } +} - default: - if (IS_CUSTOM_ELEMENT(element)) - { - struct ElementInfo *ei = &element_info[element]; - int move_direction_initial = ei->move_direction_initial; - int move_pattern = ei->move_pattern; +static boolean checkIfAllPlayersFitToScreen_RND() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; - if (move_direction_initial == MV_START_PREVIOUS) - { - if (MovDir[x][y] != MV_NONE) - return; + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - move_direction_initial = MV_START_AUTOMATIC; - } + return (sx2 - sx1 < SCR_FIELDX && + sy2 - sy1 < SCR_FIELDY); +} - 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); +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y; - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - 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]; + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} - break; - } - } - } - } - else - { - MovDir[x][y] = 1 << RND(4); +void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, + boolean center_screen, boolean quick_relocation) +{ + unsigned int frame_delay_value_old = GetVideoFrameDelay(); + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int new_scroll_x, new_scroll_y; - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; + if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y))) + { + /* case 1: quick relocation inside visible screen (without scrolling) */ - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + RedrawPlayfield(); - 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; + return; } - GfxDir[x][y] = MovDir[x][y]; -} + if (!level.shifted_relocation || center_screen) + { + /* relocation _with_ centering of screen */ -void InitAmoebaNr(int x, int y) -{ - int i; - int group_nr = AmoebeNachbarNr(x, y); + new_scroll_x = SCROLL_POSITION_X(x); + new_scroll_y = SCROLL_POSITION_Y(y); + } + else + { + /* relocation _without_ centering of screen */ + + int center_scroll_x = SCROLL_POSITION_X(old_x); + int center_scroll_y = SCROLL_POSITION_Y(old_y); + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + /* for new screen position, apply previous offset to center position */ + new_scroll_x = SCROLL_POSITION_X(offset_x); + new_scroll_y = SCROLL_POSITION_Y(offset_y); + } - if (group_nr == 0) + if (quick_relocation) { - for (i = 1; i < MAX_NUM_AMOEBA; i++) - { - if (AmoebaCnt[i] == 0) - { - group_nr = i; - break; - } - } - } + /* case 2: quick relocation (redraw without visible scrolling) */ - AmoebaNr[x][y] = group_nr; - AmoebaCnt[group_nr]++; - AmoebaCnt2[group_nr]++; -} + scroll_x = new_scroll_x; + scroll_y = new_scroll_y; -void GameWon() -{ - int hi_pos; - boolean raise_level = FALSE; + RedrawPlayfield(); - if (local_player->MovPos) return; + } - if (tape.auto_play) /* tape might already be stopped here */ - tape.auto_play_level_solved = TRUE; + /* case 3: visible relocation (with scrolling to new position) */ - local_player->LevelSolved = FALSE; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + SetVideoFrameDelay(wait_delay_value); - if (TimeLeft) + while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); + int dx = 0, dy = 0; + int fx = FX, fy = FY; - while (TimeLeft > 0) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); + dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); - if (TimeLeft > 100 && TimeLeft % 10 == 0) - { - TimeLeft -= 10; - RaiseScore(level.score[SC_TIME_BONUS] * 10); - } - else - { - TimeLeft--; - RaiseScore(level.score[SC_TIME_BONUS]); - } + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - DrawGameValue_Time(TimeLeft); + scroll_x -= dx; + scroll_y -= dy; - BackToFront(); + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - if (!tape.playing) - Delay(10); - } + ScrollLevel(dx, dy); + DrawAllPlayers(); - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + + /* scroll second step to align at full tile size */ + BlitScreenToBitmap(window); } - else if (level.time == 0) /* level without time limit */ - { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, - SND_CTRL_PLAY_LOOP); - while (TimePlayed < 999) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + DrawAllPlayers(); + BackToFront(); - if (TimePlayed < 900 && TimePlayed % 10 == 0) - { - TimePlayed += 10; - RaiseScore(level.score[SC_TIME_BONUS] * 10); - } - else - { - TimePlayed++; - RaiseScore(level.score[SC_TIME_BONUS]); - } + SetVideoFrameDelay(frame_delay_value_old); +} + +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); - DrawGameValue_Time(TimePlayed); + 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; - BackToFront(); + if (player->GameOver) /* do not reanimate dead player */ + return; - if (!tape.playing) - Delay(10); - } + if (!player_relocated) /* no need to relocate the player */ + return; - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); } - /* 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)) + if (player->present) { - int element = Feld[ExitX][ExitY]; + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); - Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : - EL_SP_EXIT_CLOSING); + AdvanceFrameAndPlayerCounters(player->index_nr); - PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); - } + DrawPlayer(player); - /* player disappears */ - if (ExitX >= 0 && ExitY >= 0) - DrawLevelField(ExitX, ExitY); + BackToFront_WithFrameDelay(wait_delay_value); + } - BackToFront(); + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ -#if 0 - if (tape.playing) - printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n"); - else - printf("::: NO TAPE PLAYING -> SAVING SCORE\n"); -#endif + player->is_moving = FALSE; + } - if (tape.playing) - return; + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); - CloseDoor(DOOR_CLOSE_1); + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); - if (tape.recording) + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be + possible that the relocation target field did not contain a player element, + but a walkable element, to which the new player was relocated -- in this + case, restore that (already initialized!) element on the player field */ + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - TapeStop(); - SaveTape(tape.level_nr); /* Ask to save tape */ + Feld[jx][jy] = element; /* restore previously existing element */ } - if (level_nr == leveldir_current->handicap_level) + /* only visually relocate centered player */ + DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir, + FALSE, level.instant_relocation); + + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); + + if (player->is_switching) { - leveldir_current->handicap_level++; - SaveLevelSetup_SeriesInfo(); + /* ensure that relocation while still switching an element does not cause + a new element to be treated as also switched directly after relocation + (this is important for teleporter switches that teleport the player to + a place where another teleporter switch is in the same direction, which + would then incorrectly be treated as immediately switched before the + direction key that caused the switch was released) */ + + player->switch_x += jx - old_jx; + player->switch_y += jy - old_jy; } +} - 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 */ +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int last_phase; + int border_element; - if ((hi_pos = NewHiScore()) >= 0) + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + + if (game.explosions_delayed) { - game_status = GAME_MODE_SCORES; - DrawHallOfFame(hi_pos); - if (raise_level) - { - level_nr++; - TapeErase(); - } + ExplodeField[ex][ey] = mode; + return; } - else + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { - game_status = GAME_MODE_MAIN; - if (raise_level) + int center_element = Feld[ex][ey]; + int artwork_element, explosion_element; /* set these values later */ + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { - level_nr++; - TapeErase(); + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - DrawMainMenu(); - } - BackToFront(); -} + /* 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 */ -int NewHiScore() -{ - int k, l; - int position = -1; + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); - LoadScore(level_nr); + artwork_element = stored_player[player_nr].artwork_element; - if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || - local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) - return -1; + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); + + last_phase = element_info[explosion_element].explosion_delay + 1; + + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + { + 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]]--; + } - for (k = 0; k < MAX_SCORE_ENTRIES; k++) - { - if (local_player->score > highscore[k].Score) - { - /* player has made it to the hall of fame */ + RemoveField(x, y); - if (k < MAX_SCORE_ENTRIES - 1) + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) { - int m = MAX_SCORE_ENTRIES - 1; + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; -#ifdef ONE_PER_NAME - for (l = k; l < MAX_SCORE_ENTRIES; l++) - if (!strcmp(setup.player_name, highscore[l].Name)) - m = l; - if (m == k) /* player's new highscore overwrites his old one */ - goto put_into_list; -#endif + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; - for (l = m; l > k; l--) - { - strcpy(highscore[l].Name, highscore[l - 1].Name); - highscore[l].Score = highscore[l - 1].Score; - } + if (PLAYERINFO(ex, ey)->use_murphy) + Store[x][y] = EL_EMPTY; } -#ifdef ONE_PER_NAME - put_into_list: + /* !!! 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 - 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; - } + else + Store[x][y] = EL_EMPTY; -#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 (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 (position >= 0) - SaveScore(level_nr); + ExplodePhase[x][y] = 1; + ExplodeDelay[x][y] = last_phase; - return position; -} + Stop[x][y] = TRUE; + } -inline static int getElementMoveStepsize(int x, int y) -{ - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); - int sign = (horiz_move ? dx : dy); - int step = sign * element_info[element].move_stepsize; + if (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; - /* special values for move stepsize for spring and things on conveyor belt */ - if (horiz_move) - { -#if 0 - if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; - else if (CAN_FALL(element) && !CAN_MOVE(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; -#else - if (CAN_FALL(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; - else if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; -#endif + return; } - return step; -} - -void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) -{ - if (player->GfxAction != action || player->GfxDir != dir) - { -#if 0 - printf("Player frame reset! (%d => %d, %d => %d)\n", - player->GfxAction, action, player->GfxDir, dir); -#endif - - player->GfxAction = action; - player->GfxDir = dir; - player->Frame = 0; - player->StepFrame = 0; - } -} + if (Stop[ex][ey]) + return; -static void ResetRandomAnimationValue(int x, int y) -{ - GfxRandom[x][y] = INIT_GFX_RANDOM(); -} + x = ex; + y = ey; -static void ResetGfxAnimation(int x, int y) -{ -#if 0 - int element, graphic; -#endif + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ - GfxFrame[x][y] = 0; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MovDir[x][y]; + last_phase = ExplodeDelay[x][y]; -#if 0 - element = Feld[x][y]; - graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); - 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; -#endif -} + /* this can happen if the player leaves an explosion just in time */ + if (GfxElement[x][y] == EL_UNDEFINED) + GfxElement[x][y] = EL_EMPTY; -void InitMovingField(int x, int y, int direction) -{ - int element = Feld[x][y]; -#if 0 - int graphic; -#endif - 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; + border_element = Store2[x][y]; + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; - if (!WasJustMoving[x][y] || direction != MovDir[x][y]) - ResetGfxAnimation(x, y); + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) + { + boolean border_explosion = FALSE; - MovDir[x][y] = direction; - GfxDir[x][y] = direction; - GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? - ACTION_FALLING : ACTION_MOVING); + 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 0 - graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + /* 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 (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; -#endif + if (phase == last_phase) + { + int element; - /* this is needed for CEs with property "can move" / "not moving" */ + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; - if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ - { - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; + /* 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); - MovDir[newx][newy] = MovDir[x][y]; + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; -#if USE_NEW_CUSTOM_VALUE - CustomValue[newx][newy] = CustomValue[x][y]; -#endif + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; - GfxDir[newx][newy] = GfxDir[x][y]; - } -} + /* 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; -void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) -{ - int direction = MovDir[x][y]; -#if 1 - int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0); - int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0); -#else - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); -#endif + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NONE; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; - *goes_to_x = newx; - *goes_to_y = newy; -} + CustomValue[x][y] = 0; -void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; + InitField_WithBug2(x, y, FALSE); - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; + TEST_DrawLevelField(x, y); - *comes_from_x = oldx; - *comes_from_y = oldy; -} + TestIfElementTouchesCustomElement(x, y); -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; + if (GFX_CRUMBLED(element)) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); - if (element == EL_BLOCKED) - { - int oldx, oldy; + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } - else - return 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]); -static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) -{ - /* like MovingOrBlocked2Element(), but if element is moving - and (x,y) is the field the moving element is just leaving, - return EL_BLOCKED instead of the element value */ - int element = Feld[x][y]; + if (phase == delay) + TEST_DrawLevelFieldCrumbled(x, y); - if (IS_MOVING(x, y)) - { - if (element == EL_BLOCKED) + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { - int oldx, oldy; - - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - else - return EL_BLOCKED; + 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); } - else - return element; } -static void RemoveField(int x, int y) +void DynaExplode(int ex, int ey) { - Feld[x][y] = EL_EMPTY; + 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 } + }; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; + if (IS_ACTIVE_BOMB(dynabomb_element)) + { + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } -#if USE_NEW_CUSTOM_VALUE - CustomValue[x][y] = 0; -#endif + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - AmoebaNr[x][y] = 0; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Pushed[x][y] = FALSE; + 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 0 - ExplodeField[x][y] = EX_TYPE_NONE; -#endif + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) + break; - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NONE; -} + element = Feld[x][y]; -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; + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) + continue; - if (element != EL_BLOCKED && !IS_MOVING(x, y)) - return; + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); - if (IS_MOVING(x, y)) - { - Moving2Blocked(x, y, &newx, &newy); + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; + } + } +} - if (Feld[newx][newy] != EL_BLOCKED) - { - /* element is moving, but target field is not free (blocked), but - already occupied by something different (example: acid pool); - in this case, only remove the moving field, but not the target */ +void Bang(int x, int y) +{ + int element = MovingOrBlocked2Element(x, y); + int explosion_type = EX_TYPE_NORMAL; - RemoveField(oldx, oldy); + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + element = Feld[x][y] = player->initial_element; - DrawLevelField(oldx, oldy); + if (level.use_explosion_element[player->index_nr]) + { + int explosion_element = level.explosion_element[player->index_nr]; - return; + 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; } } - else if (element == EL_BLOCKED) + + switch (element) { - Blocked2Moving(x, y, &oldx, &oldy); - if (!IS_MOVING(oldx, oldy)) - return; - } + 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; - 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]); + 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; - RemoveField(oldx, oldy); - RemoveField(newx, newy); + case EL_DC_LANDMINE: + explosion_type = EX_TYPE_CENTER; + break; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + 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; - if (next_element != EL_UNDEFINED) - Feld[oldx][oldy] = next_element; + 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; + } - DrawLevelField(oldx, oldy); - DrawLevelField(newx, newy); + 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 DrawDynamite(int x, int y) +void SplashAcid(int x, int y) { - int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2img(Feld[x][y]); - int frame; - - if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) - return; - - if (IS_WALKABLE_INSIDE(Back[x][y])) - return; - - if (Back[x][y]) - DrawGraphic(sx, sy, el2img(Back[x][y]), 0); - else if (Store[x][y]) - DrawGraphic(sx, sy, el2img(Store[x][y]), 0); + 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; - frame = getGraphicAnimationFrame(graphic, GfxFrame[x][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_RIGHT; - if (Back[x][y] || Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic, frame); - else - DrawGraphic(sx, sy, graphic, frame); + PlayLevelSound(x, y, SND_ACID_SPLASHING); } -void CheckDynamite(int x, int y) +static void InitBeltMovement() { - if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ + static int belt_base_element[4] = { - MovDelay[x][y]--; - - if (MovDelay[x][y] != 0) - { - DrawDynamite(x, y); - PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); - - return; - } - } - - StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); - - Bang(x, y); -} + 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 + }; -void DrawRelocatePlayer(struct PlayerInfo *player) -{ - boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.warp_forward); - int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); - int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int jx = player->jx; - int jy = player->jy; + int x, y, i, j; - if (level.instant_relocation) + /* set frame order for belt animation graphic according to belt direction */ + for (i = 0; i < NUM_BELTS; i++) { - int offset = (setup.scroll_delay ? 3 : 0); - - if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) - { - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + int belt_nr = i; - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); - } - else + for (j = 0; j < NUM_BELT_PARTS; j++) { - 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); + int element = belt_base_active_element[belt_nr] + j; + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); - /* 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 (game.belt_dir[i] == MV_LEFT) + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } + else + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } } - - RedrawPlayfield(TRUE, 0,0,0,0); } - else - { - int scroll_xx = -999, scroll_yy = -999; - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; - while (scroll_xx != scroll_x || scroll_yy != scroll_y) + for (i = 0; i < NUM_BELTS; i++) { - int dx = 0, dy = 0; - int fx = FX, fy = FY; - - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); - - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); - - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - - 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(); + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; - /* 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); + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[x][y] - belt_base_element[belt_nr]; - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); + Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; + } + } } - - DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); } } -void RelocatePlayer(int jx, int jy, int el_player_raw) +static void ToggleBeltSwitch(int x, int y) { - 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); + 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 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; + 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 (player->GameOver) /* do not reanimate dead player */ + if (!IS_BELT_SWITCH(element)) return; - if (!player_relocated) /* no need to relocate the player */ - return; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; - if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + 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++) { - RemoveField(jx, jy); /* temporarily remove newly placed player */ - DrawLevelField(jx, jy); + int element = belt_base_active_element[belt_nr] + i; + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); + + if (belt_dir == MV_LEFT) + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } + else + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } } - if (player->present) + SCAN_PLAYFIELD(xx, yy) { - while (player->MovPos) + int element = Feld[xx][yy]; + + if (IS_BELT_SWITCH(element)) { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); + int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - AdvanceFrameAndPlayerCounters(player->index_nr); + if (e_belt_nr == belt_nr) + { + Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; + TEST_DrawLevelField(xx, yy); + } + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); - DrawPlayer(player); + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; - BackToFront(); - Delay(wait_delay_value); + Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; + TEST_DrawLevelField(xx, yy); + } } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; - player->is_moving = FALSE; + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + TEST_DrawLevelField(xx, yy); + } + } } +} - 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); +static void ToggleSwitchgateSwitch(int x, int y) +{ + int xx, yy; - Feld[jx][jy] = el_player; - InitPlayerField(jx, jy, el_player, TRUE); + game.switchgate_pos = !game.switchgate_pos; - if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + SCAN_PLAYFIELD(xx, yy) { - Feld[jx][jy] = element; - InitField(jx, jy, FALSE); - } - - if (player == local_player) /* only visually relocate local player */ - DrawRelocatePlayer(player); + int element = Feld[xx][yy]; - TestIfPlayerTouchesBadThing(jx, jy); - TestIfPlayerTouchesCustomElement(jx, jy); + if (element == EL_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP; + TEST_DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) + { + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; - if (IS_CUSTOM_ELEMENT(element)) - CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; - CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, - player->index_bit, enter_side); + PlayLevelSoundAction(xx, yy, ACTION_OPENING); + } + } } -void Explode(int ex, int ey, int phase, int mode) +static int getInvisibleActiveFromInvisibleElement(int element) { - int x, y; - int last_phase; - int border_element; - - /* !!! eliminate this variable !!! */ - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - - if (game.explosions_delayed) - { - ExplodeField[ex][ey] = mode; - return; - } - - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ - { - int center_element = Feld[ex][ey]; - int artwork_element, explosion_element; /* set these values later */ + 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); +} -#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 +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); +} -#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 +static void RedrawAllLightSwitchesAndInvisibleElements() +{ + int x, y; - /* remove things displayed in background while burning dynamite */ - if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) - Back[ex][ey] = 0; + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + if (element == EL_LIGHT_SWITCH && + game.light_time_left > 0) { - /* put moving element to center field (and let it explode there) */ - center_element = MovingOrBlocked2Element(ex, ey); - RemoveMovingField(ex, ey); - Feld[ex][ey] = center_element; + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + TEST_DrawLevelField(x, y); } - - /* 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)) + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) { - 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; - } + Feld[x][y] = EL_LIGHT_SWITCH; + TEST_DrawLevelField(x, y); } + else if (element == EL_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + TEST_DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); -#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 + TEST_DrawLevelField(x, y); - for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) { - int xx = x - ex + 1; - int yy = y - ey + 1; - int element; + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(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; + TEST_DrawLevelField(x, y); - element = Feld[x][y]; + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + } +} - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) - { - element = MovingOrBlocked2Element(x, y); +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; - if (!IS_EXPLOSION_PROOF(element)) - RemoveMovingField(x, y); - } + SCAN_PLAYFIELD(x, y) + { + int element = Feld[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; + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + TEST_DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); - /* 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; - } + TEST_DrawLevelField(x, y); - continue; - } + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.lenses_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); - /* 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; + TEST_DrawLevelField(x, y); - /* ignite explodable elements reached by other explosion */ - if (element == EL_EXPLOSION) - element = Store2[x][y]; + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + TEST_DrawLevelFieldCrumbledNeighbours(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]]--; - } +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; - RemoveField(x, y); + SCAN_PLAYFIELD(x, y) + { + int element = Feld[x][y]; - if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) - { -#if 1 - int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + TEST_DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + TEST_DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + IS_DC_GATE_GRAY(element) ? + EL_DC_GATE_WHITE_GRAY_ACTIVE : + element); + TEST_DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + IS_DC_GATE_GRAY_ACTIVE(element) ? + EL_DC_GATE_WHITE_GRAY : + element); + TEST_DrawLevelField(x, y); + } + } +} - 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 +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; - 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 + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); - if (x != ex || y != ey || mode == EX_TYPE_BORDER || - center_element == EL_AMOEBA_TO_DIAMOND) - Store2[x][y] = element; + RedrawAllLightSwitchesAndInvisibleElements(); +} - Feld[x][y] = EL_EXPLOSION; - GfxElement[x][y] = artwork_element; +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; - ExplodePhase[x][y] = 1; - ExplodeDelay[x][y] = last_phase; + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; - Stop[x][y] = TRUE; + SCAN_PLAYFIELD(xx, yy) + { + int element = Feld[xx][yy]; + + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING); } - if (center_element == EL_YAMYAM) - game.yamyam_content_nr = - (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + TEST_DrawLevelField(xx, yy); + } + */ - return; } - if (Stop[ex][ey]) - return; + Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE : + EL_DC_TIMEGATE_SWITCH_ACTIVE); +} - x = ex; - y = ey; +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 (phase == 1) - GfxFrame[x][y] = 0; /* restart explosion animation */ + if (!last_line) /* check if element below was hit */ + { + if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) + return; - last_phase = ExplodeDelay[x][y]; + object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || + MovDir[x][y + 1] != MV_DOWN || + MovPos[x][y + 1] <= TILEY / 2)); - ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + /* 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; -#ifdef DEBUG +#if USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + TEST_DrawLevelField(x, y + 2); + + object_hit = TRUE; + } - /* activate this even in non-DEBUG version until cause for crash in - getGraphicAnimationFrame() (see below) is found and eliminated */ + if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 2] = EL_ROCK; + TEST_DrawLevelField(x, y + 2); + object_hit = TRUE; + } #endif -#if 1 - if (GfxElement[x][y] == EL_UNDEFINED) - { - printf("\n\n"); - printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); - printf("Explode(): This should never happen!\n"); - printf("\n\n"); + if (object_hit) + smashed = MovingOrBlocked2Element(x, y + 1); - GfxElement[x][y] = EL_EMPTY; + impact = (last_line || object_hit); } -#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) + if (!last_line && smashed == EL_ACID) /* element falls into acid */ { - boolean border_explosion = FALSE; + SplashAcid(x, y + 1); + return; + } - 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; - } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + TEST_DrawLevelField(x, y); + } - /* if 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 (impact && CAN_EXPLODE_IMPACT(element)) + { + Bang(x, y); + return; } + else if (impact && element == EL_PEARL && + smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE) + { + ResetGfxAnimation(x, y); - if (phase == last_phase) + Feld[x][y] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) { - int element; + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - element = Feld[x][y] = Store[x][y]; - Store[x][y] = Store2[x][y] = 0; - GfxElement[x][y] = EL_UNDEFINED; + return; + } - /* player can escape from explosions and might therefore be still alive */ - if (element >= EL_PLAYER_IS_EXPLODING_1 && - element <= EL_PLAYER_IS_EXPLODING_4) + 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 { - 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] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; - Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : - element_info[explosion_element].content.e[xx][yy]); + ResetRandomAnimationValue(x, y); } + return; + } - /* 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 + if (object_hit) /* check which object was hit */ + { + if ((CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + smashed == EL_DC_MAGIC_WALL)) + { + int xx, yy; + int activated_magic_wall = + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : + smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE : + EL_DC_MAGIC_WALL_ACTIVE); - InitField_WithBug2(x, y, FALSE); + /* activate magic wall / mill */ + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; + } - DrawLevelField(x, y); + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; - TestIfElementTouchesCustomElement(x, y); + PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? + SND_MAGIC_WALL_ACTIVATING : + smashed == EL_BD_MAGIC_WALL ? + SND_BD_MAGIC_WALL_ACTIVATING : + SND_DC_MAGIC_WALL_ACTIVATING)); + } - if (GFX_CRUMBLED(element)) - DrawLevelFieldCrumbledSandNeighbours(x, y); + 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); - if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) - StorePlayer[x][y] = 0; + Feld[x][y + 1] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (smashed == EL_DIAMOND) + { + Feld[x][y + 1] = EL_DIAMOND_BREAKING; + PlayLevelSound(x, y, SND_DIAMOND_BREAKING); + return; + } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y + 1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_UP || + smashed == EL_SWITCHGATE_SWITCH_DOWN || + smashed == EL_DC_SWITCHGATE_SWITCH_UP || + smashed == EL_DC_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y + 1); + } + else if (smashed == EL_LIGHT_SWITCH || + smashed == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y + 1); + } + else + { + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); - if (ELEM_IS_PLAYER(element)) - RelocatePlayer(x, y, element); + 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); + } + } } - 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); + /* play sound of magic wall / mill */ + if (!last_line && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)) + { + if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING); - 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); + return; } + + /* play sound of object that hits the ground */ + if (last_line || object_hit) + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); } -void DynaExplode(int ex, int ey) +inline static void TurnRoundExt(int x, int y) { - 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] = + static struct { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; - - if (IS_ACTIVE_BOMB(dynabomb_element)) + static struct { - player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; - dynabomb_size = player->dynabomb_size; - dynabomb_xl = player->dynabomb_xl; - player->dynabombs_left++; - } + 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 } + }; - Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); + int element = Feld[x][y]; + int move_pattern = element_info[element].move_pattern; - 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; + int old_move_dir = MovDir[x][y]; + int left_dir = turn[old_move_dir].left; + int right_dir = turn[old_move_dir].right; + int back_dir = turn[old_move_dir].back; - if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) - break; + 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; - element = Feld[x][y]; + int left_x = x + left_dx, left_y = y + left_dy; + int right_x = x + right_dx, right_y = y + right_dy; + int move_x = x + move_dx, move_y = y + move_dy; - /* do not restart explosions of fields with active bombs */ - if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) - continue; + int xx, yy; - Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); - if (element != EL_EMPTY && element != EL_EXPLOSION && - !IS_DIGGABLE(element) && !dynabomb_xl) - break; - } + 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); -void Bang(int x, int y) -{ - int element = MovingOrBlocked2Element(x, y); - int explosion_type = EX_TYPE_NORMAL; + 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 (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + 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) { - struct PlayerInfo *player = PLAYERINFO(x, y); - - element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : - player->element_nr); + TestIfBadThingTouchesOtherBadThing(x, y); - if (level.use_explosion_element[player->index_nr]) - { - int explosion_element = level.explosion_element[player->index_nr]; + 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 (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; - } + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; } - - switch(element) + else if (element == EL_YAMYAM) { - 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; + 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); - 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; + 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; - 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; + 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; - 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; + 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 (explosion_type == EX_TYPE_DYNA) - DynaExplode(x, y); - else - Explode(x, y, EX_PHASE_START, explosion_type); + 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; - CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); -} + 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); -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; + 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 (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; + if (should_turn_left || should_turn_right || should_move_on) + { + if (should_turn_left && should_turn_right && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : + rnd < 2 * rnd_value / 3 ? right_dir : + old_move_dir); + else if (should_turn_left && should_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (should_turn_left && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); + else if (should_turn_right && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); + else if (should_turn_left) + MovDir[x][y] = left_dir; + else if (should_turn_right) + MovDir[x][y] = right_dir; + else if (should_move_on) + MovDir[x][y] = old_move_dir; + } + else if (can_move_on && rnd > rnd_value / 8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; - PlayLevelSound(x, y, SND_ACID_SPLASHING); -} + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; -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] = + 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) { - EL_CONVEYOR_BELT_1_LEFT_ACTIVE, - EL_CONVEYOR_BELT_2_LEFT_ACTIVE, - EL_CONVEYOR_BELT_3_LEFT_ACTIVE, - EL_CONVEYOR_BELT_4_LEFT_ACTIVE - }; + 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); - int x, y, i, j; + 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; - /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < NUM_BELTS; i++) - { - int belt_nr = i; + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; - for (j = 0; j < NUM_BELT_PARTS; j++) - { - int element = belt_base_active_element[belt_nr] + j; - int graphic = el2img(element); + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; - if (game.belt_dir[i] == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; - else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; - } + MovDelay[x][y] = 0; } - -#if 1 - SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif + else if (element == EL_MOLE) { - int element = Feld[x][y]; - - for (i = 0; i < NUM_BELTS; i++) + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); + if (!can_move_on) { - if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) - { - int e_belt_nr = getBeltNrFromBeltElement(element); - int belt_nr = i; + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); - Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; - } - } + 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; } - } -} -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] = + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) { - 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] = + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) { - 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; + if (MovDir[x][y] & MV_HORIZONTAL) + { + if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && + !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + { + Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; + ResetGfxAnimation(move_x, move_y); + TEST_DrawLevelField(move_x, move_y); - /* 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); + 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; + } - if (belt_dir == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; - else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; + MovDelay[x][y] = 0; } - -#if 1 - SCAN_PLAYFIELD(xx, yy) -#else - for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) -#endif + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN || + element == EL_EMC_ANDROID) { - int element = Feld[xx][yy]; + int attr_x = -1, attr_y = -1; - if (IS_BELT_SWITCH(element)) + if (AllPlayersGone) { - 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); - } + attr_x = ExitX; + attr_y = ExitY; } - else if (IS_BELT(element) && belt_dir != MV_NONE) + else { - int e_belt_nr = getBeltNrFromBeltElement(element); + int i; - if (e_belt_nr == belt_nr) + for (i = 0; i < MAX_PLAYERS; i++) { - int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); + 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; + } } } - else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) { - int e_belt_nr = getBeltNrFromBeltActiveElement(element); + attr_x = ZX; + attr_y = ZY; + } - if (e_belt_nr == belt_nr) + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = { - int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; + + if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN || + Feld[ex][ey] == EL_EM_EXIT_OPEN || + Feld[ex][ey] == EL_STEEL_EXIT_OPEN || + Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN)) + { + attr_x = ex; + attr_y = ey; + break; + } } } - } -} -static void ToggleSwitchgateSwitch(int x, int y) -{ - int xx, yy; + 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); - game.switchgate_pos = !game.switchgate_pos; + if (element == EL_ROBOT) + { + int newx, newy; -#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 (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 (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) - { - Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; - DrawLevelField(xx, yy); + 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_SWITCHGATE_OPEN || - element == EL_SWITCHGATE_OPENING) + else if (element == EL_PENGUIN) { - Feld[xx][yy] = EL_SWITCHGATE_CLOSING; + int newx, newy; - PlayLevelSoundAction(xx, yy, ACTION_CLOSING); - } - else if (element == EL_SWITCHGATE_CLOSED || - element == EL_SWITCHGATE_CLOSING) - { - Feld[xx][yy] = EL_SWITCHGATE_OPENING; + MovDelay[x][y] = 1; - PlayLevelSoundAction(xx, yy, ACTION_OPENING); - } - } -} + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; -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); -} + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); -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); -} + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) + return; -static void RedrawAllLightSwitchesAndInvisibleElements() -{ - int x, y; + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); -#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 (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) + return; - 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); + MovDir[x][y] = old_move_dir; + return; + } } - else if (element == EL_EMC_DRIPPER_ACTIVE && - game.light_time_left == 0) + else if (element == EL_SATELLITE) { - Feld[x][y] = EL_EMC_DRIPPER; - DrawLevelField(x, y); + 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_INVISIBLE_STEELWALL || - element == EL_INVISIBLE_WALL || - element == EL_INVISIBLE_SAND) + else if (element == EL_EMC_ANDROID) { - if (game.light_time_left > 0) - Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + 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; - DrawLevelField(x, y); + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + can_clone = TRUE; - /* 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); + break; + } + } - DrawLevelField(x, y); + if (can_clone) /* randomly find an element to clone */ + { + can_clone = FALSE; - /* re-crumble neighbour fields, if needed */ - if (element == EL_INVISIBLE_SAND) - DrawLevelFieldCrumbledSandNeighbours(x, y); - } - } -} + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); -static void RedrawAllInvisibleElementsForLenses() -{ - int x, y; + 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 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 (ANDROID_CAN_CLONE_FIELD(newx, newy)) + { + element_info[element].move_leave_type = LEAVE_TYPE_LIMITED; + element_info[element].move_leave_element = EL_TRIGGER_ELEMENT; - 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); + Store[x][y] = Feld[newx][newy]; - DrawLevelField(x, y); + can_clone = TRUE; - /* 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); + break; + } + } + } - DrawLevelField(x, y); + if (can_clone) /* randomly find a direction to move */ + { + can_clone = FALSE; - /* re-crumble neighbour fields, if needed */ - if (element == EL_INVISIBLE_SAND) - DrawLevelFieldCrumbledSandNeighbours(x, y); - } - } -} + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); -static void RedrawAllInvisibleElementsForMagnifier() -{ - int x, y; + 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 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 (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_clone_time * 8 + 1; - 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); - } - } -} + can_clone = TRUE; -static void ToggleLightSwitch(int x, int y) -{ - int element = Feld[x][y]; + break; + } + } + } - game.light_time_left = - (element == EL_LIGHT_SWITCH ? - level.time_light * FRAMES_PER_SECOND : 0); + if (can_clone) /* cloning and moving successful */ + return; - RedrawAllLightSwitchesAndInvisibleElements(); -} + /* cannot clone -- try to move towards player */ -static void ActivateTimegateSwitch(int x, int y) -{ - int xx, yy; + start_pos = check_pos[MovDir[x][y] & 0x0f]; + check_order = (RND(2) ? -1 : +1); - game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + 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 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_PLAYER(newx, newy)) + break; - if (element == EL_TIMEGATE_CLOSED || - element == EL_TIMEGATE_CLOSING) - { - Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); - } + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_move_time * 8 + 1; - /* - else if (element == EL_TIMEGATE_SWITCH_ACTIVE) - { - Feld[xx][yy] = EL_TIMEGATE_SWITCH; - DrawLevelField(xx, yy); + break; + } + } } - */ - } - - 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 */ + 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) { - 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); + 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); - object_hit = TRUE; - } -#endif + if (element_info[element].move_stepsize == 0) /* "not moving" */ + return; - if (object_hit) - smashed = MovingOrBlocked2Element(x, y + 1); + 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; - impact = (last_line || object_hit); + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - - if (!last_line && smashed == EL_ACID) /* element falls into acid */ + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) { - SplashAcid(x, y + 1); - return; - } + 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); - /* !!! 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)) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_ANY_DIRECTION) { - ResetGfxAnimation(x, y); - DrawLevelField(x, y); + MovDir[x][y] = move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - - if (impact && CAN_EXPLODE_IMPACT(element)) + else if (move_pattern & MV_WIND_DIRECTION) { - Bang(x, y); - return; + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (impact && element == EL_PEARL) + else if (move_pattern == MV_ALONG_LEFT_SIDE) { - ResetGfxAnimation(x, y); + 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; - Feld[x][y] = EL_PEARL_BREAKING; - PlayLevelSound(x, y, SND_PEARL_BREAKING); - return; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + else if (move_pattern == MV_ALONG_RIGHT_SIDE) { - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + 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; - return; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - - if (impact && element == EL_AMOEBA_DROP) + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) { - 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; + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); - ResetRandomAnimationValue(x, y); + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; } - return; - } - - if (object_hit) /* check which object was hit */ - { - if (CAN_PASS_MAGIC_WALL(element) && - (smashed == EL_MAGIC_WALL || - smashed == EL_BD_MAGIC_WALL)) + else { - int xx, yy; - int activated_magic_wall = - (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : - EL_BD_MAGIC_WALL_ACTIVE); + int i; - /* 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; + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; - game.magic_wall_active = TRUE; + if (!player->active) + continue; - PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? - SND_MAGIC_WALL_ACTIVATING : - SND_BD_MAGIC_WALL_ACTIVATING)); + 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 (IS_PLAYER(x, y + 1)) + 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) { - if (CAN_SMASH_PLAYER(element)) + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + if (element_info[element].move_stepsize == 0) /* "not moving" */ { - KillPlayerUnlessEnemyProtected(x, y + 1); + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + return; } - } - else if (smashed == EL_PENGUIN) - { - if (CAN_SMASH_PLAYER(element)) - { - Bang(x, y + 1); + + 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; - } - } - else if (element == EL_BD_DIAMOND) - { - if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) - { - Bang(x, y + 1); + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) return; - } + + MovDir[x][y] = old_move_dir; } - else if (((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)) + } + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) + { + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NONE; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + static int test_xy[7][2] = { - Bang(x, y + 1); - return; - } - else if (CAN_SMASH_EVERYTHING(element)) + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = { - 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 + 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; - CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; - CheckElementChangeBySide(x, y + 1, smashed, element, - CE_SWITCHED, CH_SIDE_TOP); - CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X, - CH_SIDE_TOP); - } + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; + + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; + + break; } - else + + 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) { - CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + /* 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); } +} - /* 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); +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; - return; - } + TurnRoundExt(x, y); - /* play sound of object that hits the ground */ - if (last_line || object_hit) - PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + GfxDir[x][y] = MovDir[x][y]; + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); + + ResetGfxFrame(x, y); } -inline static void TurnRoundExt(int x, int y) +static boolean JustBeingPushed(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[] = + int i; + + for (i = 0; i < MAX_PLAYERS; i++) { - { 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 } - }; + struct PlayerInfo *player = &stored_player[i]; - int element = Feld[x][y]; - int move_pattern = element_info[element].move_pattern; + if (player->active && player->is_pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); - int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; - int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + if (x == next_jx && y == next_jy) + return TRUE; + } + } - 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; + return FALSE; +} - 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; +void StartMoving(int x, int y) +{ + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; - int xx, yy; + if (Stop[x][y]) + return; - if (element == EL_BUG || element == EL_BD_BUTTERFLY) + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; + + if (CAN_FALL(element) && y < lev_fieldy - 1) { - TestIfBadThingTouchesOtherBadThing(x, y); + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) + if (JustBeingPushed(x, y)) + return; - 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_QUICKSAND_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - 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); + 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 - 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; + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - 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); + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - 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 (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING); - 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); + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - 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; + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - MovDelay[x][y] = 16 + 16 * RND(3); - } - else if (element == EL_DARK_YAMYAM) - { - boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, - left_x, left_y); - boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, - right_x, right_y); + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } + + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING); + + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - 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); + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } + else if (element == EL_QUICKSAND_FAST_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - 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; + Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING; +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; +#else + Store[x][y] = EL_ROCK; +#endif - 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); + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - 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))); + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - if (should_turn_left || should_turn_right || should_move_on) - { - if (should_turn_left && should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : - rnd < 2 * rnd_value / 3 ? right_dir : - old_move_dir); - else if (should_turn_left && should_turn_right) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); - else if (should_turn_left && should_move_on) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); - else if (should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); - else if (should_turn_left) - MovDir[x][y] = left_dir; - else if (should_turn_right) - MovDir[x][y] = right_dir; - else if (should_move_on) - MovDir[x][y] = old_move_dir; - } - else if (can_move_on && rnd > rnd_value / 8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value / 8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING); - xx = x + move_xy[MovDir[x][y]].dx; - yy = y + move_xy[MovDir[x][y]].dy; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (!IN_LEV_FIELD(xx, yy) || - (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) - MovDir[x][y] = old_move_dir; + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; - 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); + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + if (!MovDelay[x][y]) + { + MovDelay[x][y] = TILEY + 1; - 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; + ResetGfxAnimation(x, y); + ResetGfxAnimation(x, y + 1); + } - xx = x + move_xy[MovDir[x][y]].dx; - yy = y + move_xy[MovDir[x][y]].dy; + if (MovDelay[x][y]) + { + DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING); + DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING); - if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) - MovDir[x][y] = old_move_dir; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - 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) + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { - boolean can_turn_left = - (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, - IS_AMOEBOID(Feld[left_x][left_y]))); + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - boolean can_turn_right = - (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, - IS_AMOEBOID(Feld[right_x][right_y]))); + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; - 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; + PlayLevelSoundAction(x, y, ACTION_FILLING); } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - 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) + Feld[x][y] = EL_QUICKSAND_FAST_FILLING; + Store[x][y] = element; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (element == EL_MAGIC_WALL_FULL) { - if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && - !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + if (IS_FREE(x, y + 1)) { - Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; - ResetGfxAnimation(move_x, move_y); - DrawLevelField(move_x, move_y); + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - MovDir[x][y] = back_dir; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); } - 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 + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY / 4 + 1; - 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 (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (AllPlayersGone) - { - attr_x = ExitX; - attr_y = ExitY; + 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 + else if (element == EL_BD_MAGIC_WALL_FULL) { - int i; - - for (i = 0; i < MAX_PLAYERS; i++) + if (IS_FREE(x, y + 1)) { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; - - if (!player->active) - continue; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (attr_x == -1 || - ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED_BD(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY / 4 + 1; + + if (MovDelay[x][y]) { - attr_x = jx; - attr_y = jy; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; } - } - } - 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; + Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]); + Store[x][y] = 0; + } } - - if (element == EL_PENGUIN) + else if (element == EL_DC_MAGIC_WALL_FULL) { - int i; - static int xy[4][2] = + if (IS_FREE(x, y + 1)) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - for (i = 0; i < NUM_DIRECTIONS; i++) + Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED_DC(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) { - int ex = x + xy[i][0]; - int ey = y + xy[i][1]; + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY / 4 + 1; - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + if (MovDelay[x][y]) { - attr_x = ex; - attr_y = ey; - break; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]); + Store[x][y] = 0; } } + else if ((CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))) - 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); + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8 + 8 * !RND(3); - else - MovDelay[x][y] = 16; + Feld[x][y] = + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING : + EL_DC_MAGIC_WALL_FILLING); + Store[x][y] = element; } - else if (element == EL_PENGUIN) + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) { - 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]; + SplashAcid(x, y + 1); - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) - return; + Store[x][y] = EL_ACID; + } + else if ( + (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckImpact[x][y] && !IS_FREE(x, y + 1)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + (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 (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) - return; + CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; - MovDir[x][y] = old_move_dir; - return; + Impact(x, y); + } + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) + { + if (MovDir[x][y] == MV_NONE) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; } } - else if (element == EL_SATELLITE) + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - int newx, newy; + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; - MovDelay[x][y] = 1; + 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; - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) { - 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 (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 (SATELLITE_CAN_ENTER_FIELD(newx, newy)) - return; + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + if (can_fall_both) + { + 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)); - if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) - return; + can_fall_both = FALSE; + } - MovDir[x][y] = old_move_dir; - return; + 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; } } - else if (element == EL_EMC_ANDROID) + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - 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; + 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]; - /* check if there is any free field around current position */ - for (i = 0; i < 8; i++) + if ((belt_dir == MV_LEFT && left_is_free) || + (belt_dir == MV_RIGHT && right_is_free)) { - int newx = x + check_xy[i].dx; - int newy = y + check_xy[i].dy; + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); - if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) - { - can_clone = TRUE; + InitMovingField(x, y, belt_dir); + started_moving = TRUE; - break; - } + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; + + GfxAction[x][y] = ACTION_DEFAULT; + } + else + { + MovDir[x][y] = 0; /* if element was moving, stop it */ } + } + } - if (can_clone) /* randomly find an element to clone */ - { - can_clone = FALSE; + /* not "else if" because of elements that can fall and move (EL_SPRING) */ + if (CAN_MOVE(element) && !started_moving) + { + int move_pattern = element_info[element].move_pattern; + int newx, newy; - start_pos = check_pos[RND(8)]; - check_order = (RND(2) ? -1 : +1); + Moving2Blocked(x, y, &newx, &newy); - 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 (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; - 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; + 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; - Store[x][y] = Feld[newx][newy]; + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); - can_clone = TRUE; + if (Feld[x][y] != element) /* element has changed */ + return; + } - break; - } - } - } + 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 (can_clone) /* randomly find a direction to move */ + 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) { - can_clone = FALSE; + TurnRound(x, y); - start_pos = check_pos[RND(8)]; - check_order = (RND(2) ? -1 : +1); + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) + TEST_DrawLevelField(x, y); + } + } - 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 (MovDelay[x][y]) /* wait some time before next movement */ + { + MovDelay[x][y]--; - if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) - { - MovDir[x][y] = new_move_dir; - MovDelay[x][y] = level.android_clone_time * 8 + 1; + 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]); - can_clone = TRUE; + GfxAction[x][y] = ACTION_ATTACKING; - break; - } - } - } + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - if (can_clone) /* cloning and moving successful */ - return; + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); - /* cannot clone -- try to move towards player */ + 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); - start_pos = check_pos[MovDir[x][y] & 0x0f]; - check_order = (RND(2) ? -1 : +1); + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) + break; - 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 (MovDelay[x][y]) + { + int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_PLAYER(newx, newy)) - break; + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else + RemoveMovingField(xx, yy); - if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) - { - MovDir[x][y] = new_move_dir; - MovDelay[x][y] = level.android_move_time * 8 + 1; + ChangeDelay[xx][yy] = 0; - break; + Feld[xx][yy] = EL_FLAMES; + + if (IN_SCR_FIELD(sx, sy)) + { + TEST_DrawLevelFieldCrumbled(xx, yy); + DrawGraphic(sx, sy, flame_graphic, frame); + } + } + else + { + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; + TEST_DrawLevelField(xx, yy); + } } } - } - } - 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 (MovDelay[x][y]) /* element still has to wait some time */ + { + PlayLevelSoundAction(x, y, ACTION_WAITING); - 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; + return; + } + } - 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); + /* now make next step */ - 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; + 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 (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 (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 (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); + 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 || + Feld[newx][newy] == EL_EM_EXIT_OPEN || + Feld[newx][newy] == EL_STEEL_EXIT_OPEN || + Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN) + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); - for (i = 0; i < MAX_PLAYERS; i++) + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + + local_player->friends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + PlayerWins(local_player); + + return; + } + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) + TEST_DrawLevelField(newx, newy); + else + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; - if (!player->active) - continue; + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_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; + TEST_DrawLevelField(newx, newy); } + + PlayLevelSound(x, y, SND_PIG_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); + + return; } } + else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy)) + { + if (Store[x][y] != EL_EMPTY) + { + boolean can_clone = FALSE; + int xx, yy; - 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); + /* 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; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + break; + } + } - if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) - { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + /* 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_info[element].move_stepsize == 0) /* "not moving" */ + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) { - first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); - MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + if (IS_MV_DIAGONAL(MovDir[x][y])) + { + int diagonal_move_dir = MovDir[x][y]; + int stored = Store[x][y]; + int change_delay = 8; + int graphic; + + /* android is moving diagonally */ + + CreateField(x, y, EL_DIAGONAL_SHRINKING); + + 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; + + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], + GfxDir[x][y]); + + DrawLevelGraphicAnimation(x, y, graphic); + PlayLevelSoundAction(x, y, ACTION_SHRINKING); + + if (Feld[newx][newy] == EL_ACID) + { + SplashAcid(newx, newy); + return; + } + + CreateField(newx, newy, EL_DIAGONAL_GROWING); + + Store[newx][newy] = EL_EMC_ANDROID; + GfxElement[newx][newy] = EL_EMC_ANDROID; + GfxAction[newx][newy] = ACTION_GROWING; + GfxDir[newx][newy] = diagonal_move_dir; + ChangeDelay[newx][newy] = change_delay; + + graphic = el_act_dir2img(GfxElement[newx][newy], + GfxAction[newx][newy], GfxDir[newx][newy]); + + DrawLevelGraphicAnimation(newx, newy, graphic); + PlayLevelSoundAction(newx, newy, ACTION_GROWING); + + return; + } + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + + PlayLevelSoundAction(x, y, ACTION_DIGGING); + } + } + else if (!IS_FREE(newx, newy)) + { return; } + } + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + { + if (!DigFieldByCE(newx, newy, element)) + return; - MovDir[x][y] = - new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + } + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) + { + if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) return; + } + else + { + boolean wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - MovDir[x][y] = - new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); - Moving2Blocked(x, y, &newx, &newy); + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) + { + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; - if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) - return; + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + TEST_DrawLevelField(x, y); - 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; + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); - MovDelay[x][y] = 0; - } - else if (move_pattern & MV_MAZE_RUNNER_STYLE) - { - static int test_xy[7][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 }, - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - }; - static int test_dir[7] = - { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN, - MV_UP, - MV_LEFT, - MV_RIGHT, - }; - boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); - int move_preference = -1000000; /* start with very low preference */ - int new_move_dir = MV_NONE; - int start_test = RND(4); - int i; + MovDelay[x][y] = 50; - for (i = 0; i < NUM_DIRECTIONS; i++) + 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) { - int move_dir = test_dir[start_test + i]; - int move_dir_preference; + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } - xx = x + test_xy[start_test + i][0]; - yy = y + test_xy[start_test + i][1]; + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); + } + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } - if (hunter_mode && IN_LEV_FIELD(xx, yy) && - (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + if (IS_MOVING(newx, newy)) { - new_move_dir = move_dir; + RemoveMovingField(newx, newy); + } + else + { + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + } - break; + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); + } + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; } - if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) - continue; + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlayLevelSound(x, y, SND_MOLE_DIGGING); - move_dir_preference = -1 * RunnerVisit[xx][yy]; - if (hunter_mode && PlayerVisit[xx][yy] > 0) - move_dir_preference = PlayerVisit[xx][yy]; + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + TEST_DrawLevelField(x, y); - 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; + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + + return; /* wait for shrinking amoeba */ } - else if (move_dir_preference == move_preference && - move_dir == old_move_dir) + else /* element == EL_PACMAN */ { - /* prefer last direction when all directions are preferred equally */ - move_preference = move_dir_preference; - new_move_dir = move_dir; + Feld[newx][newy] = EL_EMPTY; + TEST_DrawLevelField(newx, newy); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ + + TurnRound(x, y); + + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesPlayer(x, y); + + return; + } - MovDir[x][y] = new_move_dir; - if (old_move_dir != new_move_dir) - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + InitMovingField(x, y, MovDir[x][y]); + + PlayLevelSoundAction(x, y, ACTION_MOVING); } + + if (MovDir[x][y]) + ContinueMoving(x, y); } -static void TurnRound(int x, int y) +void ContinueMoving(int x, int y) { + int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; int direction = MovDir[x][y]; -#if 1 - int element, graphic; -#endif + 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); - TurnRoundExt(x, y); + MovPos[x][y] += getElementMoveStepsize(x, y); - GfxDir[x][y] = MovDir[x][y]; + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (direction != MovDir[x][y]) - GfxFrame[x][y] = 0; + if (ABS(MovPos[x][y]) < TILEX) + { + TEST_DrawLevelField(x, y); - if (MovDelay[x][y]) - GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); + return; /* element is still moving */ + } -#if 1 - element = Feld[x][y]; - graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + /* element reached destination field */ - 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; -#endif -} + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ -static boolean JustBeingPushed(int x, int y) -{ - int i; + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - for (i = 0; i < MAX_PLAYERS; i++) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) { - struct PlayerInfo *player = &stored_player[i]; + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; - if (player->active && player->is_pushing && player->MovPos) - { - int next_jx = player->jx + (player->jx - player->last_jx); - int next_jy = player->jy + (player->jy - player->last_jy); + InitField(newx, newy, FALSE); + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; - if (x == next_jx && y == next_jy) - return TRUE; - } + InitField(newx, newy, FALSE); } + else if (element == EL_DC_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_DC_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; - return FALSE; -} + InitField(newx, newy, FALSE); + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; -void StartMoving(int x, int y) -{ - boolean started_moving = FALSE; /* some elements can fall _and_ move */ - int element = Feld[x][y]; + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - if (Stop[x][y]) - return; + Back[x][y] = Back[newx][newy] = 0; + } + + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + + MovDelay[newx][newy] = 0; + + if (CAN_CHANGE_OR_HAS_ACTION(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } - if (MovDelay[x][y] == 0) - GfxAction[x][y] = ACTION_DEFAULT; + CustomValue[newx][newy] = CustomValue[x][y]; - if (CAN_FALL(element) && y < lev_fieldy - 1) - { - if ((x > 0 && IS_PLAYER(x - 1, y)) || - (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) - if (JustBeingPushed(x, y)) - return; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - if (element == EL_QUICKSAND_FULL) - { - if (IS_FREE(x, y + 1)) - { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + CustomValue[x][y] = 0; - Feld[x][y] = EL_QUICKSAND_EMPTYING; - Store[x][y] = EL_ROCK; + /* 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 */ - PlayLevelSoundAction(x, y, ACTION_EMPTYING); - } - else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) - { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY + 1; + Pushed[x][y] = Pushed[newx][newy] = FALSE; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + /* some elements can leave other elements behind after moving */ + if (ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) + { + int move_leave_element = ei->move_leave_element; - Feld[x][y] = EL_QUICKSAND_EMPTY; - Feld[x][y + 1] = EL_QUICKSAND_FULL; - Store[x][y + 1] = Store[x][y]; - Store[x][y] = 0; + /* 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); - 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] = move_leave_element; - Feld[x][y] = EL_QUICKSAND_FILLING; - Store[x][y] = element; + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; - 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; + InitField(x, y, FALSE); - 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 (GFX_CRUMBLED(Feld[x][y])) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } - 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; + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ - 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 (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + TEST_DrawLevelField(x, y); + TEST_DrawLevelField(newx, newy); - 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; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - 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); + /* 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); - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; + /* 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; - 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 (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); - (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))) || + WasJustMoving[newx][newy] = CHECK_DELAY_MOVING; - (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 (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = CHECK_DELAY_FALLING; - CheckCollision[x][y] = 0; + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; - Impact(x, y); - } - else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) - { - if (MovDir[x][y] == MV_NONE) - { - InitMovingField(x, y, MV_DOWN); - started_moving = TRUE; - } - } - else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) - { - if (WasJustFalling[x][y]) /* prevent animation from being restarted */ - MovDir[x][y] = MV_DOWN; + if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again) + CheckImpact[newx][newy] = CHECK_DELAY_IMPACT; + } - 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; + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesPlayer(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); -#if USE_NEW_ALL_SLIPPERY - if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) - { - if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) - can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) - can_fall_left = FALSE; - else if (slippery_type == SLIPPERY_ONLY_LEFT) - can_fall_right = FALSE; - else if (slippery_type == SLIPPERY_ONLY_RIGHT) - can_fall_left = FALSE; + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - 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 (DONT_GET_HIT_BY(element)) + { + TestIfGoodThingGetsHitByBadThing(newx, newy, direction); + } - can_fall_any = (can_fall_left || can_fall_right); - can_fall_both = (can_fall_left && can_fall_right); - } -#endif + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); + + if (pushed_by_player && !game.use_change_when_pushing_bug) + { + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); -#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 + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); + } -#if USE_NEW_ALL_SLIPPERY - if (can_fall_both) - { - 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)); + if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ + MovDelay[newx][newy] = 1; - can_fall_both = FALSE; - } -#else - if (can_fall_both) - { - 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)); + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); - can_fall_both = FALSE; - } -#endif + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + TestIfElementHitsCustomElement(newx, newy, direction); + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); - 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]; + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +} - if ((belt_dir == MV_LEFT && left_is_free) || - (belt_dir == MV_RIGHT && right_is_free)) - { - int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); +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, belt_dir); - started_moving = TRUE; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; - Pushed[x][y] = TRUE; - Pushed[nextx][y] = TRUE; + if (!IN_LEV_FIELD(x, y)) + continue; - GfxAction[x][y] = ACTION_DEFAULT; - } - else - { - MovDir[x][y] = 0; /* if element was moving, stop it */ - } - } + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; } - /* not "else if" because of elements that can fall and move (EL_SPRING) */ -#if 0 - if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE) -#else - if (CAN_MOVE(element) && !started_moving) -#endif + return group_nr; +} + +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = { - int move_pattern = element_info[element].move_pattern; - int newx, newy; + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; -#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 + if (new_group_nr == 0) + return; - Moving2Blocked(x, y, &newx, &newy); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; - if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) - return; + if (!IN_LEV_FIELD(x, y)) + continue; - if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + 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) { - WasJustMoving[x][y] = 0; - CheckCollision[x][y] = 0; - - TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + int old_group_nr = AmoebaNr[x][y]; - if (Feld[x][y] != element) /* element has changed */ + if (old_group_nr == 0) 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 */ + 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 (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) + SCAN_PLAYFIELD(xx, yy) { - 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); + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; } } + } +} - if (MovDelay[x][y]) /* wait some time before next movement */ +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) { - MovDelay[x][y]--; + printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandeln(): This should never happen!\n"); + return; + } +#endif - if (element == EL_ROBOT || - element == EL_YAMYAM || - element == EL_DARK_YAMYAM) + SCAN_PLAYFIELD(x, y) + { + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) { - DrawLevelElementAnimationIfNeeded(x, y, element); - PlayLevelSoundAction(x, y, ACTION_WAITING); + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; } - 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; - - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx, yy); - - /* !!! */ -#if 0 - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) - Bang(xx, yy); - else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) - RemoveMovingField(xx, yy); - else - RemoveField(xx, yy); -#else - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) - Bang(xx, yy); - else - RemoveMovingField(xx, yy); -#endif + } - ChangeDelay[xx][yy] = 0; + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(ax, ay); + } + else + { + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - Feld[xx][yy] = EL_FLAMES; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; - 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 (!IN_LEV_FIELD(x, y)) + continue; - if (MovDelay[x][y]) /* element still has to wait some time */ + if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) { - PlayLevelSoundAction(x, y, ACTION_WAITING); - - return; + PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(x, y); } } + } +} - /* now make next step */ +void AmoebeUmwandelnBD(int ax, int ay, int new_element) +{ + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; - Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; + } +#endif - if (DONT_COLLIDE_WITH(element) && - IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && - !PLAYER_ENEMY_PROTECTED(newx, newy)) + SCAN_PLAYFIELD(x, y) + { + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) { - TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]); - - return; + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + TEST_DrawLevelField(x, y); + done = TRUE; } + } - else if (CAN_MOVE_INTO_ACID(element) && - IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && - !IS_MV_DIAGONAL(MovDir[x][y]) && - (MovDir[x][y] == MV_DOWN || - game.engine_version >= VERSION_IDENT(3,1,0,0))) - { - SplashAcid(newx, newy); - Store[x][y] = EL_ACID; - } - else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) - { - if (Feld[newx][newy] == EL_EXIT_OPEN) - { - RemoveField(x, y); - DrawLevelField(x, y); + if (done) + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); +} - PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); - if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); +void AmoebeWaechst(int x, int y) +{ + static unsigned int sound_delay = 0; + static unsigned int sound_delay_value = 0; - local_player->friends_still_needed--; - if (!local_player->friends_still_needed && - !local_player->GameOver && AllPlayersGone) - local_player->LevelSolved = local_player->GameOver = TRUE; + if (!MovDelay[x][y]) /* start new growing cycle */ + { + MovDelay[x][y] = 7; - return; - } - else if (IS_FOOD_PENGUIN(Feld[newx][newy])) - { - 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 (DelayReached(&sound_delay, sound_delay_value)) + { + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); + sound_delay_value = 30; + } + } - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + 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]); - return; - } + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); } - else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) + + if (!MovDelay[x][y]) { - if (IS_FOOD_PIG(Feld[newx][newy])) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + TEST_DrawLevelField(x, y); + } + } +} - PlayLevelSound(x, y, SND_PIG_DIGGING); - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); +void AmoebaDisappearing(int x, int y) +{ + static unsigned int sound_delay = 0; + static unsigned int sound_delay_value = 0; - 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; + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; - /* 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 (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; + } - break; - } - } + 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]); - /* 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; - } + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } - 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; + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_EMPTY; + TEST_DrawLevelField(x, y); - /* android is moving diagonally */ + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } + } +} - CreateField(x, y, EL_DIAGONAL_SHRINKING); +void AmoebeAbleger(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int newax = ax, neway = ay; + boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored); - GfxElement[x][y] = EL_EMC_ANDROID; - GfxAction[x][y] = ACTION_SHRINKING; - GfxDir[x][y] = diagonal_move_dir; - ChangeDelay[x][y] = change_delay; + if (!level.amoeba_speed && element != EL_EMC_DRIPPER) + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + TEST_DrawLevelField(ax, ay); + return; + } - graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], - GfxDir[x][y]); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - DrawLevelGraphicAnimation(x, y, graphic); - PlayLevelSoundAction(x, y, ACTION_SHRINKING); + if (!MovDelay[ax][ay]) /* start making new amoeba field */ + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); - if (Feld[newx][newy] == EL_ACID) - { - SplashAcid(newx, newy); + if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - return; - } + 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]; - CreateField(newx, newy, EL_DIAGONAL_GROWING); + if (!IN_LEV_FIELD(x, y)) + return; - 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 (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) + { + newax = x; + neway = y; + } - graphic = el_act_dir2img(GfxElement[newx][newy], - GfxAction[newx][newy], GfxDir[newx][newy]); + if (newax == ax && neway == ay) + return; + } + else /* normal or "filled" (BD style) amoeba */ + { + int start = RND(4); + boolean waiting_for_player = FALSE; - DrawLevelGraphicAnimation(newx, newy, graphic); - PlayLevelSoundAction(newx, newy, ACTION_GROWING); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int j = (start + i) % 4; + int x = ax + xy[j][0]; + int y = ay + xy[j][1]; - return; - } - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); + if (!IN_LEV_FIELD(x, y)) + continue; - PlayLevelSoundAction(x, y, ACTION_DIGGING); - } - } - else if (!IS_FREE(newx, newy)) + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) { -#if 0 - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); -#endif - - return; + newax = x; + neway = y; + break; } + else if (IS_PLAYER(x, y)) + waiting_for_player = TRUE; } - else if (IS_CUSTOM_ELEMENT(element) && - CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) - { - int new_element = Feld[newx][newy]; - if (!IS_FREE(newx, newy)) + if (newax == ax && neway == ay) /* amoeba cannot grow */ + { + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) { - int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : - IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : - ACTION_BREAKING); - - /* no element can dig solid indestructible elements */ - if (IS_INDESTRUCTIBLE(new_element) && - !IS_DIGGABLE(new_element) && - !IS_COLLECTIBLE(new_element)) - return; - - if (AmoebaNr[newx][newy] && - (new_element == EL_AMOEBA_FULL || - new_element == EL_BD_AMOEBA || - new_element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[newx][newy]]--; - AmoebaCnt2[AmoebaNr[newx][newy]]--; - } + Feld[ax][ay] = EL_AMOEBA_DEAD; + TEST_DrawLevelField(ax, ay); + AmoebaCnt[AmoebaNr[ax][ay]]--; - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else + if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ { - RemoveField(newx, newy); - DrawLevelField(newx, newy); + if (element == EL_AMOEBA_FULL) + AmoebeUmwandeln(ax, ay); + else if (element == EL_BD_AMOEBA) + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); } - - /* if digged element was about to explode, prevent the explosion */ - ExplodeField[newx][newy] = EX_TYPE_NONE; - - PlayLevelSoundAction(x, y, action); } + return; + } + else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) + { + /* amoeba gets larger by growing in some direction */ - Store[newx][newy] = EL_EMPTY; -#if 1 - /* this makes it possible to leave the removed element again */ - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) - Store[newx][newy] = new_element; -#else - if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) - { - int move_leave_element = element_info[element].move_leave_element; + int new_group_nr = AmoebaNr[ax][ay]; - /* this makes it possible to leave the removed element again */ - Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? - new_element : move_leave_element); - } +#ifdef DEBUG + if (new_group_nr == 0) + { + printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); + printf("AmoebeAbleger(): This should never happen!\n"); + return; + } #endif - if (move_pattern & MV_MAZE_RUNNER_STYLE) + 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) { - RunnerVisit[x][y] = FrameCounter; - PlayerVisit[x][y] /= 8; /* expire player visit path */ + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; } } - else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) - { - if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + } - return; - } - else - { - boolean wanna_flame = !RND(10); - int dx = newx - x, dy = newy - y; - int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; - int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; - int element1 = (IN_LEV_FIELD(newx1, newy1) ? - MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); - int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + if (!can_drop || 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 || element == EL_EMC_DRIPPER) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ - if ((wanna_flame || - IS_CLASSIC_ENEMY(element1) || - IS_CLASSIC_ENEMY(element2)) && - element1 != EL_DRAGON && element2 != EL_DRAGON && - element1 != EL_FLAMES && element2 != EL_FLAMES) - { - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_ATTACKING; + 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 (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + TEST_DrawLevelField(newax, neway); +} - PlayLevelSound(x, y, SND_DRAGON_ATTACKING); +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : + level.biomaze); + boolean changed = FALSE; - MovDelay[x][y] = 50; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - /* !!! */ -#if 0 - RemoveField(newx, newy); -#endif - Feld[newx][newy] = EL_FLAMES; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) - { -#if 0 - RemoveField(newx1, newy1); -#endif - Feld[newx1][newy1] = EL_FLAMES; - } - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) - { -#if 0 - RemoveField(newx2, newy2); -#endif - Feld[newx2][newy2] = EL_FLAMES; - } + if (Stop[ax][ay]) + return; - return; - } - } - } - else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMOND) + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; + + if (MovDelay[ax][ay]) /* wait some time before next cycle */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } + + for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) + { + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - } + int x = xx+x2, y = yy+y2; - PlayLevelSound(x, y, SND_YAMYAM_DIGGING); + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; + + if (((Feld[x][y] == element || + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; } - else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && - IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } -#if 0 - /* !!! test !!! */ - if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) - { - RemoveMovingField(newx, newy); - } -#else - if (IS_MOVING(newx, newy)) - { - RemoveMovingField(newx, newy); - } -#endif - else + if (xx == ax && yy == ay) /* field in the middle */ + { + if (nachbarn < life_parameter[0] || + nachbarn > life_parameter[1]) { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + TEST_DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; } - - PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); } - else if ((element == EL_PACMAN || element == EL_MOLE) - && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBA_FULL || - Feld[newx][newy] == EL_BD_AMOEBA) - AmoebaCnt[AmoebaNr[newx][newy]]--; + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + TEST_DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; } + } + } - if (element == EL_MOLE) - { - Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlayLevelSound(x, y, SND_MOLE_DIGGING); + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} - ResetGfxAnimation(x, y); - GfxAction[x][y] = ACTION_DIGGING; - DrawLevelField(x, y); +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} - MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ +static void RunRobotWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); +} - return; /* wait for shrinking amoeba */ - } - else /* element == EL_PACMAN */ - { - Feld[newx][newy] = EL_EMPTY; - DrawLevelField(newx, newy); - PlayLevelSound(x, y, SND_PACMAN_DIGGING); - } - } - else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_AMOEBA_SHRINKING || - (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) - { - /* wait for shrinking amoeba to completely disappear */ - return; - } - else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) - { - /* object was running against a wall */ +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) + { + ZX = ZY = -1; - TurnRound(x, y); + game.robot_wheel_active = FALSE; + } +} -#if 0 - /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */ - if (move_pattern & MV_ANY_DIRECTION && - move_pattern == MovDir[x][y]) - { - int blocking_element = - (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); +static void InitTimegateWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +} - CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, - MovDir[x][y]); +static void RunTimegateWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE); +} - element = Feld[x][y]; /* element might have changed */ - } -#endif +static void InitMagicBallDelay(int x, int y) +{ + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; +} - if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ - DrawLevelElementAnimation(x, y, element); +static void ActivateMagicBall(int bx, int by) +{ + int x, y; - if (DONT_TOUCH(element)) - TestIfBadThingTouchesPlayer(x, y); + if (level.ball_random) + { + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; - return; - } + x = bx - 1 + xx; + y = by - 1 + yy; - InitMovingField(x, y, MovDir[x][y]); + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) + { + int xx = x - bx + 1; + int yy = y - by + 1; - PlayLevelSoundAction(x, y, ACTION_MOVING); + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } } - if (MovDir[x][y]) - ContinueMoving(x, y); + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; } -void ContinueMoving(int x, int y) +void CheckExit(int x, int y) { - int element = Feld[x][y]; - struct ElementInfo *ei = &element_info[element]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int newx = x + dx, newy = y + dy; - int stored = Store[x][y]; - int stored_new = Store[newx][newy]; - boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); - boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); - boolean last_line = (newy == lev_fieldy - 1); + if (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); - MovPos[x][y] += getElementMoveStepsize(x, y); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (pushed_by_player) /* special case: moving object pushed by player */ - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + return; + } - if (ABS(MovPos[x][y]) < TILEX) + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); +} + +void CheckExitEM(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - DrawLevelField(x, y); + int element = Feld[x][y]; + int graphic = el2img(element); - return; /* element is still moving */ + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; } - /* element reached destination field */ + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + Feld[x][y] = EL_EM_EXIT_OPENING; - if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ - { - element = Feld[newx][newy] = EL_ACID; - } - else if (element == EL_MOLE) - { - Feld[x][y] = EL_SAND; + PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING); +} - 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) +void CheckExitSteel(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 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]; + int element = Feld[x][y]; + int graphic = el2img(element); -#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 (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#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]; + return; } - else if (element == EL_SOKOBAN_OBJECT) - { - if (Back[x][y]) - Feld[x][y] = Back[x][y]; - if (Back[newx][newy]) - Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_STEEL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING); +} + +void CheckExitSteelEM(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); - Back[x][y] = Back[newx][newy] = 0; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; } - Store[x][y] = EL_EMPTY; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; - MovDelay[newx][newy] = 0; + Feld[x][y] = EL_EM_STEEL_EXIT_OPENING; -#if 1 - if (CAN_CHANGE_OR_HAS_ACTION(element)) -#else - if (CAN_CHANGE(element)) -#endif + PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING); +} + +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) { - /* 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]; + int element = Feld[x][y]; + int graphic = el2img(element); -#if 0 -#if USE_NEW_CUSTOM_VALUE - CustomValue[newx][newy] = CustomValue[x][y]; -#endif -#endif - } + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 1 -#if USE_NEW_CUSTOM_VALUE - CustomValue[newx][newy] = CustomValue[x][y]; -#endif -#endif + return; + } - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - ChangeCount[x][y] = 0; - ChangeEvent[x][y] = -1; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; -#if USE_NEW_CUSTOM_VALUE - CustomValue[x][y] = 0; -#endif + Feld[x][y] = EL_SP_EXIT_OPENING; - /* 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 */ + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} - Pushed[x][y] = Pushed[newx][newy] = FALSE; +static void CloseAllOpenTimegates() +{ + int x, y; - /* 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 + SCAN_PLAYFIELD(x, y) { - int move_leave_element = ei->move_leave_element; + int element = Feld[x][y]; -#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 + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; - Feld[x][y] = move_leave_element; + PlayLevelSoundAction(x, y, ACTION_CLOSING); + } + } +} - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = direction; +void DrawTwinkleOnField(int x, int y) +{ + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; - InitField(x, y, FALSE); + if (Feld[x][y] == EL_BD_DIAMOND) + return; - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !GetSimpleRandom(500); - if (ELEM_IS_PLAYER(move_leave_element)) - RelocatePlayer(x, y, move_leave_element); + if (MovDelay[x][y] != 0) /* wait some time before next frame */ + { + MovDelay[x][y]--; + + DrawLevelElementAnimation(x, y, Feld[x][y]); + + if (MovDelay[x][y] != 0) + { + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); + + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); + } } +} - /* do this after checking for left-behind element */ - ResetGfxAnimation(x, y); /* reset animation values for old field */ +void MauerWaechst(int x, int y) +{ + int delay = 6; - if (!CAN_MOVE(element) || - (CAN_FALL(element) && direction == MV_DOWN && - (element == EL_SPRING || - element_info[element].move_pattern == MV_WHEN_PUSHED || - element_info[element].move_pattern == MV_WHEN_DROPPED))) - GfxDir[x][y] = MovDir[newx][newy] = 0; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3 * delay; - DrawLevelField(x, y); - DrawLevelField(newx, newy); + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + 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]); - /* 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); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } - /* 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 (!MovDelay[x][y]) + { + if (MovDir[x][y] == MV_LEFT) + { + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) + TEST_DrawLevelField(x - 1, y); + } + else if (MovDir[x][y] == MV_RIGHT) + { + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) + TEST_DrawLevelField(x + 1, y); + } + else if (MovDir[x][y] == MV_UP) + { + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) + TEST_DrawLevelField(x, y - 1); + } + else + { + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) + TEST_DrawLevelField(x, y + 1); + } - if (!pushed_by_player) + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + TEST_DrawLevelField(x, y); + } + } +} + +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; + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; + + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { - int nextx = newx + dx, nexty = newy + dy; - boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - WasJustMoving[newx][newy] = 3; + 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 (CAN_FALL(element) && direction == MV_DOWN) - WasJustFalling[newx][newy] = 3; + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) + { + if (oben_frei) + { + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); + new_wall = TRUE; + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; + } + } - if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) - CheckCollision[newx][newy] = 2; + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL || + element == EL_BD_EXPANDABLE_WALL) + { + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; + } + + if (rechts_frei) + { + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; + } } - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesPlayer(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - - if (!IS_CUSTOM_ELEMENT(element)) - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + TEST_DrawLevelField(ax, ay); - /* 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 (!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 (pushed_by_player && !game.use_change_when_pushing_bug) - { - int push_side = MV_DIR_OPPOSITE(direction); - struct PlayerInfo *player = PLAYERINFO(x, y); + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; - CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, - player->index_bit, push_side); - CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, - player->index_bit, push_side); - } + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); +} - if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ - MovDelay[newx][newy] = 1; +void MauerAblegerStahl(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; - CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); - TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; -#if 0 - if (ChangePage[newx][newy] != -1) /* delayed change */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { - int page = ChangePage[newx][newy]; - struct ElementChangeInfo *change = &ei->change_page[page]; + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - ChangePage[newx][newy] = -1; + 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 (change->can_change) + if (element == EL_EXPANDABLE_STEELWALL_VERTICAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + { + if (oben_frei) { - if (ChangeElement(newx, newy, element, page)) - { - if (change->post_change_function) - change->post_change_function(newx, newy); - } + Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0); + new_wall = TRUE; + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0); + new_wall = TRUE; } - - if (change->has_action) - ExecuteCustomElementAction(newx, newy, element, page); } -#endif - - TestIfElementHitsCustomElement(newx, newy, direction); - TestIfPlayerTouchesCustomElement(newx, newy); - TestIfElementTouchesCustomElement(newx, newy); - -#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 -} -int AmoebeNachbarNr(int ax, int ay) -{ - int i; - int element = Feld[ax][ay]; - int group_nr = 0; - static int xy[4][2] = + if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL || + element == EL_EXPANDABLE_STEELWALL_ANY) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0); + new_wall = TRUE; + } - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int x = ax + xy[i][0]; - int y = ay + xy[i][1]; + if (rechts_frei) + { + Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0); + new_wall = TRUE; + } + } - if (!IN_LEV_FIELD(x, y)) - continue; + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; - if (Feld[x][y] == element && AmoebaNr[x][y] > 0) - group_nr = AmoebaNr[x][y]; - } + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_STEELWALL_VERTICAL)) + Feld[ax][ay] = EL_STEELWALL; - return group_nr; + if (new_wall) + PlayLevelSoundAction(ax, ay, ACTION_GROWING); } -void AmoebenVereinigen(int ax, int ay) +void CheckForDragon(int x, int y) { - int i, x, y, xx, yy; - int new_group_nr = AmoebaNr[ax][ay]; + int i, j; + boolean dragon_found = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6582,2232 +9475,2168 @@ void AmoebenVereinigen(int ax, int ay) { 0, +1 } }; - if (new_group_nr == 0) - return; - for (i = 0; i < NUM_DIRECTIONS; i++) { - x = ax + xy[i][0]; - y = ay + xy[i][1]; - - if (!IN_LEV_FIELD(x, y)) - continue; - - 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) + for (j = 0; j < 4; j++) { - 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; + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; -#if 1 - SCAN_PLAYFIELD(xx, yy) -#else - for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) -#endif + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) { - if (AmoebaNr[xx][yy] == old_group_nr) - AmoebaNr[xx][yy] = new_group_nr; + if (Feld[xx][yy] == EL_DRAGON) + dragon_found = TRUE; } + else + break; } } -} - -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) - { - printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandeln(): This should never happen!\n"); - return; - } -#endif - -#if 1 - SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif - { - if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = EL_AMOEBA_TO_DIAMOND; - } - } - PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? - SND_AMOEBA_TURNING_TO_GEM : - SND_AMOEBA_TURNING_TO_ROCK)); - Bang(ax, ay); - } - else + if (!dragon_found) { - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - for (i = 0; i < NUM_DIRECTIONS; i++) - { - x = ax + xy[i][0]; - y = ay + xy[i][1]; - - if (!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); + { + for (j = 0; j < 3; j++) + { + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) + { + Feld[xx][yy] = EL_EMPTY; + TEST_DrawLevelField(xx, yy); + } + else + break; } } } } -void AmoebeUmwandelnBD(int ax, int ay, int new_element) +static void InitBuggyBase(int x, int y) { - int x, y; - int group_nr = AmoebaNr[ax][ay]; - boolean done = FALSE; + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; -#ifdef DEBUG - if (group_nr == 0) + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); +} + +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = { - printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); - printf("AmoebeUmwandelnBD(): This should never happen!\n"); - return; - } -#endif + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; -#if 1 - SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif + for (i = 0; i < NUM_DIRECTIONS; i++) { - if (AmoebaNr[x][y] == group_nr && - (Feld[x][y] == EL_AMOEBA_DEAD || - Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBA_GROWING)) + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy)) { - AmoebaNr[x][y] = 0; - Feld[x][y] = new_element; - InitField(x, y, FALSE); - DrawLevelField(x, y); - done = TRUE; + PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); + + break; } } +} - if (done) - PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? - SND_BD_AMOEBA_TURNING_TO_ROCK : - SND_BD_AMOEBA_TURNING_TO_GEM)); +static void InitTrap(int x, int y) +{ + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } -void AmoebeWaechst(int x, int y) +static void ActivateTrap(int x, int y) { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); +} - if (!MovDelay[x][y]) /* start new growing cycle */ - { - MovDelay[x][y] = 7; +static void ChangeActiveTrap(int x, int y) +{ + int graphic = IMG_TRAP_ACTIVE; - if (DelayReached(&sound_delay, sound_delay_value)) - { - PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); - sound_delay_value = 30; - } - } + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + TEST_DrawLevelFieldCrumbled(x, y); +} - 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]); +static int getSpecialActionElement(int element, int number, int base_element) +{ + return (element != EL_EMPTY ? element : + number != -1 ? base_element + number - 1 : + EL_EMPTY); +} - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); - } +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); - if (!MovDelay[x][y]) - { - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - DrawLevelField(x, y); - } - } + return (value_new < value_min ? value_min : + value_new > value_max ? value_max : + value_new); } -void AmoebaDisappearing(int x, int y) +static void ExecuteCustomElementAction(int x, int y, int element, int page) { - static unsigned long sound_delay = 0; - static unsigned long sound_delay_value = 0; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int target_element = change->target_element; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int action_element = change->action_element; + int i; - if (!MovDelay[x][y]) /* start new shrinking cycle */ - { - MovDelay[x][y] = 7; + if (!change->has_action) + return; - if (DelayReached(&sound_delay, sound_delay_value)) - sound_delay_value = 30; - } + /* ---------- determine action paramater values -------------------------- */ - 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]); + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); - DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); - } + int action_arg_element_raw = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element : + action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element: + action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element : + action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element : + EL_EMPTY); + int action_arg_element = GetElementFromGroupElement(action_arg_element_raw); - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); + 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); - /* 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 action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); -void AmoebeAbleger(int ax, int ay) -{ - int i; - int element = Feld[ax][ay]; - int graphic = el2img(element); - int newax = ax, neway = ay; - boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + 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); - if (!level.amoeba_speed && element != EL_EMC_DRIPPER) - { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - return; - } + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : + action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) : + action_type == CA_SET_CE_SCORE ? 0 : + 0); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element): + action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: + action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element): + action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) : + action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score: + action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) : + action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element : + -1); - if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + 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); - if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + int action_arg_number_new = + getModifiedActionNumber(action_arg_number_old, + action_mode, action_arg_number, + action_arg_number_min, action_arg_number_max); + + int trigger_player_bits = + (change->actual_trigger_player_bits != CH_PLAYER_NONE ? + change->actual_trigger_player_bits : change->trigger_player); + + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) : + PLAYER_BITS_ANY); - 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]; + /* ---------- execute action -------------------------------------------- */ - if (!IN_LEV_FIELD(x, y)) + switch (action_type) + { + case CA_NO_ACTION: + { return; + } - if (IS_FREE(x, y) || - CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) + /* ---------- level actions ------------------------------------------- */ + + case CA_RESTART_LEVEL: { - newax = x; - neway = y; - } + game.restart_level = TRUE; - if (newax == ax && neway == ay) - return; - } - else /* normal or "filled" (BD style) amoeba */ - { - int start = RND(4); - boolean waiting_for_player = FALSE; + break; + } - for (i = 0; i < NUM_DIRECTIONS; i++) + case CA_SHOW_ENVELOPE: { - int j = (start + i) % 4; - int x = ax + xy[j][0]; - int y = ay + xy[j][1]; + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); - if (!IN_LEV_FIELD(x, y)) - continue; + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - 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; + break; } - if (newax == ax && neway == ay) /* amoeba cannot grow */ + case CA_SET_LEVEL_TIME: { - if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) + if (level.time > 0) /* only modify limited time value */ { - Feld[ax][ay] = EL_AMOEBA_DEAD; - DrawLevelField(ax, ay); - AmoebaCnt[AmoebaNr[ax][ay]]--; + TimeLeft = action_arg_number_new; - 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); - } + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); } - 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]; + break; + } -#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 + case CA_SET_LEVEL_SCORE: + { + local_player->score = action_arg_number_new; - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; - /* if amoeba touches other amoeba(s) after growing, unify them */ - AmoebenVereinigen(newax, neway); + DisplayGameControlValues(); - if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) - { - AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); - return; - } + break; } - } - if (!can_drop || 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 || element == EL_EMC_DRIPPER) - { - Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; - 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; - } + game.snapshot.collected_item = TRUE; - DrawLevelField(newax, neway); -} + game_panel_controls[GAME_PANEL_GEMS].value = + local_player->gems_still_needed; -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; + DisplayGameControlValues(); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + break; + } - if (Stop[ax][ay]) - return; + case CA_SET_LEVEL_WIND: + { + game.wind_direction = action_arg_direction; - if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ - MovDelay[ax][ay] = life_time; + break; + } - if (MovDelay[ax][ay]) /* wait some time before next cycle */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + case CA_SET_LEVEL_RANDOM_SEED: + { + /* ensure that setting a new random seed while playing is predictable */ + InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1); - for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) - { - int xx = ax+x1, yy = ay+y1; - int nachbarn = 0; + break; + } - if (!IN_LEV_FIELD(xx, yy)) - continue; + /* ---------- player actions ------------------------------------------ */ - for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) + case CA_MOVE_PLAYER: { - int x = xx+x2, y = yy+y2; - - if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) - continue; + /* 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; - 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++; + break; } - if (xx == ax && yy == ay) /* field in the middle */ + case CA_EXIT_PLAYER: { - if (nachbarn < life_parameter[0] || - nachbarn > life_parameter[1]) - { - Feld[xx][yy] = EL_EMPTY; - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; - } + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + PlayerWins(&stored_player[i]); + + break; } - else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) - { /* free border field */ - if (nachbarn >= life_parameter[2] && - nachbarn <= life_parameter[3]) - { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; - } + + case CA_KILL_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillPlayer(&stored_player[i]); + + break; } - } - if (changed) - PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : - SND_GAME_OF_LIFE_GROWING); -} + case CA_SET_PLAYER_KEYS: + { + int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); -static void InitRobotWheel(int x, int y) -{ - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; -} + if (IS_KEY(element)) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; -static void RunRobotWheel(int x, int y) -{ - PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); -} + DrawGameDoorValues(); + } + } + } -static void StopRobotWheel(int x, int y) -{ - if (ZX == x && ZY == y) - ZX = ZY = -1; -} + break; + } + + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; -static void InitTimegateWheel(int x, int y) -{ - ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; -} + 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]; + } -static void RunTimegateWheel(int x, int y) -{ - PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); -} + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); -static void InitMagicBallDelay(int x, int y) -{ -#if 1 - ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; -#else - ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; -#endif -} + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); + } + } -static void ActivateMagicBall(int bx, int by) -{ - int x, y; + break; + } - if (level.ball_random) - { - int pos_border = RND(8); /* select one of the eight border elements */ - int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); - int xx = pos_content % 3; - int yy = pos_content / 3; + case CA_SET_PLAYER_SHIELD: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } + } - x = bx - 1 + xx; - y = by - 1 + yy; + break; + } - 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++) + case CA_SET_PLAYER_GRAVITY: { - int xx = x - bx + 1; - int yy = y - by + 1; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].gravity = + (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity : + stored_player[i].gravity); + } + } - if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) - CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + break; } - } - game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; -} - -static void InitDiagonalMovingElement(int x, int y) -{ -#if 0 - MovDelay[x][y] = level.android_move_time; -#endif -} + case CA_SET_PLAYER_ARTWORK: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int artwork_element = action_arg_element; -void CheckExit(int x, int y) -{ - if (local_player->gems_still_needed > 0 || - local_player->sokobanfields_still_needed > 0 || - local_player->lights_still_needed > 0) - { - int element = Feld[x][y]; - int graphic = el2img(element); + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + if (stored_player[i].artwork_element != artwork_element) + stored_player[i].Frame = 0; - return; - } + stored_player[i].artwork_element = artwork_element; - if (AllPlayersGone) /* do not re-open exit door closed after last player */ - return; + SetPlayerWaiting(&stored_player[i], FALSE); - Feld[x][y] = EL_EXIT_OPENING; + /* 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); + } + } - PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); -} + break; + } -void CheckExitSP(int x, int y) -{ - if (local_player->gems_still_needed > 0) - { - int element = Feld[x][y]; - int graphic = el2img(element); + case CA_SET_PLAYER_INVENTORY: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int j, k; - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + if (trigger_player_bits & (1 << i)) + { + int inventory_element = action_arg_element; - return; - } + if (action_arg == CA_ARG_ELEMENT_TARGET || + action_arg == CA_ARG_ELEMENT_TRIGGER || + action_arg == CA_ARG_ELEMENT_ACTION) + { + int element = inventory_element; + int collect_count = element_info[element].collect_count_initial; - if (AllPlayersGone) /* do not re-open exit door closed after last player */ - return; + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; - Feld[x][y] = EL_SP_EXIT_OPENING; + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + else if (action_arg == CA_ARG_INVENTORY_RM_TARGET || + action_arg == CA_ARG_INVENTORY_RM_TRIGGER || + action_arg == CA_ARG_INVENTORY_RM_ACTION) + { + if (player->inventory_infinite_element != EL_UNDEFINED && + IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element, + action_arg_element_raw)) + player->inventory_infinite_element = EL_UNDEFINED; - PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); -} + for (k = 0, j = 0; j < player->inventory_size; j++) + { + if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j], + action_arg_element_raw)) + player->inventory_element[k++] = player->inventory_element[j]; + } -static void CloseAllOpenTimegates() -{ - int x, y; + player->inventory_size = k; + } + else if (action_arg == CA_ARG_INVENTORY_RM_FIRST) + { + if (player->inventory_size > 0) + { + for (j = 0; j < player->inventory_size - 1; j++) + player->inventory_element[j] = player->inventory_element[j + 1]; -#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]; + player->inventory_size--; + } + } + else if (action_arg == CA_ARG_INVENTORY_RM_LAST) + { + if (player->inventory_size > 0) + player->inventory_size--; + } + else if (action_arg == CA_ARG_INVENTORY_RM_ALL) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + } + else if (action_arg == CA_ARG_INVENTORY_RESET) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) - { - Feld[x][y] = EL_TIMEGATE_CLOSING; + if (level.use_initial_inventory[i]) + { + for (j = 0; j < level.initial_inventory_size[i]; j++) + { + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + } + } + } + } - PlayLevelSoundAction(x, y, ACTION_CLOSING); + break; } - } -} -void EdelsteinFunkeln(int x, int y) -{ - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) - return; + /* ---------- CE actions ---------------------------------------------- */ - if (Feld[x][y] == EL_BD_DIAMOND) - return; + case CA_SET_CE_VALUE: + { + int last_ce_value = CustomValue[x][y]; - if (MovDelay[x][y] == 0) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + CustomValue[x][y] = action_arg_number_new; - if (MovDelay[x][y] != 0) /* wait some time before next frame */ - { - MovDelay[x][y]--; + 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 (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + if (CustomValue[x][y] == 0) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); + } + } - DrawLevelElementAnimation(x, y, Feld[x][y]); + break; + } - if (MovDelay[x][y] != 0) + case CA_SET_CE_SCORE: { - int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, - 10 - MovDelay[x][y]); + int last_ce_score = ei->collect_score; - DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); + ei->collect_score = action_arg_number_new; - if (setup.direct_draw) + if (ei->collect_score != last_ce_score) { - int dest_x, dest_y; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X); - dest_x = FX + SCREENX(x) * TILEX; - dest_y = FY + SCREENY(y) * TILEY; - - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); + if (ei->collect_score == 0) + { + int xx, yy; + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X); + + /* + This is a very special case that seems to be a mixture between + CheckElementChange() and CheckTriggeredElementChange(): while + the first one only affects single elements that are triggered + directly, the second one affects multiple elements in the playfield + that are triggered indirectly by another element. This is a third + case: Changing the CE score always affects multiple identical CEs, + so every affected CE must be checked, not only the single CE for + which the CE score was changed in the first place (as every instance + of that CE shares the same CE score, and therefore also can change)! + */ + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + CheckElementChange(xx, yy, element, EL_UNDEFINED, + CE_SCORE_GETS_ZERO); + } + } } + + break; } - } -} -void MauerWaechst(int x, int y) -{ - int delay = 6; + case CA_SET_CE_ARTWORK: + { + int artwork_element = action_arg_element; + boolean reset_frame = FALSE; + int xx, yy; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3 * delay; + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial : + element); - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; + if (ei->gfx_element != artwork_element) + reset_frame = TRUE; - 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]); + ei->gfx_element = artwork_element; + + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + { + if (reset_frame) + { + ResetGfxAnimation(xx, yy); + ResetRandomAnimationValue(xx, yy); + } + + TEST_DrawLevelField(xx, yy); + } + } - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + break; } - if (!MovDelay[x][y]) + /* ---------- engine actions ------------------------------------------ */ + + case CA_SET_ENGINE_SCAN_MODE: { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) - DrawLevelField(x - 1, y); - } - else if (MovDir[x][y] == MV_RIGHT) - { - if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) - DrawLevelField(x + 1, y); - } - else if (MovDir[x][y] == MV_UP) - { - if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) - DrawLevelField(x, y - 1); - } - else - { - if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) - DrawLevelField(x, y + 1); - } + InitPlayfieldScanMode(action_arg); - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - GfxDir[x][y] = MovDir[x][y] = MV_NONE; - DrawLevelField(x, y); + break; } + + default: + break; } } -void MauerAbleger(int ax, int ay) +static void CreateFieldExt(int x, int y, int element, boolean is_change) { - 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; + int old_element = Feld[x][y]; + int new_element = GetElementFromGroupElement(element); + int previous_move_direction = MovDir[x][y]; + int last_ce_value = CustomValue[x][y]; + boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y); + boolean new_element_is_player = ELEM_IS_PLAYER(new_element); + boolean add_player_onto_element = (new_element_is_player && + new_element != EL_SOKOBAN_FIELD_PLAYER && + IS_WALKABLE(old_element)); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + if (!add_player_onto_element) + { + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; + Feld[x][y] = new_element; - if (MovDelay[ax][ay]) /* wait some time before building new wall */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; - 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_info[new_element].use_last_ce_value) + CustomValue[x][y] = last_ce_value; - if (element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) - { - if (oben_frei) - { - Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay-1] = element; - GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay - 1), - IMG_EXPANDABLE_WALL_GROWING_UP, 0); - new_wall = TRUE; - } - if (unten_frei) - { - Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; - Store[ax][ay+1] = element; - GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay + 1), - IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); - new_wall = TRUE; - } + InitField_WithBug1(x, y, FALSE); + + new_element = Feld[x][y]; /* element may have changed */ + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + TEST_DrawLevelField(x, y); + + if (GFX_CRUMBLED(new_element)) + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } - if (element == EL_EXPANDABLE_WALL_HORIZONTAL || - element == EL_EXPANDABLE_WALL_ANY || - element == EL_EXPANDABLE_WALL) + /* check if element under the player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + /* (must be checked after creating new element for walkable group elements) */ + if (IS_PLAYER(x, y) && !player_explosion_protected && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { - 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; - } + Bang(x, y); - if (rechts_frei) - { - Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; - Store[ax+1][ay] = element; - GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax + 1), SCREENY(ay), - IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); - new_wall = TRUE; - } + return; } - if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); + /* "ChangeCount" not set yet to allow "entered by player" change one time */ + if (new_element_is_player) + RelocatePlayer(x, y, new_element); - if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) - oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) - unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) - links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) - rechts_massiv = TRUE; + if (is_change) + ChangeCount[x][y]++; /* count number of changes in the same frame */ - 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; + TestIfBadThingTouchesPlayer(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +} - if (new_wall) - PlayLevelSoundAction(ax, ay, ACTION_GROWING); +static void CreateField(int x, int y, int element) +{ + CreateFieldExt(x, y, element, FALSE); } -void CheckForDragon(int x, int y) +static void CreateElementFromChange(int x, int y, int element) { - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + element = GET_VALID_RUNTIME_ELEMENT(element); - for (i = 0; i < NUM_DIRECTIONS; i++) + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) { - for (j = 0; j < 4; j++) - { - int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + int old_element = Feld[x][y]; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) - { - if (Feld[xx][yy] == EL_DRAGON) - dragon_found = TRUE; - } - else - break; - } + /* 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; } - if (!dragon_found) - { - for (i = 0; i < NUM_DIRECTIONS; i++) - { - for (j = 0; j < 3; j++) - { - int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; - - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) - { - Feld[xx][yy] = EL_EMPTY; - DrawLevelField(xx, yy); - } - else - break; - } - } - } + CreateFieldExt(x, y, element, TRUE); } -static void InitBuggyBase(int x, int y) +static boolean ChangeElement(int x, int y, int element, int page) { - int element = Feld[x][y]; - int activating_delay = FRAMES_PER_SECOND / 4; + 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]; - 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); -} + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; -static void WarnBuggyBase(int x, int y) -{ - int i; - static int xy[4][2] = + if (ChangeEvent[x][y] == CE_DELAY) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + /* reset actual trigger element, trigger player and action element */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_EMPTY; + change->actual_trigger_player_bits = CH_PLAYER_NONE; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; + change->actual_trigger_ce_score = 0; + } - for (i = 0; i < NUM_DIRECTIONS; i++) - { - int xx = x + xy[i][0]; - int yy = y + xy[i][1]; + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) + return FALSE; - if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy)) - { - PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); + ChangeCount[x][y]++; /* count number of changes in the same frame */ - break; - } + if (change->explode) + { + Bang(x, y); + + return TRUE; } -} -static void InitTrap(int x, int y) -{ - ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); -} + if (change->use_target_content) + { + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + 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; -static void ActivateTrap(int x, int y) -{ - PlayLevelSound(x, y, SND_TRAP_ACTIVATING); -} + can_replace[xx][yy] = TRUE; -static void ChangeActiveTrap(int x, int y) -{ - int graphic = IMG_TRAP_ACTIVE; + if (ex == x && ey == y) /* do not check changing element itself */ + continue; - /* if new animation frame was drawn, correct crumbled sand border */ - if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - DrawLevelFieldCrumbledSand(x, y); -} + if (content_element == EL_EMPTY_SPACE) + { + can_replace[xx][yy] = FALSE; /* do not replace border with space */ -static int getSpecialActionElement(int element, int number, int base_element) -{ - return (element != EL_EMPTY ? element : - number != -1 ? base_element + number - 1 : - EL_EMPTY); -} + continue; + } -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); + if (!IN_LEV_FIELD(ex, ey)) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; - return (value_new < value_min ? value_min : - value_new > value_max ? value_max : - value_new); -} + continue; + } -static void ExecuteCustomElementAction(int x, int y, int element, int page) -{ - struct ElementInfo *ei = &element_info[element]; - struct ElementChangeInfo *change = &ei->change_page[page]; - int action_type = change->action_type; - int action_mode = change->action_mode; - int action_arg = change->action_arg; - int i; + e = Feld[ex][ey]; - if (!change->has_action) - return; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); - /* ---------- determine action paramater values -------------------------- */ + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); - int level_time_value = - (level.time > 0 ? TimeLeft : - TimePlayed); + 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); - 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); + 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))); - 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); + if (!can_replace[xx][yy]) + complete_replace = FALSE; + } - int action_arg_number_min = - (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : - CA_ARG_MIN); + if (!change->only_if_complete || complete_replace) + { + boolean something_has_changed = FALSE; - 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_SCORE ? 9999 : - action_type == CA_SET_CE_VALUE ? 9999 : - CA_ARG_MAX); + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; - int action_arg_number_reset = - (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize : - action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : - action_type == CA_SET_LEVEL_TIME ? level.time : - action_type == CA_SET_LEVEL_SCORE ? 0 : - action_type == CA_SET_CE_SCORE ? 0 : -#if 1 - action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) : -#else - action_type == CA_SET_CE_VALUE ? ei->custom_value_initial : -#endif - 0); + 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; - int action_arg_number = - (action_arg <= CA_ARG_MAX ? action_arg : - action_arg >= CA_ARG_SPEED_NOT_MOVING && - action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : - action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : - action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : - action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : - action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : - action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : -#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_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_CUSTOM_VALUE(change->target_element) : - action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: - action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element : - action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element : - -1); + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); - 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_SCORE ? ei->collect_score : - action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : - 0); + ChangeEvent[ex][ey] = ChangeEvent[x][y]; - int action_arg_number_new = - getModifiedActionNumber(action_arg_number_old, - action_mode, action_arg_number, - action_arg_number_min, action_arg_number_max); + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(element, content_element, change, + ce_value, ce_score); - 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); + CreateElementFromChange(ex, ey, target_element); - 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); + something_has_changed = TRUE; - /* ---------- execute action -------------------------------------------- */ + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } - switch(action_type) + if (something_has_changed) + { + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } + } + } + else { - case CA_NO_ACTION: + target_element = GET_TARGET_ELEMENT(element, change->target_element, change, + ce_value, ce_score); + + if (element == EL_DIAGONAL_GROWING || + element == EL_DIAGONAL_SHRINKING) { - return; + target_element = Store[x][y]; + + Store[x][y] = EL_EMPTY; } - /* ---------- level actions ------------------------------------------- */ + CreateElementFromChange(x, y, target_element); - case CA_RESTART_LEVEL: - { - game.restart_level = TRUE; + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } - break; - } + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); - case CA_SHOW_ENVELOPE: - { - int element = getSpecialActionElement(action_arg_element, - action_arg_number, EL_ENVELOPE_1); + return TRUE; +} - if (IS_ENVELOPE(element)) - local_player->show_envelope = element; +static void HandleElementChange(int x, int y, int page) +{ + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + boolean handle_action_before_change = FALSE; - break; - } +#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)) + { + return; + } + + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; - case CA_SET_LEVEL_TIME: + if (change->can_change) { - if (level.time > 0) /* only modify limited time value */ + /* !!! not clear why graphic animation should be reset at all here !!! */ + /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ + /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */ + + /* + GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION: + + When using an animation frame delay of 1 (this only happens with + "sp_zonk.moving.left/right" in the classic graphics), the default + (non-moving) animation shows wrong animation frames (while the + moving animation, like "sp_zonk.moving.left/right", is correct, + so this graphical bug never shows up with the classic graphics). + For an animation with 4 frames, this causes wrong frames 0,0,1,2 + be drawn instead of the correct frames 0,1,2,3. This is caused by + "GfxFrame[][]" being reset *twice* (in two successive frames) after + an element change: First when the change delay ("ChangeDelay[][]") + counter has reached zero after decrementing, then a second time in + the next frame (after "GfxFrame[][]" was already incremented) when + "ChangeDelay[][]" is reset to the initial delay value again. + + This causes frame 0 to be drawn twice, while the last frame won't + be drawn anymore, resulting in the wrong frame sequence 0,0,1,2. + + As some animations may already be cleverly designed around this bug + (at least the "Snake Bite" snake tail animation does this), it cannot + simply be fixed here without breaking such existing animations. + Unfortunately, it cannot easily be detected if a graphics set was + designed "before" or "after" the bug was fixed. As a workaround, + a new graphics set option "game.graphics_engine_version" was added + to be able to specify the game's major release version for which the + graphics set was designed, which can then be used to decide if the + bugfix should be used (version 4 and above) or not (version 3 or + below, or if no version was specified at all, as with old sets). + + (The wrong/fixed animation frames can be tested with the test level set + "test_gfxframe" and level "000", which contains a specially prepared + custom element at level position (x/y) == (11/9) which uses the zonk + animation mentioned above. Using "game.graphics_engine_version: 4" + fixes the wrong animation frames, showing the correct frames 0,1,2,3. + This can also be seen from the debug output for this test element.) + */ + + /* when a custom element is about to change (for example by change delay), + do not reset graphic animation when the custom element is moving */ + if (game.graphics_engine_version < 4 && + !IS_MOVING(x, y)) { - TimeLeft = action_arg_number_new; - - DrawGameValue_Time(TimeLeft); - - if (!TimeLeft && setup.time_limit) - for (i = 0; i < MAX_PLAYERS; i++) - KillPlayer(&stored_player[i]); + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); } - break; + if (change->pre_change_function) + change->pre_change_function(x, y); } + } - case CA_SET_LEVEL_SCORE: - { - local_player->score = action_arg_number_new; - - DrawGameValue_Score(local_player->score); - - break; - } + ChangeDelay[x][y]--; - case CA_SET_LEVEL_GEMS: + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + if (change->can_change) { - local_player->gems_still_needed = action_arg_number_new; - - DrawGameValue_Emeralds(local_player->gems_still_needed); + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - break; - } + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - case CA_SET_LEVEL_GRAVITY: - { - game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : - action_arg == CA_ARG_GRAVITY_ON ? TRUE : - action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity : - game.gravity); - break; + if (change->change_function) + change->change_function(x, y); } - - case CA_SET_LEVEL_WIND: + } + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ { - game.wind_direction = action_arg_direction; + page = ChangePage[x][y]; + ChangePage[x][y] = -1; - break; + change = &ei->change_page[page]; } - /* ---------- player actions ------------------------------------------ */ - - case CA_MOVE_PLAYER: + if (IS_MOVING(x, y)) /* never change a running system ;-) */ { - /* 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; + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ - break; + return; } - 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; + /* special case: set new level random seed before changing element */ + if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED) + handle_action_before_change = TRUE; - break; - } + if (change->has_action && handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); - case CA_KILL_PLAYER: + if (change->can_change) { - for (i = 0; i < MAX_PLAYERS; i++) - if (action_arg_player_bits & (1 << i)) - KillPlayer(&stored_player[i]); - - break; + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } } - case CA_SET_PLAYER_KEYS: - { - int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); - int element = getSpecialActionElement(action_arg_element, - action_arg_number, EL_KEY_1); + if (change->has_action && !handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); + } +} - if (IS_KEY(element)) - { - for (i = 0; i < MAX_PLAYERS; i++) - { - if (trigger_player_bits & (1 << i)) - { - stored_player[i].key[KEY_NR(element)] = key_state; +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; - DrawGameValue_Keys(stored_player[i].key); + if (!(trigger_events[trigger_element][trigger_event])) + return FALSE; - redraw_mask |= REDRAW_DOOR_1; - } - } - } + RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); - break; - } + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + boolean change_done = FALSE; + int p; - case CA_SET_PLAYER_SPEED: + 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++) { - for (i = 0; i < MAX_PLAYERS; i++) + 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)) { - if (trigger_player_bits & (1 << i)) + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player); + change->actual_trigger_player_bits = trigger_player; + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + + if ((change->can_change && !change_done) || change->has_action) { - int move_stepsize = TILEX / stored_player[i].move_delay_value; + int x, y; - if (action_arg == CA_ARG_SPEED_FASTER && - stored_player[i].cannot_move) - { - action_arg_number = STEPSIZE_VERY_SLOW; - } - else if (action_arg == CA_ARG_SPEED_SLOWER || - action_arg == CA_ARG_SPEED_FASTER) + SCAN_PLAYFIELD(x, y) { - action_arg_number = 2; - action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : - CA_MODE_MULTIPLY); - } - - move_stepsize = - getModifiedActionNumber(move_stepsize, - action_mode, - action_arg_number, - action_arg_number_min, - action_arg_number_max); + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ -#if 1 - SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); -#else - /* make sure that value is power of 2 */ - move_stepsize = (1 << log_2(move_stepsize)); + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; - /* do no immediately change -- the player might just be moving */ - stored_player[i].move_delay_value_next = TILEX / move_stepsize; + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; - stored_player[i].cannot_move = - (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE); -#endif - } - } + HandleElementChange(x, y, p); + } + else if (change->has_action) + { + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ - break; - } + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; - case CA_SET_PLAYER_SHIELD: - { - for (i = 0; i < MAX_PLAYERS; i++) - { - if (trigger_player_bits & (1 << i)) - { - if (action_arg == CA_ARG_SHIELD_OFF) - { - stored_player[i].shield_normal_time_left = 0; - stored_player[i].shield_deadly_time_left = 0; - } - else if (action_arg == CA_ARG_SHIELD_NORMAL) - { - stored_player[i].shield_normal_time_left = 999999; + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } + } } - else if (action_arg == CA_ARG_SHIELD_DEADLY) + + if (change->can_change) { - stored_player[i].shield_normal_time_left = 999999; - stored_player[i].shield_deadly_time_left = 999999; + change_done = TRUE; + change_done_any = TRUE; } } } - - break; } + } - case CA_SET_PLAYER_ARTWORK: - { - for (i = 0; i < MAX_PLAYERS; i++) - { - if (trigger_player_bits & (1 << i)) - { - int artwork_element = action_arg_element; + RECURSION_LOOP_DETECTION_END(); - if (action_arg == CA_ARG_ELEMENT_RESET) - artwork_element = - (level.use_artwork_element[i] ? level.artwork_element[i] : - stored_player[i].element_nr); + return change_done_any; +} - stored_player[i].artwork_element = artwork_element; +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side) +{ + boolean change_done = FALSE; + int p; - SetPlayerWaiting(&stored_player[i], FALSE); + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + return FALSE; - /* set number of special actions for bored and sleeping animation */ - stored_player[i].num_special_action_bored = - get_num_special_action(artwork_element, - ACTION_BORING_1, ACTION_BORING_LAST); - stored_player[i].num_special_action_sleeping = - get_num_special_action(artwork_element, - ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); - } - } + if (Feld[x][y] == EL_BLOCKED) + { + Blocked2Moving(x, y, &x, &y); + element = Feld[x][y]; + } - break; - } + /* check if element has already changed or is about to change after moving */ + if ((game.engine_version < VERSION_IDENT(3,2,0,7) && + Feld[x][y] != element) || + + (game.engine_version >= VERSION_IDENT(3,2,0,7) && + (ChangeCount[x][y] >= game.max_num_changes_per_frame || + ChangePage[x][y] != -1))) + return FALSE; - /* ---------- CE actions ---------------------------------------------- */ + RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); - case CA_SET_CE_SCORE: - { - ei->collect_score = action_arg_number_new; + for (p = 0; p < element_info[element].num_change_pages; p++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - break; - } + /* check trigger element for all events where the element that is checked + for changing interacts with a directly adjacent element -- this is + different to element changes that affect other elements to change on the + whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */ + boolean check_trigger_element = + (trigger_event == CE_TOUCHING_X || + trigger_event == CE_HITTING_X || + trigger_event == CE_HIT_BY_X || + trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */ - case CA_SET_CE_VALUE: + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) { -#if USE_NEW_CUSTOM_VALUE - int last_custom_value = CustomValue[x][y]; - - CustomValue[x][y] = action_arg_number_new; - -#if 0 - printf("::: Count == %d\n", CustomValue[x][y]); -#endif + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player); + change->actual_trigger_player_bits = trigger_player; + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); - if (CustomValue[x][y] == 0 && last_custom_value > 0) + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) { -#if 0 - printf("::: CE_VALUE_GETS_ZERO\n"); -#endif + 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 } + }; - CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); - CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; -#if 0 - printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); -#endif + change->actual_trigger_ce_value = CustomValue[xx][yy]; + change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); } -#endif - break; - } - - /* ---------- engine actions ------------------------------------------ */ + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; - case CA_SET_ENGINE_SCAN_MODE: - { - InitPlayfieldScanMode(action_arg); + HandleElementChange(x, y, p); - break; + change_done = TRUE; + } + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } } - - default: - break; } + + RECURSION_LOOP_DETECTION_END(); + + return change_done; } -static void CreateFieldExt(int x, int y, int element, boolean is_change) +static void PlayPlayerSound(struct PlayerInfo *player) { - int previous_move_direction = MovDir[x][y]; -#if USE_NEW_CUSTOM_VALUE - int last_ce_value = CustomValue[x][y]; -#endif - boolean add_player = (ELEM_IS_PLAYER(element) && - IS_WALKABLE(Feld[x][y])); + 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; - /* check if element under player changes from accessible to unaccessible - (needed for special case of dropping element which then changes) */ - if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && - IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element)) + if (player->is_waiting) { - Bang(x, y); - - return; + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, sound_element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); } - - if (!add_player) + else { - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) - RemoveMovingField(x, y); - else - RemoveField(x, y); - - Feld[x][y] = element; - - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); - - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = previous_move_direction; - -#if USE_NEW_CUSTOM_VALUE - if (element_info[Feld[x][y]].use_last_ce_value) - CustomValue[x][y] = last_ce_value; -#endif - - InitField_WithBug1(x, y, FALSE); - - DrawLevelField(x, y); + if (action != last_action) + StopSound(element_info[sound_element].sound[last_action]); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); } - - /* "ChangeCount" not set yet to allow "entered by player" change one time */ - if (ELEM_IS_PLAYER(element)) - RelocatePlayer(x, y, element); - - if (is_change) - ChangeCount[x][y]++; /* count number of changes in the same frame */ - - TestIfBadThingTouchesPlayer(x, y); - TestIfPlayerTouchesCustomElement(x, y); - TestIfElementTouchesCustomElement(x, y); } -static void CreateField(int x, int y, int element) +static void PlayAllPlayersSound() { - CreateFieldExt(x, y, element, FALSE); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); } -static void CreateElementFromChange(int x, int y, int element) +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) { - element = GET_VALID_RUNTIME_ELEMENT(element); + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; -#if USE_STOP_CHANGED_ELEMENTS - if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + player->dir_waiting = move_dir; + player->last_action_waiting = player->action_waiting; + + if (is_waiting) { - int old_element = Feld[x][y]; + if (!last_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; - /* 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 + player->frame_counter_bored = + FrameCounter + + game.player_boring_delay_fixed + + GetSimpleRandom(game.player_boring_delay_random); + player->frame_counter_sleeping = + FrameCounter + + game.player_sleeping_delay_fixed + + GetSimpleRandom(game.player_sleeping_delay_random); - CreateFieldExt(x, y, element, TRUE); -} + InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir); + } -static boolean ChangeElement(int x, int y, int element, int page) -{ - struct ElementChangeInfo *change = &element_info[element].change_page[page]; - int target_element; - int old_element = Feld[x][y]; + 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; - /* always use default change event to prevent running into a loop */ - if (ChangeEvent[x][y] == -1) - ChangeEvent[x][y] = CE_DELAY; + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); - 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; - } + if (player->is_sleeping && player->use_murphy) + { + /* special case for sleeping Murphy when leaning against non-free tile */ - /* do not change elements more than a specified maximum number of changes */ - if (ChangeCount[x][y] >= game.max_num_changes_per_frame) - return FALSE; + 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; - ChangeCount[x][y]++; /* count number of changes in the same frame */ + player->dir_waiting = move_dir; + } - if (change->explode) - { - Bang(x, y); + 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); - return TRUE; - } + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + GetSimpleRandom(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + GetSimpleRandom(graphic_info[special_graphic].post_delay_random); - if (change->use_target_content) - { - boolean complete_replace = TRUE; - boolean can_replace[3][3]; - int xx, yy; + player->special_action_sleeping = special_action; + } - for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + 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) { - 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_replace[xx][yy] = TRUE; + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->artwork_element, special_action, move_dir); - if (ex == x && ey == y) /* do not check changing element itself */ - continue; + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + GetSimpleRandom(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + GetSimpleRandom(graphic_info[special_graphic].post_delay_random); - if (content_element == EL_EMPTY_SPACE) - { - can_replace[xx][yy] = FALSE; /* do not replace border with space */ + player->special_action_bored = special_action; + } - continue; + 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; - if (!IN_LEV_FIELD(ex, ey)) - { - can_replace[xx][yy] = FALSE; - complete_replace = FALSE; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - continue; - } + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - e = Feld[ex][ey]; + player->dir_waiting = player->MovDir; + player->action_waiting = ACTION_DEFAULT; - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - e = MovingOrBlocked2Element(ex, ey); + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + } +} - is_empty = (IS_FREE(ex, ey) || - (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +static void CheckSaveEngineSnapshot(struct PlayerInfo *player) +{ + if ((!player->is_moving && player->was_moving) || + (player->MovPos == 0 && player->was_moving) || + (player->is_snapping && !player->was_snapping) || + (player->is_dropping && !player->was_dropping)) + { + if (!CheckSaveEngineSnapshotToList()) + return; - 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); + player->was_moving = FALSE; + player->was_snapping = TRUE; + player->was_dropping = TRUE; + } + else + { + if (player->is_moving) + player->was_moving = TRUE; - 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 (!player->is_snapping) + player->was_snapping = FALSE; - if (!can_replace[xx][yy]) - complete_replace = FALSE; - } + if (!player->is_dropping) + player->was_dropping = FALSE; + } +} - if (!change->only_if_complete || complete_replace) +static void CheckSingleStepMode(struct PlayerInfo *player) +{ + if (tape.single_step && tape.recording && !tape.pausing) + { + /* as it is called "single step mode", just return to pause mode when the + player stopped moving after one tile (or never starts moving at all) */ + if (!player->is_moving && + !player->is_pushing && + !player->is_dropping_pressed) { - boolean something_has_changed = FALSE; - - if (change->only_if_complete && change->use_random_replace && - RND(100) < change->random_percentage) - return FALSE; + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } - 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; + CheckSaveEngineSnapshot(player); +} - 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); +static byte PlayerActions(struct PlayerInfo *player, byte player_action) +{ + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); - ChangeEvent[ex][ey] = ChangeEvent[x][y]; + if (!player->active || tape.pausing) + return 0; - content_element = change->target_content.e[xx][yy]; - target_element = GET_TARGET_ELEMENT(content_element, change); + if (player_action) + { + if (button1) + SnapField(player, dx, dy); + else + { + if (button2) + DropElement(player); - CreateElementFromChange(ex, ey, target_element); + MovePlayer(player, dx, dy); + } - something_has_changed = TRUE; + CheckSingleStepMode(player); - /* for symmetry reasons, freeze newly created border elements */ - if (ex != x || ey != y) - Stop[ex][ey] = TRUE; /* no more moving in this frame */ - } - } + SetPlayerWaiting(player, FALSE); - if (something_has_changed) - { - PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); - PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); - } - } + return player_action; } else { - target_element = GET_TARGET_ELEMENT(change->target_element, change); + /* no actions for this player (no input at player's configured device) */ - if (element == EL_DIAGONAL_GROWING || - element == EL_DIAGONAL_SHRINKING) - { - target_element = Store[x][y]; + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovementWhenNotMoving(player); - Store[x][y] = EL_EMPTY; - } + if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); - CreateElementFromChange(x, y, target_element); + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; - PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); - PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; + + CheckSingleStepMode(player); + + return 0; } +} - /* this uses direct change before indirect change */ - CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); +static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action, + byte *tape_action) +{ + if (!tape.use_mouse) + return; - return TRUE; + mouse_action->lx = tape_action[TAPE_ACTION_LX]; + mouse_action->ly = tape_action[TAPE_ACTION_LY]; + mouse_action->button = tape_action[TAPE_ACTION_BUTTON]; } -#if USE_NEW_DELAYED_ACTION +static void SetTapeActionFromMouseAction(byte *tape_action, + struct MouseActionInfo *mouse_action) +{ + if (!tape.use_mouse) + return; + + tape_action[TAPE_ACTION_LX] = mouse_action->lx; + tape_action[TAPE_ACTION_LY] = mouse_action->ly; + tape_action[TAPE_ACTION_BUTTON] = mouse_action->button; +} -static void HandleElementChange(int x, int y, int page) +static void CheckLevelTime() { - int element = MovingOrBlocked2Element(x, y); - struct ElementInfo *ei = &element_info[element]; - struct ElementChangeInfo *change = &ei->change_page[page]; + int i; -#ifdef DEBUG - if (!CAN_CHANGE_OR_HAS_ACTION(element) && - !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) + /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - 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 + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + PlayerWins(local_player); - /* 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 + AllPlayersGone = TRUE; - return; - } + level.native_em_level->lev->home = -1; + } - if (ChangeDelay[x][y] == 0) /* initialize element change */ + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) { - ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; - - if (change->can_change) + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ { - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + PlayerWins(local_player); - if (change->pre_change_function) - change->pre_change_function(x, y); - } - } + game_sp.GameOver = TRUE; - ChangeDelay[x][y]--; + AllPlayersGone = TRUE; + } - if (ChangeDelay[x][y] != 0) /* continue element change */ + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) { - if (change->can_change) + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ { - int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + PlayerWins(local_player); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + game_mm.game_over = TRUE; - if (change->change_function) - change->change_function(x, y); + AllPlayersGone = TRUE; } + + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; } - else /* finish element change */ + + if (TimeFrames >= FRAMES_PER_SECOND) { - if (ChangePage[x][y] != -1) /* remember page from delayed change */ + TimeFrames = 0; + TapeTime++; + + for (i = 0; i < MAX_PLAYERS; i++) { - page = ChangePage[x][y]; - ChangePage[x][y] = -1; + struct PlayerInfo *player = &stored_player[i]; - change = &ei->change_page[page]; + if (SHIELD_ON(player)) + { + player->shield_normal_time_left--; + + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } } - if (IS_MOVING(x, y)) /* never change a running system ;-) */ + if (!local_player->LevelSolved && !level.use_step_counter) { - ChangeDelay[x][y] = 1; /* try change after next move step */ - ChangePage[x][y] = page; /* remember page to use for change */ + TimePlayed++; - return; - } + if (TimeLeft > 0) + { + TimeLeft--; - if (change->can_change) - { - if (ChangeElement(x, y, element, page)) + if (TimeLeft <= 10 && setup.time_limit) + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); + + /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value + is reset from other values in UpdateGameDoorValues() -- FIX THIS */ + + game_panel_controls[GAME_PANEL_TIME].value = 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 (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ { - if (change->post_change_function) - change->post_change_function(x, y); + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; } + + level.native_em_level->lev->time = + (game.no_time_limit ? TimePlayed : TimeLeft); } - if (change->has_action) - ExecuteCustomElementAction(x, y, element, page); + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } -} -#else + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter); -static void HandleElementChange(int x, int y, int page) + UpdateAndDisplayGameControlValues(); +} + +void AdvanceFrameAndPlayerCounters(int player_nr) { - int element = MovingOrBlocked2Element(x, y); - struct ElementInfo *ei = &element_info[element]; - struct ElementChangeInfo *change = &ei->change_page[page]; + int i; -#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 + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; - /* this can happen with classic bombs on walkable, changing elements */ - if (!CAN_CHANGE(element)) + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) { -#if 0 - if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ - ChangeDelay[x][y] = 0; -#endif + 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; - return; - } + if (!advance_player_counters) /* not all players may be affected */ + continue; - if (ChangeDelay[x][y] == 0) /* initialize element change */ - { - ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; + 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); - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + if (count % delay == 0) + move_frames = 1; + } - if (change->pre_change_function) - change->pre_change_function(x, y); - } + stored_player[i].Frame += move_frames; - ChangeDelay[x][y]--; + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; - if (ChangeDelay[x][y] != 0) /* continue element change */ - { - int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + /* 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 (change->change_function) - change->change_function(x, y); + if (stored_player[i].is_dropping_pressed) + stored_player[i].drop_pressed_delay++; } - 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]; - } +void StartGameActions(boolean init_network_game, boolean record_tape, + int random_seed) +{ + unsigned int new_random_seed = InitRND(random_seed); - 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 */ + if (record_tape) + TapeStartRecording(new_random_seed); - return; - } +#if defined(NETWORK_AVALIABLE) + if (init_network_game) + { + SendToServer_StartPlaying(); - if (ChangeElement(x, y, element, page)) - { - if (change->post_change_function) - change->post_change_function(x, y); - } + return; } -} - #endif -static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, - int trigger_element, - int trigger_event, - int trigger_player, - int trigger_side, - int trigger_page) + InitGame(); +} + +void GameActionsExt() { - boolean change_done_any = FALSE; - int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); +#if 0 + static unsigned int game_frame_delay = 0; +#endif + unsigned int game_frame_delay_value; + byte *recorded_player_action; + byte summarized_player_action = 0; + byte tape_action[MAX_PLAYERS]; int i; - if (!(trigger_events[trigger_element][trigger_event])) - return FALSE; - - for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + /* detect endless loops, caused by custom element programming */ + if (recursion_loop_detected && recursion_loop_depth == 0) { - int element = EL_CUSTOM_START + i; - boolean change_done = FALSE; - int p; + char *message = getStringCat3("Internal Error! Element ", + EL_NAME(recursion_loop_element), + " caused endless loop! Quit the game?"); - if (!CAN_CHANGE_OR_HAS_ACTION(element) || - !HAS_ANY_CHANGE_EVENT(element, trigger_event)) - continue; + Error(ERR_WARN, "element '%s' caused endless loop in game engine", + EL_NAME(recursion_loop_element)); - for (p = 0; p < element_info[element].num_change_pages; p++) - { - struct ElementChangeInfo *change = &element_info[element].change_page[p]; + RequestQuitGameExt(FALSE, level_editor_test_game, message); - 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]; + recursion_loop_detected = FALSE; /* if game should be continued */ - if ((change->can_change && !change_done) || change->has_action) - { - int x, y; + free(message); -#if 1 - SCAN_PLAYFIELD(x, y) -#else - 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; + return; + } - 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 (game.restart_level) + StartGameActions(options.network, setup.autorecord, level.random_seed); - if (change->can_change) - { - change_done = TRUE; - change_done_any = TRUE; - } - } - } + /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + PlayerWins(local_player); + + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; } - } - return change_done_any; -} + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); -static boolean CheckElementChangeExt(int x, int y, - int element, - int trigger_element, - int trigger_event, - int trigger_player, - int trigger_side) -{ - boolean change_done = FALSE; - int p; + game_sp.GameOver = TRUE; - if (!CAN_CHANGE_OR_HAS_ACTION(element) || - !HAS_ANY_CHANGE_EVENT(element, trigger_event)) - return FALSE; + AllPlayersGone = TRUE; + } - if (Feld[x][y] == EL_BLOCKED) - { - Blocked2Moving(x, y, &x, &y); - element = Feld[x][y]; + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); -#if 0 - /* check if element has already changed */ - if (Feld[x][y] != element) - return FALSE; -#else - /* check if element has already changed or is about to change after moving */ - if ((game.engine_version < VERSION_IDENT(3,2,0,7) && - Feld[x][y] != element) || + game_mm.game_over = TRUE; - (game.engine_version >= VERSION_IDENT(3,2,0,7) && - (ChangeCount[x][y] >= game.max_num_changes_per_frame || - ChangePage[x][y] != -1))) - return FALSE; -#endif + AllPlayersGone = TRUE; + } - for (p = 0; p < element_info[element].num_change_pages; p++) - { - struct ElementChangeInfo *change = &element_info[element].change_page[p]; + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } - boolean check_trigger_element = - (trigger_event == CE_TOUCHING_X || - trigger_event == CE_HITTING_X || - trigger_event == CE_HIT_BY_X); + if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) + GameWon(); - if (change->can_change_or_has_action && - change->has_event[trigger_event] && - change->trigger_side & trigger_side && - change->trigger_player & trigger_player && - (!check_trigger_element || - IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) - { - change->actual_trigger_element = trigger_element; - change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); - change->actual_trigger_side = trigger_side; - change->actual_trigger_ce_value = CustomValue[x][y]; + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); - /* 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 } - }; + if (game_status != GAME_MODE_PLAYING) /* status might have changed */ + return; - int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; - int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; + game_frame_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - change->actual_trigger_ce_value = CustomValue[xx][yy]; - } + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; + + SetVideoFrameDelay(game_frame_delay_value); + +#if 0 +#if 0 + /* ---------- main game synchronization point ---------- */ - if (change->can_change && !change_done) - { - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = trigger_event; + int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - HandleElementChange(x, y, p); + printf("::: skip == %d\n", skip); - 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); - } + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +#endif #endif - } - } - return change_done; -} + if (network_playing && !network_player_action_received) + { + /* try to get network player actions in time */ -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 defined(NETWORK_AVALIABLE) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif - 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]); + /* game was quit by network peer */ + if (game_status != GAME_MODE_PLAYING) + return; - if (last_action == ACTION_SLEEPING) - PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); + if (!network_player_action_received) + return; /* failed to get network player actions in time */ + + /* do not yet reset "network_player_action_received" (for tape.pausing) */ } -} -static void PlayAllPlayersSound() -{ - int i; + if (tape.pausing) + return; - for (i = 0; i < MAX_PLAYERS; i++) - if (stored_player[i].active) - PlayPlayerSound(&stored_player[i]); -} + /* at this point we know that we really continue executing the game */ -static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) -{ - boolean last_waiting = player->is_waiting; - int move_dir = player->MovDir; + network_player_action_received = FALSE; - player->last_action_waiting = player->action_waiting; + /* when playing tape, read previously recorded player input from tape data */ + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - if (is_waiting) - { - if (!last_waiting) /* not waiting -> waiting */ - { - player->is_waiting = TRUE; + local_player->effective_mouse_action = local_player->mouse_action; - 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 (recorded_player_action != NULL) + SetMouseActionFromTapeAction(&local_player->effective_mouse_action, + recorded_player_action); - InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); - } + /* TapePlayAction() may return NULL when toggling to "pause before death" */ + if (tape.pausing) + return; - 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; + if (tape.set_centered_player) + { + game.centered_player_nr_next = tape.centered_player_nr_next; + game.set_centered_player = TRUE; + } - player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : - player->is_bored ? ACTION_BORING : - ACTION_WAITING); + for (i = 0; i < MAX_PLAYERS; i++) + { + summarized_player_action |= stored_player[i].action; - 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); + if (!network_playing && (game.team_mode || tape.playing)) + stored_player[i].effective_action = stored_player[i].action; + } - 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); +#if defined(NETWORK_AVALIABLE) + if (network_playing) + SendToServer_MovePlayer(summarized_player_action); +#endif - player->special_action_sleeping = special_action; - } + // summarize all actions at local players mapped input device position + // (this allows using different input devices in single player mode) + if (!options.network && !game.team_mode) + stored_player[map_player_action[local_player->index_nr]].effective_action = + summarized_player_action; - if (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); + if (tape.recording && + setup.team_mode && + setup.input_on_focus && + game.centered_player_nr != -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = + (i == game.centered_player_nr ? summarized_player_action : 0); + } - 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); + if (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = recorded_player_action[i]; - player->special_action_bored = special_action; - } + for (i = 0; i < MAX_PLAYERS; i++) + { + tape_action[i] = stored_player[i].effective_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--; - } - } - } + /* (this may happen in the RND game engine if a player was not present on + the playfield on level start, but appeared later from a custom element */ + if (setup.team_mode && + tape.recording && + tape_action[i] && + !tape.player_participates[i]) + tape.player_participates[i] = TRUE; } - else if (last_waiting) /* waiting -> not waiting */ - { - player->is_waiting = FALSE; - player->is_bored = FALSE; - player->is_sleeping = FALSE; - player->frame_counter_bored = -1; - player->frame_counter_sleeping = -1; + SetTapeActionFromMouseAction(tape_action, + &local_player->effective_mouse_action); - player->anim_delay_counter = 0; - player->post_delay_counter = 0; + /* only record actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); - player->action_waiting = ACTION_DEFAULT; +#if USE_NEW_PLAYER_ASSIGNMENTS + // !!! also map player actions in single player mode !!! + // if (game.team_mode) + if (1) + { + byte mapped_action[MAX_PLAYERS]; - player->special_action_bored = ACTION_DEFAULT; - player->special_action_sleeping = ACTION_DEFAULT; - } -} +#if DEBUG_PLAYER_ACTIONS + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); +#endif -static byte PlayerActions(struct PlayerInfo *player, byte player_action) -{ - boolean moved = FALSE, snapped = FALSE, dropped = FALSE; - int left = player_action & JOY_LEFT; - int right = player_action & JOY_RIGHT; - int up = player_action & JOY_UP; - int down = player_action & JOY_DOWN; - int button1 = player_action & JOY_BUTTON_1; - int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); + for (i = 0; i < MAX_PLAYERS; i++) + mapped_action[i] = stored_player[map_player_action[i]].effective_action; - if (!player->active || tape.pausing) - return 0; + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = mapped_action[i]; - if (player_action) +#if DEBUG_PLAYER_ACTIONS + printf(" =>"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); +#endif + } +#if DEBUG_PLAYER_ACTIONS + else { - if (button1) - snapped = SnapField(player, dx, dy); - else - { - if (button2) - dropped = DropElement(player); + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); + } +#endif +#endif - moved = MovePlayer(player, dx, dy); - } + for (i = 0; i < MAX_PLAYERS; i++) + { + // allow engine snapshot in case of changed movement attempt + if ((game.snapshot.last_action[i] & KEY_MOTION) != + (stored_player[i].effective_action & KEY_MOTION)) + game.snapshot.changed_action = TRUE; - if (tape.single_step && tape.recording && !tape.pausing) - { - if (button1 || (dropped && !moved)) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + // allow engine snapshot in case of snapping/dropping attempt + if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 && + (stored_player[i].effective_action & KEY_BUTTON) != 0) + game.snapshot.changed_action = TRUE; - SetPlayerWaiting(player, FALSE); + game.snapshot.last_action[i] = stored_player[i].effective_action; + } - return player_action; + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + GameActions_EM_Main(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + GameActions_SP_Main(); + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + GameActions_MM_Main(); } else { - /* no actions for this player (no input at player's configured device) */ + GameActions_RND_Main(); + } - DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovementWhenNotMoving(player); + BlitScreenToBitmap(backbuffer); - if (player->MovPos == 0) - SetPlayerWaiting(player, TRUE); + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ + + if (global.show_frames_per_second) + { + static unsigned int fps_counter = 0; + static int fps_frames = 0; + unsigned int fps_delay_ms = Counter() - fps_counter; + + fps_frames++; + + if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; + fps_frames = 0; + fps_counter = Counter(); - player->is_dropping = FALSE; + /* always draw FPS to screen after FPS value was updated */ + redraw_mask |= REDRAW_FPS; + } - return 0; + /* only draw FPS if no screen areas are deactivated (invisible warp mode) */ + if (GetDrawDeactivationMask() == REDRAW_NONE) + redraw_mask |= REDRAW_FPS; } } -void AdvanceFrameAndPlayerCounters(int player_nr) +static void GameActions_CheckSaveEngineSnapshot() { - int i; + if (!game.snapshot.save_snapshot) + return; - /* advance frame counters (global frame counter and time frame counter) */ - FrameCounter++; - TimeFrames++; + // clear flag for saving snapshot _before_ saving snapshot + game.snapshot.save_snapshot = FALSE; - /* 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; + SaveEngineSnapshotToList(); +} - if (!advance_player_counters) /* not all players may be affected */ - continue; +void GameActions() +{ + GameActionsExt(); -#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); + GameActions_CheckSaveEngineSnapshot(); +} - if (count % delay == 0) - move_frames = 1; - } -#endif +void GameActions_EM_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; - stored_player[i].Frame += move_frames; + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; - if (stored_player[i].MovPos != 0) - stored_player[i].StepFrame += move_frames; + GameActions_EM(effective_action, warp_mode); +} - if (stored_player[i].move_delay > 0) - stored_player[i].move_delay--; +void GameActions_SP_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; - /* due to bugs in previous versions, counter must count up, not down */ - if (stored_player[i].push_delay != -1) - stored_player[i].push_delay++; + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; - if (stored_player[i].drop_delay > 0) - stored_player[i].drop_delay--; + GameActions_SP(effective_action, warp_mode); + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].force_dropping) + stored_player[i].action |= KEY_BUTTON_DROP; + + stored_player[i].force_dropping = FALSE; } } -void GameActions() +void GameActions_MM_Main() { - static unsigned long game_frame_delay = 0; - unsigned long game_frame_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; - byte *recorded_player_action; - byte summarized_player_action = 0; - byte tape_action[MAX_PLAYERS]; - - if (game_status != GAME_MODE_PLAYING) - return; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); - game_frame_delay_value = - (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - - if (tape.playing && tape.warp_forward && !tape.pausing) - game_frame_delay_value = 0; + GameActions_MM(local_player->effective_mouse_action, warp_mode); +} - /* ---------- main game synchronization point ---------- */ +void GameActions_RND_Main() +{ + GameActions_RND(); +} - WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +void GameActions_RND() +{ + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic, last_gfx_frame; InitPlayfieldScanModeVars(); -#if USE_ONE_MORE_CHANGE_PER_FRAME if (game.engine_version >= VERSION_IDENT(3,2,0,7)) { SCAN_PLAYFIELD(x, y) @@ -8816,68 +11645,49 @@ void GameActions() ChangeEvent[x][y] = -1; } } -#endif - if (network_playing && !network_player_action_received) + if (game.set_centered_player) { - /* try to get network player actions in time */ - -#if defined(NETWORK_AVALIABLE) - /* last chance to get network player actions without main loop delay */ - HandleNetworking(); -#endif + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND(); - /* game was quit by network peer */ - if (game_status != GAME_MODE_PLAYING) - return; + /* 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; + } - if (!network_player_action_received) - return; /* failed to get network player actions in time */ + /* 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 (tape.pausing) - return; - - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - -#if 1 - /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ - if (recorded_player_action == NULL && tape.pausing) - return; -#endif - - for (i = 0; i < MAX_PLAYERS; i++) + if (game.set_centered_player && + ScreenMovPos == 0) /* screen currently aligned at tile position */ { - summarized_player_action |= stored_player[i].action; - - if (!network_playing) - stored_player[i].effective_action = stored_player[i].action; - } - -#if defined(NETWORK_AVALIABLE) - if (network_playing) - SendToServer_MovePlayer(summarized_player_action); -#endif + int sx, sy; - if (!options.network && !setup.team_mode) - local_player->effective_action = summarized_player_action; - - if (recorded_player_action != NULL) - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = recorded_player_action[i]; + 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; + } - for (i = 0; i < MAX_PLAYERS; i++) - { - tape_action[i] = stored_player[i].effective_action; + game.centered_player_nr = game.centered_player_nr_next; + game.set_centered_player = FALSE; - if (tape.recording && tape_action[i] && !tape.player_participates[i]) - tape.player_participates[i] = TRUE; /* player just appeared from CE */ + DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch); + DrawGameDoorValues(); } - /* only save actions from input devices, but not programmed actions */ - if (tape.recording) - TapeRecordAction(tape_action); - for (i = 0; i < MAX_PLAYERS; i++) { int actual_player_action = stored_player[i].effective_action; @@ -8897,20 +11707,11 @@ void GameActions() if (stored_player[i].programmed_action) actual_player_action = stored_player[i].programmed_action; -#if 1 PlayerActions(&stored_player[i], actual_player_action); -#else - tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); - - if (tape.recording && tape_action[i] && !tape.player_participates[i]) - tape.player_participates[i] = TRUE; /* player just appeared from CE */ -#endif ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } - network_player_action_received = FALSE; - ScrollScreen(NULL, SCROLL_GO_ON); /* for backwards compatibility, the following code emulates a fixed bug that @@ -8938,18 +11739,12 @@ void GameActions() /* continue moving after pushing (this is actually a bug) */ if (!IS_MOVING(x, y)) - { Stop[x][y] = FALSE; - } } } } -#if 1 SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif { ChangeCount[x][y] = 0; ChangeEvent[x][y] = -1; @@ -8962,19 +11757,17 @@ void GameActions() RemoveField(x, y); } -#if USE_NEW_SNAP_DELAY if (Feld[x][y] == EL_ELEMENT_SNAPPING) { MovDelay[x][y]--; if (MovDelay[x][y] <= 0) { RemoveField(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); TestIfElementTouchesCustomElement(x, y); /* for empty space */ } } -#endif #if DEBUG if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) @@ -8993,6 +11786,8 @@ void GameActions() WasJustFalling[x][y]--; if (CheckCollision[x][y] > 0) CheckCollision[x][y]--; + if (CheckImpact[x][y] > 0) + CheckImpact[x][y]--; GfxFrame[x][y]++; @@ -9001,7 +11796,7 @@ void GameActions() if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } #if DEBUG @@ -9021,46 +11816,16 @@ void GameActions() #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[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + last_gfx_frame = GfxFrame[x][y]; -#if 0 - printf("::: %d,%d\n", x, y); - - if (element == EL_ROCK) - printf("::: Yo man! Rocks can fall!\n"); -#endif - - if (graphic_info[graphic].anim_global_sync) - GfxFrame[x][y] = FrameCounter; - else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) - { - int old_gfx_frame = GfxFrame[x][y]; - - GfxFrame[x][y] = CustomValue[x][y]; - -#if 1 - if (GfxFrame[x][y] != old_gfx_frame) -#endif - DrawLevelGraphicAnimation(x, y, graphic); - } - else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) - { - int old_gfx_frame = GfxFrame[x][y]; - - GfxFrame[x][y] = element_info[element].collect_score; + ResetGfxFrame(x, y); -#if 1 - if (GfxFrame[x][y] != old_gfx_frame) -#endif - DrawLevelGraphicAnimation(x, y, graphic); - } + if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y]) + DrawLevelGraphicAnimation(x, y, graphic); if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic)) @@ -9083,30 +11848,8 @@ void GameActions() (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) { int page = element_info[element].event_page_nr[CE_DELAY]; -#if 0 - HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page); -#else - -#if 0 - printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); -#endif -#if 0 - if (element == EL_CUSTOM_255) - printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); -#endif - -#if 1 HandleElementChange(x, y, page); -#else - if (CAN_CHANGE(element)) - HandleElementChange(x, y, page); - - if (HAS_ACTION(element)) - ExecuteCustomElementAction(x, y, element, page); -#endif - -#endif element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); @@ -9125,11 +11868,18 @@ void GameActions() DrawLevelGraphicAnimationIfNeeded(x, y, graphic); if (IS_GEM(element) || element == EL_SP_INFOTRON) - EdelsteinFunkeln(x, y); + TEST_DrawTwinkleOnField(x, y); + } + else if (element == EL_ACID) + { + if (!Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); } - else if ((element == EL_ACID || - element == EL_EXIT_OPEN || + else if ((element == EL_EXIT_OPEN || + element == EL_EM_EXIT_OPEN || element == EL_SP_EXIT_OPEN || + element == EL_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN || element == EL_SP_TERMINAL || element == EL_SP_TERMINAL_ACTIVE || element == EL_EXTRA_TIME || @@ -9155,15 +11905,27 @@ void GameActions() Life(x, y); else if (element == EL_EXIT_CLOSED) CheckExit(x, y); + else if (element == EL_EM_EXIT_CLOSED) + CheckExitEM(x, y); + else if (element == EL_STEEL_EXIT_CLOSED) + CheckExitSteel(x, y); + else if (element == EL_EM_STEEL_EXIT_CLOSED) + CheckExitSteelEM(x, y); else if (element == EL_SP_EXIT_CLOSED) CheckExitSP(x, y); - else if (element == EL_EXPANDABLE_WALL_GROWING) + else if (element == EL_EXPANDABLE_WALL_GROWING || + element == EL_EXPANDABLE_STEELWALL_GROWING) MauerWaechst(x, y); else if (element == EL_EXPANDABLE_WALL || element == EL_EXPANDABLE_WALL_HORIZONTAL || element == EL_EXPANDABLE_WALL_VERTICAL || - element == EL_EXPANDABLE_WALL_ANY) + element == EL_EXPANDABLE_WALL_ANY || + element == EL_BD_EXPANDABLE_WALL) MauerAbleger(x, y); + else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL || + element == EL_EXPANDABLE_STEELWALL_VERTICAL || + element == EL_EXPANDABLE_STEELWALL_ANY) + MauerAblegerStahl(x, y); else if (element == EL_FLAMES) CheckForDragon(x, y); else if (element == EL_EXPLOSION) @@ -9172,21 +11934,13 @@ void GameActions() element == EL_DIAGONAL_SHRINKING || element == EL_DIAGONAL_GROWING) { -#if 1 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#endif } else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 0 - if (element == EL_CUSTOM_255 || - element == EL_CUSTOM_256) - DrawLevelGraphicAnimation(x, y, graphic); -#endif - if (IS_BELT_ACTIVE(element)) PlayLevelSoundAction(x, y, ACTION_ACTIVE); @@ -9200,7 +11954,10 @@ void GameActions() element == EL_MAGIC_WALL_EMPTYING || element == EL_BD_MAGIC_WALL_FULL || element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) && + element == EL_BD_MAGIC_WALL_EMPTYING || + element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) && ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { magic_wall_x = x; @@ -9213,7 +11970,7 @@ void GameActions() /* new experimental amoeba growth stuff */ if (!(FrameCounter % 8)) { - static unsigned long random = 1684108901; + static unsigned int random = 1684108901; for (i = 0; i < level.amoeba_speed * 28 / 8; i++) { @@ -9225,6 +11982,7 @@ void GameActions() (element == EL_EMPTY || CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || + element == EL_QUICKSAND_FAST_EMPTY || element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT)) { @@ -9240,31 +11998,22 @@ void GameActions() } #endif -#if 0 - if (game.explosions_delayed) -#endif - { - game.explosions_delayed = FALSE; - -#if 1 - SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif - { - element = Feld[x][y]; + game.explosions_delayed = FALSE; - if (ExplodeField[x][y]) - Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); - else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); + SCAN_PLAYFIELD(x, y) + { + element = Feld[x][y]; - ExplodeField[x][y] = EX_TYPE_NONE; - } + if (ExplodeField[x][y]) + Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); + else if (element == EL_EXPLOSION) + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - game.explosions_delayed = TRUE; + ExplodeField[x][y] = EX_TYPE_NONE; } + game.explosions_delayed = TRUE; + if (game.magic_wall_active) { if (!(game.magic_wall_time_left % 4)) @@ -9275,6 +12024,10 @@ void GameActions() element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_EMPTYING) PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); + else if (element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) + PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE); else PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } @@ -9282,13 +12035,10 @@ void GameActions() if (game.magic_wall_time_left > 0) { game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { -#if 1 SCAN_PLAYFIELD(x, y) -#else - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) -#endif { element = Feld[x][y]; @@ -9296,13 +12046,19 @@ void GameActions() element == EL_MAGIC_WALL_FULL) { Feld[x][y] = EL_MAGIC_WALL_DEAD; - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } else if (element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_FULL) { Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); + } + else if (element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_FULL) + { + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + TEST_DrawLevelField(x, y); } } @@ -9356,72 +12112,33 @@ void GameActions() } } - if (TimeFrames >= FRAMES_PER_SECOND) +#if USE_DELAYED_GFX_REDRAW + SCAN_PLAYFIELD(x, y) { - TimeFrames = 0; - TapeTime++; - - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; - - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } - } - - if (!level.use_step_counter) + if (GfxRedraw[x][y] != GFX_REDRAW_NONE) { - 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); - } + /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES + !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */ - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); - } - - DrawAllPlayers(); - PlayAllPlayersSound(); - - if (options.debug) /* calculate frames per second */ - { - static unsigned long fps_counter = 0; - static int fps_frames = 0; - unsigned long fps_delay_ms = Counter() - fps_counter; - - fps_frames++; + if (GfxRedraw[x][y] & GFX_REDRAW_TILE) + DrawLevelField(x, y); - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ - { - global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED) + DrawLevelFieldCrumbled(x, y); - fps_frames = 0; - fps_counter = Counter(); + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS) + DrawLevelFieldCrumbledNeighbours(x, y); + + if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED) + DrawTwinkleOnField(x, y); } - redraw_mask |= REDRAW_FPS; + GfxRedraw[x][y] = GFX_REDRAW_NONE; } +#endif - AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ + DrawAllPlayers(); + PlayAllPlayersSound(); if (local_player->show_envelope != 0 && local_player->MovPos == 0) { @@ -9476,25 +12193,25 @@ static boolean AllPlayersInVisibleScreen() void ScrollLevel(int dx, int dy) { - int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); + int scroll_offset = 2 * TILEX_VAR; int x, y; BlitBitmap(drawto_field, drawto_field, - FX + TILEX * (dx == -1) - softscroll_offset, - FY + TILEY * (dy == -1) - softscroll_offset, - SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset, - SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset, - FX + TILEX * (dx == 1) - softscroll_offset, - FY + TILEY * (dy == 1) - softscroll_offset); + FX + TILEX_VAR * (dx == -1) - scroll_offset, + FY + TILEY_VAR * (dy == -1) - scroll_offset, + SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset, + SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset, + FX + TILEX_VAR * (dx == 1) - scroll_offset, + FY + TILEY_VAR * (dy == 1) - scroll_offset); - if (dx) + if (dx != 0) { x = (dx == 1 ? BX1 : BX2); for (y = BY1; y <= BY2; y++) DrawScreenField(x, y); } - if (dy) + if (dy != 0) { y = (dy == 1 ? BY1 : BY2); for (x = BX1; x <= BX2; x++) @@ -9548,11 +12265,11 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) static void CheckGravityMovement(struct PlayerInfo *player) { - if (game.gravity && !player->programmed_action) + if (player->gravity && !player->programmed_action) { 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; + 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 && @@ -9570,7 +12287,7 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) { return CheckGravityMovement(player); - if (game.gravity && !player->programmed_action) + if (player->gravity && !player->programmed_action) { int jx = player->jx, jy = player->jy; boolean field_under_player_is_free = @@ -9597,9 +12314,6 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, { int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; -#if !USE_FIXED_DONT_RUN_INTO - int element; -#endif int can_move; boolean player_can_move = !player->cannot_move; @@ -9616,7 +12330,6 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, if (!player_can_move) { -#if 1 if (player->MovPos == 0) { player->is_moving = FALSE; @@ -9625,54 +12338,16 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, 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 - return MP_NO_ACTION; -#endif } - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInSight(player, new_jx, new_jy)) return MP_NO_ACTION; -#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(new_jx, new_jy); - 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_MOVING; - } -#endif - 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 ?] !!! */ @@ -9697,7 +12372,12 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, PlayerVisit[jx][jy] = FrameCounter; + player->is_moving = TRUE; + +#if 1 + /* should better be called in MovePlayer(), but this breaks some tapes */ ScrollPlayer(player, SCROLL_INIT); +#endif return MP_MOVING; } @@ -9744,7 +12424,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int original_move_delay_value = player->move_delay_value; #if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n", tape.counter); #endif @@ -9759,12 +12439,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) AdvanceFrameAndPlayerCounters(player->index_nr); DrawAllPlayers(); - BackToFront(); + BackToFront_WithFrameDelay(0); } player->move_delay_value = original_move_delay_value; } + player->is_active = FALSE; + if (player->last_move_dir & MV_HORIZONTAL) { if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) @@ -9776,14 +12458,24 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } + if (!moved && !player->is_active) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + jx = player->jx; jy = player->jy; if (moved & MP_MOVING && !ScreenMovPos && - (player == local_player || !options.network)) + (player->index_nr == game.centered_player_nr || + game.centered_player_nr == -1)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (setup.scroll_delay ? 3 : 0); + int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -9835,7 +12527,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { - if (!options.network && !AllPlayersInVisibleScreen()) + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; scroll_y = old_scroll_y; @@ -9857,13 +12550,20 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx, jy); /* for "crumbled sand" */ + TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; player->is_snapping = FALSE; player->is_switching = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; + +#if 0 + /* should better be called here than above, but this breaks some tapes */ + ScrollPlayer(player, SCROLL_INIT); +#endif } else { @@ -9901,16 +12601,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; -#if 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) { @@ -9929,7 +12624,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) last_field_block_delay += player->move_delay_value; /* when blocking enabled, prevent moving up despite gravity */ - if (game.gravity && player->MovDir == MV_UP) + if (player->gravity && player->MovDir == MV_UP) block_delay_adjustment = -1; } @@ -9940,23 +12635,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) 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; @@ -9966,21 +12650,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (player->MovPos == 0) CheckGravityMovement(player); } -#else - 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); -#endif if (player->MovPos == 0) /* player reached destination field */ { -#if 0 - printf("::: player reached destination field\n"); -#endif - if (player->move_delay_reset_counter > 0) { player->move_delay_reset_counter--; @@ -9999,6 +12671,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_EXIT_OPEN || + Feld[jx][jy] == EL_EM_EXIT_OPENING || + Feld[jx][jy] == EL_STEEL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN || + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING || Feld[jx][jy] == EL_SP_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { @@ -10007,7 +12684,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (local_player->friends_still_needed == 0 || IS_SP_ELEMENT(Feld[jx][jy])) - player->LevelSolved = player->GameOver = TRUE; + PlayerWins(player); } /* this breaks one level: "machine", level 000 */ @@ -10037,7 +12714,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) CE_PLAYER_ENTERS_X, player->index_bit, enter_side); - CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, + CheckTriggeredElementChangeBySide(jx, jy, player->initial_element, CE_MOVE_OF_X, move_direction); } @@ -10055,7 +12732,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) RemovePlayer(player); } - if (level.use_step_counter) + if (!local_player->LevelSolved && level.use_step_counter) { int i; @@ -10066,27 +12743,36 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); - DrawGameValue_Time(TimeLeft); + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); if (!TimeLeft && setup.time_limit) for (i = 0; i < MAX_PLAYERS; i++) KillPlayer(&stored_player[i]); } - else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ - DrawGameValue_Time(TimePlayed); + else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; + + DisplayGameControlValues(); + } } if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + + if (!player->programmed_action) + CheckSaveEngineSnapshot(player); } } void ScrollScreen(struct PlayerInfo *player, int mode) { - static unsigned long screen_frame_counter = 0; + static unsigned int screen_frame_counter = 0; if (mode == SCROLL_INIT) { @@ -10150,7 +12836,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) if (!IN_LEV_FIELD(xx, yy)) continue; - if (IS_PLAYER(x, y)) + if (IS_PLAYER(x, y)) /* player found at center element */ { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -10168,8 +12854,19 @@ void TestIfPlayerTouchesCustomElement(int x, int y) CheckTriggeredElementChangeByPlayer(xx, yy, border_element, CE_PLAYER_TOUCHES_X, player->index_bit, border_side); + + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(x, y)->initial_element; + + CheckElementChangeBySide(xx, yy, border_element, player_element, + CE_TOUCHING_X, border_side); + } } - else if (IS_PLAYER(xx, yy)) + else if (IS_PLAYER(xx, yy)) /* player found at border element */ { struct PlayerInfo *player = PLAYERINFO(xx, yy); @@ -10184,13 +12881,23 @@ void TestIfPlayerTouchesCustomElement(int x, int y) CheckTriggeredElementChangeByPlayer(x, y, center_element, CE_PLAYER_TOUCHES_X, player->index_bit, center_side); + + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, center_side); + } + break; } } } -#if USE_ELEMENT_TOUCHING_BUGFIX - void TestIfElementTouchesCustomElement(int x, int y) { static int xy[4][2] = @@ -10256,88 +12963,40 @@ void TestIfElementTouchesCustomElement(int x, int y) /* 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); + /* (center element cannot be player, so we dont have to check this here) */ } -} - -#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 < 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; + int border_element = border_element_old[i]; - if (!IN_LEV_FIELD(xx, yy)) + if (border_element == -1) 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 */ - /* 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); - /* check for change of border element */ - CheckElementChangeBySide(xx, yy, border_element, center_element, - CE_TOUCHING_X, center_side); + if (IS_PLAYER(xx, yy)) + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, border_side); + } } } -#endif - void TestIfElementHitsCustomElement(int x, int y, int direction) { int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); @@ -10368,11 +13027,23 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) 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_X, hitting_side); CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, CE_HIT_BY_SOMETHING, opposite_direction); + + if (IS_PLAYER(hitx, hity)) + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(hitx, hity)->initial_element; + + CheckElementChangeBySide(x, y, hitting_element, player_element, + CE_HITTING_X, touched_side); + } } } @@ -10381,69 +13052,6 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) 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); - - 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; @@ -10545,6 +13153,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) test_x = bad_x + test_xy[i][0]; test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; @@ -10575,12 +13184,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) kill_x = test_x; kill_y = test_y; + break; } else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; + break; } } @@ -10603,6 +13214,63 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) } } +void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir) +{ + int bad_element = Feld[bad_x][bad_y]; + int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0); + int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0); + int test_x = bad_x + dx, test_y = bad_y + dy; + int test_move_dir, test_element; + int kill_x = -1, kill_y = -1; + + if (!IN_LEV_FIELD(test_x, test_y)) + return; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); + + test_element = Feld[test_x][test_y]; + + if (test_move_dir != bad_move_dir) + { + /* good thing can be player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + + /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the + player as being hit when he is moving towards the bad thing, because + the "get hit by" condition would be lost after the player stops) */ + if (player->MovPos != 0 && player->MovDir == bad_move_dir) + return; /* player moves away from bad thing */ + + kill_x = test_x; + kill_y = test_y; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillPlayer(player); + } + else + Bang(kill_x, kill_y); + } +} + void TestIfPlayerTouchesBadThing(int x, int y) { TestIfGoodThingHitsBadThing(x, y, MV_NONE); @@ -10674,6 +13342,28 @@ void KillPlayer(struct PlayerInfo *player) if (!player->active) return; +#if 0 + printf("::: 0: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + + /* the following code was introduced to prevent an infinite loop when calling + -> Bang() + -> CheckTriggeredElementChangeExt() + -> ExecuteCustomElementAction() + -> KillPlayer() + -> (infinitely repeating the above sequence of function calls) + which occurs when killing the player while having a CE with the setting + "kill player X when explosion of "; the solution using a new + field "player->killed" was chosen for backwards compatibility, although + clever use of the fields "player->active" etc. would probably also work */ +#if 1 + if (player->killed) + return; +#endif + + player->killed = TRUE; + /* remove accessible field at the player's position */ Feld[jx][jy] = EL_EMPTY; @@ -10681,8 +13371,22 @@ void KillPlayer(struct PlayerInfo *player) player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; +#if 0 + printf("::: 1: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + Bang(jx, jy); - BuryPlayer(player); + +#if 0 + printf("::: 2: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + + if (player->reanimated) /* killed player may have been reanimated */ + player->killed = player->reanimated = FALSE; + else + BuryPlayer(player); } static void KillPlayerUnlessEnemyProtected(int x, int y) @@ -10723,7 +13427,7 @@ void RemovePlayer(struct PlayerInfo *player) StorePlayer[jx][jy] = 0; if (player->is_moving) - DrawLevelField(player->last_jx, player->last_jy); + TEST_DrawLevelField(player->last_jx, player->last_jy); for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) @@ -10736,7 +13440,6 @@ void RemovePlayer(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]; @@ -10755,7 +13458,6 @@ static void setFieldForSnapping(int x, int y, int element, int direction) GfxDir[x][y] = direction; GfxFrame[x][y] = -1; } -#endif /* ============================================================================= @@ -10794,9 +13496,9 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, ============================================================================= */ -int DigField(struct PlayerInfo *player, - int oldx, int oldy, int x, int y, - int real_dx, int real_dy, int mode) +static int DigField(struct PlayerInfo *player, + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) { boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); boolean player_was_pushing = player->is_pushing; @@ -10812,11 +13514,7 @@ int DigField(struct PlayerInfo *player, 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 */ @@ -10839,11 +13537,6 @@ int DigField(struct PlayerInfo *player, } } -#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]; @@ -10852,50 +13545,17 @@ int DigField(struct PlayerInfo *player, game.engine_version >= VERSION_IDENT(2,2,0,0)) old_element = Back[jx][jy]; -#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 -#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 -#endif - 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 1 -#if USE_FIXED_DONT_RUN_INTO if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) { SplashAcid(x, y); - Feld[jx][jy] = EL_PLAYER_1; + + Feld[jx][jy] = player->artwork_element; InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); @@ -10903,38 +13563,16 @@ int DigField(struct PlayerInfo *player, return MP_DONT_RUN_INTO; } -#endif -#endif -#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); + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); return MP_DONT_RUN_INTO; } -#endif -#endif -#if USE_FIXED_DONT_RUN_INTO if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MP_NO_ACTION; -#endif - -#if !USE_FIXED_DONT_RUN_INTO - element = Feld[x][y]; -#endif collect_count = element_info[element].collect_count_initial; @@ -10952,13 +13590,16 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, player->index_bit, dig_side); + if (element == EL_DC_LANDMINE) + Bang(x, y); + if (Feld[x][y] != element) /* field changed by snapping */ return MP_ACTION; return MP_NO_ACTION; } - if (game.gravity && is_player && !player->is_auto_moving && + 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 */ @@ -10985,6 +13626,11 @@ int DigField(struct PlayerInfo *player, return MP_NO_ACTION; } else if (element == EL_EXIT_OPEN || + element == EL_EM_EXIT_OPEN || + element == EL_EM_EXIT_OPENING || + element == EL_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPEN || + element == EL_EM_STEEL_EXIT_OPENING || element == EL_SP_EXIT_OPEN || element == EL_SP_EXIT_OPENING) { @@ -11025,23 +13671,47 @@ int DigField(struct PlayerInfo *player, if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)]) return MP_NO_ACTION; } + else if (IS_EMC_GATE(element)) + { + if (!player->key[EMC_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE_GRAY(element)) + { + if (!player->key[EMC_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EMC_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (element == EL_DC_GATE_WHITE || + element == EL_DC_GATE_WHITE_GRAY || + element == EL_DC_GATE_WHITE_GRAY_ACTIVE) + { + if (player->num_white_keys == 0) + return MP_NO_ACTION; + + player->num_white_keys--; + } else if (IS_SP_PORT(element)) { if (element == EL_SP_GRAVITY_PORT_LEFT || element == EL_SP_GRAVITY_PORT_RIGHT || element == EL_SP_GRAVITY_PORT_UP || element == EL_SP_GRAVITY_PORT_DOWN) - game.gravity = !game.gravity; + player->gravity = !player->gravity; else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || element == EL_SP_GRAVITY_ON_PORT_RIGHT || element == EL_SP_GRAVITY_ON_PORT_UP || element == EL_SP_GRAVITY_ON_PORT_DOWN) - game.gravity = TRUE; + player->gravity = TRUE; else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || element == EL_SP_GRAVITY_OFF_PORT_RIGHT || element == EL_SP_GRAVITY_OFF_PORT_UP || element == EL_SP_GRAVITY_OFF_PORT_DOWN) - game.gravity = FALSE; + player->gravity = FALSE; } /* automatically move to the next field with double speed */ @@ -11073,14 +13743,10 @@ int DigField(struct PlayerInfo *player, 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); @@ -11103,7 +13769,10 @@ int DigField(struct PlayerInfo *player, else if (element == EL_EXTRA_TIME && level.time > 0) { TimeLeft += level.extra_time; - DrawGameValue_Time(TimeLeft); + + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); } else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) { @@ -11118,7 +13787,7 @@ int DigField(struct PlayerInfo *player, if (player->inventory_size < MAX_INVENTORY_SIZE) player->inventory_element[player->inventory_size++] = element; - DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameDoorValues(); } else if (element == EL_DYNABOMB_INCREASE_NUMBER) { @@ -11137,9 +13806,14 @@ int DigField(struct PlayerInfo *player, { player->key[KEY_NR(element)] = TRUE; - DrawGameValue_Keys(player->key); + DrawGameDoorValues(); + } + else if (element == EL_DC_KEY_WHITE) + { + player->num_white_keys++; - redraw_mask |= REDRAW_DOOR_1; + /* display white keys? */ + /* DrawGameDoorValues(); */ } else if (IS_ENVELOPE(element)) { @@ -11169,7 +13843,7 @@ int DigField(struct PlayerInfo *player, if (player->inventory_size < MAX_INVENTORY_SIZE) player->inventory_element[player->inventory_size++] = element; - DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameDoorValues(); } else if (collect_count > 0) { @@ -11177,7 +13851,11 @@ int DigField(struct PlayerInfo *player, if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; - DrawGameValue_Emeralds(local_player->gems_still_needed); + game.snapshot.collected_item = TRUE; + + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; + + DisplayGameControlValues(); } RaiseScoreElement(element); @@ -11189,14 +13867,10 @@ int DigField(struct PlayerInfo *player, 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); @@ -11249,11 +13923,14 @@ int DigField(struct PlayerInfo *player, } player->is_pushing = TRUE; + player->is_active = TRUE; if (!(IN_LEV_FIELD(nextx, nexty) && (IS_FREE(nextx, nexty) || - (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && - IS_SB_ELEMENT(element))))) + (IS_SB_ELEMENT(element) && + Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) || + (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))))) return MP_NO_ACTION; if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) @@ -11273,6 +13950,13 @@ int DigField(struct PlayerInfo *player, return MP_NO_ACTION; } + if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)) + { + if (!DigFieldByCE(nextx, nexty, element)) + return MP_NO_ACTION; + } + if (IS_SB_ELEMENT(element)) { if (element == EL_SOKOBAN_FIELD_FULL) @@ -11299,9 +13983,10 @@ int DigField(struct PlayerInfo *player, ACTION_FILLING); if (local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) + (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)) { - player->LevelSolved = player->GameOver = TRUE; + PlayerWins(player); + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); } } @@ -11355,22 +14040,27 @@ int DigField(struct PlayerInfo *player, ZX = x; ZY = y; - DrawLevelField(x, y); + game.robot_wheel_active = TRUE; + + TEST_DrawLevelField(x, y); } else if (element == EL_SP_TERMINAL) { int xx, yy; -#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; + + ResetGfxAnimation(xx, yy); + TEST_DrawLevelField(xx, yy); + } } } else if (IS_BELT_SWITCH(element)) @@ -11378,7 +14068,9 @@ int DigField(struct PlayerInfo *player, ToggleBeltSwitch(x, y); } else if (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) + element == EL_SWITCHGATE_SWITCH_DOWN || + element == EL_DC_SWITCHGATE_SWITCH_UP || + element == EL_DC_SWITCHGATE_SWITCH_DOWN) { ToggleSwitchgateSwitch(x, y); } @@ -11387,7 +14079,8 @@ int DigField(struct PlayerInfo *player, { ToggleLightSwitch(x, y); } - else if (element == EL_TIMEGATE_SWITCH) + else if (element == EL_TIMEGATE_SWITCH || + element == EL_DC_TIMEGATE_SWITCH) { ActivateTimegateSwitch(x, y); } @@ -11411,7 +14104,7 @@ int DigField(struct PlayerInfo *player, local_player->lights_still_needed--; ResetGfxAnimation(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } else if (element == EL_TIME_ORB_FULL) { @@ -11420,11 +14113,15 @@ int DigField(struct PlayerInfo *player, if (level.time > 0 || level.use_time_orb_bug) { TimeLeft += level.time_orb_time; - DrawGameValue_Time(TimeLeft); + game.no_time_limit = FALSE; + + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); } ResetGfxAnimation(x, y); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); } else if (element == EL_EMC_MAGIC_BALL_SWITCH || element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) @@ -11433,11 +14130,7 @@ int DigField(struct PlayerInfo *player, 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]; @@ -11501,13 +14194,64 @@ int DigField(struct PlayerInfo *player, if (is_player) /* function can also be called by EL_PENGUIN */ { if (Feld[x][y] != element) /* really digged/collected something */ + { player->is_collecting = !player->is_digging; + player->is_active = TRUE; + } } return MP_MOVING; } -boolean SnapField(struct PlayerInfo *player, int dx, int dy) +static boolean DigFieldByCE(int x, int y, int digging_element) +{ + int element = Feld[x][y]; + + if (!IS_FREE(x, y)) + { + int action = (IS_DIGGABLE(element) ? ACTION_DIGGING : + IS_COLLECTIBLE(element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(element) && + !IS_DIGGABLE(element) && + !IS_COLLECTIBLE(element)) + return FALSE; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + if (IS_MOVING(x, y)) + RemoveMovingField(x, y); + else + { + RemoveField(x, y); + TEST_DrawLevelField(x, y); + } + + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[x][y] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); + } + + Store[x][y] = EL_EMPTY; + + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element))) + Store[x][y] = element; + + return TRUE; +} + +static boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; @@ -11515,6 +14259,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NONE); + boolean can_continue_snapping = (level.continuous_snapping && + WasJustFalling[x][y] < CHECK_DELAY_FALLING); if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; @@ -11542,7 +14288,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } - if (player->is_snapping) + /* prevent snapping with already pressed snap key when not allowed */ + if (player->is_snapping && !can_continue_snapping) return FALSE; player->MovDir = snap_direction; @@ -11555,11 +14302,14 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) } player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) return FALSE; player->is_snapping = TRUE; + player->is_active = TRUE; if (player->MovPos == 0) { @@ -11569,26 +14319,20 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) } if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ - DrawLevelField(player->last_jx, player->last_jy); + TEST_DrawLevelField(player->last_jx, player->last_jy); - DrawLevelField(x, y); + TEST_DrawLevelField(x, y); return TRUE; } -boolean DropElement(struct PlayerInfo *player) +static boolean DropElement(struct PlayerInfo *player) { int old_element, new_element; int dropx = player->jx, dropy = player->jy; int drop_direction = player->MovDir; 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); + int drop_element = get_next_dropped_element(player); /* 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 @@ -11617,6 +14361,13 @@ boolean DropElement(struct PlayerInfo *player) if (new_element == EL_UNDEFINED) return FALSE; + /* only set if player has anything that can be dropped */ + player->is_dropping_pressed = TRUE; + + /* 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 */ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; @@ -11638,7 +14389,7 @@ boolean DropElement(struct PlayerInfo *player) { player->inventory_size--; - DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameDoorValues(); if (new_element == EL_DYNAMITE) new_element = EL_DYNAMITE_ACTIVE; @@ -11688,22 +14439,21 @@ boolean DropElement(struct PlayerInfo *player) 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; - move_direction = MovDir[dropx][dropy]; - nextx = dropx + GET_DX_FROM_DIR(move_direction); - nexty = dropy + GET_DY_FROM_DIR(move_direction); - ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ - CheckCollision[dropx][dropy] = 2; + + /* do not cause impact style collision by dropping elements that can fall */ + 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; @@ -11820,17 +14570,51 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action) StopSound(sound_effect); } -static void PlayLevelMusic() +static int getLevelMusicNr() { if (levelset.music[level_nr] != MUS_UNDEFINED) - PlayMusic(levelset.music[level_nr]); /* from config file */ + return levelset.music[level_nr]; /* from config file */ else - PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ + return MAP_NOCONF_MUSIC(level_nr); /* from music dir */ +} + +static void FadeLevelSounds() +{ + FadeSounds(); +} + +static void FadeLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + FadeMusic(); +} + +void FadeLevelSoundsAndMusic() +{ + FadeLevelSounds(); + FadeLevelMusic(); +} + +static void PlayLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + PlayMusic(music_nr); } -void PlayLevelSound_EM(int x, int y, int element_em, int sample) +void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) { int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + int offset = (BorderElement == EL_STEELWALL ? 1 : 0); + int x = xx - 1 - offset; + int y = yy - 1 - offset; switch (sample) { @@ -11976,7 +14760,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) break; case SAMPLE_time: - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); break; default: @@ -11985,16 +14769,73 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) } } +void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) +{ + int element = map_element_SP_to_RND(element_sp); + int action = map_action_SP_to_RND(action_sp); + int offset = (setup.sp_show_border_elements ? 0 : 1); + int x = xx - offset; + int y = yy - offset; + + PlayLevelSoundElementAction(x, y, element, action); +} + +void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm) +{ + int element = map_element_MM_to_RND(element_mm); + int action = map_action_MM_to_RND(action_mm); + int offset = 0; + int x = xx - offset; + int y = yy - offset; + + if (!IS_MM_ELEMENT(element)) + element = EL_MM_DEFAULT; + + PlayLevelSoundElementAction(x, y, element, action); +} + +void PlaySound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + PlaySound(sound); +} + +void PlaySoundLoop_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + PlaySoundLoop(sound); +} + +void StopSound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + StopSound(sound); +} + void RaiseScore(int value) { local_player->score += value; - DrawGameValue_Score(local_player->score); + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + + DisplayGameControlValues(); } void RaiseScoreElement(int element) { - switch(element) + switch (element) { case EL_EMERALD: case EL_BD_DIAMOND: @@ -12063,98 +14904,501 @@ void RaiseScoreElement(int element) case EL_EMC_KEY_6: case EL_EMC_KEY_7: case EL_EMC_KEY_8: + case EL_DC_KEY_WHITE: RaiseScore(level.score[SC_KEY]); break; default: RaiseScore(element_info[element].collect_score); break; } -} +} + +void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) +{ + if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED)) + { + /* closing door required in case of envelope style request dialogs */ + if (!skip_request) + CloseDoor(DOOR_CLOSE_1); + +#if defined(NETWORK_AVALIABLE) + if (options.network) + SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); + else +#endif + { + if (quick_quit) + FadeSkipNextFadeIn(); + + SetGameStatus(GAME_MODE_MAIN); + + DrawMainMenu(); + } + } + else /* continue playing the game */ + { + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); + + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); + } +} + +void RequestQuitGame(boolean ask_if_really_quit) +{ + boolean quick_quit = (!ask_if_really_quit || level_editor_test_game); + boolean skip_request = AllPlayersGone || quick_quit; + + RequestQuitGameExt(skip_request, quick_quit, + "Do you really want to quit the game?"); +} + + +/* ------------------------------------------------------------------------- */ +/* random generator functions */ +/* ------------------------------------------------------------------------- */ + +unsigned int InitEngineRandom_RND(int seed) +{ + game.num_random_calls = 0; + + return InitEngineRandom(seed); +} + +unsigned int RND(int max) +{ + if (max > 0) + { + game.num_random_calls++; + + return GetEngineRandom(max); + } + + return 0; +} + + +/* ------------------------------------------------------------------------- */ +/* game engine snapshot handling functions */ +/* ------------------------------------------------------------------------- */ + +struct EngineSnapshotInfo +{ + /* runtime values for custom element collect score */ + int collect_score[NUM_CUSTOM_ELEMENTS]; + + /* runtime values for group element choice position */ + int choice_pos[NUM_GROUP_ELEMENTS]; + + /* runtime values for belt position animations */ + int belt_graphic[4][NUM_BELT_PARTS]; + int belt_anim_mode[4][NUM_BELT_PARTS]; +}; + +static struct EngineSnapshotInfo engine_snapshot_rnd; +static char *snapshot_level_identifier = NULL; +static int snapshot_level_nr = -1; + +static void SaveEngineSnapshotValues_RND() +{ + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + int i, j; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score; + } + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + { + int element = EL_GROUP_START + i; + + engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos; + } + + for (i = 0; i < 4; i++) + { + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int element = belt_base_active_element[i] + j; + int graphic = el2img(element); + int anim_mode = graphic_info[graphic].anim_mode; + + engine_snapshot_rnd.belt_graphic[i][j] = graphic; + engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode; + } + } +} + +static void LoadEngineSnapshotValues_RND() +{ + unsigned int num_random_calls = game.num_random_calls; + int i, j; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + element_info[element].collect_score = engine_snapshot_rnd.collect_score[i]; + } -void RequestQuitGame(boolean ask_if_really_quit) -{ - if (AllPlayersGone || - !ask_if_really_quit || - level_editor_test_game || - Request("Do you really want to quit the game ?", - REQ_ASK | REQ_STAY_CLOSED)) + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) { -#if defined(NETWORK_AVALIABLE) - if (options.network) - SendToServer_StopPlaying(); - else -#endif + int element = EL_GROUP_START + i; + + element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i]; + } + + for (i = 0; i < 4; i++) + { + for (j = 0; j < NUM_BELT_PARTS; j++) { - game_status = GAME_MODE_MAIN; - DrawMainMenu(); + int graphic = engine_snapshot_rnd.belt_graphic[i][j]; + int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j]; + + graphic_info[graphic].anim_mode = anim_mode; } } - else + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) { - if (tape.playing && tape.deactivate_display) - TapeDeactivateDisplayOff(TRUE); + InitRND(tape.random_seed); + for (i = 0; i < num_random_calls; i++) + RND(1); + } - OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + if (game.num_random_calls != num_random_calls) + { + Error(ERR_INFO, "number of random calls out of sync"); + Error(ERR_INFO, "number of random calls should be %d", num_random_calls); + Error(ERR_INFO, "number of random calls is %d", game.num_random_calls); + Error(ERR_EXIT, "this should not happen -- please debug"); + } +} - if (tape.playing && tape.deactivate_display) - TapeDeactivateDisplayOn(); +void FreeEngineSnapshotSingle() +{ + FreeSnapshotSingle(); + + setString(&snapshot_level_identifier, NULL); + snapshot_level_nr = -1; +} + +void FreeEngineSnapshotList() +{ + FreeSnapshotList(); +} + +ListNode *SaveEngineSnapshotBuffers() +{ + ListNode *buffers = NULL; + + /* copy some special values to a structure better suited for the snapshot */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveEngineSnapshotValues_SP(&buffers); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveEngineSnapshotValues_MM(&buffers); + + /* save values stored in special snapshot structure */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm)); + + /* save further RND engine values */ + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir)); + + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x)); + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y)); + +#if 0 + ListNode *node = engine_snapshot_list_rnd; + int num_bytes = 0; + + while (node != NULL) + { + num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size; + + node = node->next; } + + printf("::: size of engine snapshot: %d bytes\n", num_bytes); +#endif + + return buffers; } +void SaveEngineSnapshotSingle() +{ + ListNode *buffers = SaveEngineSnapshotBuffers(); + + /* finally save all snapshot buffers to single snapshot */ + SaveSnapshotSingle(buffers); + + /* save level identification information */ + setString(&snapshot_level_identifier, leveldir_current->identifier); + snapshot_level_nr = level_nr; +} + +boolean CheckSaveEngineSnapshotToList() +{ + boolean save_snapshot = + ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || + (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE && + game.snapshot.changed_action) || + (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + game.snapshot.collected_item)); + + game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; + game.snapshot.save_snapshot = save_snapshot; + + return save_snapshot; +} + +void SaveEngineSnapshotToList() +{ + if (game.snapshot.mode == SNAPSHOT_MODE_OFF || + tape.quick_resume) + return; + + ListNode *buffers = SaveEngineSnapshotBuffers(); + + /* finally save all snapshot buffers to snapshot list */ + SaveSnapshotToList(buffers); +} + +void SaveEngineSnapshotToListInitial() +{ + FreeEngineSnapshotList(); + + SaveEngineSnapshotToList(); +} + +void LoadEngineSnapshotValues() +{ + /* restore special values from snapshot structure */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + LoadEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + LoadEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_SP(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_MM(); +} + +void LoadEngineSnapshotSingle() +{ + LoadSnapshotSingle(); + + LoadEngineSnapshotValues(); +} + +void LoadEngineSnapshot_Undo(int steps) +{ + LoadSnapshotFromList_Older(steps); + + LoadEngineSnapshotValues(); +} + +void LoadEngineSnapshot_Redo(int steps) +{ + LoadSnapshotFromList_Newer(steps); + + LoadEngineSnapshotValues(); +} + +boolean CheckEngineSnapshotSingle() +{ + return (strEqual(snapshot_level_identifier, leveldir_current->identifier) && + snapshot_level_nr == level_nr); +} + +boolean CheckEngineSnapshotList() +{ + return CheckSnapshotList(); +} -/* ---------- new game button stuff ---------------------------------------- */ -/* graphic position values for game buttons */ -#define GAME_BUTTON_XSIZE 30 -#define GAME_BUTTON_YSIZE 30 -#define GAME_BUTTON_XPOS 5 -#define GAME_BUTTON_YPOS 215 -#define SOUND_BUTTON_XPOS 5 -#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) - -#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) -#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) -#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +/* ---------- new game button stuff ---------------------------------------- */ static struct { - int x, y; + int graphic; + struct XY *pos; int gadget_id; + boolean *setup_value; + boolean allowed_on_tape; char *infotext; } gamebutton_info[NUM_GAME_BUTTONS] = { { - GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_STOP, - "stop game" + IMG_GFX_GAME_BUTTON_STOP, &game.button.stop, + GAME_CTRL_ID_STOP, NULL, + TRUE, "stop game" + }, + { + IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause, + GAME_CTRL_ID_PAUSE, NULL, + TRUE, "pause game" + }, + { + IMG_GFX_GAME_BUTTON_PLAY, &game.button.play, + GAME_CTRL_ID_PLAY, NULL, + TRUE, "play game" + }, + { + IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo, + GAME_CTRL_ID_UNDO, NULL, + TRUE, "undo step" + }, + { + IMG_GFX_GAME_BUTTON_REDO, &game.button.redo, + GAME_CTRL_ID_REDO, NULL, + TRUE, "redo step" + }, + { + IMG_GFX_GAME_BUTTON_SAVE, &game.button.save, + GAME_CTRL_ID_SAVE, NULL, + TRUE, "save game" + }, + { + IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2, + GAME_CTRL_ID_PAUSE2, NULL, + TRUE, "pause game" + }, + { + IMG_GFX_GAME_BUTTON_LOAD, &game.button.load, + GAME_CTRL_ID_LOAD, NULL, + TRUE, "load game" + }, + { + IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop, + GAME_CTRL_ID_PANEL_STOP, NULL, + FALSE, "stop game" + }, + { + IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause, + GAME_CTRL_ID_PANEL_PAUSE, NULL, + FALSE, "pause game" + }, + { + IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play, + GAME_CTRL_ID_PANEL_PLAY, NULL, + FALSE, "play game" + }, + { + IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music, + SOUND_CTRL_ID_MUSIC, &setup.sound_music, + TRUE, "background music on/off" }, { - GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PAUSE, - "pause game" + IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops, + SOUND_CTRL_ID_LOOPS, &setup.sound_loops, + TRUE, "sound loops on/off" }, { - GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PLAY, - "play game" + IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple, + SOUND_CTRL_ID_SIMPLE, &setup.sound_simple, + TRUE, "normal sounds on/off" }, { - SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_MUSIC, - "background music on/off" + IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music, + SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music, + FALSE, "background music on/off" }, { - SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_LOOPS, - "sound loops on/off" + IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops, + SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops, + FALSE, "sound loops on/off" }, { - SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_SIMPLE, - "normal sounds on/off" + IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple, + SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple, + FALSE, "normal sounds on/off" } }; @@ -12164,55 +15408,73 @@ void CreateGameButtons() for (i = 0; i < NUM_GAME_BUTTONS; i++) { - Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap; + struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic]; + struct XY *pos = gamebutton_info[i].pos; struct GadgetInfo *gi; int button_type; boolean checked; - unsigned long event_mask; - int gd_xoffset, gd_yoffset; - int gd_x1, gd_x2, gd_y1, gd_y2; + unsigned int event_mask; + boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape; + boolean on_tape = (tape.show_game_buttons && allowed_on_tape); + int base_x = (on_tape ? VX : DX); + int base_y = (on_tape ? VY : DY); + int gd_x = gfx->src_x; + int gd_y = gfx->src_y; + int gd_xp = gfx->src_x + gfx->pressed_xoffset; + int gd_yp = gfx->src_y + gfx->pressed_yoffset; + int gd_xa = gfx->src_x + gfx->active_xoffset; + int gd_ya = gfx->src_y + gfx->active_yoffset; + int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset; + int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset; int id = i; - gd_xoffset = gamebutton_info[i].x; - gd_yoffset = gamebutton_info[i].y; - gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset; - gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset; + if (gfx->bitmap == NULL) + { + game_gadget[id] = NULL; + + continue; + } if (id == GAME_CTRL_ID_STOP || - id == GAME_CTRL_ID_PAUSE || - id == GAME_CTRL_ID_PLAY) + id == GAME_CTRL_ID_PANEL_STOP || + id == GAME_CTRL_ID_PLAY || + id == GAME_CTRL_ID_PANEL_PLAY || + id == GAME_CTRL_ID_SAVE || + id == GAME_CTRL_ID_LOAD) { button_type = GD_TYPE_NORMAL_BUTTON; checked = FALSE; event_mask = GD_EVENT_RELEASED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; + } + else if (id == GAME_CTRL_ID_UNDO || + id == GAME_CTRL_ID_REDO) + { + button_type = GD_TYPE_NORMAL_BUTTON; + checked = FALSE; + event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED; } else { button_type = GD_TYPE_CHECK_BUTTON; - checked = - ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) || - (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) || - (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE); + checked = (gamebutton_info[i].setup_value != NULL ? + *gamebutton_info[i].setup_value : FALSE); event_mask = GD_EVENT_PRESSED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; } gi = CreateGadget(GDI_CUSTOM_ID, id, GDI_INFO_TEXT, gamebutton_info[i].infotext, - GDI_X, DX + gd_xoffset, - GDI_Y, DY + gd_yoffset, - GDI_WIDTH, GAME_BUTTON_XSIZE, - GDI_HEIGHT, GAME_BUTTON_YSIZE, + GDI_X, base_x + GDI_ACTIVE_POS(pos->x), + GDI_Y, base_y + GDI_ACTIVE_POS(pos->y), + GDI_WIDTH, gfx->width, + GDI_HEIGHT, gfx->height, GDI_TYPE, button_type, GDI_STATE, GD_BUTTON_UNPRESSED, GDI_CHECKED, checked, - GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1, - GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1, - GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2, - GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2, + GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y, + GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp, + GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya, + GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap, + GDI_DIRECT_DRAW, FALSE, GDI_EVENT_MASK, event_mask, GDI_CALLBACK_ACTION, HandleGameButtons, GDI_END); @@ -12232,37 +15494,226 @@ void FreeGameButtons() FreeGadget(game_gadget[i]); } -static void MapGameButtons() +static void UnmapGameButtonsAtSamePosition(int id) { int i; for (i = 0; i < NUM_GAME_BUTTONS; i++) - MapGadget(game_gadget[i]); + if (i != id && + gamebutton_info[i].pos->x == gamebutton_info[id].pos->x && + gamebutton_info[i].pos->y == gamebutton_info[id].pos->y) + UnmapGadget(game_gadget[i]); } -void UnmapGameButtons() +static void UnmapGameButtonsAtSamePosition_All() +{ + if (setup.show_snapshot_buttons) + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD); + } + else + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY); + + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY); + } +} + +static void MapGameButtonsAtSamePosition(int id) { int i; for (i = 0; i < NUM_GAME_BUTTONS; i++) - UnmapGadget(game_gadget[i]); + if (i != id && + gamebutton_info[i].pos->x == gamebutton_info[id].pos->x && + gamebutton_info[i].pos->y == gamebutton_info[id].pos->y) + MapGadget(game_gadget[i]); + + UnmapGameButtonsAtSamePosition_All(); } -static void HandleGameButtons(struct GadgetInfo *gi) +void MapUndoRedoButtons() +{ + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); + + MapGadget(game_gadget[GAME_CTRL_ID_UNDO]); + MapGadget(game_gadget[GAME_CTRL_ID_REDO]); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END); +} + +void UnmapUndoRedoButtons() +{ + UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]); + UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]); + + MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); + MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END); +} + +void MapGameButtonsExt(boolean on_tape) +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + if ((!on_tape || gamebutton_info[i].allowed_on_tape) && + i != GAME_CTRL_ID_UNDO && + i != GAME_CTRL_ID_REDO) + MapGadget(game_gadget[i]); + + UnmapGameButtonsAtSamePosition_All(); + + RedrawGameButtons(); +} + +void UnmapGameButtonsExt(boolean on_tape) +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + if (!on_tape || gamebutton_info[i].allowed_on_tape) + UnmapGadget(game_gadget[i]); +} + +void RedrawGameButtonsExt(boolean on_tape) +{ + int i; + + for (i = 0; i < NUM_GAME_BUTTONS; i++) + if (!on_tape || gamebutton_info[i].allowed_on_tape) + RedrawGadget(game_gadget[i]); + + // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area + redraw_mask &= ~REDRAW_ALL; +} + +void SetGadgetState(struct GadgetInfo *gi, boolean state) +{ + if (gi == NULL) + return; + + gi->checked = state; +} + +void RedrawSoundButtonGadget(int id) +{ + int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC : + id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS : + id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE : + id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC : + id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS : + id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE : + id); + + SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value); + RedrawGadget(game_gadget[id2]); +} + +void MapGameButtons() +{ + MapGameButtonsExt(FALSE); +} + +void UnmapGameButtons() +{ + UnmapGameButtonsExt(FALSE); +} + +void RedrawGameButtons() +{ + RedrawGameButtonsExt(FALSE); +} + +void MapGameButtonsOnTape() +{ + MapGameButtonsExt(TRUE); +} + +void UnmapGameButtonsOnTape() +{ + UnmapGameButtonsExt(TRUE); +} + +void RedrawGameButtonsOnTape() +{ + RedrawGameButtonsExt(TRUE); +} + +void GameUndoRedoExt() +{ + ClearPlayerAction(); + + tape.pausing = TRUE; + + RedrawPlayfield(); + UpdateAndDisplayGameControlValues(); + + DrawCompleteVideoDisplay(); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter); + DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0); + + BackToFront(); +} + +void GameUndo(int steps) { - int id = gi->custom_id; + if (!CheckEngineSnapshotList()) + return; + + LoadEngineSnapshot_Undo(steps); + + GameUndoRedoExt(); +} + +void GameRedo(int steps) +{ + if (!CheckEngineSnapshotList()) + return; + + LoadEngineSnapshot_Redo(steps); - if (game_status != GAME_MODE_PLAYING) + GameUndoRedoExt(); +} + +static void HandleGameButtonsExt(int id, int button) +{ + static boolean game_undo_executed = FALSE; + int steps = BUTTON_STEPSIZE(button); + boolean handle_game_buttons = + (game_status == GAME_MODE_PLAYING || + (game_status == GAME_MODE_MAIN && tape.show_game_buttons)); + + if (!handle_game_buttons) return; switch (id) { case GAME_CTRL_ID_STOP: - RequestQuitGame(TRUE); + case GAME_CTRL_ID_PANEL_STOP: + if (game_status == GAME_MODE_MAIN) + break; + + if (tape.playing) + TapeStop(); + else + RequestQuitGame(TRUE); + break; case GAME_CTRL_ID_PAUSE: - if (options.network) + case GAME_CTRL_ID_PAUSE2: + case GAME_CTRL_ID_PANEL_PAUSE: + if (options.network && game_status == GAME_MODE_PLAYING) { #if defined(NETWORK_AVALIABLE) if (tape.pausing) @@ -12273,27 +15724,61 @@ static void HandleGameButtons(struct GadgetInfo *gi) } else TapeTogglePause(TAPE_TOGGLE_MANUAL); + + game_undo_executed = FALSE; + break; case GAME_CTRL_ID_PLAY: - if (tape.pausing) + case GAME_CTRL_ID_PANEL_PLAY: + if (game_status == GAME_MODE_MAIN) + { + StartGameActions(options.network, setup.autorecord, level.random_seed); + } + else if (tape.pausing) { #if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else #endif - { - tape.pausing = FALSE; - DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); - } + TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE); } break; + case GAME_CTRL_ID_UNDO: + // Important: When using "save snapshot when collecting an item" mode, + // load last (current) snapshot for first "undo" after pressing "pause" + // (else the last-but-one snapshot would be loaded, because the snapshot + // pointer already points to the last snapshot when pressing "pause", + // which is fine for "every step/move" mode, but not for "every collect") + if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + !game_undo_executed) + steps--; + + game_undo_executed = TRUE; + + GameUndo(steps); + break; + + case GAME_CTRL_ID_REDO: + GameRedo(steps); + break; + + case GAME_CTRL_ID_SAVE: + TapeQuickSave(); + break; + + case GAME_CTRL_ID_LOAD: + TapeQuickLoad(); + break; + case SOUND_CTRL_ID_MUSIC: + case SOUND_CTRL_ID_PANEL_MUSIC: if (setup.sound_music) { setup.sound_music = FALSE; + FadeMusic(); } else if (audio.music_available) @@ -12302,31 +15787,60 @@ static void HandleGameButtons(struct GadgetInfo *gi) SetAudioMode(setup.sound); - PlayLevelMusic(); + if (game_status == GAME_MODE_PLAYING) + PlayLevelMusic(); } + + RedrawSoundButtonGadget(id); + break; case SOUND_CTRL_ID_LOOPS: + case SOUND_CTRL_ID_PANEL_LOOPS: if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); } + + RedrawSoundButtonGadget(id); + break; case SOUND_CTRL_ID_SIMPLE: + case SOUND_CTRL_ID_PANEL_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); } + + RedrawSoundButtonGadget(id); + break; default: break; } } + +static void HandleGameButtons(struct GadgetInfo *gi) +{ + HandleGameButtonsExt(gi->custom_id, gi->event.button); +} + +void HandleSoundButtonKeys(Key key) +{ + if (key == setup.shortcut.sound_simple) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_loops) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_music) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON); +}