X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=666149c277e1194c35a72586529cc89dfe84ec67;hb=005e27dc77775cbda39afc1daabc8d5f6011f575;hp=901a7fcf427d8f7d75c4d9adba0b226a486cc553;hpb=38c26472a6e9f0f037ddfe535d3919c00772b26f;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 901a7fcf..a8389022 100644 --- a/src/game.c +++ b/src/game.c @@ -14,9 +14,9 @@ #include "libgame/libgame.h" #include "game.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "init.h" #include "files.h" #include "tape.h" #include "network.h" @@ -27,26 +27,34 @@ /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_MOVE_STYLE TRUE *0 +#define USE_NEW_MOVE_DELAY TRUE *1 +#define USE_NEW_PUSH_DELAY TRUE *1 +#define USE_NEW_BLOCK_STYLE TRUE *1 + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -59,7 +67,8 @@ #define YY_KEYS 123 #define XX_SCORE 15 #define YY_SCORE 159 -#define XX_TIME 29 +#define XX_TIME1 29 +#define XX_TIME2 30 #define YY_TIME 194 /* special positions in the game control window (relative to main window) */ @@ -73,7 +82,8 @@ #define DY_KEYS (DY + YY_KEYS) #define DX_SCORE (DX + XX_SCORE) #define DY_SCORE (DY + YY_SCORE) -#define DX_TIME (DX + XX_TIME) +#define DX_TIME1 (DX + XX_TIME1) +#define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) /* values for initial player move delay (initial delay counter value) */ @@ -89,6 +99,192 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + +#define INIT_GFX_RANDOM() (SimpleRND(1000000)) + +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) + +#define GET_TARGET_ELEMENT(e, ch) \ + ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) + +#define GET_VALID_PLAYER_ELEMENT(e) \ + ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) + +#if 0 +#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) +#endif + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#if 1 +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) +#else +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID) +#endif + +#if 0 +#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#endif + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#if 1 + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#else + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + Feld[x][y] == EL_DIAMOND)) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_AMOEBOID(Feld[x][y]))) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_FOOD_PIG(Feld[x][y]))) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ + Feld[x][y] == EL_EXIT_OPEN)) + +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID))) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID))) + +#endif + +#define GROUP_NR(e) ((e) - EL_GROUP_START) +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) +#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) +#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) + +#define IS_EQUAL_OR_IN_GROUP(e, ge) \ + (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) + +#if 0 +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + (Feld[x][y] == EL_ACID || \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))) +#else +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) +#endif + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -99,77 +295,76 @@ #define NUM_GAME_BUTTONS 6 + /* forward declaration for internal use */ + +static void AdvanceFrameAndPlayerCounters(int); + +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + +int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); -static void KillHeroUnlessProtected(int, int); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillHeroUnlessEnemyProtected(int, int); +static void KillHeroUnlessExplosionProtected(int, int); + +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif -static void PlaySoundLevel(int, int, int); -static void PlaySoundLevelNearest(int, int, int); -static void PlaySoundLevelAction(int, int, int); -static void PlaySoundLevelElementAction(int, int, int, int); +static void ChangeElement(int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) +#define CheckElementChangeByPage(x, y, e, te, ev, p) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; -#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1) - /* ------------------------------------------------------------------------- */ -/* sound definitions */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ /* ------------------------------------------------------------------------- */ -#define SND_ACTION_UNKNOWN 0 -#define SND_ACTION_WAITING 1 -#define SND_ACTION_MOVING 2 -#define SND_ACTION_DIGGING 3 -#define SND_ACTION_COLLECTING 4 -#define SND_ACTION_PASSING 5 -#define SND_ACTION_IMPACT 6 -#define SND_ACTION_PUSHING 7 -#define SND_ACTION_ACTIVATING 8 -#define SND_ACTION_ACTIVE 9 - -#define NUM_SND_ACTIONS 10 - -static struct -{ - char *text; - int value; - boolean is_loop; -} sound_action_properties[] = -{ - /* insert _all_ loop sound actions here */ - { ".waiting", SND_ACTION_WAITING, TRUE }, - { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ - { ".active", SND_ACTION_ACTIVE, TRUE }, - { ".growing", SND_ACTION_UNKNOWN, TRUE }, - { ".attacking", SND_ACTION_UNKNOWN, TRUE }, - - /* other (non-loop) sound actions are optional */ - { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */ - { ".digging", SND_ACTION_DIGGING, FALSE }, - { ".collecting", SND_ACTION_COLLECTING, FALSE }, - { ".passing", SND_ACTION_PASSING, FALSE }, - { ".impact", SND_ACTION_IMPACT, FALSE }, - { ".pushing", SND_ACTION_PUSHING, FALSE }, - { ".activating", SND_ACTION_ACTIVATING, FALSE }, - { NULL, 0, 0 }, -}; -static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS]; -static boolean is_loop_sound[NUM_SOUND_FILES]; - -#define IS_LOOP_SOUND(x) (is_loop_sound[x]) - - -/* ------------------------------------------------------------------------- - 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 x, int y); static void WarnBuggyBase(int x, int y); @@ -187,110 +382,306 @@ static void RunTimegateWheel(int x, int y); struct ChangingElementInfo { - int base_element; - int next_element; + 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 changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { - { EL_NUT_CRACKING, 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_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_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 }, +#if USE_NEW_BLOCK_STYLE +#if 0 + { + EL_PLAYER_IS_LEAVING, + EL_EMPTY, + -1, /* delay for blocking field left by player set at runtime */ + NULL, + NULL, + NULL + }, +#endif +#endif + { + 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_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_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0, - InitTimegateWheel, RunTimegateWheel, 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_UNDEFINED, EL_UNDEFINED, -1, NULL } + { + EL_UNDEFINED, + EL_UNDEFINED, + -1, + NULL, + NULL, + NULL + } }; -static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; - -#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) - - - -#ifdef DEBUG -#if 0 -static unsigned int getStateCheckSum(int counter) +struct { - int x, y; - unsigned int mult = 1; - unsigned int checksum = 0; - /* - static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; - */ - static boolean first_game = TRUE; + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, - for (y=0; yjx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } + + Feld[x][y] = EL_PLAYER_1; + } + } - player->present = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; + int sp_block_delay = 7; + int em_block_delay = 7; + int sp_no_block_delay = 1; + int em_no_block_delay = 1; - if (!options.network || player->connected) - { - player->active = TRUE; + player->present = TRUE; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->block_last_field = (element == EL_SP_MURPHY ? + level.sp_block_last_field : + level.block_last_field); - StorePlayer[x][y] = Feld[x][y]; + player->block_delay_value = + (element == EL_SP_MURPHY ? + (player->block_last_field ? sp_block_delay : sp_no_block_delay) : + (player->block_last_field ? em_block_delay : em_no_block_delay)); - 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"); - } - } + if (!options.network || player->connected) + { + player->active = TRUE; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; + + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); + break; + + case EL_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_ACIDPOOL_TOPLEFT; + Feld[x][y] = EL_ACID_POOL_TOPLEFT; else if (x > 0 && Feld[x-1][y] == EL_ACID) - Feld[x][y] = EL_ACIDPOOL_TOPRIGHT; - else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT) - Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT; + 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_ACIDPOOL_BOTTOM; - else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT) - Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT; + 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_RIGHT: @@ -469,12 +901,17 @@ static void InitField(int x, int y, boolean init_game) case EL_AMOEBA_DROP: if (y == lev_fieldy - 1) { - Feld[x][y] = EL_AMOEBA_CREATING; + 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; @@ -482,48 +919,48 @@ static void InitField(int x, int y, boolean init_game) local_player->lights_still_needed++; break; - case EL_SOKOBAN_FIELD_EMPTY: - local_player->sokobanfields_still_needed++; - break; - case EL_PENGUIN: local_player->friends_still_needed++; break; case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; +#if 0 case EL_SP_EMPTY: Feld[x][y] = EL_EMPTY; break; +#endif - case EL_EM_KEY1_FILE: - Feld[x][y] = EL_EM_KEY1; +#if 0 + case EL_EM_KEY_1_FILE: + Feld[x][y] = EL_EM_KEY_1; break; - case EL_EM_KEY2_FILE: - Feld[x][y] = EL_EM_KEY2; + case EL_EM_KEY_2_FILE: + Feld[x][y] = EL_EM_KEY_2; break; - case EL_EM_KEY3_FILE: - Feld[x][y] = EL_EM_KEY3; + case EL_EM_KEY_3_FILE: + Feld[x][y] = EL_EM_KEY_3; break; - case EL_EM_KEY4_FILE: - Feld[x][y] = EL_EM_KEY4; + case EL_EM_KEY_4_FILE: + Feld[x][y] = EL_EM_KEY_4; break; +#endif - case EL_CONVEYOR_BELT1_SWITCH_LEFT: - case EL_CONVEYOR_BELT1_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT1_SWITCH_RIGHT: - case EL_CONVEYOR_BELT2_SWITCH_LEFT: - case EL_CONVEYOR_BELT2_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT2_SWITCH_RIGHT: - case EL_CONVEYOR_BELT3_SWITCH_LEFT: - case EL_CONVEYOR_BELT3_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT3_SWITCH_RIGHT: - case EL_CONVEYOR_BELT4_SWITCH_LEFT: - case EL_CONVEYOR_BELT4_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT4_SWITCH_RIGHT: + 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]); @@ -553,125 +990,196 @@ static void InitField(int x, int y, boolean init_game) break; default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); + else if (IS_GROUP_ELEMENT(element)) + { + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + 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++; + + Feld[x][y] = group->element_resolved[element_pos]; + + InitField(x, y, init_game); + } break; } } -void DrawGameDoorValues() +static inline void InitField_WithBug1(int x, int y, boolean init_game) { - int i, j; + InitField(x, y, init_game); - for (i=0; igems_still_needed, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); +static inline void InitField_WithBug2(int x, int y, boolean init_game) +{ + int old_element = Feld[x][y]; + + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); + + /* this case is in fact a combination of not less than three bugs: + first, it calls InitMovDir() for elements that can move, although this is + already done by InitField(); then, it checks the element that was at this + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ } +inline void DrawGameValue_Emeralds(int value) +{ + DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} -/* - ============================================================================= - InitGameSound() - ----------------------------------------------------------------------------- - initialize sound effect lookup table for element actions - ============================================================================= -*/ +inline void DrawGameValue_Dynamite(int value) +{ + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} -void InitGameSound() +inline void DrawGameValue_Keys(struct PlayerInfo *player) { - int sound_effect_properties[NUM_SOUND_FILES]; - int i, j; + int i; -#if 0 - debug_print_timestamp(0, NULL); -#endif + for (i = 0; i < MAX_KEYS; i++) + if (player->key[i]) + DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + i)); +} - /* initialize sound effect for all elements to "no sound" */ - for (i=0; igems_still_needed); - if (len_action_text < len_effect_text && - strcmp(&sound_files[i].token[len_effect_text - len_action_text], - sound_action_properties[j].text) == 0) - { - sound_effect_properties[i] = sound_action_properties[j].value; + /* yes, this is all really ugly :-) */ + } +} - if (sound_action_properties[j].is_loop) - is_loop_sound[i] = TRUE; - } - } +void DrawGameDoorValues() +{ + int i; - /* associate elements and some selected sound actions */ + DrawGameValue_Level(level_nr); - for (j=0; jgems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); +} - element_action_sound[j][sound_action_value] = i; - } - } - } +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; + + if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ + { + Error(ERR_WARN, "recursion too deep when resolving group element %d", + group_element - EL_GROUP_START + 1); + + /* replace element which caused too deep recursion by question mark */ + group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + + return; } -#if 0 - debug_print_timestamp(0, "InitGameEngine"); -#endif + if (recursion_depth == 0) /* initialization */ + { + group = element_info[group_element].group; + group_nr = group_element - EL_GROUP_START; -#if 0 - /* TEST ONLY */ + group->num_elements_resolved = 0; + group->choice_pos = 0; + } + + for (i = 0; i < actual_group->num_elements; i++) { - int element = EL_SAND; - int sound_action = SND_ACTION_DIGGING; - int j = 0; + int element = actual_group->element[i]; - while (sound_action_properties[j].text) + if (group->num_elements_resolved == NUM_FILE_ELEMENTS) + break; + + if (IS_GROUP_ELEMENT(element)) + resolve_group_element(element, recursion_depth + 1); + else { - if (sound_action_properties[j].value == sound_action) - printf("element %d, sound action '%s' == %d\n", - element, sound_action_properties[j].text, - element_action_sound[element][sound_action]); - j++; + group->element_resolved[group->num_elements_resolved++] = element; + element_info[element].in_group[group_nr] = TRUE; } } + +#if 0 + if (recursion_depth == 0 && group_element <= EL_GROUP_4) + { + printf("::: group %d: %d resolved elements\n", + group_element - EL_GROUP_START, group->num_elements_resolved); + for (i = 0; i < group->num_elements_resolved; i++) + printf("::: - %d ['%s']\n", group->element_resolved[i], + element_info[group->element_resolved[i]].token_name); + } #endif } /* ============================================================================= - InitGameEngine() + InitGameEngine() ----------------------------------------------------------------------------- initialize game engine due to level / tape version number ============================================================================= @@ -679,84 +1187,285 @@ void InitGameSound() static void InitGameEngine() { - int i; + int i, j, k; + /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : level.game_version); + /* 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); + 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 + /* ---------- recursively resolve group elements ------------------------- */ + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_GROUP_ELEMENTS; j++) + element_info[i].in_group[j] = FALSE; + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + resolve_group_element(EL_GROUP_START + i, 0); + + /* ---------- initialize player's initial move delay --------------------- */ + +#if USE_NEW_MOVE_DELAY + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); +#else /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : INITIAL_MOVE_DELAY_OFF); /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif - /* dynamically adjust element properties according to game engine version */ + /* ---------- 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++) { - static int ep_em_slippery_wall[] = + 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)) { - EL_STEELWALL, - EL_WALL, - EL_WALL_GROWING, - EL_WALL_GROWING_X, - EL_WALL_GROWING_Y, - EL_WALL_GROWING_XY - }; - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } - for (i=0; ichange_events = CE_BITMASK_DEFAULT; + for (j = 0; j < NUM_CHANGE_EVENTS; j++) { - if (level.em_slippery_gems) /* special EM style gems behaviour */ - Properties2[ep_em_slippery_wall[i]] |= - EP_BIT_EM_SLIPPERY_WALL; - else - Properties2[ep_em_slippery_wall[i]] &= - ~EP_BIT_EM_SLIPPERY_WALL; + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; } + } - /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */ - if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1)) - Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL; - else - Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL; + /* 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_events |= CH_EVENT_BIT(CE_DELAY); + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif } - /* initialize changing elements information */ - for (i=0; inum_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } + } + +#else + + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + /* only add custom elements that change after fixed/random frame delay */ + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); + } +#endif + + /* ---------- 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_PLAYER_1; + } + } + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + trigger_events[i] = EP_BITMASK_DEFAULT; + +#if 1 + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + { + int trigger_element = ei->change_page[j].trigger_element; + + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = element_info[trigger_element].group; + + for (k = 0; k < group->num_elements_resolved; k++) + trigger_events[group->element_resolved[k]] + |= ei->change_page[j].events; + } + else + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION)) + trigger_events[element_info[i].change->trigger_element] |= + element_info[i].change->events; +#endif + + /* ---------- initialize push delay -------------------------------------- */ + + /* 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; + } + } + + /* 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)) { - changing_element[i].base_element = EL_UNDEFINED; - changing_element[i].next_element = EL_UNDEFINED; - changing_element[i].change_delay = -1; - changing_element[i].pre_change_function = NULL; - changing_element[i].change_function = NULL; - changing_element[i].post_change_function = NULL; + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_SP_ELEMENT(i)) + { +#if USE_NEW_MOVE_STYLE + element_info[i].push_delay_fixed = 7; /* just enough to escape ... */ + element_info[i].push_delay_random = 0; /* ... from falling zonk */ +#else + element_info[i].push_delay_fixed = 6; /* just enough to escape ... */ + element_info[i].push_delay_random = 0; /* ... from falling zonk */ +#endif + } + } } - i = 0; - while (changing_element_list[i].base_element != EL_UNDEFINED) + /* ---------- 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++) { - struct ChangingElementInfo *ce = &changing_element_list[i]; - int element = ce->base_element; + int e = move_stepsize_list[i].element; + + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; + } - changing_element[element].base_element = ce->base_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; +#if 0 + /* ---------- initialize move dig/leave ---------------------------------- */ - i++; + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + element_info[i].can_leave_element = FALSE; + element_info[i].can_leave_element_last = FALSE; } +#endif + + /* ---------- initialize gem count --------------------------------------- */ + + /* initialize gem count values for each element */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_count = 0; + + /* add gem count values for all elements from pre-defined list */ + for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) + element_info[collect_count_list[i].element].collect_count = + collect_count_list[i].count; + + /* ---------- 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; } @@ -773,7 +1482,7 @@ void InitGame() boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, x, y; + int i, j, k, x, y; InitGameEngine(); @@ -790,12 +1499,13 @@ void InitGame() /* don't play tapes over network */ network_playing = (options.network && !tape.playing); - for (i=0; iindex_nr = i; - player->element_nr = EL_PLAYER1 + i; + player->index_bit = (1 << i); + player->element_nr = EL_PLAYER_1 + i; player->present = FALSE; player->active = FALSE; @@ -810,10 +1520,9 @@ void InitGame() player->lights_still_needed = 0; player->friends_still_needed = 0; - for (j=0; j<4; j++) + for (j = 0; j < MAX_KEYS; j++) player->key[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -821,25 +1530,102 @@ void InitGame() player->MovDir = MV_NO_MOVING; player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; player->GfxPos = 0; + player->GfxDir = MV_NO_MOVING; + player->GfxAction = ACTION_DEFAULT; player->Frame = 0; + player->StepFrame = 0; + + player->use_murphy_graphic = FALSE; + + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay = 0; + player->block_delay_value = -1; /* initialized in InitPlayerField() */ + + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; - player->frame_reset_delay = 0; + player->step_counter = 0; player->last_move_dir = MV_NO_MOVING; + + 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_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + + player->anim_delay_counter = 0; + player->post_delay_counter = 0; + + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + + player->num_special_action_bored = 0; + player->num_special_action_sleeping = 0; + + /* determine number of special actions for bored and sleeping animation */ + for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++) + { + boolean found = FALSE; + + for (k = 0; k < NUM_DIRECTIONS; k++) + if (el_act_dir2img(player->element_nr, j, k) != + el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) + found = TRUE; + + if (found) + player->num_special_action_bored++; + else + break; + } + for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++) + { + boolean found = FALSE; + + for (k = 0; k < NUM_DIRECTIONS; k++) + if (el_act_dir2img(player->element_nr, j, k) != + el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) + found = TRUE; + + if (found) + player->num_special_action_sleeping++; + else + break; + } + + player->switch_x = -1; + player->switch_y = -1; + + player->show_envelope = 0; player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; - player->push_delay = 0; - player->push_delay_value = 5; + player->move_delay_reset_counter = 0; + +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; +#else + player->push_delay = 0; + player->push_delay_value = game.initial_push_delay_value; +#endif - player->snapped = FALSE; + player->drop_delay = 0; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -847,7 +1633,10 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); player->LevelSolved = FALSE; @@ -856,7 +1645,7 @@ void InitGame() network_player_action_received = FALSE; -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NO_MOVING); @@ -868,6 +1657,7 @@ void InitGame() TimeFrames = 0; TimePlayed = 0; TimeLeft = level.time; + TapeTime = 0; ScreenMovDir = MV_NO_MOVING; ScreenMovPos = 0; @@ -877,45 +1667,64 @@ void InitGame() AllPlayersGone = FALSE; - game.yam_content_nr = 0; + game.yamyam_content_nr = 0; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; game.light_time_left = 0; game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; - for (i=0; i<4; i++) + game.envelope_active = FALSE; + + for (i = 0; i < NUM_BELTS; i++) { game.belt_dir[i] = MV_NO_MOVING; game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } - for (i=0; i= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; + + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; + +#if 0 + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 0; +#else + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; +#endif + } + +#if 0 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; + + if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ + element_info[i].ignition_delay = 1; +#endif + } + /* correct non-moving belts to start moving left */ - for (i=0; i<4; i++) + for (i = 0; i < NUM_BELTS; i++) if (game.belt_dir[i] == MV_NO_MOVING) game.belt_dir_nr[i] = 3; /* not moving, next moving left */ /* check if any connected player was not found in playfield */ - for (i=0; iconnected && !player->present) { - for (j=0; jjx, jy = some_player->jy; @@ -956,7 +1798,13 @@ void InitGame() { player->present = TRUE; player->active = TRUE; + some_player->present = FALSE; + some_player->active = FALSE; + +#if 0 + player->element_nr = some_player->element_nr; +#endif StorePlayer[jx][jy] = player->element_nr; player->jx = player->last_jx = jx; @@ -970,9 +1818,9 @@ void InitGame() if (tape.playing) { - /* when playing a tape, eliminate all players who do not participate */ + /* when playing a tape, eliminate all players which do not participate */ - for (i=0; ijx, jy = player->jy; player->active = FALSE; + player->present = FALSE; + StorePlayer[jx][jy] = 0; Feld[jx][jy] = EL_EMPTY; } @@ -1012,14 +1862,14 @@ void InitGame() /* when recording the game, store which players take part in the game */ if (tape.recording) { - for (i=0; ijx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; + + if (!IS_CUSTOM_ELEMENT(element)) + continue; + + if (CAN_CHANGE(element)) + { + for (i = 0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i = 0; i < element_info[element].num_change_pages; i++) + { + content= element_info[element].change_page[i].target_content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); + } + else + { +#if 1 + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } CloseDoor(DOOR_CLOSE_1); @@ -1081,22 +2022,9 @@ void InitGame() FadeToFront(); /* copy default game door content to main double buffer */ - BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); - else - { - DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE); - BlitBitmap(drawto, drawto, - DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - FONT5_XSIZE * 3, FONT5_YSIZE - 1, - DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); - } - DrawGameDoorValues(); UnmapGameButtons(); @@ -1113,18 +2041,23 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); - PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + if (setup.sound_music) - PlayMusic(level_nr); + PlayLevelMusic(); - KeyboardAutoRepeatOff(); + KeyboardAutoRepeatOffUnlessAutoplay(); if (options.debug) { - for (i=0; i<4; i++) + for (i = 0; i < MAX_PLAYERS; i++) printf("Player %d %sactive.\n", i + 1, (stored_player[i].active ? "" : "not ")); } + +#if 0 + printf("::: starting game [%d]\n", FrameCounter); +#endif } void InitMovDir(int x, int y) @@ -1203,35 +2136,98 @@ void InitMovDir(int x, int y) break; default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; - - for (i=0; i<4; i++) + if (IS_CUSTOM_ELEMENT(element)) { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + if (move_direction_initial == MV_START_PREVIOUS) { - if (element == EL_BUG || element == EL_BD_BUTTERFLY) - { - MovDir[x][y] = direction[0][i]; - break; - } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + if (MovDir[x][y] != MV_NO_MOVING) + 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) + { +#if 1 + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); +#endif + + for (i = 0; i < NUM_DIRECTIONS; i++) { - MovDir[x][y] = direction[1][i]; - break; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + 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]; + + break; + } } - } + } } - break; - } + else + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + 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; + } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1241,7 +2237,7 @@ void InitAmoebaNr(int x, int y) if (group_nr == 0) { - for (i=1; iMovPos) return; +#if 1 + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; +#else if (tape.playing && tape.auto_play) tape.auto_play_level_solved = TRUE; +#endif local_player->LevelSolved = FALSE; - PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); if (TimeLeft) { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, SND_CTRL_PLAY_LOOP); while (TimeLeft > 0) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + RaiseScore(level.score[SC_TIME_BONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + + DrawGameValue_Time(TimeLeft); + BackToFront(); if (!tape.playing) @@ -1300,20 +2303,22 @@ void GameWon() else if (level.time == 0) /* level without time limit */ { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + 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_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + RaiseScore(level.score[SC_TIME_BONUS]); if (TimePlayed < 900 && !(TimePlayed % 10)) TimePlayed += 10; else TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + + DrawGameValue_Time(TimePlayed); + BackToFront(); if (!tape.playing) @@ -1324,9 +2329,17 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } -#if 0 - FadeSounds(); -#endif + /* close exit door after last player */ + if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) + { + int element = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } /* Hero disappears */ DrawLevelField(ExitX, ExitY); @@ -1356,7 +2369,7 @@ void GameWon() if ((hi_pos = NewHiScore()) >= 0) { - game_status = HALLOFFAME; + game_status = GAME_MODE_SCORES; DrawHallOfFame(hi_pos); if (raise_level) { @@ -1366,7 +2379,7 @@ void GameWon() } else { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; if (raise_level) { level_nr++; @@ -1389,7 +2402,7 @@ int NewHiScore() local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) return -1; - for (k=0; kscore > highscore[k].Score) { @@ -1400,14 +2413,14 @@ int NewHiScore() int m = MAX_SCORE_ENTRIES - 1; #ifdef ONE_PER_NAME - for (l=k; lk; l--) + for (l = m; l > k; l--) { strcpy(highscore[l].Name, highscore[l - 1].Name); highscore[l].Score = highscore[l - 1].Score; @@ -1438,25 +2451,60 @@ int NewHiScore() return position; } +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; + } +} + +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} + +static void ResetGfxAnimation(int x, int y) +{ + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; +} + void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) - GfxFrame[x][y] = 0; + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) + ResetGfxAnimation(x, y); - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; + MovDir[newx][newy] = MovDir[x][y] = direction; + GfxDir[x][y] = direction; if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = GFX_ACTION_FALLING; + GfxAction[x][y] = ACTION_FALLING; else - GfxAction[x][y] = GFX_ACTION_MOVING; + GfxAction[x][y] = ACTION_MOVING; + + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1528,46 +2576,78 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { Feld[x][y] = EL_EMPTY; + MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } 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 (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) { Moving2Blocked(x, y, &newx, &newy); +#if 0 + if (Feld[newx][newy] != EL_BLOCKED) + return; +#else if (Feld[newx][newy] != EL_BLOCKED) + { + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + DrawLevelField(oldx, oldy); + return; + } +#endif } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && + 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_DRIPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_EMPTY; + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_EMPTY; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1582,256 +2662,961 @@ void DrawDynamite(int x, int y) if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; - if (Store[x][y]) + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) DrawGraphic(sx, sy, el2img(Store[x][y]), 0); frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); +#if 1 + if (Back[x][y] || Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +#else if (game.emulation == EMU_SUPAPLEX) DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else DrawGraphic(sx, sy, graphic, frame); +#endif } void CheckDynamite(int x, int y) { - int element = Feld[x][y]; - if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ { MovDelay[x][y]--; if (MovDelay[x][y] != 0) { - if (checkDrawLevelGraphicAnimation(x, y, el2img(element))) - DrawDynamite(x, y); - - PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + DrawDynamite(x, y); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); return; } } - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) +#if 1 + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); +#else + if (Feld[x][y] == EL_DYNAMITE_ACTIVE || + Feld[x][y] == EL_SP_DISK_RED_ACTIVE) StopSound(SND_DYNAMITE_ACTIVE); else StopSound(SND_DYNABOMB_ACTIVE); +#endif Bang(x, y); } -void Explode(int ex, int ey, int phase, int mode) +void DrawRelocatePlayer(struct PlayerInfo *player) { - int x, y; - int num_phase = 9; - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int jx = player->jx; + int jy = player->jy; - if (game.explosions_delayed) + if (level.instant_relocation) { - ExplodeField[ex][ey] = mode; - return; - } +#if 1 + int offset = (setup.scroll_delay ? 3 : 0); - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ - { - int center_element = Feld[ex][ey]; + 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); - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } + else { - /* put moving element to center field (and let it explode there) */ - center_element = MovingOrBlocked2Element(ex, ey); - RemoveMovingField(ex, ey); - Feld[ex][ey] = center_element; + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); } +#else + scroll_x += (local_player->jx - old_jx); + scroll_y += (local_player->jy - old_jy); - for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++) - { - int element; + /* 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); - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && - (x != ex || y != ey))) - continue; + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); +#endif - element = Feld[x][y]; + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { +#if 1 +#if 0 + int offset = (setup.scroll_delay ? 3 : 0); +#endif + int scroll_xx = -999, scroll_yy = -999; - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) - { - element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); - } + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - if (IS_MASSIVE(element) || element == EL_FLAMES) - continue; + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) - { - if (IS_ACTIVE_BOMB(element)) - { - /* re-activate things under the bomb like gate or penguin */ - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); - Store[x][y] = 0; - } + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - continue; - } + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); - if (element == EL_EXPLOSION) - element = Store2[x][y]; + 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 (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) - { - switch(StorePlayer[ex][ey]) - { - case EL_PLAYER2: - Store[x][y] = EL_EMERALD_RED; - break; - case EL_PLAYER3: - Store[x][y] = EL_EMERALD; - break; - case EL_PLAYER4: - Store[x][y] = EL_EMERALD_PURPLE; - break; - case EL_PLAYER1: - default: - Store[x][y] = EL_EMERALD_YELLOW; - break; - } +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif - if (game.emulation == EMU_SUPAPLEX) - Store[x][y] = EL_EMPTY; - } - 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_YAMYAM) - Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; - else if (center_element == EL_AMOEBA_TO_DIAMOND) - Store[x][y] = level.amoeba_content; - 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_PFORTE(Store[x][y])) - Store[x][y] = EL_EMPTY; + scroll_x -= dx; + scroll_y -= dy; - if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) - Store2[x][y] = element; + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_CREATING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } + ScrollLevel(dx, dy); + DrawAllPlayers(); - Feld[x][y] = EL_EXPLOSION; - MovDir[x][y] = MovPos[x][y] = 0; - AmoebaNr[x][y] = 0; - ExplodePhase[x][y] = 1; - Stop[x][y] = TRUE; + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); } +#else + int scroll_xx = -999, scroll_yy = -999; - if (center_element == EL_YAMYAM) - game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - return; - } + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - if (Stop[ex][ey]) - return; + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - x = ex; - y = ey; + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); - ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - if (phase == first_phase_after_start) - { - int element = Store2[x][y]; +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif - if (element == EL_BLACK_ORB) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - } - else if (phase == half_phase) - { - int element = Store2[x][y]; + scroll_x -= dx; + scroll_y -= dy; - if (IS_PLAYER(x, y)) - KillHeroUnlessProtected(x, y); - else if (IS_EXPLOSIVE(element)) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } - else if (element == EL_AMOEBA_TO_DIAMOND) - AmoebeUmwandeln(x, y); - } + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - if (phase == last_phase) - { - int element; + ScrollLevel(dx, dy); + DrawAllPlayers(); - element = Feld[x][y] = Store[x][y]; - Store[x][y] = Store2[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; - InitField(x, y, FALSE); - if (CAN_MOVE(element) || COULD_MOVE(element)) - InitMovDir(x, y); - DrawLevelField(x, y); + /* 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 (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) - StorePlayer[x][y] = 0; + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } +#endif + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ +#if 1 + int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw); +#else + int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); +#endif + struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); +#if 1 + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; + int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; + int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; + int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; +#endif + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else + FrameCounter++; +#endif + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + +#if 1 + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); +#endif + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); + } + +#if 1 + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); +#endif + +#if 1 + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#endif + +#if 0 + printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]); +#endif + +#if 0 +#if 0 + /* needed to allow change of walkable custom element by entering player */ + if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER))) + Changed[jx][jy] = 0; /* allow another change (but prevent loop) */ +#else + /* needed to allow change of walkable custom element by entering player */ + Changed[jx][jy] = 0; /* allow another change */ +#endif +#endif + +#if 0 + printf("::: player entering %d, %d from %s ...\n", jx, jy, + enter_side == MV_LEFT ? "left" : + enter_side == MV_RIGHT ? "right" : + enter_side == MV_UP ? "top" : + enter_side == MV_DOWN ? "bottom" : "oops! no idea!"); +#endif + +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); +#endif +} + +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; +#if 0 + int num_phase = 9; +#endif + + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + +#if 1 + int last_phase; +#else + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; +#endif + int border_element; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + +#if 0 + printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter); +#endif + +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) + return; +#endif + + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + { + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; + } + +#if 1 + +#if 1 + last_phase = element_info[center_element].explosion_delay + 1; +#else + last_phase = element_info[center_element].explosion_delay; +#endif + +#if 0 + printf("::: %d -> %d\n", center_element, last_phase); +#endif +#endif + + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + { + int xx = x - ex + 1; + int yy = y - ey + 1; + int element; + +#if 1 +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; +#else + if (!IN_LEV_FIELD(x, y) || + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) + continue; +#endif +#else + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && + (x != ex || y != ey))) + continue; +#endif + + element = Feld[x][y]; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + { + element = MovingOrBlocked2Element(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); + } + +#if 1 + +#if 0 + if (IS_EXPLOSION_PROOF(element)) + continue; +#else + /* indestructible elements can only explode in center (but not flames) */ +#if 1 + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || + element == EL_FLAMES) + continue; +#else + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif +#endif + +#else + if ((IS_INDESTRUCTIBLE(element) && + (game.engine_version < VERSION_IDENT(2,2,0,0) || + (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + element == EL_FLAMES) + continue; +#endif + +#if 1 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ +#if 1 + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; +#else + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); + Store[x][y] = 0; +#endif + +#if 0 + printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y], + element_info[Feld[x][y]].token_name, + Store[x][y], Store2[x][y]); +#endif + } + + continue; + } + + /* save walkable background elements while explosion on same tile */ +#if 0 + if (IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#else +#if 1 +#if 1 + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey)) + Back[x][y] = element; +#endif +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif +#endif + + /* ignite explodable elements reached by other explosion */ + if (element == EL_EXPLOSION) + element = Store2[x][y]; + +#if 1 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); +#endif + + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) + { + switch(StorePlayer[ex][ey]) + { + case EL_PLAYER_2: + Store[x][y] = EL_PLAYER_IS_EXPLODING_2; + break; + case EL_PLAYER_3: + Store[x][y] = EL_PLAYER_IS_EXPLODING_3; + break; + case EL_PLAYER_4: + Store[x][y] = EL_PLAYER_IS_EXPLODING_4; + break; + case EL_PLAYER_1: + default: + Store[x][y] = EL_PLAYER_IS_EXPLODING_1; + break; + } + +#if 1 + if (PLAYERINFO(ex, ey)->use_murphy_graphic) + Store[x][y] = EL_EMPTY; +#else + if (game.emulation == EMU_SUPAPLEX) + Store[x][y] = EL_EMPTY; +#endif + } + else if (center_element == EL_MOLE) + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); + else if (center_element == EL_BD_BUTTERFLY) + Store[x][y] = EL_BD_DIAMOND; + else if (center_element == EL_SP_ELECTRON) + Store[x][y] = EL_SP_INFOTRON; + else if (center_element == EL_AMOEBA_TO_DIAMOND) + Store[x][y] = level.amoeba_content; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; + else + Store[x][y] = EL_EMPTY; + + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) + Store2[x][y] = element; + +#if 0 + printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], + element_info[Store2[x][y]].token_name); +#endif + +#if 0 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + +#if 1 + RemoveField(x, y); +#else + MovDir[x][y] = MovPos[x][y] = 0; + GfxDir[x][y] = MovDir[x][y]; + AmoebaNr[x][y] = 0; +#endif +#endif + + Feld[x][y] = EL_EXPLOSION; +#if 1 + GfxElement[x][y] = center_element; +#else + GfxElement[x][y] = EL_UNDEFINED; +#endif + + ExplodePhase[x][y] = 1; +#if 1 + ExplodeDelay[x][y] = last_phase; +#endif + +#if 0 +#if 1 + GfxFrame[x][y] = 0; /* animation does not start until next frame */ +#else + GfxFrame[x][y] = -1; /* animation does not start until next frame */ +#endif +#endif + + Stop[x][y] = TRUE; + } + + if (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + +#if 0 + printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey], + element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]); +#endif + + return; + } + + if (Stop[ex][ey]) + return; + + x = ex; + y = ey; + +#if 1 + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ +#endif + +#if 0 + printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]); +#endif + +#if 1 + last_phase = ExplodeDelay[x][y]; +#endif + + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ +#endif +#if 1 + + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } +#endif + +#if 1 + + border_element = Store2[x][y]; +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; +#else + if (IS_PLAYER(x, y)) + border_element = StorePlayer[x][y]; +#endif + +#if 0 + printf("::: %d,%d: %d %s [%d]\n", x, y, border_element, + element_info[border_element].token_name, Store2[x][y]); +#endif + +#if 0 + printf("::: phase == %d\n", phase); +#endif + + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) + { + boolean border_explosion = FALSE; + +#if 1 +#if 1 + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) +#else + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present) +#endif +#else + if (IS_PLAYER(x, y)) +#endif + { + KillHeroUnlessExplosionProtected(x, y); + border_explosion = TRUE; + +#if 0 + if (phase == last_phase) + printf("::: IS_PLAYER\n"); +#endif + } + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) + { +#if 0 + printf("::: %d,%d: %d %s\n", x, y, border_element, + element_info[border_element].token_name); +#endif + + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + border_explosion = TRUE; + +#if 0 + if (phase == last_phase) + printf("::: CAN_EXPLODE_BY_EXPLOSION\n"); +#endif + } + else if (border_element == EL_AMOEBA_TO_DIAMOND) + { + AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; + +#if 0 + if (phase == last_phase) + printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n", + element_info[border_element].explosion_delay, + element_info[border_element].ignition_delay, + phase); +#endif + } + +#if 1 + /* if an element just explodes due to another explosion (chain-reaction), + do not immediately end the new explosion when it was the last frame of + the explosion (as it would be done in the following "if"-statement!) */ + if (border_explosion && phase == last_phase) + return; +#endif + } + +#else + + if (phase == first_phase_after_start) + { + int element = Store2[x][y]; + + if (element == EL_BLACK_ORB) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + } + else if (phase == half_phase) + { + int element = Store2[x][y]; + + if (IS_PLAYER(x, y)) + KillHeroUnlessExplosionProtected(x, y); + else if (CAN_EXPLODE_BY_EXPLOSION(element)) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + else if (element == EL_AMOEBA_TO_DIAMOND) + AmoebeUmwandeln(x, y); + } +#endif + + if (phase == last_phase) + { + int element; + +#if 0 + printf("::: done: phase == %d\n", phase); +#endif + +#if 0 + printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); +#endif + + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) + Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ? + EL_EMPTY : + element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW : + element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED : + element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD : + EL_EMERALD_PURPLE); + + /* restore probably existing indestructible background element */ + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NO_MOVING; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + +#if 1 + InitField_WithBug2(x, y, FALSE); +#else + InitField(x, y, FALSE); +#if 1 + /* !!! not needed !!! */ +#if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE) + InitMovDir(x, y); +#else + if (CAN_MOVE(element)) + InitMovDir(x, y); +#endif +#endif +#endif + DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } +#if 1 + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) +#else else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) +#endif { +#if 1 + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); +#else int stored = Store[x][y]; int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : IMG_SP_EXPLOSION); +#endif +#if 1 + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); +#else int frame = getGraphicAnimationFrame(graphic, phase - delay); +#endif + +#if 0 + printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]); +#endif + +#if 0 + printf("::: %d / %d [%d - %d]\n", + GfxFrame[x][y], phase - delay, phase, delay); +#endif + +#if 0 + printf("::: %d ['%s'] -> %d\n", GfxElement[x][y], + element_info[GfxElement[x][y]].token_name, + graphic); +#endif if (phase == delay) - DrawCrumbledSand(SCREENX(x), SCREENY(y)); + DrawLevelFieldCrumbledSand(x, y); - if (IS_PFORTE(Store[x][y])) + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { - DrawLevelElement(x, y, Store[x][y]); + DrawLevelElement(x, y, Back[x][y]); DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - else + 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); } } @@ -1839,6 +3624,7 @@ void Explode(int ex, int ey, int phase, int mode) void DynaExplode(int ex, int ey) { int i, j; + int dynabomb_element = Feld[ex][ey]; int dynabomb_size = 1; boolean dynabomb_xl = FALSE; struct PlayerInfo *player; @@ -1850,25 +3636,25 @@ void DynaExplode(int ex, int ey) { 0, +1 } }; - if (IS_ACTIVE_BOMB(Feld[ex][ey])) + if (IS_ACTIVE_BOMB(dynabomb_element)) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE]; + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; dynabomb_size = player->dynabomb_size; dynabomb_xl = player->dynabomb_xl; player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - for (j=1; j<=dynabomb_size; j++) + for (j = 1; j <= dynabomb_size; j++) { - int x = ex + j * xy[i % 4][0]; - int y = ey + j * xy[i % 4][1]; + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; int element; - if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) break; element = Feld[x][y]; @@ -1877,25 +3663,58 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) +#if 1 +#if 1 + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; +#else + if (element != EL_EMPTY && element != EL_EXPLOSION && + !CAN_GROW_INTO(element) && !dynabomb_xl) + break; +#endif +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (element != EL_EMPTY && element != EL_EXPLOSION && + element != EL_SAND && !dynabomb_xl) break; +#endif } } } void Bang(int x, int y) { +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else int element = Feld[x][y]; +#endif + +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) +#else + if (IS_PLAYER(x, y)) +#endif + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + player->element_nr); + } +#if 0 +#if 1 + PlayLevelSoundAction(x, y, ACTION_EXPLODING); +#else if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); +#endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -1914,123 +3733,136 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; - case EL_DYNABOMB_PLAYER1_ACTIVE: - case EL_DYNABOMB_PLAYER2_ACTIVE: - case EL_DYNABOMB_PLAYER3_ACTIVE: - case EL_DYNABOMB_PLAYER4_ACTIVE: - case EL_DYNABOMB_NR: - case EL_DYNABOMB_SZ: - case EL_DYNABOMB_XL: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: DynaExplode(x, y); break; case EL_PENGUIN: case EL_LAMP: case EL_LAMP_ACTIVE: +#if 1 + case EL_AMOEBA_TO_DIAMOND: +#endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); +#if 1 + if (element_info[element].explosion_type == EXPLODES_CROSS) +#else + if (CAN_EXPLODE_CROSS(element)) +#endif +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else + DynaExplode(x, y); +#endif +#if 1 + else if (element_info[element].explosion_type == EXPLODES_1X1) +#else + else if (CAN_EXPLODE_1X1(element)) +#endif + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } + + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } -void Blurb(int x, int y) +void SplashAcid(int x, int y) { +#if 1 + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; + + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; + + PlayLevelSound(x, y, SND_ACID_SPLASHING); +#else + /* input: position of element entering acid (obsolete) */ + int element = Feld[x][y]; + if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID) + return; + if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) /* start */ - { - PlaySoundLevel(x, y, SND_ACID_SPLASHING); - if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && - (!IN_LEV_FIELD(x-1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - { - Feld[x-1][y] = EL_ACID_SPLASH_LEFT; - } - if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && - (!IN_LEV_FIELD(x+1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - { - Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; - } - } - else /* go on */ + element != EL_ACID_SPLASH_RIGHT) { - int graphic = (element == EL_ACID_SPLASH_LEFT ? - IMG_ACID_SPLASH_LEFT : - IMG_ACID_SPLASH_RIGHT); + PlayLevelSound(x, y, SND_ACID_SPLASHING); - if (!MovDelay[x][y]) /* initialize animation counter */ - MovDelay[x][y] = 9; - - if (MovDelay[x][y]) /* continue animation */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - } + if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) && + (!IN_LEV_FIELD(x - 1, y - 1) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1)))) + Feld[x - 1][y] = EL_ACID_SPLASH_LEFT; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); - } - } + if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) && + (!IN_LEV_FIELD(x + 1, y - 1) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1)))) + Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT; } +#endif } static void InitBeltMovement() { static int belt_base_element[4] = { - EL_CONVEYOR_BELT1_LEFT, - EL_CONVEYOR_BELT2_LEFT, - EL_CONVEYOR_BELT3_LEFT, - EL_CONVEYOR_BELT4_LEFT + 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_BELT1_LEFT_ACTIVE, - EL_CONVEYOR_BELT2_LEFT_ACTIVE, - EL_CONVEYOR_BELT3_LEFT_ACTIVE, - EL_CONVEYOR_BELT4_LEFT_ACTIVE + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE }; int x, y, i, j; /* set frame order for belt animation graphic according to belt direction */ - for (i=0; i<4; i++) + for (i = 0; i < NUM_BELTS; i++) { int belt_nr = i; - for (j=0; j<3; j++) + for (j = 0; j < NUM_BELT_PARTS; j++) { int element = belt_base_active_element[belt_nr] + j; int graphic = el2img(element); if (game.belt_dir[i] == MV_LEFT) - new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; else - new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + graphic_info[graphic].anim_mode |= ANIM_REVERSE; } } - for(y=0; y= 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 (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (lastline || object_hit); } if (!lastline && smashed == EL_ACID) /* element falls into acid */ { - Blurb(x, y); + SplashAcid(x, y + 1); return; } - if ((element == EL_BOMB || - element == EL_SP_DISK_ORANGE || - element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + + if (impact && CAN_EXPLODE_IMPACT(element)) { Bang(x, y); return; } - else if (element == EL_PEARL) + else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + { + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + return; } - if (element == EL_AMOEBA_DROP && (lastline || object_hit)) + if (impact && element == EL_AMOEBA_DROP) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHeroUnlessProtected(x, y+1); + if (object_hit && IS_PLAYER(x, y + 1)) + KillHeroUnlessEnemyProtected(x, y + 1); else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y+1); + Bang(x, y + 1); else { - Feld[x][y] = EL_AMOEBA_CREATING; + Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; + + ResetRandomAnimationValue(x, y); } return; } - if (!lastline && object_hit) /* check which object was hit */ + if (object_hit) /* check which object was hit */ { - if (CAN_CHANGE(element) && - (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL)) + if (CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) { int xx, yy; int activated_magic_wall = @@ -2352,149 +4255,193 @@ void Impact(int x, int y) EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy=0; yy rnd_value/8) + 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] = (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 (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_DRAGON) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) - can_move_on = TRUE; +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif - if (can_move_on && rnd > rnd_value/8) + 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] = (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) + else if (can_turn_right && rnd > rnd_value / 8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y], + xx, yy, Feld[xx][yy], + FrameCounter); +#endif + +#if 1 + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; +#else + if (!IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; +#endif + +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif MovDelay[x][y] = 0; } else if (element == EL_MOLE) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || - Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)) - can_move_on = TRUE; - + 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 (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(2) ? left_dir : right_dir); @@ -2743,28 +4705,258 @@ void TurnRound(int x, int y) MovDir[x][y] = right_dir; } - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { +#if 0 + if (MovDir[x][y] & MV_HORIZONTAL && + !SPRING_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; +#else + if (MovDir[x][y] & MV_HORIZONTAL && + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) + MovDir[x][y] = MV_NO_MOVING; +#endif + + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN) + { + int attr_x = -1, attr_y = -1; + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + +#if 1 + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) +#else + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) +#endif + { + attr_x = ZX; + attr_y = ZY; + } + + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; + + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (element == EL_ROBOT) + { + int newx, newy; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8 + 8 * !RND(3); + else + MovDelay[x][y] = 16; + } + else if (element == EL_PENGUIN) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else /* (element == EL_SATELLITE) */ + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + } + else if (move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM || + move_pattern == MV_ALL_DIRECTIONS) + { + boolean can_turn_left = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (move_pattern == MV_TURNING_LEFT_RIGHT) + MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); + else if (move_pattern == MV_TURNING_RIGHT_LEFT) + MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); + else if (move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : + can_turn_right && !can_turn_left ? right_dir : + RND(2) ? left_dir : right_dir); + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) + { + if (move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_BALLOON) + else if (move_pattern & MV_ANY_DIRECTION) { - MovDir[x][y] = game.balloon_dir; - MovDelay[x][y] = 0; + MovDir[x][y] = move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_SPRING) + else if (move_pattern == MV_ALONG_LEFT_SIDE) { - if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) && - (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || - (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))) - MovDir[x][y] = MV_NO_MOVING; + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; - MovDelay[x][y] = 0; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_ROBOT || - element == EL_SATELLITE || - element == EL_PENGUIN) + else if (move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) { int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); if (AllPlayersGone) { @@ -2775,7 +4967,7 @@ void TurnRound(int x, int y) { int i; - for (i=0; ijx, jy = player->jy; @@ -2783,7 +4975,8 @@ void TurnRound(int x, int y) if (!player->active) continue; - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { attr_x = jx; attr_y = jy; @@ -2791,111 +4984,155 @@ void TurnRound(int x, int y) } } - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) - { - attr_x = ZX; - attr_y = ZY; - } - - if (element == EL_PENGUIN) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); - for (i=0; i<4; i++) - { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) - { - attr_x = ex; - attr_y = ey; - break; - } - } - } + 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] = MV_NO_MOVING; - if (attr_xx) - MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) - MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (element == EL_ROBOT) - { - int newx, newy; + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8+8*!RND(3); - else - MovDelay[x][y] = 16; + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; } - else + } + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) + { + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + static int test_xy[7][2] = { - int newx, newy; + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN, + MV_UP, + MV_LEFT, + MV_RIGHT, + }; + boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); + int move_preference = -1000000; /* start with very low preference */ + int new_move_dir = MV_NO_MOVING; + int start_test = RND(4); + int i; - MovDelay[x][y] = 1; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; - MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_ACID || - (element == EL_PENGUIN && - (Feld[newx][newy] == EL_EXIT_OPEN || - IS_MAMPF3(Feld[newx][newy]))))) - return; + break; + } - MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) + continue; - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_ACID || - (element == EL_PENGUIN && - (Feld[newx][newy] == EL_EXIT_OPEN || - IS_MAMPF3(Feld[newx][newy]))))) - return; + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; - MovDir[x][y] = old_move_dir; - return; + if (move_dir_preference > move_preference) + { + /* prefer field that has not been visited for the longest time */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + else if (move_dir_preference == move_preference && + move_dir == old_move_dir) + { + /* prefer last direction when all directions are preferred equally */ + move_preference = move_dir_preference; + new_move_dir = move_dir; } } + + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + MovDelay[x][y] = 9; } } +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + +#if 0 + GfxDir[x][y] = MovDir[x][y]; +#endif + + TurnRoundExt(x, y); + +#if 1 + GfxDir[x][y] = MovDir[x][y]; +#endif + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + +#if 1 + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +#else + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_WAITING; +#endif +} + static boolean JustBeingPushed(int x, int y) { int i; - for (i=0; iactive && player->Pushing && player->MovPos) + if (player->active && player->is_pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -2910,33 +5147,47 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { - static boolean use_spring_bug = TRUE; +#if 0 + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); +#endif boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; - GfxAction[x][y] = GFX_ACTION_DEFAULT; +#if 1 + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; +#else + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; +#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x>0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; if (element == EL_QUICKSAND_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_ROCK; - PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); +#if 1 + PlayLevelSoundAction(x, y, ACTION_EMPTYING); +#else + PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); +#endif } - else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY) + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -2949,25 +5200,33 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_QUICKSAND_EMPTY; - Feld[x][y+1] = EL_QUICKSAND_FULL; - Store[x][y+1] = Store[x][y]; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; - PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING); +#if 1 + PlayLevelSoundAction(x, y, ACTION_FILLING); +#else + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); +#endif } } else if ((element == EL_ROCK || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_QUICKSAND_EMPTY) + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); +#if 1 + PlayLevelSoundAction(x, y, ACTION_FILLING); +#else + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); +#endif } else if (element == EL_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2975,7 +5234,7 @@ void StartMoving(int x, int y) 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) + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2988,14 +5247,14 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED(Store[x][y]); + 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)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -3003,7 +5262,7 @@ void StartMoving(int x, int y) 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) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -3016,38 +5275,89 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); + 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_CHANGE(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)) + else if (CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) +#if 0 + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) +#else + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) +#endif { - Blurb(x, y); + SplashAcid(x, y + 1); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Store[x][y] = EL_ACID; +#if 0 + /* !!! TEST !!! better use "_FALLING" etc. !!! */ + GfxAction[x][y + 1] = ACTION_ACTIVE; +#endif } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && - JustStopped[x][y]) +#if 1 + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_SMASH(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) + +#else +#if 1 + else if (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + WasJustMoving[x][y] && !Pushed[x][y + 1]) +#else + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + WasJustMoving[x][y]) +#endif +#endif + { + /* 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 0 + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; +#endif + + CheckCollision[x][y] = 0; + +#if 0 + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); +#endif + Impact(x, y); } - else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug) + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) { @@ -3055,78 +5365,187 @@ void StartMoving(int x, int y) started_moving = TRUE; } } - else if (IS_FREE(x, y+1)) + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; + InitMovingField(x, y, MV_DOWN); started_moving = TRUE; } else if (element == EL_AMOEBA_DROP) { - Feld[x][y] = EL_AMOEBA_CREATING; + Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y+1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY + /* Store[x][y + 1] must be zero, because: + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY */ #if 0 #if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) #else - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else - else if ((IS_SLIPPERY(Feld[x][y+1]) || - (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); - boolean right = (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); + + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } - if (left || right) + if (can_fall_any) { - if (left && right && + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - left = !(right = RND(2)); + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } } - else if (IS_BELT_ACTIVE(Feld[x][y+1])) +#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 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; if ((belt_dir == MV_LEFT && left_is_free) || (belt_dir == MV_RIGHT && right_is_free)) { +#if 1 + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); +#endif + InitMovingField(x, y, belt_dir); started_moving = TRUE; - GfxAction[x][y] = GFX_ACTION_DEFAULT; +#if 1 + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; +#endif + + GfxAction[x][y] = ACTION_DEFAULT; + } + else + { + MovDir[x][y] = 0; /* if element was moving, stop it */ } } } - /* not "else if" because of EL_SPRING */ + /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) +#else if (CAN_MOVE(element) && !started_moving) +#endif { + int move_pattern = element_info[element].move_pattern; int newx, newy; +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NO_MOVING) + { + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); + } +#endif +#endif + + Moving2Blocked(x, y, &newx, &newy); + +#if 1 + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; +#else if ((element == EL_SATELLITE || element == EL_BALLOON || element == EL_SPRING) && JustBeingPushed(x, y)) return; +#endif + +#if 1 + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) +#else + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif + { +#if 0 + printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", + element, element_info[element].token_name, + WasJustMoving[x][y], + HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING), + HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING), + HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING), + HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT)); +#endif + +#if 1 + WasJustMoving[x][y] = 0; +#endif + + CheckCollision[x][y] = 0; + + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + +#if 0 + if (Feld[x][y] != element) /* element has changed */ + { + element = Feld[x][y]; + move_pattern = element_info[element].move_pattern; + + if (!CAN_MOVE(element)) + return; + } +#else + if (Feld[x][y] != element) /* element has changed */ + return; +#endif + } +#endif #if 0 #if 0 @@ -3142,24 +5561,33 @@ void StartMoving(int x, int y) #endif #endif +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif + if (!MovDelay[x][y]) /* start new movement phase */ { - /* all objects that can change their move direction after each step */ - /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */ + /* all objects that can change their move direction after each step + (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && - element != EL_PACMAN) + element != EL_PACMAN && + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT && + move_pattern != MV_TURNING_LEFT_RIGHT && + move_pattern != MV_TURNING_RIGHT_LEFT && + move_pattern != MV_TURNING_RANDOM) { -#if 0 - if (element == EL_SPRING) - printf("1--> %d\n", MovDir[x][y]); -#endif TurnRound(x, y); + #if 0 - if (element == EL_SPRING) - printf("2--> %d\n", MovDir[x][y]); + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); #endif + if (MovDelay[x][y] && (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || @@ -3173,61 +5601,116 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; - if (element == EL_ROBOT || - element == EL_YAMYAM || element == EL_DARK_YAMYAM) +#if 0 + if (element == EL_YAMYAM) { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int graphic = el2img(element); - int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8); + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - } + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif - if (MovDelay[x][y] % 4 == 3) - { - if (element == EL_YAMYAM) - PlaySoundLevel(x, y, SND_YAMYAM_WAITING); - else if (element == EL_DARK_YAMYAM) - PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING); - } +#if 0 + if (GfxAction[x][y] != ACTION_WAITING) + printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + + GfxAction[x][y] = ACTION_WAITING; +#endif } - else if (element == EL_SP_ELECTRON) + + if (element == EL_ROBOT || +#if 0 + element == EL_PACMAN || +#endif + element == EL_YAMYAM || + element == EL_DARK_YAMYAM) + { +#if 0 DrawLevelElementAnimation(x, y, element); +#else + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif + PlayLevelSoundAction(x, y, ACTION_WAITING); + } + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_DRAGON) { int i; int dir = MovDir[x][y]; int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 : - dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 : - dir == MV_UP ? IMG_FLAMES_UP1 : - dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, -1); + int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT : + dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : + dir == MV_UP ? IMG_FLAMES_1_UP : + dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + +#if 0 + printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); +#endif + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); - for (i=1; i<=3; i++) + for (i = 1; i <= 3; i++) { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); - if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) break; if (MovDelay[x][y]) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) + /* !!! */ +#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 +#if 0 + if (ChangeDelay[xx][yy]) + printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || + Feld[xx][yy] == EL_BLOCKED)); +#endif + +#if 1 + ChangeDelay[xx][yy] = 0; +#endif Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); + } } else { @@ -3240,47 +5723,76 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); return; } + +#if 0 + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; +#endif } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && - !PLAYER_PROTECTED(newx, newy)) + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && + !PLAYER_ENEMY_PROTECTED(newx, newy)) { - #if 1 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + return; #else - /* enemy got the player */ + /* player killed by element which is deadly when colliding with */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; #endif } - else if ((element == EL_PENGUIN || element == EL_ROBOT || - element == EL_SATELLITE || element == EL_BALLOON) && +#if 1 +#if 1 + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) +#else + else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID) +#endif +#else + + else if ((element == EL_PENGUIN || + element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_BALLOON || + IS_CUSTOM_ELEMENT(element)) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) +#endif { - Blurb(x, y); + SplashAcid(newx, newy); Store[x][y] = EL_ACID; } else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) { if (Feld[newx][newy] == EL_EXIT_OPEN) { +#if 1 + RemoveField(x, y); + DrawLevelField(x, y); +#else Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); +#endif - PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT); + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); @@ -3291,25 +5803,28 @@ void StartMoving(int x, int y) return; } - else if (IS_MAMPF3(Feld[newx][newy])) + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { - if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); else - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } } else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { - if (IS_GEM(Feld[newx][newy])) + if (IS_FOOD_PIG(Feld[newx][newy])) { if (IS_MOVING(newx, newy)) RemoveMovingField(newx, newy); @@ -3319,7 +5834,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_PIG_EATING); + PlayLevelSound(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -3327,9 +5842,96 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } } + +#if 1 + + /* + else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy)) + */ + + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy) + +#if 0 + && + !IS_FREE(newx, newy) +#endif + +) + { + int new_element = Feld[newx][newy]; + +#if 0 + printf("::: '%s' digs '%s' [%d]\n", + element_info[element].token_name, + element_info[Feld[newx][newy]].token_name, + StorePlayer[newx][newy]); +#endif + + if (!IS_FREE(newx, newy)) + { + int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : + IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(new_element) && + !IS_DIGGABLE(new_element) && + !IS_COLLECTIBLE(new_element)) + return; + + if (AmoebaNr[newx][newy] && + (new_element == EL_AMOEBA_FULL || + new_element == EL_BD_AMOEBA || + new_element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[newx][newy]]--; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + } + + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + RemoveField(newx, newy); + DrawLevelField(newx, newy); + } + + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); + } + +#if 1 +#if 1 + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = element_info[element].move_leave_element; +#else + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || + element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) + Store[newx][newy] = element_info[element].move_leave_element; +#endif +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + element_info[element].can_leave_element = TRUE; +#endif + + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + } + +#endif + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { if (!IS_FREE(newx, newy)) @@ -3338,36 +5940,60 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } else { boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; int element1 = (IN_LEV_FIELD(newx1, newy1) ? MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); int element2 = (IN_LEV_FIELD(newx2, newy2) ? MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; + + /* !!! */ +#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; + } + return; } } @@ -3383,10 +6009,10 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_YAMYAM_EATING); + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); } else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && - IS_MAMPF2(Feld[newx][newy])) + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { @@ -3396,15 +6022,22 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } +#if 0 + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) +#else if (IS_MOVING(newx, newy)) +#endif + { RemoveMovingField(newx, newy); + } else { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING); + 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])) @@ -3420,15 +6053,21 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlaySoundLevel(x, y, SND_MOLE_EATING); + PlayLevelSound(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ } else /* element == EL_PACMAN */ { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_EATING); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && @@ -3444,30 +6083,59 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_BUG || element == EL_SPACESHIP || +#if 0 + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + +#if 0 + printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", + element_info[element].token_name, + element_info[blocking_element].token_name, + x, y, newx, newy); +#endif + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + +#if 1 + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || element == EL_SP_SNIKSNAK) DrawLevelField(x, y); - else if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_MOLE) + else if (element == EL_MOLE) DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) - DrawLevelElementAnimation(x, y, element); + else if (element == EL_BD_BUTTERFLY || + element == EL_BD_FIREFLY) + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SATELLITE) - DrawLevelElementAnimation(x, y, element); + DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimation(x, y, element); + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); - PlaySoundLevelAction(x, y, SND_ACTION_WAITING); +#if 0 + PlayLevelSoundAction(x, y, ACTION_WAITING); +#endif return; } InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, SND_ACTION_MOVING); + PlayLevelSoundAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -3477,168 +6145,422 @@ void StartMoving(int x, int y) void ContinueMoving(int x, int y) { int element = Feld[x][y]; + int stored = Store[x][y]; + struct ElementInfo *ei = &element_info[element]; int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_BD_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_BD_MAGIC_WALL_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING && horiz_move) - step *= 2; +#if 0 + int nextx = newx + dx, nexty = newy + dy; +#endif +#if 1 + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); +#else + boolean pushed_by_player = Pushed[x][y]; +#endif -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; + MovPos[x][y] += getElementMoveStepsize(x, y); + +#if 0 + if (pushed_by_player && IS_PLAYER(x, y)) + { + /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + } +#else + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); #endif - MovPos[x][y] += step; + if (ABS(MovPos[x][y]) < TILEX) + { + DrawLevelField(x, y); + + return; /* element is still moving */ + } - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + /* element reached destination field */ + + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + +#if 1 + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; + element = Feld[newx][newy] = EL_ACID; + } +#endif + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - for(i=0; i<4; i++) - { - int xx, yy; + Back[x][y] = Back[newx][newy] = 0; + } +#if 0 + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; + } +#endif +#if 0 + else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + Store[x][y] != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ + + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif + + Store[x][y] = EL_EMPTY; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; + + if (CAN_CHANGE(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } + + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ + + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + ResetGfxAnimation(x, y); /* reset animation values for old field */ + +#if 1 + /* some elements can leave other elements behind after moving */ +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + !IS_PLAYER(x, y)) +#endif + { + int move_leave_element = ei->move_leave_element; + + Feld[x][y] = move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } +#endif + +#if 0 + /* some elements can leave other elements behind after moving */ + if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + ei->can_leave_element_last)) + { + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + + ei->can_leave_element_last = ei->can_leave_element; + ei->can_leave_element = FALSE; +#endif + +#if 0 + /* 2.1.1 (does not work correctly for spring) */ + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; +#else + +#if 0 + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + +#if 0 + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN)) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#else + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#endif + +#endif +#endif + + DrawLevelField(x, y); + DrawLevelField(newx, newy); + + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + + /* prevent pushed element from moving on in pushed direction */ + if (pushed_by_player && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); + +#if 1 + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + { +#if 0 + if (CAN_MOVE(element)) + InitMovDir(newx, newy); + else + MovDir[newx][newy] = 0; +#else + MovDir[newx][newy] = 0; +#endif + } +#endif + + if (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + + WasJustMoving[newx][newy] = 3; + + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; + } + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - xx = x + xy[i][0]; - yy = y + xy[i][1]; +#if USE_NEW_MOVE_STYLE +#if 0 + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + IS_PLAYER(x, newy + 1)) + printf("::: we would now kill the player [%d]\n", FrameCounter); +#endif - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */ - } - } + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + !IS_PLAYER(x, newy + 1)) + Impact(x, newy); +#else + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + Impact(x, newy); +#endif - if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DRIPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (Store[x][y] == EL_ACID) +#if 1 + if (pushed_by_player) + { +#if 1 + int dig_side = MV_DIR_OPPOSITE(direction); +#else + static int trigger_sides[4] = { - element = Feld[newx][newy] = EL_ACID; - } + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(direction)]; +#endif + struct PlayerInfo *player = PLAYERINFO(x, y); - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); + } +#endif - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxAction[x][y] = GFX_ACTION_DEFAULT; +#if 1 + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ +#endif #if 0 - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; -#else - /* - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; - */ - - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); +#if 1 - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; + TestIfElementHitsCustomElement(newx, newy, direction); - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); +#else - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) - Impact(x, newy); - } - else /* still moving on */ + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) { + int hitting_element = Feld[newx][newy]; + + /* !!! fix side (direction) orientation here and elsewhere !!! */ + CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, + direction); + #if 0 - if (GfxAction[x][y] == GFX_ACTION_DEFAULT) + if (IN_LEV_FIELD(nextx, nexty)) { - printf("reset GfxAction...\n"); + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; + int touched_element = MovingOrBlocked2Element(nextx, nexty); + boolean object_hit = (!IS_MOVING(nextx, nexty) || + MovDir[nextx][nexty] != direction || + ABS(MovPos[nextx][nexty]) <= TILEY / 2); + + if (object_hit) + { + int i; + + CheckElementChangeBySide(nextx, nexty, touched_element, + CE_HIT_BY_SOMETHING, opposite_direction); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && + change->trigger_side & touched_side && + change->trigger_element == touched_element) + { + CheckElementChangeByPage(newx, newy, hitting_element, + touched_element, CE_OTHER_IS_HITTING,i); + break; + } + } + } - GfxAction[x][y] = GFX_ACTION_MOVING; + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && + change->trigger_side & hitting_side && + change->trigger_element == hitting_element) + { + CheckElementChangeByPage(nextx, nexty, touched_element, + hitting_element, CE_OTHER_GETS_HIT, i); + break; + } + } + } + } } #endif - - DrawLevelField(x, y); } +#endif + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } int AmoebeNachbarNr(int ax, int ay) @@ -3654,7 +6576,7 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x = ax + xy[i][0]; int y = ay + xy[i][1]; @@ -3684,7 +6606,7 @@ void AmoebenVereinigen(int ax, int ay) if (new_group_nr == 0) return; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -3707,9 +6629,9 @@ void AmoebenVereinigen(int ax, int ay) AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy=0; yy= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ if (nachbarn >= life[2] && nachbarn <= life[3]) { Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1); + 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; } } +#endif + } + + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} + +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} + +static void RunRobotWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); +} + +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +static void InitTimegateWheel(int x, int y) +{ +#if 1 + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +#else + /* another brainless, "type style" bug ... :-( */ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +#endif +} + +static void RunTimegateWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); +} + +void CheckExit(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; + } + + 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 CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; + } + + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} + +static void CloseAllOpenTimegates() +{ + int x, y; + + for (y = 0; y < lev_fieldy; y++) + { + for (x = 0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; +#if 1 + PlayLevelSoundAction(x, y, ACTION_CLOSING); +#else + PlayLevelSound(x, y, SND_TIMEGATE_CLOSING); +#endif + } + } + } +} + +void EdelsteinFunkeln(int x, int y) +{ + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; + + if (Feld[x][y] == EL_BD_DIAMOND) + return; + + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !SimpleRND(500); + + if (MovDelay[x][y] != 0) /* wait some time before next frame */ + { + MovDelay[x][y]--; + + if (setup.direct_draw && MovDelay[x][y]) + SetDrawtoField(DRAW_BUFFERED); + + 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); + + if (setup.direct_draw) + { + int dest_x, dest_y; + + 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); + } + } + } +} + +void MauerWaechst(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + + if (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]); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } + + if (!MovDelay[x][y]) + { + if (MovDir[x][y] == MV_LEFT) + { + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) + 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); + } + + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; + DrawLevelField(x, y); + } } - - if (changed) - PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING : - SND_BIOMAZE_CREATING); } -static void InitRobotWheel(int x, int y) +void MauerAbleger(int ax, int ay) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; -} + 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; -static void RunRobotWheel(int x, int y) -{ - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); -} + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); -static void StopRobotWheel(int x, int y) -{ - if (ZX == x && ZY == y) - ZX = ZY = -1; -} + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; -#if 1 -void RobotWheel(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + if (MovDelay[ax][ay]) /* wait some time before building new wall */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - if (MovDelay[x][y]) /* wait some time before next frame */ + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) + links_frei = TRUE; + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) + rechts_frei = TRUE; + + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + if (oben_frei) { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame); - } + 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; + } + } - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL) + { + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; + } - return; + if (rechts_frei) + { + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; } } - Feld[x][y] = EL_ROBOT_WHEEL; - DrawLevelField(x, y); + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); - if (ZX == x && ZY == y) - ZX = ZY = -1; -} -#endif + 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; -static void InitTimegateWheel(int x, int y) -{ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; -} + 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; -static void RunTimegateWheel(int x, int y) -{ - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + if (new_wall) +#if 1 + PlayLevelSoundAction(ax, ay, ACTION_GROWING); +#else + PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING); +#endif } -#if 1 -void TimegateWheel(int x, int y) +void CheckForDragon(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + int i, j; + boolean dragon_found = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (MovDelay[x][y]) /* wait some time before next frame */ + for (i = 0; i < NUM_DIRECTIONS; i++) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + for (j = 0; j < 4; j++) { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1); + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; - DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame); + 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; } - - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); - - return; + else + break; } } - Feld[x][y] = EL_TIMEGATE_SWITCH; - DrawLevelField(x, y); - - /* THIS HAS NO EFFECT AT ALL! */ -#if 1 - /* !!! THIS LOOKS WRONG !!! */ - if (ZX == x && ZY == y) - ZX = ZY = -1; -#endif - -} -#endif - -#if 1 -void NussKnacken(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 7; - - if (MovDelay[x][y]) /* wait some time before next frame */ + if (!dragon_found) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + for (i = 0; i < NUM_DIRECTIONS; i++) { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + for (j = 0; j < 3; j++) { - int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING, - 6 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame); + 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; } - - return; } } +} - Feld[x][y] = EL_EMERALD; - DrawLevelField(x, y); +static void InitBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; + + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); } -#endif -#if 1 -void BreakingPearl(int x, int y) +static void WarnBuggyBase(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 9; + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (MovDelay[x][y]) /* wait some time before next frame */ + for (i = 0; i < NUM_DIRECTIONS; i++) { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING, - 8 - MovDelay[x][y]); + int xx = x + xy[i][0], yy = y + xy[i][1]; - DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame); - } + if (IS_PLAYER(xx, yy)) + { + PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); - return; + break; } } - - Feld[x][y] = EL_EMPTY; - DrawLevelField(x, y); } -#endif -void SiebAktivieren(int x, int y, int type) +static void InitTrap(int x, int y) { - int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL); - - DrawLevelGraphicAnimation(x, y, graphic); + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } -void CheckExit(int x, int y) +static void ActivateTrap(int x, int y) { - if (local_player->gems_still_needed > 0 || - local_player->sokobanfields_still_needed > 0 || - local_player->lights_still_needed > 0) - return; - - Feld[x][y] = EL_EXIT_OPENING; - - PlaySoundLevelNearest(x, y, SND_EXIT_OPENING); + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); } -void CheckExitSP(int x, int y) +static void ChangeActiveTrap(int x, int y) { - if (local_player->gems_still_needed > 0) - return; - - Feld[x][y] = EL_SP_EXIT_OPEN; + int graphic = IMG_TRAP_ACTIVE; - PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING); + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawLevelFieldCrumbledSand(x, y); } -#if 1 -void AusgangstuerOeffnen(int x, int y) +static void ChangeElementNowExt(int x, int y, int target_element) { - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + int previous_move_direction = MovDir[x][y]; +#if 1 + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y])); +#else + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y]) && + !IS_MOVING(x, y)); +#endif - if (MovDelay[x][y]) /* wait some time before next frame */ + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) { - int tuer; - - MovDelay[x][y]--; - tuer = MovDelay[x][y] / delay; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame); - } - } +#if 0 + printf("::: BOOOM! [%d, '%s']\n", target_element, + element_info[target_element].token_name); +#endif - if (MovDelay[x][y]) - return; + Bang(x, y); + return; } - Feld[x][y] = EL_EXIT_OPEN; - DrawLevelField(x, y); -} -#endif - #if 1 -void OpenSwitchgate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ + if (!add_player) +#endif { - MovDelay[x][y]--; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING, - 29 - MovDelay[x][y]); - - DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame); - } - } - - if (MovDelay[x][y]) - return; - } +#if 1 + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - Feld[x][y] = EL_SWITCHGATE_OPEN; - DrawLevelField(x, y); -} + Feld[x][y] = target_element; +#else + RemoveField(x, y); + Feld[x][y] = target_element; #endif + 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 1 -void CloseSwitchgate(int x, int y) -{ - int delay = 6; + InitField_WithBug1(x, y, FALSE); +#else + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +#endif - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + DrawLevelField(x, y); - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING, - 29 - MovDelay[x][y]); +#if 0 + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif - DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame); - } - } +#if 0 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif - if (MovDelay[x][y]) - return; - } + /* "Changed[][]" not set yet to allow "entered by player" change one time */ + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); - Feld[x][y] = EL_SWITCHGATE_CLOSED; - DrawLevelField(x, y); -} +#if 1 + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ #endif #if 1 -void OpenTimegate(int x, int y) + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif +} + +static boolean ChangeElementNow(int x, int y, int element, int page) { - int delay = 6; + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + int target_element; + int old_element = Feld[x][y]; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) + ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY); - if (MovDelay[x][y]) /* wait some time before next frame */ + if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY)) { - MovDelay[x][y]--; - - if (!(MovDelay[x][y] % delay)) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING, - 29 - MovDelay[x][y]); + /* reset actual trigger element and player */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + } - DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame); - } - } + /* do not change already changed elements with same change event */ +#if 0 + if (Changed[x][y] & ChangeEvent[x][y]) + return FALSE; +#else + if (Changed[x][y]) + return FALSE; +#endif - if (MovDelay[x][y]) - return; - } + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ - Feld[x][y] = EL_TIMEGATE_OPEN; - DrawLevelField(x, y); -} +#if 0 + /* !!! indirect change before direct change !!! */ + CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); #endif -#if 1 -void CloseTimegate(int x, int y) -{ - int delay = 6; + if (change->explode) + { + Bang(x, y); - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + return TRUE; + } - if (MovDelay[x][y]) /* wait some time before next frame */ + if (change->use_target_content) { - MovDelay[x][y]--; + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; - if (!(MovDelay[x][y] % delay)) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + 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[xx][yy]; + int e; + + can_replace[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (content_element == EL_EMPTY_SPACE) { - int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING, - 29 - MovDelay[x][y]); + can_replace[xx][yy] = FALSE; /* do not replace border with space */ - DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame); + continue; } - } - if (MovDelay[x][y]) - return; - } + if (!IN_LEV_FIELD(ex, ey)) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; - Feld[x][y] = EL_TIMEGATE_CLOSED; - DrawLevelField(x, y); -} + continue; + } + +#if 0 + if (Changed[ex][ey]) /* do not change already changed elements */ + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } #endif -static void CloseAllOpenTimegates() -{ - int x, y; + e = Feld[ex][ey]; - for (y=0; yreplace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; #else - DrawLevelElementAnimation(x, y, Feld[x][y]); + empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && + IS_WALKABLE(content_element))); +#if 1 + half_destructible = (empty_for_element || IS_DIGGABLE(e)); +#else + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); #endif - if (MovDelay[x][y] != 0) + if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) || + (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) || + (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e))) { - int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, - 10 - MovDelay[x][y]); + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + } +#endif + } + + if (!change->only_if_complete || complete_replace) + { + boolean something_has_changed = FALSE; + + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; - DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element; - if (setup.direct_draw) + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) { - int dest_x, dest_y; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + ChangeElementNowExt(ex, ey, target_element); - dest_x = FX + SCREENX(x) * TILEX; - dest_y = FY + SCREENY(y) * TILEY; + something_has_changed = TRUE; - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ } } + + if (something_has_changed) + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } } + else + { + target_element = GET_TARGET_ELEMENT(change->target_element, change); + + ChangeElementNowExt(x, y, target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + } + +#if 1 + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page); +#endif + + return TRUE; } -void MauerWaechst(int x, int y) +static void ChangeElement(int x, int y, int page) { - int delay = 6; + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3 * delay; +#ifdef DEBUG + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) + { + printf("\n\n"); + printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("ChangeElement(): This should never happen!\n"); + printf("\n\n"); + } +#endif - if (MovDelay[x][y]) /* wait some time before next frame */ + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) { - MovDelay[x][y]--; +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int graphic = el_dir2img(Feld[x][y], MovDir[x][y]); - int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); + return; + } - DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); - } + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; - if (!MovDelay[x][y]) - { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y])) - DrawLevelField(x - 1, y); - } - else if (MovDir[x][y] == MV_RIGHT) - { - if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y])) - DrawLevelField(x + 1, y); - } - else if (MovDir[x][y] == MV_UP) - { - if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1])) - DrawLevelField(x, y - 1); - } - else - { - if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1])) - DrawLevelField(x, y + 1); - } + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); - } + if (change->pre_change_function) + change->pre_change_function(x, y); } -} - -void MauerAbleger(int ax, int ay) -{ - int element = Feld[ax][ay]; - boolean oben_frei = FALSE, unten_frei = FALSE; - boolean links_frei = FALSE, rechts_frei = FALSE; - boolean oben_massiv = FALSE, unten_massiv = FALSE; - boolean links_massiv = FALSE, rechts_massiv = FALSE; - boolean new_wall = FALSE; - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; + ChangeDelay[x][y]--; - if (MovDelay[ax][ay]) /* wait some time before building new wall */ + if (ChangeDelay[x][y] != 0) /* continue element change */ { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - 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 (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY) + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ { - if (oben_frei) - { - Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE; - Store[ax][ay-1] = element; - MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay - 1), - IMG_WALL_GROWING_ACTIVE_UP, 0); - new_wall = TRUE; - } - if (unten_frei) + if (ChangePage[x][y] != -1) /* remember page from delayed change */ { - Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE; - Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay + 1), - IMG_WALL_GROWING_ACTIVE_DOWN, 0); - new_wall = TRUE; + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + + change = &ei->change_page[page]; } - } - if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY || - element == EL_WALL_GROWING) - { - if (links_frei) +#if 0 + if (IS_MOVING(x, y) && !change->explode) +#else + if (IS_MOVING(x, y)) /* never change a running system ;-) */ +#endif { - Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE; - Store[ax-1][ay] = element; - MovDir[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) - DrawGraphic(SCREENX(ax - 1), SCREENY(ay), - IMG_WALL_GROWING_ACTIVE_LEFT, 0); - new_wall = TRUE; + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ + + return; } - if (rechts_frei) + if (ChangeElementNow(x, y, element, page)) { - Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE; - Store[ax+1][ay] = element; - MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax + 1), SCREENY(ay), - IMG_WALL_GROWING_ACTIVE_RIGHT, 0); - new_wall = TRUE; + if (change->post_change_function) + change->post_change_function(x, y); } } - - if (element == EL_WALL_GROWING && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); - - if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) - oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) - unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) - links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) - rechts_massiv = TRUE; - - if (((oben_massiv && unten_massiv) || - element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) && - ((links_massiv && rechts_massiv) || - element == EL_WALL_GROWING_Y)) - Feld[ax][ay] = EL_WALL; - - if (new_wall) - PlaySoundLevel(ax, ay, SND_WALL_GROWING); } -void CheckForDragon(int x, int y) -{ - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - for (i=0; i<4; i++) +static boolean CheckTriggeredElementChangeExt(int lx, int ly, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) +{ + int i, j, x, y; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); + + if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + return FALSE; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - for (j=0; j<4; j++) + int element = EL_CUSTOM_START + i; + + boolean change_element = FALSE; + int page = 0; + + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; + + for (j = 0; j < element_info[element].num_change_pages; j++) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + struct ElementChangeInfo *change = &element_info[element].change_page[j]; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) + if (change->can_change && + change->events & CH_EVENT_BIT(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 (Feld[xx][yy] == EL_DRAGON) - dragon_found = TRUE; - } - else +#if 0 + if (!(change->events & CH_EVENT_BIT(trigger_event))) + printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", + trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); +#endif + + change_element = TRUE; + page = j; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + break; + } } - } - if (!dragon_found) - { - for (i=0; i<4; i++) + if (!change_element) + continue; + + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) { - for (j=0; j<3; j++) +#if 0 + if (x == lx && y == ly) /* do not change trigger element itself */ + continue; +#endif + + if (Feld[x][y] == element) { - 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; + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); + ChangeElement(x, y, page); } } } -} - -static void InitBuggyBase(int x, int y) -{ - int element = Feld[x][y]; - int activating_delay = FRAMES_PER_SECOND / 4; - MovDelay[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); + return TRUE; } -static void WarnBuggyBase(int x, int y) +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + return FALSE; - for (i=0; i<4; i++) + if (Feld[x][y] == EL_BLOCKED) { - int xx = x + xy[i][0], yy = y + xy[i][1]; + Blocked2Moving(x, y, &x, &y); + element = Feld[x][y]; + } - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); +#if 1 + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif - break; - } + return FALSE; } -} +#endif #if 1 -void CheckBuggyBase(int x, int y) -{ - int element = Feld[x][y]; - - if (element == EL_SP_BUGGY_BASE) + if (trigger_page < 0) { - if (MovDelay[x][y] == 0) /* wait some time before activating base */ + boolean change_element = FALSE; + int i; + + for (i = 0; i < element_info[element].num_change_pages; i++) { - GfxFrame[x][y] = 0; + struct ElementChangeInfo *change = &element_info[element].change_page[i]; - InitBuggyBase(x, y); - } + if (change->can_change && + change->events & CH_EVENT_BIT(trigger_event) && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player) + { + change_element = TRUE; + trigger_page = i; - MovDelay[x][y]--; + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); - if (MovDelay[x][y] != 0) - { - DrawLevelElementAnimation(x, y, element); - } - else - { - Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING; - DrawLevelField(x, y); + break; + } } + + if (!change_element) + return FALSE; } - else if (element == EL_SP_BUGGY_BASE_ACTIVATING) + else { - if (MovDelay[x][y] == 0) /* display activation warning of buggy base */ - { - GfxFrame[x][y] = 0; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[trigger_page]; - InitBuggyBase(x, y); - } - - MovDelay[x][y]--; - - if (MovDelay[x][y] != 0) - { - DrawLevelElementAnimation(x, y, element); - } - else - { - Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE; - DrawLevelField(x, y); - } + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1; /* unused */ } - else if (element == EL_SP_BUGGY_BASE_ACTIVE) - { - if (MovDelay[x][y] == 0) /* start activating buggy base */ - { - GfxFrame[x][y] = 0; - InitBuggyBase(x, y); - } +#else - MovDelay[x][y]--; + /* !!! this check misses pages with same event, but different side !!! */ - if (MovDelay[x][y] != 0) - { - DrawLevelElementAnimation(x, y, element); + if (trigger_page < 0) + trigger_page = element_info[element].event_page_nr[trigger_event]; - WarnBuggyBase(x, y); - } - else - { - Feld[x][y] = EL_SP_BUGGY_BASE; - DrawLevelField(x, y); - } - } -} + if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side)) + return FALSE; #endif -static void InitTrap(int x, int y) -{ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); + ChangeElement(x, y, trigger_page); + + return TRUE; } -static void ActivateTrap(int x, int y) +static void PlayPlayerSound(struct PlayerInfo *player) { - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + int jx = player->jx, jy = player->jy; + int element = player->element_nr; + int last_action = player->last_action_waiting; + int action = player->action_waiting; + + if (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + } + else + { + if (action != last_action) + StopSound(element_info[element].sound[last_action]); + + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); + } } -static void ChangeActiveTrap(int x, int y) +static void PlayAllPlayersSound() { - int graphic = IMG_TRAP_ACTIVE; + int i; - /* if animation frame already drawn, correct crumbled sand border */ - if (IS_ANIMATED(graphic)) - if (checkDrawLevelGraphicAnimation(x, y, graphic)) - DrawCrumbledSand(SCREENX(x), SCREENY(y)); + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); } -#if 1 -void CheckTrap(int x, int y) +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) { - int element = Feld[x][y]; + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; - if (element == EL_TRAP) + player->last_action_waiting = player->action_waiting; + + if (is_waiting) { - if (MovDelay[x][y] == 0) /* wait some time before activating trap */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + if (!last_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; - MovDelay[x][y]--; + 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 (MovDelay[x][y] != 0) + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + } + + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && + player->anim_delay_counter == 0 && + player->post_delay_counter == 0 && + FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && + FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; + + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); + + if (player->is_sleeping) { - /* do nothing while waiting */ + if (player->num_special_action_sleeping > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } } - else + else if (player->is_bored) { - Feld[x][y] = EL_TRAP_ACTIVE; - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_bored = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } } } - else if (element == EL_TRAP_ACTIVE) + else if (last_waiting) /* waiting -> not waiting */ { - int delay = 4; - int num_frames = 8; + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - if (MovDelay[x][y] == 0) /* start activating trap */ - { - MovDelay[x][y] = num_frames * delay; - GfxFrame[x][y] = 0; - } + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - MovDelay[x][y]--; + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - if (MovDelay[x][y] != 0) - { - if (DrawLevelElementAnimation(x, y, element)) - DrawCrumbledSand(SCREENX(x), SCREENY(y)); - } - else - { - Feld[x][y] = EL_TRAP; - DrawLevelField(x, y); - } + player->action_waiting = ACTION_DEFAULT; + + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; } } -#endif #if 1 -static void DrawBeltAnimation(int x, int y, int element) +static byte PlayerActions(struct PlayerInfo *player, byte player_action) { - int belt_nr = getBeltNrFromBeltActiveElement(element); - int belt_dir = game.belt_dir[belt_nr]; +#if 0 + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; +#endif + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); - if (belt_dir != MV_NO_MOVING) - { - DrawLevelElementAnimation(x, y, element); +#if 0 + stored_player_action[player->index_nr] = 0; + num_stored_actions++; +#endif - if (!(FrameCounter % 2)) - PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); - } -} +#if 0 + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); #endif -static void ChangeElement(int x, int y) -{ - int element = Feld[x][y]; + if (!player->active || tape.pausing) + return 0; + +#if 0 + printf("::: [%d %d %d %d] [%d %d]\n", + left, right, up, down, button1, button2); +#endif - if (MovDelay[x][y] == 0) /* initialize element change */ + if (player_action) { - MovDelay[x][y] = changing_element[element].change_delay + 1; - GfxFrame[x][y] = 0; +#if 0 + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); +#endif - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); - } +#if 0 + /* !!! TEST !!! */ + if (player->MovPos == 0) + CheckGravityMovement(player); +#endif + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); + } - MovDelay[x][y]--; + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } - if (MovDelay[x][y] != 0) /* continue element change */ - { - if (IS_ANIMATED(el2img(element))) - DrawLevelElementAnimation(x, y, element); + SetPlayerWaiting(player, FALSE); - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); +#if 1 + return player_action; +#else + stored_player_action[player->index_nr] = player_action; +#endif } - else /* finish element change */ + else { - Feld[x][y] = changing_element[element].next_element; - GfxFrame[x][y] = 0; +#if 0 + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); +#endif - DrawLevelField(x, y); + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovementWhenNotMoving(player); + + if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + + player->is_dropping = FALSE; + + return 0; + } + +#if 0 + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); + TapeRecordAction(stored_player_action); + num_stored_actions = 0; } +#endif } +#else + static void PlayerActions(struct PlayerInfo *player, byte player_action) { static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; -#if 0 - static boolean save_tape_entry = FALSE; -#endif - boolean moved = FALSE, snapped = FALSE, bombed = FALSE; + 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; @@ -4977,143 +8320,121 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) stored_player_action[player->index_nr] = 0; num_stored_actions++; + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + if (!player->active || tape.pausing) return; if (player_action) { -#if 0 - save_tape_entry = TRUE; -#endif - player->frame_reset_delay = 0; + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); if (button1) snapped = SnapField(player, dx, dy); else { if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) { - if (button1 || (bombed && !moved)) + if (button1 || (dropped && !moved)) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ } } -#if 0 - if (tape.recording && (moved || snapped || bombed)) - { - if (bombed && !moved) - player_action &= JOY_BUTTON; - - stored_player_action[player->index_nr] = player_action; - save_tape_entry = TRUE; - } - else if (tape.playing && snapped) - SnapField(player, 0, 0); /* stop snapping */ -#else stored_player_action[player->index_nr] = player_action; -#endif } else { + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + /* no actions for this player (no input at player's configured device) */ - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); -#if 1 if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; -#endif -#if 0 - if (player->MovPos == 0) /* needed for tape.playing */ - player->last_move_dir = MV_NO_MOVING; - - /* !!! CHECK THIS AGAIN !!! - (Seems to be needed for some EL_ROBOT stuff, but breaks - tapes when walking through pipes!) - */ - - /* it seems that "player->last_move_dir" is misused as some sort of - "player->is_just_moving_in_this_moment", which is needed for the - robot stuff (robots don't kill players when they are moving) - */ -#endif - - /* if the player does not move for some time, reset animation to start */ - if (++player->frame_reset_delay > player->move_delay_value) - player->Frame = 0; } -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - save_tape_entry = FALSE; - } -#else if (tape.recording && num_stored_actions >= MAX_PLAYERS) { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + TapeRecordAction(stored_player_action); num_stored_actions = 0; } +} #endif -#if 0 - if (tape.playing && !tape.pausing && !player_action && - tape.counter < tape.length) +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) { - int jx = player->jx, jy = player->jy; - int next_joy = - tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_frames = + MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; - if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && - (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) - { - int dx = (next_joy == JOY_LEFT ? -1 : +1); + if (!advance_player_counters) /* not all players may be affected */ + continue; - if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) - { - int el = Feld[jx+dx][jy]; - int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 : - (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); + stored_player[i].Frame += move_frames; - if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) - { - player->MovDir = next_joy; - player->Frame = FrameCounter % 4; - player->Pushing = TRUE; - } - } - } - } + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + +#if USE_NEW_PUSH_DELAY + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; #endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } } void GameActions() { static unsigned long action_delay = 0; unsigned long action_delay_value; - int sieb_x = 0, sieb_y = 0; + int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; +#if 1 + byte tape_action[MAX_PLAYERS]; +#endif - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) + if (tape.playing && tape.warp_forward && !tape.pausing) action_delay_value = 0; /* ---------- main game synchronization point ---------- */ @@ -5128,12 +8449,12 @@ void GameActions() #endif */ -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) @@ -5150,9 +8471,28 @@ void GameActions() if (tape.pausing) return; +#if 0 + printf("::: getting new tape action [%d]\n", FrameCounter); +#endif + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - for (i=0; ieffective_action = summarized_player_action; - for (i=0; i %d\n", i, + stored_player[i].programmed_action, recorded_player_action[i]); +#endif + +#if 0 actual_player_action = recorded_player_action[i]; +#endif + } + +#if 0 + /* overwrite tape action with programmed action */ + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; +#endif + +#if 0 + if (i == 0) + printf("::: action: %d: %x [%d]\n", + stored_player[i].MovPos, actual_player_action, FrameCounter); +#endif +#if 1 PlayerActions(&stored_player[i], actual_player_action); - ScrollFigure(&stored_player[i], SCROLL_GO_ON); +#else + tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); + + if (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ +#endif + + ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } +#if 0 + if (tape.recording) + TapeRecordAction(tape_action); +#endif + network_player_action_received = FALSE; ScrollScreen(NULL, SCROLL_GO_ON); - - -#ifdef DEBUG #if 0 - if (TimeFrames == 0 && local_player->active) - { - extern unsigned int last_RND(); + FrameCounter++; + TimeFrames++; - printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", - TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); - } -#endif + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].Frame++; #endif -#ifdef DEBUG -#if 0 - if (GameFrameDelay >= 500) - printf("FrameCounter == %d\n", FrameCounter); +#if 1 + /* for downwards compatibility, the following code emulates a fixed bug that + occured when pushing elements (causing elements that just made their last + pushing step to already (if possible) make their first falling step in the + same game frame, which is bad); this code is also needed to use the famous + "spring push bug" which is used in older levels and might be wanted to be + used also in newer levels, but in this case the buggy pushing code is only + affecting the "spring" element and no other elements */ + +#if 1 + if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) +#else + if (game.engine_version < VERSION_IDENT(2,2,0,7)) #endif + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int x = player->jx; + int y = player->jy; + +#if 1 + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y) && + (game.engine_version < VERSION_IDENT(2,2,0,7) || + Feld[x][y] == EL_SPRING)) +#else + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y)) #endif + { + ContinueMoving(x, y); - FrameCounter++; - TimeFrames++; + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif - for (y=0; y 0) - JustStopped[x][y]--; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements with zero push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -5235,44 +8712,106 @@ void GameActions() #endif } - for (y=0; yjx, jy = local_player->jy; - if (element == EL_MAGIC_WALL_FULL || - element == EL_MAGIC_WALL_ACTIVE || - element == EL_MAGIC_WALL_EMPTYING) - { - SiebAktivieren(x, y, 1); - sieb = TRUE; - } - else if (element == EL_BD_MAGIC_WALL_FULL || - element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) - { - SiebAktivieren(x, y, 2); - sieb = TRUE; - } - /* play the element sound at the position nearest to the player */ - if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) + if ((element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_ACTIVE || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) && + ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { - sieb_x = x; - sieb_y = y; + magic_wall_x = x; + magic_wall_y = y; } } } @@ -5416,6 +8911,22 @@ void GameActions() #endif element = Feld[x][y]; +#if 1 + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + CAN_GROW_INTO(element) || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; + } +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || element == EL_SAND || @@ -5429,6 +8940,7 @@ void GameActions() (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) Feld[x][y] = EL_AMOEBA_DROP; } +#endif random = random * 129 + 1; } @@ -5441,16 +8953,16 @@ void GameActions() { game.explosions_delayed = FALSE; - for (y=0; y 0) @@ -5475,7 +8987,7 @@ void GameActions() game.magic_wall_time_left--; if (!game.magic_wall_time_left) { - for (y=0; yshield_deadly_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); else if (player->shield_normal_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; - TimePlayed++; + TapeTime++; - for (i=0; i 0) + if (!level.use_step_counter) { - TimeLeft--; + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawGameValue_Time(TimeLeft); - if (!TimeLeft && setup.time_limit) - for (i=0; i 0) + stored_player[i].move_delay--; +#endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } +#endif + +#if 1 + if (local_player->show_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } +#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -5592,7 +9156,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) int min_x = x, min_y = y, max_x = x, max_y = y; int i; - for (i=0; ijx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; +#if 0 + int nextx = newx + dx; + int nexty = newy + dy; +#endif + +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && +#if 0 + (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) && +#endif + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && + !CAN_MOVE(Feld[newx][newy]) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); +#endif +#endif +#endif +} + static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.gravity && !player->programmed_action) { - int move_dir_vertical = player->action & (MV_UP | MV_DOWN); - int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); +#if 1 + int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; +#else + int move_dir_horizontal = player->action & MV_HORIZONTAL; + int move_dir_vertical = player->action & MV_VERTICAL; +#endif + +#if 1 + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; +#else + boolean player_is_snapping = player->action & JOY_BUTTON_1; +#endif + + int jx = player->jx, jy = player->jy; + + boolean player_is_moving_to_valid_field = + (!player_is_snapping && + (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || + canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); + +#if 0 int move_dir = - (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (player->last_move_dir & MV_HORIZONTAL ? (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); - int jx = player->jx, jy = player->jy; +#endif + +#if 0 + int opposite_dir = MV_DIR_OPPOSITE(move_dir); int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); int new_jx = jx + dx, new_jy = jy + dy; - boolean field_under_player_is_free = - (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + int nextx = new_jx + dx, nexty = new_jy + dy; +#endif + +#if 1 + +#if 1 + boolean player_can_fall_down = canFallDown(player); +#else + boolean player_can_fall_down = + (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid))); +#endif + +#else + boolean player_can_fall_down = + (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1))); +#endif + +#if 0 boolean player_is_moving_to_valid_field = - (IN_LEV_FIELD(new_jx, new_jy) && + ( +#if 1 + !player_is_snapping && +#endif + +#if 1 + IN_LEV_FIELD(new_jx, new_jy) && + (IS_DIGGABLE(Feld[new_jx][new_jy]) || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir && + IN_LEV_FIELD(nextx, nexty) && + element_info[Feld[nextx][nexty]].access_direction & move_dir)) +#else + IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND)); + Feld[new_jx][new_jy] == EL_SAND || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + canEnterSupaplexPort(new_jx, new_jy, dx, dy))) + /* !!! extend EL_SAND to anything diggable !!! */ +#endif + ); +#endif + +#if 0 + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN))); +#endif + +#if 0 + printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", + player_can_fall_down, + player_is_standing_on_valid_field, + player_is_moving_to_valid_field, + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); +#endif + + if (player_can_fall_down && +#if 0 + !player_is_standing_on_valid_field && +#endif + !player_is_moving_to_valid_field) + { +#if 0 + printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n", + jx, jy, FrameCounter); +#endif + + player->programmed_action = MV_DOWN; + } + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ +#if 1 + return CheckGravityMovement(player); +#endif + + if (game.gravity && !player->programmed_action) + { + int jx = player->jx, jy = player->jy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && + !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); - if (field_under_player_is_free && - !player_is_moving_to_valid_field && - !IS_TUBE(Feld[jx][jy])) + if (field_under_player_is_free && !player_is_standing_on_valid_field) player->programmed_action = MV_DOWN; } } -boolean MoveFigureOneStep(struct PlayerInfo *player, +/* + MovePlayerOneStep() + ----------------------------------------------------------------------------- + dx, dy: direction (non-diagonal) to try to move the player to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { +#if 0 + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; + int new_jx = jx + dx, new_jy = jy + dy; int element; int can_move; @@ -5712,12 +9515,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); #endif - if (DONT_GO_TO(element)) + if (DONT_RUN_INTO(element)) { if (element == EL_ACID && dx == 0 && dy == 1) { - Blurb(jx, jy); - Feld[jx][jy] = EL_PLAYER1; + SplashAcid(new_jx, new_jy); + Feld[jx][jy] = EL_PLAYER_1; InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); @@ -5729,44 +9532,126 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, return MF_MOVING; } - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); + can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; - jx = player->jx = new_jx; - jy = player->jy = new_jy; - StorePlayer[jx][jy] = player->element_nr; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(player, SCROLL_INIT); + player->step_counter++; + +#if 0 + player->drop_delay = 0; +#endif + + PlayerVisit[jx][jy] = FrameCounter; + + ScrollPlayer(player, SCROLL_INIT); + +#if 0 + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT, + leave_side); + CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); + } + + if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) + { + CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_OTHER_GETS_ENTERED, enter_side); + CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_ENTERED_BY_PLAYER, enter_side); + } +#endif return MF_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; +#if 1 + if (!player->active) + return FALSE; + + if (!dx && !dy) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + + return FALSE; + } +#else if (!player->active || (!dx && !dy)) return FALSE; +#endif #if 0 if (!FrameReached(&player->move_delay, player->move_delay_value) && !tape.playing) return FALSE; #else + +#if 1 + +#if 0 + printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, + player->move_delay + player->move_delay_value); +#endif + +#if USE_NEW_MOVE_DELAY + if (player->move_delay > 0) +#else + if (!FrameReached(&player->move_delay, player->move_delay_value)) +#endif + { +#if 0 + printf("::: can NOT move\n"); +#endif + + return FALSE; + } +#else if (!FrameReached(&player->move_delay, player->move_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; #endif +#endif + +#if 0 + printf("::: COULD move now\n"); +#endif + +#if USE_NEW_MOVE_DELAY + player->move_delay = -1; /* set to "uninitialized" value */ +#endif + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + /* remove the last programmed player action */ player->programmed_action = 0; @@ -5787,9 +9672,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else FrameCounter++; +#endif + DrawAllPlayers(); BackToFront(); } @@ -5797,15 +9688,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->move_delay_value = original_move_delay_value; } - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) + if (player->last_move_dir & MV_HORIZONTAL) { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } jx = player->jx; @@ -5829,7 +9720,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); @@ -5841,13 +9732,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) scroll_x = old_scroll_x; } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); @@ -5859,7 +9750,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -5880,38 +9771,123 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } } - if (!(moved & MF_MOVING) && !player->Pushing) - player->Frame = 0; - else #if 0 - player->Frame = (player->Frame + 1) % 4; +#if 1 + InitPlayerGfxAnimation(player, ACTION_DEFAULT); #else - player->Frame += 1 * 0; + if (!(moved & MF_MOVING) && !player->is_pushing) + player->Frame = 0; +#endif #endif + player->StepFrame = 0; + if (moved & MF_MOVING) { +#if 0 + printf("::: REALLY moves now\n"); +#endif + if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */ + DrawLevelField(jx, jy); /* for "crumbled sand" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; +#if 1 + player->is_snapping = FALSE; +#endif + +#if 1 + player->is_switching = FALSE; +#endif + + player->is_dropping = FALSE; + + +#if 0 + /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ + +#if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0)) +#endif + { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + +#if 1 + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); +#endif + + } +#endif + + } else { - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); /* player->last_move_dir = MV_NO_MOVING; */ player->is_moving = FALSE; + +#if USE_NEW_MOVE_STYLE + /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ + /* ensure that the player is also allowed to move in the next frame */ + /* (currently, the player is forced to wait eight frames before he can try + again!!!) */ + + player->move_delay = 0; /* allow direct movement in the next frame */ +#endif } - TestIfHeroTouchesBadThing(jx, jy); +#if USE_NEW_MOVE_DELAY + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; +#endif + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) RemoveHero(player); @@ -5919,7 +9895,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; @@ -5932,13 +9908,33 @@ void ScrollFigure(struct PlayerInfo *player, int mode) { player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (player->Frame) - player->Frame += 1; +#if USE_NEW_BLOCK_STYLE + if (player->block_delay_value > 0 && + Feld[last_jx][last_jy] == EL_EMPTY) + { + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 1 + MovDelay[last_jx][last_jy] = player->block_delay_value + 1; +#else + ChangeDelay[last_jx][last_jy] = player->block_last_field_delay; +#endif + } +#else +#if USE_NEW_MOVE_STYLE + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#else if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#endif +#endif +#if 0 DrawPlayer(player); +#endif + return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -5946,20 +9942,44 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - player->Frame += 1; - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if USE_NEW_BLOCK_STYLE +#else + if (!player->block_last_field && + Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif - if (player->MovPos == 0) + if (player->MovPos == 0) /* player reached destination field */ { - if (IS_QUICK_GATE(Feld[last_jx][last_jy])) +#if 1 + if (player->move_delay_reset_counter > 0) + { + player->move_delay_reset_counter--; + + if (player->move_delay_reset_counter == 0) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + } +#else + if (IS_PASSABLE(Feld[last_jx][last_jy])) { /* continue with normal speed after quickly moving through gate */ HALVE_PLAYER_SPEED(player); @@ -5967,20 +9987,125 @@ void ScrollFigure(struct PlayerInfo *player, int mode) /* be able to make the next move without delay */ player->move_delay = 0; } +#endif + +#if USE_NEW_BLOCK_STYLE +#else + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else + Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif player->last_jx = jx; player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { + DrawPlayer(player); /* needed here only to cleanup last field */ RemoveHero(player); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } +#if 1 + /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ + /* this breaks one level: "machine", level 000 */ +#if 0 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif + { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int old_jx = last_jx; + int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + +#if 1 + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); +#endif + + } +#endif + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#if 1 +#if 1 + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) +#endif + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#endif + + if (!player->active) + RemoveHero(player); + } + + if (level.use_step_counter) + { + int i; + + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillHero(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -6011,13 +10136,445 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); redraw_mask |= REDRAW_FIELD; } - else - ScreenMovDir = MV_NO_MOVING; + else + ScreenMovDir = MV_NO_MOVING; +} + +void TestIfPlayerTouchesCustomElement(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 + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, border_side); +#else + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, border_side); + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); +#endif + } + else if (IS_PLAYER(xx, yy)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, center_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, center_side); + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); +#endif + + break; + } + } +} + +void TestIfElementTouchesCustomElement(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_change_page = 0; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int border_trigger_element = EL_UNDEFINED; + int i, j; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) + { + for (j = 0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->trigger_side & border_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element) +#else + change->trigger_element == border_element +#endif + ) + { + change_center_element = TRUE; + center_element_change_page = j; + border_trigger_element = border_element; + + break; + } + } + } + + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + { + for (j = 0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->trigger_side & center_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element) +#else + change->trigger_element == center_element +#endif + ) + { +#if 0 + printf("::: border_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(xx, yy, border_element, center_element, + CE_OTHER_IS_TOUCHING, j); + break; + } + } + } + } + + if (change_center_element) + { +#if 0 + printf("::: center_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(x, y, center_element, border_trigger_element, + CE_OTHER_IS_TOUCHING, center_element_change_page); + } +} + +void TestIfElementHitsCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; +#if 0 + int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) + { + int i; + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && + change->trigger_side & touched_side && + +#if 1 + IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) +#else + change->trigger_element == touched_element +#endif + ) + { + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_HITTING, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && + change->trigger_side & hitting_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) +#else + change->trigger_element == hitting_element +#endif + ) + { + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_HIT, i); + break; + } + } + } + } + } +} + +#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); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) && + change->trigger_side & touched_side && + +#if 1 + IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) +#else + change->trigger_element == touched_element +#endif + ) + { + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) && + change->trigger_side & hitting_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) +#else + change->trigger_element == hitting_element +#endif + ) + { + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_SMASHED,i); + break; + } + } + } + } + } } +#endif void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { { 0, -1 }, @@ -6033,12 +10590,13 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) MV_DOWN }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; @@ -6051,14 +10609,16 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); #endif - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || - (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -6069,10 +10629,18 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(kill_x, kill_y); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(kill_x, kill_y); - else if (!PLAYER_PROTECTED(good_x, good_y)) + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) KillHero(player); +#endif } else Bang(good_x, good_y); @@ -6090,6 +10658,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -6101,7 +10676,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; @@ -6115,11 +10690,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) test_element = Feld[test_x][test_y]; - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || - (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { /* good thing is player or penguin that does not move away */ if (IS_PLAYER(test_x, test_y)) @@ -6129,6 +10704,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + kill_x = test_x; kill_y = test_y; break; @@ -6148,28 +10729,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); - else if (!PLAYER_PROTECTED(kill_x, kill_y)) + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) KillHero(player); +#endif } else Bang(kill_x, kill_y); @@ -6217,7 +10788,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x, y, element; @@ -6227,8 +10798,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) continue; element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE || - element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP) + if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE || + element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) { kill_x = x; kill_y = y; @@ -6247,8 +10818,8 @@ void KillHero(struct PlayerInfo *player) if (!player->active) return; - if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_EMPTY; + /* remove accessible field at the player's position */ + Feld[jx][jy] = EL_EMPTY; /* deactivate shield (else Bang()/Explode() would not work right) */ player->shield_normal_time_left = 0; @@ -6258,9 +10829,15 @@ void KillHero(struct PlayerInfo *player) BuryHero(player); } -static void KillHeroUnlessProtected(int x, int y) +static void KillHeroUnlessEnemyProtected(int x, int y) +{ + if (!PLAYER_ENEMY_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + +static void KillHeroUnlessExplosionProtected(int x, int y) { - if (!PLAYER_PROTECTED(x, y)) + if (!PLAYER_EXPLOSION_PROTECTED(x, y)) KillHero(PLAYERINFO(x, y)); } @@ -6271,8 +10848,12 @@ void BuryHero(struct PlayerInfo *player) if (!player->active) return; - PlaySoundLevel(jx, jy, SND_PLAYER_DYING); - PlaySoundLevel(jx, jy, SND_GAME_LOSING); +#if 1 + PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else + PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); +#endif + PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -6289,7 +10870,7 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; - for (i=0; i push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); +} + +/* + ============================================================================= + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= +*/ + int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) { - int jx = player->jx, jy = player->jy; +#if 0 + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); +#endif + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; + int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); + int opposite_direction = MV_DIR_OPPOSITE(move_direction); +#if 1 + int dig_side = MV_DIR_OPPOSITE(move_direction); +#else + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(move_direction)]; +#endif + int old_element = Feld[jx][jy]; int element; - if (player->MovPos == 0) - player->Pushing = FALSE; - - if (mode == DF_NO_PUSH) + if (is_player) /* function can also be called by EL_PENGUIN */ { - player->Switching = FALSE; - player->push_delay = 0; - return MF_NO_ACTION; + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; + + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else + player->push_delay = 0; +#endif + + return MF_NO_ACTION; + } } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; - if (IS_TUBE(Feld[jx][jy])) +#if 0 + +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) +#endif { int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); int tube_leave_directions[][2] = { - { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { 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 }, @@ -6343,7 +11004,7 @@ int DigField(struct PlayerInfo *player, { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } }; - while (tube_leave_directions[i][0] != Feld[jx][jy]) + while (tube_leave_directions[i][0] != tube_element) { i++; if (tube_leave_directions[i][0] == -1) /* should not happen */ @@ -6354,414 +11015,116 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; /* tube has no opening in this direction */ } - element = Feld[x][y]; - - switch (element) - { - case EL_EMPTY: - case EL_SAND: - case EL_INVISIBLE_SAND: - case EL_INVISIBLE_SAND_ACTIVE: - case EL_TRAP: - case EL_SP_BASE: - case EL_SP_BUGGY_BASE: - case EL_SP_BUGGY_BASE_ACTIVATING: - RemoveField(x, y); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); - break; - - case EL_EMERALD: - case EL_BD_DIAMOND: - case EL_EMERALD_YELLOW: - case EL_EMERALD_RED: - case EL_EMERALD_PURPLE: - case EL_DIAMOND: - case EL_SP_INFOTRON: - case EL_PEARL: - case EL_CRYSTAL: - RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 : - element == EL_PEARL ? 5 : - element == EL_CRYSTAL ? 8 : 1); - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; - RaiseScoreElement(element); - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); - break; - - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); - break; - - case EL_ENVELOPE: - Feld[x][y] = EL_EMPTY; - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); - break; - - case EL_EXTRA_TIME: - RemoveField(x, y); - if (level.time > 0) - { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - } - PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); - break; - - case EL_SHIELD_NORMAL: - RemoveField(x, y); - player->shield_normal_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); - break; - - case EL_SHIELD_DEADLY: - RemoveField(x, y); - player->shield_normal_time_left += 10; - player->shield_deadly_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); - break; - - case EL_DYNAMITE: - case EL_SP_DISK_RED: - RemoveField(x, y); - player->dynamite++; - RaiseScoreElement(EL_DYNAMITE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); - break; - - case EL_DYNABOMB_NR: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); - break; - - case EL_DYNABOMB_SZ: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); - break; - - case EL_DYNABOMB_XL: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); - break; - - case EL_KEY1: - case EL_KEY2: - case EL_KEY3: - case EL_KEY4: - { - int key_nr = element - EL_KEY1; - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); - PlaySoundLevel(x, y, SND_KEY_COLLECTING); - break; - } - - case EL_EM_KEY1: - case EL_EM_KEY2: - case EL_EM_KEY3: - case EL_EM_KEY4: - { - int key_nr = element - EL_EM_KEY1; - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - IMG_KEY1 + key_nr); - PlaySoundLevel(x, y, SND_KEY_COLLECTING); - break; - } - - case EL_ROBOT_WHEEL: - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; - - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; - - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; +#else - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); +#endif - return MF_ACTION; - break; + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ - case EL_BALLOON_SEND_LEFT: - case EL_BALLOON_SEND_RIGHT: - case EL_BALLOON_SEND_UP: - case EL_BALLOON_SEND_DOWN: - case EL_BALLOON_SEND_ANY_DIRECTION: - if (element == EL_BALLOON_SEND_ANY_DIRECTION) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT : - element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SEND_UP ? MV_UP : - element == EL_BALLOON_SEND_DOWN ? MV_DOWN : - MV_NO_MOVING); - PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING); - - return MF_ACTION; - break; + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ - /* the following elements cannot be pushed by "snapping" */ - case EL_ROCK: - case EL_BOMB: - case EL_DX_SUPABOMB: - case EL_NUT: - case EL_TIME_ORB_EMPTY: - case EL_SP_ZONK: - case EL_SP_DISK_ORANGE: - case EL_SPRING: - if (mode == DF_SNAP) - return MF_NO_ACTION; - /* no "break" -- fall through to next case */ - /* the following elements can be pushed by "snapping" */ - case EL_BD_ROCK: - if (dy) - return MF_NO_ACTION; + element = Feld[x][y]; - player->Pushing = TRUE; + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + return MF_NO_ACTION; - if (real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } +#if 1 + if (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif - if (player->push_delay == 0) - player->push_delay = FrameCounter; #if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_SPRING) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING) - return MF_NO_ACTION; + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ #endif - if (mode == DF_SNAP) - { - InitMovingField(x, y, move_direction); - ContinueMoving(x, y); - } - else - { - RemoveField(x, y); - Feld[x + dx][y + dy] = element; - } - - if (element == EL_SPRING) - { - Feld[x + dx][y + dy] = EL_SPRING; - MovDir[x + dx][y + dy] = move_direction; - } - - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); - break; - - case EL_GATE1: - case EL_GATE2: - case EL_GATE3: - case EL_GATE4: - if (!player->key[element - EL_GATE1]) - return MF_NO_ACTION; - break; - - case EL_GATE1_GRAY: - case EL_GATE2_GRAY: - case EL_GATE3_GRAY: - case EL_GATE4_GRAY: - if (!player->key[element - EL_GATE1_GRAY]) - return MF_NO_ACTION; - break; - - case EL_EM_GATE1: - case EL_EM_GATE2: - case EL_EM_GATE3: - case EL_EM_GATE4: - if (!player->key[element - EL_EM_GATE1]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevel(x, y, SND_GATE_PASSING); - break; - - case EL_EM_GATE1_GRAY: - case EL_EM_GATE2_GRAY: - case EL_EM_GATE3_GRAY: - case EL_EM_GATE4_GRAY: - if (!player->key[element - EL_EM_GATE1_GRAY]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevel(x, y, SND_GATE_PASSING); - break; - - case EL_SWITCHGATE_OPEN: - case EL_TIMEGATE_OPEN: - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + switch (element) + { +#if 0 + case EL_SP_PORT_LEFT: + case EL_SP_PORT_RIGHT: + case EL_SP_PORT_UP: + case EL_SP_PORT_DOWN: + case EL_SP_PORT_HORIZONTAL: + case EL_SP_PORT_VERTICAL: + case EL_SP_PORT_ANY: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_GRAVITY_PORT_DOWN: +#if 1 + if (!canEnterSupaplexPort(x, y, dx, dy)) return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING); - break; - - case EL_SP_PORT1_LEFT: - case EL_SP_PORT2_LEFT: - case EL_SP_PORT1_RIGHT: - case EL_SP_PORT2_RIGHT: - case EL_SP_PORT1_UP: - case EL_SP_PORT2_UP: - case EL_SP_PORT1_DOWN: - case EL_SP_PORT2_DOWN: - case EL_SP_PORT_X: - case EL_SP_PORT_Y: - case EL_SP_PORT_XY: +#else if ((dx == -1 && - element != EL_SP_PORT1_LEFT && - element != EL_SP_PORT2_LEFT && - element != EL_SP_PORT_X && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || (dx == +1 && - element != EL_SP_PORT1_RIGHT && - element != EL_SP_PORT2_RIGHT && - element != EL_SP_PORT_X && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || (dy == -1 && - element != EL_SP_PORT1_UP && - element != EL_SP_PORT2_UP && - element != EL_SP_PORT_Y && - element != EL_SP_PORT_XY) || + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || (dy == +1 && - element != EL_SP_PORT1_DOWN && - element != EL_SP_PORT2_DOWN && - element != EL_SP_PORT_Y && - element != EL_SP_PORT_XY) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#endif + + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; /* automatically move to the next field with double speed */ player->programmed_action = move_direction; +#if 1 + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ + + DOUBLE_PLAYER_SPEED(player); + } +#else + player->move_delay_reset_counter = 2; + DOUBLE_PLAYER_SPEED(player); +#endif + +#if 0 + printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter); +#endif - PlaySoundLevel(x, y, SND_SP_PORT_PASSING); + PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; +#endif - case EL_TUBE_ALL: +#if 0 + case EL_TUBE_ANY: case EL_TUBE_VERTICAL: case EL_TUBE_HORIZONTAL: case EL_TUBE_VERTICAL_LEFT: @@ -6776,7 +11139,7 @@ int DigField(struct PlayerInfo *player, int i = 0; int tube_enter_directions[][2] = { - { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, @@ -6800,148 +11163,657 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - PlaySoundLevel(x, y, SND_TUBE_PASSING); + PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); } break; +#endif - case EL_EXIT_CLOSED: - case EL_SP_EXIT_CLOSED: - case EL_EXIT_OPENING: - return MF_NO_ACTION; - break; + default: - case EL_EXIT_OPEN: - case EL_SP_EXIT_OPEN: - if (mode == DF_SNAP) - return MF_NO_ACTION; +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else + if (IS_WALKABLE(element)) +#endif + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; - if (element == EL_EXIT_OPEN) - PlaySoundLevel(x, y, SND_EXIT_PASSING); - else - PlaySoundLevel(x, y, SND_SP_EXIT_PASSING); +#if 0 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#endif - break; +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; + if (IS_GATE(element)) + { + if (!player->key[element - EL_GATE_1]) + return MF_NO_ACTION; + } + else if (IS_GATE_GRAY(element)) + { + if (!player->key[element - EL_GATE_1_GRAY]) + return MF_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); - return MF_ACTION; - break; + /* play sound from background or player, whatever is available */ + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); - case EL_SOKOBAN_FIELD_EMPTY: - break; + break; + } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else + else if (IS_PASSABLE(element)) +#endif + { +#if 0 + if (!canPassField(x, y, move_direction)) + return MF_NO_ACTION; +#else - case EL_SOKOBAN_OBJECT: - case EL_SOKOBAN_FIELD_FULL: - case EL_SATELLITE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; +#if 0 +#if 1 + if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || + !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || + (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) + return MF_NO_ACTION; +#else + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; +#endif +#endif - player->Pushing = TRUE; +#if 1 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#else + if (IS_CUSTOM_ELEMENT(element) && + !ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#endif - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY - || !IS_SB_ELEMENT(element)))) - return MF_NO_ACTION; +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif + +#endif + + if (IS_EM_GATE(element)) + { + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + } + else if (IS_EM_GATE_GRAY(element)) + { + if (!player->key[element - EL_EM_GATE_1_GRAY]) + return MF_NO_ACTION; + } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; + } + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; +#if 1 + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ + + DOUBLE_PLAYER_SPEED(player); + } +#else + player->move_delay_reset_counter = 2; + + DOUBLE_PLAYER_SPEED(player); +#endif - if (dx && real_dy) + PlayLevelSoundAction(x, y, ACTION_PASSING); + + break; + } + else if (IS_DIGGABLE(element)) { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; + RemoveField(x, y); + + if (mode != DF_SNAP) + { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else + GfxElement[x][y] = + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif + player->is_digging = TRUE; + } + + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED, + player->index_bit, dig_side); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + + break; + } + else if (IS_COLLECTIBLE(element)) + { + RemoveField(x, y); + + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } + + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += 10; + DrawGameValue_Time(TimeLeft); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || + (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + { + int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? + element - EL_KEY_1 : element - EL_EM_KEY_1); + + player->key[key_nr] = TRUE; + + DrawGameValue_Keys(player); + + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) + { +#if 1 + player->show_envelope = element; +#else + ShowEnvelope(element - EL_ENVELOPE_1); +#endif + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; + + if (element_info[element].collect_count == 0) + player->inventory_infinite_element = element; + else + for (i = 0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + DrawGameValue_Emeralds(local_player->gems_still_needed); + } + + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_GETS_COLLECTED, + player->index_bit, dig_side); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + + break; } - else if (dy && real_dx) + else if (IS_PUSHABLE(element)) { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MF_NO_ACTION; + + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; + + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MF_NO_ACTION; + +#if 1 + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MF_NO_ACTION; +#endif + +#if 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; +#endif + +#if 1 + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } +#else + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } +#endif + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + + /* + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || + !player_is_pushing)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + */ +#else + if (!player->is_pushing && + game.engine_version >= VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); +#endif + +#if 0 + printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n", + player->push_delay, player->push_delay_value, + FrameCounter, game.engine_version, + player_was_pushing, player->is_pushing, + element, element_info[element].token_name, + GET_NEW_PUSH_DELAY(element)); +#endif + + player->is_pushing = TRUE; + + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) + return MF_NO_ACTION; + + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; + +#if USE_NEW_PUSH_DELAY + +#if 0 + if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) + printf("::: ALERT: %d, %d [%d / %d]\n", + player->push_delay, player->push_delay2, + FrameCounter, FrameCounter / 50); +#endif + + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; +#else + if (player->push_delay == 0) /* new pushing; restart delay */ + player->push_delay = FrameCounter; +#endif + +#if USE_NEW_PUSH_DELAY +#if 0 + if ( (player->push_delay > 0) != (!xxx_fr) ) + printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", + player->push_delay, + xxx_pdv2, player->push_delay2, player->push_delay_value, + FrameCounter, FrameCounter / 50); +#endif + +#if 0 + if (player->push_delay > 0 && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#else + /* !!! */ + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif + +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif + { + /* make sure that there is no move delay before next try to push */ +#if USE_NEW_MOVE_DELAY + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; +#else + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = INITIAL_MOVE_DELAY_OFF; +#endif + return MF_NO_ACTION; + } + +#if 0 + printf("::: NOW PUSHING... [%d]\n", FrameCounter); +#endif + + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); + + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; + + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ + +#if 1 + /* check for element change _after_ element has been pushed! */ +#else + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); +#endif +#endif + + break; } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x,y, element, + CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + + return MF_ACTION; + } + + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + + for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); - if (player->push_delay == 0) - player->push_delay = FrameCounter; #if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_BALLOON) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_BALLOON) - return MF_NO_ACTION; + PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); #endif - - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FIELD_FULL) + } + else if (element == EL_TIMEGATE_SWITCH) { - Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; + ActivateTimegateSwitch(x, y); } - else - RemoveField(x, y); - - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_ANY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJECT) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); + if (element == EL_BALLOON_SWITCH_ANY) + game.balloon_dir = move_direction; else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + MV_NO_MOVING); } - else + else if (element == EL_LAMP) { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT; - if (element == EL_SOKOBAN_FIELD_FULL) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); - else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; + + DrawLevelField(x, y); } - } - else - { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); - } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawGameValue_Time(TimeLeft); - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); + DrawLevelField(x, y); - DrawLevelField(x, y); - DrawLevelField(x + dx, y + dy); +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); + + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + + return MF_ACTION; } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - break; +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); +#endif + } - case EL_PENGUIN: - case EL_PIG: - case EL_DRAGON: - break; +#if 1 + /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); +#endif + } - default: return MF_NO_ACTION; } +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else player->push_delay = 0; +#endif + + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; return MF_MOVING; } @@ -6950,6 +11822,18 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + +#if 0 + if (player->MovPos != 0) + return FALSE; +#else + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) + return FALSE; +#endif if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; @@ -6960,86 +11844,309 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; + + player->is_snapping = FALSE; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - player->snapped = FALSE; return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; + +#if 1 + if (player->MovPos == 0) +#endif + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + player->is_dropping = FALSE; - if (!DigField(player, x, y, 0, 0, DF_SNAP)) + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; + player->is_snapping = TRUE; + +#if 1 + if (player->MovPos == 0) +#endif + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + +#if 1 + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); +#endif + DrawLevelField(x, y); + +#if 0 BackToFront(); +#endif return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int element; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; +#if 1 + int drop_side = drop_direction; +#else + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; + int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; +#endif + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } - if (!player->active || player->MovPos) + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ + + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) return FALSE; - element = Feld[jx][jy]; + /* check if player has anything that can be dropped */ +#if 1 + if (new_element == EL_UNDEFINED) + return FALSE; +#else + if (player->inventory_size == 0 && + player->inventory_infinite_element == EL_UNDEFINED && + player->dynabombs_left == 0) + return FALSE; +#endif - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; - if (element != EL_EMPTY) - Store[jx][jy] = element; + /* collected custom elements can only be dropped on empty fields */ +#if 1 + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) + return FALSE; +#else + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) + return FALSE; +#endif - MovDelay[jx][jy] = 96; - GfxFrame[jx][jy] = 0; + if (old_element != EL_EMPTY) + Back[dropx][dropy] = old_element; /* store old element on this field */ - if (player->dynamite) - { - Feld[jx][jy] = EL_DYNAMITE_ACTIVE; - player->dynamite--; + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) + { + if (player->inventory_size > 0) { - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); + player->inventory_size--; + +#if 0 + new_element = player->inventory_element[player->inventory_size]; +#endif + + DrawGameValue_Dynamite(local_player->inventory_size); + + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; } - PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING); + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + +#if 1 + /* needed if previous element just changed to "empty" in the last frame */ + Changed[dropx][dropy] = 0; /* allow another change */ +#endif + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); +#else + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); +#endif + + TestIfElementTouchesCustomElement(dropx, dropy); } - else + else /* player is dropping a dyna bomb */ { - Feld[jx][jy] = - EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1); player->dynabombs_left--; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); +#if 0 + new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; +#endif + + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + } + + + +#if 1 + + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + { +#if 1 + InitField_WithBug1(dropx, dropy, FALSE); +#else + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); +#endif + } + + new_element = Feld[dropx][dropy]; /* element might have changed */ + + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { +#if 0 + int move_stepsize = element_info[new_element].move_stepsize; +#endif + int move_direction, nextx, nexty; + + if (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); + +#if 1 + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else + + if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) + { +#if 0 + WasJustMoving[dropx][dropy] = 3; +#else +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); +#endif +#endif + } +#if 0 + /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ + else + { + Changed[dropx][dropy] = 0; /* allow another change */ + +#if 1 + TestIfElementHitsCustomElement(dropx, dropy, move_direction); +#else + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); +#endif + } +#endif + +#endif - PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING); +#if 0 + player->drop_delay = 2 * TILEX / move_stepsize + 1; +#endif } +#if 0 + player->drop_delay = 8 + 8 + 8; +#endif + +#if 1 + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); +#endif + +#endif + + player->is_dropping = TRUE; + + return TRUE; } -static void PlaySoundLevel(int x, int y, int nr) +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ + +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; + +void InitPlayLevelSound() +{ + int num_sounds = getSoundListSize(); + + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); + + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} + +static void PlayLevelSound(int x, int y, int nr) { - static int loop_sound_frame[NUM_SOUND_FILES]; - static int loop_sound_volume[NUM_SOUND_FILES]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; @@ -7083,34 +12190,66 @@ static void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -static void PlaySoundLevelNearest(int x, int y, int sound_action) +static void PlayLevelSoundNearest(int x, int y, int sound_action) { - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : x > LEVELX(BX2) ? LEVELX(BX2) : x, y < LEVELY(BY1) ? LEVELY(BY1) : y > LEVELY(BY2) ? LEVELY(BY2) : y, sound_action); } -static void PlaySoundLevelAction(int x, int y, int sound_action) +static void PlayLevelSoundAction(int x, int y, int action) +{ + PlayLevelSoundElementAction(x, y, Feld[x][y], action); +} + +static void PlayLevelSoundElementAction(int x, int y, int element, int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + + if (sound_effect != SND_UNDEFINED) + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundActionIfLoop(int x, int y, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); } -static void PlaySoundLevelElementAction(int x, int y, int element, - int sound_action) +static void StopLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_action_sound[element][sound_action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; - if (sound_effect != -1) - PlaySoundLevel(x, y, sound_effect); + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSound(sound_effect); +} + +static void PlayLevelMusic() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), - FS_SMALL, FC_YELLOW); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) @@ -7122,22 +12261,31 @@ void RaiseScoreElement(int element) case EL_EMERALD_YELLOW: case EL_EMERALD_RED: case EL_EMERALD_PURPLE: - RaiseScore(level.score[SC_EDELSTEIN]); + case EL_SP_INFOTRON: + RaiseScore(level.score[SC_EMERALD]); break; case EL_DIAMOND: - RaiseScore(level.score[SC_DIAMANT]); + RaiseScore(level.score[SC_DIAMOND]); + break; + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); + break; + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); break; case EL_BUG: case EL_BD_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); break; case EL_SPACESHIP: case EL_BD_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); break; case EL_YAMYAM: case EL_DARK_YAMYAM: - RaiseScore(level.score[SC_MAMPFER]); + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -7146,18 +12294,30 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_PACMAN]); break; case EL_NUT: - RaiseScore(level.score[SC_KOKOSNUSS]); + RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: - RaiseScore(level.score[SC_DYNAMIT]); + case EL_SP_DISK_RED: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + RaiseScore(level.score[SC_DYNAMITE]); + break; + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + RaiseScore(level.score[SC_SHIELD]); break; - case EL_KEY1: - case EL_KEY2: - case EL_KEY3: - case EL_KEY4: - RaiseScore(level.score[SC_SCHLUESSEL]); + case EL_EXTRA_TIME: + RaiseScore(level.score[SC_TIME_BONUS]); + break; + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + RaiseScore(level.score[SC_KEY]); break; default: + RaiseScore(element_info[element].collect_score); break; } } @@ -7170,19 +12330,31 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(); else #endif { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); } } else { + +#if 1 + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); +#endif + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + +#if 1 + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); +#endif + } } @@ -7247,9 +12419,9 @@ void CreateGameButtons() { int i; - for (i=0; icustom_id; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; switch (id) @@ -7349,7 +12521,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PAUSE: if (options.network) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else @@ -7363,7 +12535,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PLAY: if (tape.pausing) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else @@ -7384,7 +12556,10 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; - PlayMusic(level_nr); + + SetAudioMode(setup.sound); + + PlayLevelMusic(); } break; @@ -7392,14 +12567,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: