X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=670f8cb14a19a29e0ce6bbfe04483b2790c0d1a9;hb=4be46f1030df4cb7db0ce7c46d2518334861731a;hp=e339e9d3f2b6e8bb6dc4035436720d459e30c331;hpb=3abeab753b05c534b4061ad20a1de50a39da6daa;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index e339e9d3..ea346bfd 100644 --- a/src/game.c +++ b/src/game.c @@ -1,93 +1,790 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" #include "tools.h" #include "screens.h" -#include "sound.h" #include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" -#include "joystick.h" +#include "network.h" + +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + +/* for DigField() */ +#define DF_NO_PUSH 0 +#define DF_DIG 1 +#define DF_SNAP 2 + +/* for MoveFigure() */ +#define MF_NO_ACTION 0 +#define MF_MOVING 1 +#define MF_ACTION 2 + +/* for ScrollFigure() */ +#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 + +/* special positions in the game control window (relative to control window) */ +#define XX_LEVEL 37 +#define YY_LEVEL 20 +#define XX_EMERALDS 29 +#define YY_EMERALDS 54 +#define XX_DYNAMITE 29 +#define YY_DYNAMITE 89 +#define XX_KEYS 18 +#define YY_KEYS 123 +#define XX_SCORE 15 +#define YY_SCORE 159 +#define XX_TIME 29 +#define YY_TIME 194 + +/* special positions in the game control window (relative to main window) */ +#define DX_LEVEL (DX + XX_LEVEL) +#define DY_LEVEL (DY + YY_LEVEL) +#define DX_EMERALDS (DX + XX_EMERALDS) +#define DY_EMERALDS (DY + YY_EMERALDS) +#define DX_DYNAMITE (DX + XX_DYNAMITE) +#define DY_DYNAMITE (DY + YY_DYNAMITE) +#define DX_KEYS (DX + XX_KEYS) +#define DY_KEYS (DY + YY_KEYS) +#define DX_SCORE (DX + XX_SCORE) +#define DY_SCORE (DY + YY_SCORE) +#define DX_TIME (DX + XX_TIME) +#define DY_TIME (DY + YY_TIME) + +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 + +#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define SOUND_CTRL_ID_MUSIC 3 +#define SOUND_CTRL_ID_LOOPS 4 +#define SOUND_CTRL_ID_SIMPLE 5 + +#define NUM_GAME_BUTTONS 6 + +/* forward declaration for internal use */ +static void InitBeltMovement(void); +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); + +void PlaySoundLevel(int, int, int); +void PlaySoundLevelAction(int, int, int); +void PlaySoundLevelElementAction(int, int, int, int); + +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + + +/* ------------------------------------------------------------------------- */ +/* sound definitions */ +/* ------------------------------------------------------------------------- */ + +#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 + ------------------------------------------------------------------------- */ + +struct ChangingElementInfo +{ + int base_element; + int next_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[] = +{ + { 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_UNDEFINED, EL_UNDEFINED, -1, 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) +{ + 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; + + for (y=0; yjx, jy = player->jy; + + player->present = TRUE; + + if (!options.network || player->connected) + { + player->active = TRUE; + + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; + + if (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; + } + break; + + case EL_STONEBLOCK: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) + Feld[x][y] = EL_ACIDPOOL_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; + 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; + break; + + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + case EL_BUG: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + case EL_BD_FIREFLY: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_SP_SNIKSNAK: + case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: + InitMovDir(x, y); + break; + + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: + InitAmoebaNr(x, y); + break; + + case EL_AMOEBA_DROP: + if (y == lev_fieldy - 1) + { + Feld[x][y] = EL_AMOEBA_CREATING; + Store[x][y] = EL_AMOEBA_WET; + } + break; + + case EL_DYNAMITE_ACTIVE: + MovDelay[x][y] = 96; + break; + + case EL_LAMP: + 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); + break; + + case EL_SP_EMPTY: + Feld[x][y] = EL_EMPTY; + break; + + case EL_EM_KEY1_FILE: + Feld[x][y] = EL_EM_KEY1; + break; + case EL_EM_KEY2_FILE: + Feld[x][y] = EL_EM_KEY2; + break; + case EL_EM_KEY3_FILE: + Feld[x][y] = EL_EM_KEY3; + break; + case EL_EM_KEY4_FILE: + Feld[x][y] = EL_EM_KEY4; + break; + + 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: + if (init_game) + { + int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; + break; + + case EL_LIGHT_SWITCH_ACTIVE: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + + default: + break; + } +} + +void DrawGameDoorValues() +{ + int i, j; + + 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); +} + - if (sound_status==SOUND_OFF) - local_player->setup &= ~SETUP_SOUND; - if (!sound_loops_allowed) +/* + ============================================================================= + InitGameSound() + ----------------------------------------------------------------------------- + initialize sound effect lookup table for element actions + ============================================================================= +*/ + +void InitGameSound() +{ + int sound_effect_properties[NUM_SOUND_FILES]; + int i, j; + +#if 0 + debug_print_timestamp(0, NULL); +#endif + + /* initialize sound effect for all elements to "no sound" */ + for (i=0; isetup &= ~SETUP_SOUND_LOOPS; - local_player->setup &= ~SETUP_SOUND_MUSIC; + int len_effect_text = strlen(sound_files[i].token); + + sound_effect_properties[i] = SND_ACTION_UNKNOWN; + is_loop_sound[i] = FALSE; + + /* determine all loop sounds and identify certain sound classes */ + + for (j=0; sound_action_properties[j].text; j++) + { + int len_action_text = strlen(sound_action_properties[j].text); + + 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; + + if (sound_action_properties[j].is_loop) + is_loop_sound[i] = TRUE; + } + } + + /* associate elements and some selected sound actions */ + + for (j=0; jsetup); - sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup); - sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup); - toons_on = SETUP_TOONS_ON(local_player->setup); - direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup); - fading_on = SETUP_FADING_ON(local_player->setup); - autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup); - joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup); - quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup); - scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup); - soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup); +#if 0 + debug_print_timestamp(0, "InitGameEngine"); +#endif -#ifndef MSDOS - if (joystick_nr != old_joystick_nr) +#if 0 + /* TEST ONLY */ { - if (joystick_device) - close(joystick_device); - InitJoystick(); + int element = EL_SAND; + int sound_action = SND_ACTION_DIGGING; + int j = 0; + + while (sound_action_properties[j].text) + { + 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++; + } } #endif } + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i; + + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#endif + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = + (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + INITIAL_MOVE_DELAY_OFF); + + /* 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 element properties according to game engine version */ + { + static int ep_em_slippery_wall[] = + { + 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); + + for (i=0; i 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; + } + + /* initialize changing elements information */ + for (i=0; ibase_element; + + 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; + + i++; + } +} + + +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ + void InitGame() { - int i,j, x,y; - BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + 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; - for(i=0; inr = i; + player->index_nr = i; + player->element_nr = EL_PLAYER1 + i; + + player->present = FALSE; player->active = FALSE; - player->local = FALSE; + + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; player->score = 0; - player->gems_still_needed = level.edelsteine; + player->gems_still_needed = level.gems_needed; player->sokobanfields_still_needed = 0; player->lights_still_needed = 0; player->friends_still_needed = 0; - for(j=0; j<4; j++) + for (j=0; j<4; j++) player->key[j] = FALSE; player->dynamite = 0; player->dynabomb_count = 0; - player->dynabomb_size = 0; + player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; player->MovDir = MV_NO_MOVING; player->MovPos = 0; player->Pushing = FALSE; + player->Switching = FALSE; player->GfxPos = 0; player->Frame = 0; @@ -95,224 +792,301 @@ void InitGame() player->frame_reset_delay = 0; + player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; + + 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 = 0; - player->last_move_dir = MV_NO_MOVING; - player->snapped = FALSE; - player->gone = FALSE; - player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; - DigField(player, 0,0,0,0,DF_NO_PUSH); - SnapField(player, 0,0); + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; - - /* TEST TEST TEST */ - - /* - stored_player[i].active = TRUE; - */ - - /* TEST TEST TEST */ + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); player->LevelSolved = FALSE; player->GameOver = FALSE; } - local_player->active = TRUE; - local_player->local = TRUE; + network_player_action_received = FALSE; + +#if defined(PLATFORM_UNIX) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NO_MOVING); +#endif ZX = ZY = -1; - MampferNr = 0; FrameCounter = 0; TimeFrames = 0; + TimePlayed = 0; TimeLeft = level.time; ScreenMovDir = MV_NO_MOVING; ScreenMovPos = 0; ScreenGfxPos = 0; - AllPlayersGone = SiebAktiv = FALSE; + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + + AllPlayersGone = FALSE; + + game.yam_content_nr = 0; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.balloon_dir = MV_NO_MOVING; + game.explosions_delayed = TRUE; - for(i=0;ijx, jy = player->jy; + for (y=0; yactive = TRUE; + for(y=0; yjx = player->last_jx = x; - player->jy = player->last_jy = y; - break; + InitBeltMovement(); + + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + + /* correct non-moving belts to start moving left */ + for (i=0; i<4; i++) + if (game.belt_dir[i] == MV_NO_MOVING) + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + + /* check if any connected player was not found in playfield */ + for (i=0; iconnected && !player->present) + { + for (j=0; jjx, jy = some_player->jy; + + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) + { + player->present = TRUE; + player->active = TRUE; + some_player->present = FALSE; + + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; + + break; + } } - case EL_BADEWANNE: - if (x0 && Feld[x-1][y]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; - break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - InitMovDir(x,y); - break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: - InitAmoebaNr(x,y); - break; - case EL_TROPFEN: - if (y==lev_fieldy-1) + } + } + + if (tape.playing) + { + /* when playing a tape, eliminate all players who do not participate */ + + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + else if (!options.network && !setup.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ + + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } } - break; - case EL_DYNAMIT: - MovDelay[x][y] = 96; - break; - case EL_BIRNE_AUS: - local_player->lights_still_needed++; - break; - case EL_SOKOBAN_FELD_LEER: - local_player->sokobanfields_still_needed++; - break; - case EL_MAULWURF: - case EL_PINGUIN: - local_player->friends_still_needed++; - break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1<present, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); + } + } + + if (BorderElement == EL_EMPTY) + { + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } + + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; - scroll_x = scroll_y = -1; - if (local_player->jx >= MIDPOSX-1) - scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ? + 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 : - lev_fieldx - SCR_FIELDX + 1); - if (local_player->jy >= MIDPOSY-1) - scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ? + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? local_player->jy - MIDPOSY : - lev_fieldy - SCR_FIELDY + 1); + SBY_Lower); CloseDoor(DOOR_CLOSE_1); DrawLevel(); DrawAllPlayers(); + + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; FadeToFront(); - XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE, - DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL, - int2str(level_nr,2),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS, - int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE, - int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE, - int2str(local_player->score,5),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME, - int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - - DrawGameButton(BUTTON_GAME_STOP); - DrawGameButton(BUTTON_GAME_PAUSE); - DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on)); - XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc, - DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS); - - OpenDoor(DOOR_OPEN_1); - - if (sound_music_on) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); - - XAutoRepeatOff(display); + /* copy default game door content to main double buffer */ + BlitBitmap(new_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(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + + OpenDoor(DOOR_OPEN_ALL); + + PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT); + if (setup.sound_music) + PlayMusic(level_nr); + + KeyboardAutoRepeatOff(); + + if (options.debug) + { + for (i=0; i<4; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); + } } void InitMovDir(int x, int y) @@ -320,77 +1094,98 @@ void InitMovDir(int x, int y) int i, element = Feld[x][y]; static int xy[4][2] = { - { 0,+1 }, - { +1,0 }, - { 0,-1 }, - { -1,0 } + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } }; - static int direction[2][4] = + static int direction[3][4] = { { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP } + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; switch(element) { - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element-EL_KAEFER_R]; - break; - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element-EL_FLIEGER_R]; - break; - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R]; - break; - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element-EL_FIREFLY_R]; - break; - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; + break; + + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; + break; + + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + Feld[x][y] = EL_BD_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; + break; + + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; + + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element-EL_PACMAN_R]; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; + + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; + + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; + + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + default: - MovDir[x][y] = 1<MovPos) + return; + + if (tape.playing && tape.auto_play) + tape.auto_play_level_solved = TRUE; local_player->LevelSolved = FALSE; + PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); + if (TimeLeft) { - if (sound_loops_on) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); - while(TimeLeft > 0) + while (TimeLeft > 0) { - if (!sound_loops_on) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (sound_loops_on) - StopSound(SND_SIRR); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } + 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, + SND_CTRL_PLAY_LOOP); + + while (TimePlayed < 999) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_ZEITBONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + BackToFront(); + if (!tape.playing) + Delay(10); + } + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } + +#if 0 FadeSounds(); +#endif /* Hero disappears */ DrawLevelField(ExitX, ExitY); @@ -468,109 +1302,130 @@ void GameWon() if (tape.recording) { TapeStop(); - SaveLevelTape(tape.level_nr); /* Ask to save tape */ + SaveTape(tape.level_nr); /* Ask to save tape */ } - if (level_nr == local_player->handicap && - level_nr < leveldir[leveldir_nr].levels-1) - { - local_player->handicap++; - bumplevel = TRUE; - SavePlayerInfo(PLAYER_LEVEL); + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); } - if ((hi_pos=NewHiScore()) >= 0) + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + + if ((hi_pos = NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } } else { game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } DrawMainMenu(); } BackToFront(); } -BOOL NewHiScore() +int NewHiScore() { - int k,l; + int k, l; int position = -1; LoadScore(level_nr); - if (!strcmp(local_player->alias_name,EMPTY_ALIAS) || - local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score) - return(-1); + if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || + local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; - for(k=0;kscore > highscore[k].Score) { - /* Spieler kommt in Highscore-Liste */ + /* player has made it to the hall of fame */ - if (kalias_name,highscore[l].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; + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; } } #ifdef ONE_PER_NAME put_into_list: #endif - sprintf(highscore[k].Name,local_player->alias_name); + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strcmp(local_player->alias_name,highscore[k].Name)) - break; /* Spieler schon mit besserer Punktzahl in der Liste */ + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) + break; /* player already there with a higher score */ #endif } - if (position>=0) + if (position >= 0) SaveScore(level_nr); - return(position); + return position; } void InitMovingField(int x, int y, int direction) { - 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 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); + + if (!JustStopped[x][y] || direction != MovDir[x][y]) + GfxFrame[x][y] = 0; MovDir[x][y] = direction; MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_LEERRAUM) + + if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; + + if (direction == MV_DOWN && CAN_FALL(element)) + GfxAction[x][y] = GFX_ACTION_FALLING; + else + GfxAction[x][y] = GFX_ACTION_MOVING; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) { int direction = MovDir[x][y]; - int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); + int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); *goes_to_x = newx; *goes_to_y = newy; @@ -581,13 +1436,13 @@ void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) int oldx = x, oldy = y; int direction = MovDir[x][y]; - if (direction==MV_LEFT) + if (direction == MV_LEFT) oldx++; - else if (direction==MV_RIGHT) + else if (direction == MV_RIGHT) oldx--; - else if (direction==MV_UP) + else if (direction == MV_UP) oldy++; - else if (direction==MV_DOWN) + else if (direction == MV_DOWN) oldy--; *comes_from_x = oldx; @@ -598,20 +1453,43 @@ int MovingOrBlocked2Element(int x, int y) { int element = Feld[x][y]; - if (element==EL_BLOCKED) + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return element; +} + +static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) +{ + /* like MovingOrBlocked2Element(), but if element is moving + and (x,y) is the field the moving element is just leaving, + return EL_BLOCKED instead of the element value */ + int element = Feld[x][y]; + + if (IS_MOVING(x, y)) { - int oldx,oldy; + if (element == EL_BLOCKED) + { + int oldx, oldy; - Blocked2Moving(x,y,&oldx,&oldy); - return(Feld[oldx][oldy]); + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; } else - return(element); + return element; } static void RemoveField(int x, int y) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; @@ -619,200 +1497,239 @@ static void RemoveField(int x, int y) void RemoveMovingField(int x, int y) { - int oldx = x,oldy = y, newx = x,newy = y; + int oldx = x, oldy = y, newx = x, newy = y; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y)) + if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) return; - if (IS_MOVING(x,y)) + if (IS_MOVING(x, y)) { - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y]==EL_BLOCKED) + else if (Feld[x][y] == EL_BLOCKED) { - Blocked2Moving(x,y,&oldx,&oldy); - if (!IS_MOVING(oldx,oldy)) + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y]==EL_BLOCKED && - (Store[oldx][oldy]==EL_MORAST_LEER || - Store[oldx][oldy]==EL_SIEB_LEER || - Store[oldx][oldy]==EL_SIEB2_LEER || - Store[oldx][oldy]==EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } + if (Feld[x][y] == 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_LEERRAUM; + Feld[oldx][oldy] = EL_EMPTY; + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_LEERRAUM; + 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; - DrawLevelField(oldx,oldy); - DrawLevelField(newx,newy); + DrawLevelField(oldx, oldy); + DrawLevelField(newx, newy); } void DrawDynamite(int x, int y) { int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + int graphic = el2img(Feld[x][y]); + int frame; - if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y)) + if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; if (Store[x][y]) - DrawGraphic(sx,sy, el2gfx(Store[x][y])); + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); - if (Feld[x][y]==EL_DYNAMIT) - { - if ((phase = (96-MovDelay[x][y])/12) > 6) - phase = 6; - } - else - { - if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3) - phase = 7-phase; - } + frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]); - if (Store[x][y]) - DrawGraphicThruMask(sx,sy, graphic + phase); + /* + printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]); + */ + + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0); + else if (Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); else - DrawGraphic(sx,sy, graphic + phase); + DrawGraphic(sx, sy, graphic, frame); } void CheckDynamite(int x, int y) { - if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */ + if (MovDelay[x][y]) /* dynamite is still waiting to explode */ { MovDelay[x][y]--; if (MovDelay[x][y]) { - if (!(MovDelay[x][y] % 12)) - PlaySoundLevel(x,y,SND_ZISCH); + if (!(MovDelay[x][y] % 6)) + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + + if (IS_ACTIVE_BOMB(Feld[x][y])) + { + int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); - if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x,y); - else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x,y); + if (!(MovDelay[x][y] % delay)) + DrawDynamite(x, y); + } return; } } - StopSound(SND_ZISCH); - Bang(x,y); + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) + StopSound(SND_DYNAMITE_ACTIVE); + else + StopSound(SND_DYNABOMB_ACTIVE); + + Bang(x, y); } void Explode(int ex, int ey, int phase, int mode) { - int x,y; - int num_phase = 9, delay = 2; - int last_phase = num_phase*delay; - int half_phase = (num_phase/2)*delay; + int x, y; + int num_phase = 9; + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } - if (phase==0) /* Feld 'Store' initialisieren */ + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; - if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey)) + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { - center_element = MovingOrBlocked2Element(ex,ey); - RemoveMovingField(ex,ey); + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for(y=ey-1;ypresent) + StorePlayer[x][y] = 0; } - else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y))) + else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - if (phase==delay) - ErdreichAnbroeckeln(SCREENX(x),SCREENY(y)); + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); + int frame = getGraphicAnimationFrame(graphic, phase - delay); + + if (phase == delay) + DrawCrumbledSand(SCREENX(x), SCREENY(y)); - DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1)); + if (IS_PFORTE(Store[x][y])) + { + DrawLevelElement(x, y, Store[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); + } + else + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } } void DynaExplode(int ex, int ey) { - int i,j; - struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1]; + int i, j; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - Store2[ex][ey] = 0; /* delete player information */ + if (IS_ACTIVE_BOMB(Feld[ex][ey])) + { + player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } - Explode(ex,ey,0,EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_CENTER); - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - for(j=1; j<=player->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 % 4][0]; + int y = ey + j * xy[i % 4][1]; int element; - if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y])) + if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) break; element = Feld[x][y]; - Explode(x,y,0,EX_BORDER); - if (element != EL_LEERRAUM && - element != EL_ERDREICH && - element != EL_EXPLODING && - !player->dynabomb_xl) + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + + Explode(x, y, EX_PHASE_START, EX_BORDER); + + if (element != EL_EMPTY && + element != EL_SAND && + element != EL_EXPLOSION && + !dynabomb_xl) break; } } - - player->dynabombs_left++; } void Bang(int x, int y) { int element = Feld[x][y]; - PlaySoundLevel(x,y,SND_ROAAAR); + if (game.emulation == EMU_SUPAPLEX) + PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + else + PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + +#if 0 + if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ + element = EL_EMPTY; +#endif switch(element) { - case EL_KAEFER: - case EL_FLIEGER: - case EL_BUTTERFLY: - case EL_FIREFLY: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: + case EL_MOLE: RaiseScoreElement(element); - Explode(x,y,0,EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB: + 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: - DynaExplode(x,y); + DynaExplode(x, y); break; - case EL_BIRNE_AUS: - case EL_BIRNE_EIN: - Explode(x,y,0,EX_CENTER); + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x,y,0,EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } } @@ -941,217 +1912,546 @@ void Blurb(int x, int y) { int element = Feld[x][y]; - if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */ + if (element != EL_ACID_SPLASH_LEFT && + element != EL_ACID_SPLASH_RIGHT) /* start */ { - PlaySoundLevel(x,y,SND_BLURB); - 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)))) + 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_BLURB_LEFT; + 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)))) + 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_BLURB_RIGHT; + Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; } } - else /* Blubbern */ + else /* go on */ { - int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); + int graphic = (element == EL_ACID_SPLASH_LEFT ? + IMG_ACID_SPLASH_LEFT : + IMG_ACID_SPLASH_RIGHT); - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ + if (!MovDelay[x][y]) /* initialize animation counter */ MovDelay[x][y] = 9; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* continue animation */ { MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2); + 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 (!MovDelay[x][y]) { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x,y); + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); + } + } + } +} + +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 + }; + 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 + }; + + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i=0; i<4; i++) + { + int belt_nr = i; + + for (j=0; j<3; 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; + else + new_graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + } + + for(y=0; y 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + } + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy=0) - PlaySoundLevel(x,y,sound); - } + PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT); } void TurnRound(int x, int y) { static struct { - int x,y; + int x, y; } move_xy[] = { - { 0,0 }, - {-1,0 }, - {+1,0 }, - { 0,0 }, - { 0,-1 }, - { 0,0 }, { 0,0 }, { 0,0 }, - { 0,+1 } + { 0, 0 }, + {-1, 0 }, + {+1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { - int left,right,back; + int left, right, back; } turn[] = { { 0, 0, 0 }, @@ -1165,62 +2465,65 @@ void TurnRound(int x, int y) int element = Feld[x][y]; int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; + int left_dir = turn[old_move_dir].left; int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + int back_dir = turn[old_move_dir].back; - int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; - int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; - int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; + int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; + int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; + int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; + int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; - int left_x = x+left_dx, left_y = y+left_dy; - int right_x = x+right_dx, right_y = y+right_dy; - int move_x = x+move_dx, move_y = y+move_dy; + int left_x = x + left_dx, left_y = y + left_dy; + int right_x = x + right_dx, right_y = y + right_dy; + int move_x = x + move_dx, move_y = y + move_dy; - if (element==EL_KAEFER || element==EL_BUTTERFLY) + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x,y); + TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(right_x,right_y) && - IS_FREE_OR_PLAYER(right_x,right_y)) + if (IN_LEV_FIELD(right_x, right_y) && + IS_FREE(right_x, right_y)) MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) + else if (!IN_LEV_FIELD(move_x, move_y) || + !IS_FREE(move_x, move_y)) MovDir[x][y] = left_dir; - if (element==EL_KAEFER && MovDir[x][y] != old_move_dir) + if (element == EL_BUG && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; - else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */ + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } - else if (element==EL_FLIEGER || element==EL_FIREFLY) + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x,y); + TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(left_x,left_y) && - IS_FREE_OR_PLAYER(left_x,left_y)) + if (IN_LEV_FIELD(left_x, left_y) && + IS_FREE(left_x, left_y)) MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) + else if (!IN_LEV_FIELD(move_x, move_y) || + !IS_FREE(move_x, move_y)) MovDir[x][y] = right_dir; - if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir) + if ((element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; - else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */ + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } - else if (element==EL_MAMPFER) + else if (element == EL_YAMYAM) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - Feld[left_x][left_y] == EL_DIAMANT)) + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE_OR_PLAYER(left_x, left_y) || + Feld[left_x][left_y] == EL_DIAMOND)) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - Feld[right_x][right_y] == EL_DIAMANT)) + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE_OR_PLAYER(right_x, right_y) || + Feld[right_x][right_y] == EL_DIAMOND)) can_turn_right = TRUE; if (can_turn_left && can_turn_right) @@ -1234,16 +2537,16 @@ void TurnRound(int x, int y) MovDelay[x][y] = 16+16*RND(3); } - else if (element==EL_MAMPFER2) + else if (element == EL_DARK_YAMYAM) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE_OR_PLAYER(left_x, left_y) || IS_MAMPF2(Feld[left_x][left_y]))) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE_OR_PLAYER(right_x, right_y) || IS_MAMPF2(Feld[right_x][right_y]))) can_turn_right = TRUE; @@ -1258,16 +2561,16 @@ void TurnRound(int x, int y) MovDelay[x][y] = 16+16*RND(3); } - else if (element==EL_PACMAN) + else if (element == EL_PACMAN) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE_OR_PLAYER(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_OR_PLAYER(right_x,right_y) || + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE_OR_PLAYER(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) can_turn_right = TRUE; @@ -1282,40 +2585,40 @@ void TurnRound(int x, int y) MovDelay[x][y] = 6+RND(40); } - else if (element==EL_SCHWEIN) + else if (element == EL_PIG) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - BOOL should_turn_left = FALSE, should_turn_right = FALSE; - BOOL should_move_on = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean should_turn_left = FALSE, should_turn_right = FALSE; + boolean should_move_on = FALSE; int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y]))) + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y]))) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y]))) + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y]))) can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x,move_y) && - (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y]))) + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y]))) can_move_on = TRUE; if (can_turn_left && (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy)))) + (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) && + !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy)))) should_turn_left = TRUE; if (can_turn_right && (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy)))) + (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) && + !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy)))) should_turn_right = TRUE; if (can_move_on && (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy)))) + (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) && + !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) || + (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) && + !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy)))) should_move_on = TRUE; if (should_turn_left || should_turn_right || should_move_on) @@ -1348,23 +2651,23 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) && + 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])) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } - else if (element==EL_DRACHE) + else if (element == EL_DRAGON) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y)) + 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)) + 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)) + if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) can_move_on = TRUE; if (can_move_on && rnd > rnd_value/8) @@ -1378,13 +2681,57 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y)) + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } - else if (element==EL_ROBOT || element==EL_SONDE || - element==EL_MAULWURF || element==EL_PINGUIN) + 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; + + 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; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { + 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; + + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN) { int attr_x = -1, attr_y = -1; @@ -1397,12 +2744,12 @@ void TurnRound(int x, int y) { int i; - for(i=0; ijx, jy = player->jy; - if (!player->active || player->gone) + if (!player->active) continue; if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) @@ -1413,29 +2760,29 @@ void TurnRound(int x, int y) } } - if (element==EL_ROBOT && ZX>=0 && ZY>=0) + if (element == EL_ROBOT && ZX>=0 && ZY>=0) { attr_x = ZX; attr_y = ZY; } - if (element==EL_MAULWURF || element==EL_PINGUIN) + if (element == EL_PENGUIN) { int i; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { int ex = x + xy[i%4][0]; int ey = y + xy[i%4][1]; - if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF) + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { attr_x = ex; attr_y = ey; @@ -1454,15 +2801,15 @@ void TurnRound(int x, int y) else if (attr_y>y) MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); - if (element==EL_ROBOT) + if (element == EL_ROBOT) { int newx, newy; 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)); - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(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; @@ -1475,30 +2822,30 @@ void TurnRound(int x, int y) if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) { - BOOL first_horiz = RND(2); + boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; MovDir[x][y] = new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx,newy) && - (IS_FREE(newx,newy) || - Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element==EL_PINGUIN) && - (Feld[newx][newy] == EL_AUSGANG_AUF || + 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; MovDir[x][y] = new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx,newy) && - (IS_FREE(newx,newy) || - Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element==EL_PINGUIN) && - (Feld[newx][newy] == EL_AUSGANG_AUF || + 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; @@ -1509,50 +2856,56 @@ void TurnRound(int x, int y) } } -static BOOL JustBeingPushed(int x, int y) +static boolean JustBeingPushed(int x, int y) { int i; - for(i=0; iactive && !player->gone && - player->Pushing && player->MovPos) + if (player->active && player->Pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); if (x == next_jx && y == next_jy) - return(TRUE); + return TRUE; } } - return(FALSE); + return FALSE; } void StartMoving(int x, int y) { + static boolean use_spring_bug = TRUE; + boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; - if (CAN_FALL(element) && y0 && IS_PLAYER(x-1,y)) || (x0 && IS_PLAYER(x-1, y)) || (x EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY + */ +#if 0 +#if OLD_GAME_BEHAVIOUR else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) +#else + else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y+1]) || + (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) +#endif { - BOOL left = (x>0 && IS_FREE(x-1,y) && - (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE)); - BOOL right = (x0 && IS_FREE(x-1, y) && + (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); + boolean right = (x0 && IS_FREE(x-1, y)); + boolean right_is_free = (x %d\n", MovDir[x][y]); +#endif + TurnRound(x, y); +#if 0 + if (element == EL_SPRING) + printf("2--> %d\n", MovDir[x][y]); +#endif + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) + DrawLevelField(x, y); } } - if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next movement */ { MovDelay[x][y]--; - if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2) + if (element == EL_ROBOT || + element == EL_YAMYAM || element == EL_DARK_YAMYAM) { - int phase = MovDelay[x][y] % 8; - - if (phase>3) - phase = 7-phase; + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el2img(element); + int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8); - if (IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } - if ((element==EL_MAMPFER || element==EL_MAMPFER2) - && MovDelay[x][y]%4==3) - PlaySoundLevel(x,y,SND_NJAM); + 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); + } } - else if (element==EL_DRACHE) + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimation(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 ? GFX_FLAMMEN_LEFT : - dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : - dir == MV_UP ? GFX_FLAMMEN_UP : - dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); - int phase = FrameCounter % 2; + 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); - 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 flame_graphic = graphic + (i - 1); - if (!IN_LEV_FIELD(xx,yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING) + if (!IN_LEV_FIELD(xx, yy) || + IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) break; if (MovDelay[x][y]) { - int flamed = MovingOrBlocked2Element(xx,yy); + int flamed = MovingOrBlocked2Element(xx, yy); if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) - Bang(xx,yy); + Bang(xx, yy); else - RemoveMovingField(xx,yy); + RemoveMovingField(xx, yy); - Feld[xx][yy] = EL_BURNING; - if (IN_SCR_FIELD(sx,sy)) - DrawGraphic(sx,sy, graphic + phase*3 + i-1); + Feld[xx][yy] = EL_FLAMES; + if (IN_SCR_FIELD(sx, sy)) + DrawGraphic(sx, sy, flame_graphic, frame); } else { - if (Feld[xx][yy] == EL_BURNING) - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; + DrawLevelField(xx, yy); } } } - if (MovDelay[x][y]) - return; - } + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); - if (element==EL_KAEFER || element==EL_BUTTERFLY) - { - PlaySoundLevel(x,y,SND_KLAPPER); - } - else if (element==EL_FLIEGER || element==EL_FIREFLY) - { - PlaySoundLevel(x,y,SND_ROEHR); + return; + } } - /* neuer Schritt / Wartezustand beendet */ + /* now make next step */ - Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */ + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx,newy)) + if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + !PLAYER_PROTECTED(newx, newy)) { - /* Spieler erwischt */ + +#if 1 + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + return; +#else + /* enemy got the player */ MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx,newy)); + KillHero(PLAYERINFO(newx, newy)); return; +#endif + } - else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element==EL_ROBOT || element==EL_SONDE) && - IN_LEV_FIELD(newx,newy) && - MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE) + else if ((element == EL_PENGUIN || element == EL_ROBOT || + element == EL_SATELLITE || element == EL_BALLOON) && + IN_LEV_FIELD(newx, newy) && + MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { - Blurb(x,y); - Store[x][y] = EL_SALZSAEURE; + Blurb(x, y); + Store[x][y] = EL_ACID; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx,newy)) + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) { - if (Feld[newx][newy] == EL_AUSGANG_AUF) + if (Feld[newx][newy] == EL_EXIT_OPEN) { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x,y); + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); - PlaySoundLevel(newx,newy,SND_BUING); - if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element)); + PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); local_player->friends_still_needed--; if (!local_player->friends_still_needed && @@ -1803,241 +3262,352 @@ void StartMoving(int x, int y) } else if (IS_MAMPF3(Feld[newx][newy])) { - if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING) - DrawLevelField(newx,newy); + if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + DrawLevelField(newx, newy); else MovDir[x][y] = MV_NO_MOVING; } - else if (!IS_FREE(newx,newy)) + else if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(x,y); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); return; } } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy)) + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { if (IS_GEM(Feld[newx][newy])) { - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_PIG_EATING); } - else if (!IS_FREE(newx,newy)) + else if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(x,y); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); return; } } - else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy)) + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { - if (!IS_FREE(newx,newy)) + if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(x,y); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); return; } else { - BOOL wanna_flame = !RND(10); + boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; int newx1 = newx+1*dx, newy1 = newy+1*dy; int newx2 = newx+2*dx, newy2 = newy+2*dy; - int element1 = (IN_LEV_FIELD(newx1,newy1) ? - MovingOrBlocked2Element(newx1,newy1) : EL_BETON); - int element2 = (IN_LEV_FIELD(newx2,newy2) ? - MovingOrBlocked2Element(newx2,newy2) : EL_BETON); + 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)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) { - if (IS_PLAYER(x,y)) - DrawPlayerField(x,y); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); + + PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; - Feld[newx][newy] = EL_BURNING; - if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM) - Feld[newx1][newy1] = EL_BURNING; - if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM) - Feld[newx2][newy2] = EL_BURNING; + Feld[newx][newy] = EL_FLAMES; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + Feld[newx1][newy1] = EL_FLAMES; + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + Feld[newx2][newy2] = EL_FLAMES; return; } } } - else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) && - Feld[newx][newy]==EL_DIAMANT) + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) { - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_YAMYAM_EATING); } - else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) && + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && IS_MAMPF2(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) AmoebaCnt[AmoebaNr[newx][newy]]--; } - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING); } - else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) && - IS_AMOEBOID(Feld[newx][newy])) + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) AmoebaCnt[AmoebaNr[newx][newy]]--; } - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlaySoundLevel(x, y, SND_MOLE_EATING); + 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); + } } - else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy)) - { /* gegen Wand gelaufen */ - TurnRound(x,y); + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ - if (element == EL_KAEFER || element == EL_FLIEGER) - DrawLevelField(x,y); - else if (element == EL_BUTTERFLY || element == EL_FIREFLY) - DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL); - else if (element==EL_SONDE) - DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); + TurnRound(x, y); + + 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) + DrawLevelField(x, y); + else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + DrawLevelElementAnimation(x, y, element); + else if (element == EL_SATELLITE) + DrawLevelElementAnimation(x, y, element); + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimation(x, y, element); + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); + + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); return; } - if (element==EL_ROBOT && IN_SCR_FIELD(x,y)) - PlaySoundLevel(x,y,SND_SCHLURF); + InitMovingField(x, y, MovDir[x][y]); - InitMovingField(x,y,MovDir[x][y]); + PlaySoundLevelAction(x, y, SND_ACTION_MOVING); } if (MovDir[x][y]) - ContinueMoving(x,y); + ContinueMoving(x, y); } void ContinueMoving(int x, int y) { int element = Feld[x][y]; int direction = MovDir[x][y]; - int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); + int 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 (CAN_FALL(element) && horiz_move) + 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 OLD_GAME_BEHAVIOUR + else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) step*=2; - else if (element==EL_TROPFEN) - step/=2; - else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER) - step/=4; +#endif MovPos[x][y] += step; - if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */ + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; - if (Store[x][y]==EL_MORAST_VOLL) + if (element == EL_MOLE) { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + Feld[x][y] = EL_SAND; + DrawLevelField(x, y); + + for(i=0; i<4; i++) + { + int xx, yy; + + xx = x + xy[i][0]; + yy = y + xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) + DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */ + } } - else if (Store[x][y]==EL_MORAST_LEER) + + if (element == EL_QUICKSAND_FILLING) { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y]==EL_SIEB_VOLL) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y]==EL_SIEB_LEER) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); + 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 (Store[x][y]==EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_EMPTYING) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + 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 (Store[x][y]==EL_SIEB2_LEER) + else if (element == EL_BD_MAGIC_WALL_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + 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 (Store[x][y]==EL_SALZSAEURE) + else if (element == EL_BD_MAGIC_WALL_EMPTYING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + 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 (Store[x][y]==EL_AMOEBE_NASS) + else if (element == EL_AMOEBA_DRIPPING) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; } + Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxAction[x][y] = GFX_ACTION_DEFAULT; + +#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; +#endif - DrawLevelField(x,y); - DrawLevelField(newx,newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); Stop[newx][newy] = TRUE; - JustHit[x][newy] = 3; + JustStopped[newx][newy] = 3; + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - if (DONT_TOUCH(element)) /* Käfer oder Flieger */ + if (CAN_SMASH(element) && direction == MV_DOWN && + (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + Impact(x, newy); + } + else /* still moving on */ + { +#if 0 + if (GfxAction[x][y] == GFX_ACTION_DEFAULT) { - TestIfBadThingHitsHero(newx,newy); - TestIfBadThingHitsFriend(newx,newy); - TestIfBadThingHitsOtherBadThing(newx,newy); + printf("reset GfxAction...\n"); + + GfxAction[x][y] = GFX_ACTION_MOVING; } - else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx,newy); +#endif - if (CAN_SMASH(element) && direction==MV_DOWN && - (newy==lev_fieldy-1 || !IS_FREE(x,newy+1))) - Impact(x,newy); + DrawLevelField(x, y); } - else /* noch in Bewegung */ - DrawLevelField(x,y); } int AmoebeNachbarNr(int ax, int ay) @@ -2047,160 +3617,249 @@ int AmoebeNachbarNr(int ax, int ay) int group_nr = 0; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x = ax+xy[i%4][0]; - int y = ay+xy[i%4][1]; + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + if (!IN_LEV_FIELD(x, y)) continue; - if (Feld[x][y]==element && AmoebaNr[x][y]>0) + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) group_nr = AmoebaNr[x][y]; } - return(group_nr); + return group_nr; } void AmoebenVereinigen(int ax, int ay) { - int i,x,y,xx,yy; + int i, x, y, xx, yy; int new_group_nr = AmoebaNr[ax][ay]; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - if (!new_group_nr) + if (new_group_nr == 0) return; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - x = ax+xy[i%4][0]; - y = ay+xy[i%4][1]; + x = ax + xy[i][0]; + y = ay + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + if (!IN_LEV_FIELD(x, y)) continue; - if ((Feld[x][y]==EL_AMOEBE_VOLL || - Feld[x][y]==EL_AMOEBE_BD || - Feld[x][y]==EL_AMOEBE_TOT) && + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && AmoebaNr[x][y] != new_group_nr) { int old_group_nr = AmoebaNr[x][y]; + if (old_group_nr == 0) + return; + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; AmoebaCnt[old_group_nr] = 0; AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for(yy=0;yy= 200 && element==EL_AMOEBE_BD) + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); + + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) { - AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN); + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; } } } - if (element!=EL_AMOEBE_NASS || newaylife[1]) + if (nachbarn < life[0] || nachbarn > life[1]) { - Feld[xx][yy] = EL_LEERRAUM; + Feld[xx][yy] = EL_EMPTY; if (!Stop[xx][yy]) - DrawLevelField(xx,yy); + DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; + changed = TRUE; } } - else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH) - { /* Randfeld ohne Amoebe */ - if (nachbarn>=life[2] && nachbarn<=life[3]) + 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_LIFE ? 0 : life_time-1); + MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1); if (!Stop[xx][yy]) - DrawLevelField(xx,yy); + DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; + changed = TRUE; + } + } + } + + if (changed) + PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING : + SND_BIOMAZE_CREATING); +} + +void RobotWheel(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + { + 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); + } + + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + + return; + } + } + + Feld[x][y] = EL_ROBOT_WHEEL; + DrawLevelField(x, y); + + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +void TimegateWheel(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + { + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame); + } + + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + + return; + } + } + + Feld[x][y] = EL_TIMEGATE_SWITCH; + DrawLevelField(x, y); + + /* !!! THIS LOOKS WRONG !!! */ + if (ZX == x && ZY == y) + ZX = ZY = -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 */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + { + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame); + } + + return; + } + } + + Feld[x][y] = EL_EMERALD; + DrawLevelField(x, y); +} + +void BreakingPearl(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 9; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + 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]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame); + } + + return; + } + } + + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); +} + +void SiebAktivieren(int x, int y, int type) +{ + int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL); + + DrawLevelGraphicAnimation(x, y, graphic); +} + +void AusgangstuerPruefen(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; + + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_EXIT_OPENING); +} + +void AusgangstuerPruefen_SP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + return; + + Feld[x][y] = EL_SP_EXIT_OPEN; + + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_SP_EXIT_OPENING); +} + +void AusgangstuerOeffnen(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 */ + { + 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); } } - } -} - -void Ablenk(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ - { - MovDelay[x][y]--; if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x,y,SND_MIEP); return; - } } - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) - ZX = ZY = -1; + Feld[x][y] = EL_EXIT_OPEN; + DrawLevelField(x, y); } -void Birne(int x, int y) +void OpenSwitchgate(int x, int y) { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 800; + int delay = 6; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; - if (MovDelay[x][y]) + + if (!(MovDelay[x][y] % delay)) { - if (!(MovDelay[x][y]%5)) + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - if (!(MovDelay[x][y]%10)) - Feld[x][y]=EL_ABLENK_EIN; - else - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - Feld[x][y]=EL_ABLENK_EIN; + int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame); } - return; } + + if (MovDelay[x][y]) + return; } - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) - ZX=ZY=-1; + Feld[x][y] = EL_SWITCHGATE_OPEN; + DrawLevelField(x, y); } -void Blubber(int x, int y) +void CloseSwitchgate(int x, int y) { - if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN) - DrawLevelField(x,y-1); - else - DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); -} + int delay = 6; -void NussKnacken(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 7; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2); - if (!MovDelay[x][y]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x,y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame); + } } + + if (MovDelay[x][y]) + return; } -} -void SiebAktivieren(int x, int y, int typ) -{ - if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), - (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4); + Feld[x][y] = EL_SWITCHGATE_CLOSED; + DrawLevelField(x, y); } -void AusgangstuerPruefen(int x, int y) +void OpenTimegate(int x, int y) { - if (!local_player->gems_still_needed && - !local_player->sokobanfields_still_needed && - !local_player->lights_still_needed) + 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 */ { - Feld[x][y] = EL_AUSGANG_ACT; + 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]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame); + } + } - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : - (x > LEVELX(BX2) ? LEVELX(BX2) : x), - y < LEVELY(BY1) ? LEVELY(BY1) : - (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_OEFFNEN); + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_TIMEGATE_OPEN; + DrawLevelField(x, y); } -void AusgangstuerOeffnen(int x, int y) +void CloseTimegate(int x, int y) { int delay = 6; - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 5*delay; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { - int tuer; - MovDelay[x][y]--; - tuer = MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer); - if (!MovDelay[x][y]) + if (!(MovDelay[x][y] % delay)) { - Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x,y); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING, + 29 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame); + } } + + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_TIMEGATE_CLOSED; + DrawLevelField(x, y); } -void AusgangstuerBlinken(int x, int y) +static void CloseAllOpenTimegates() { - DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); + int x, y; + + for (y=0; y 2) - phase = 4-phase; + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); - DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); - if (direct_draw_on) + if (setup.direct_draw) { - int dest_x,dest_y; + int dest_x, dest_y; - dest_x = FX + SCREENX(x)*TILEX; - dest_y = FY + SCREENY(y)*TILEY; + dest_x = FX + SCREENX(x) * TILEX; + dest_y = FY + SCREENY(y) * TILEY; - XCopyArea(display,drawto_field,window,gc, - dest_x,dest_y, TILEX,TILEY, dest_x,dest_y); + BlitBitmap(drawto_field, window, + dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); SetDrawtoField(DRAW_DIRECT); } } @@ -2581,108 +4456,174 @@ void MauerWaechst(int x, int y) { int delay = 6; - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 3*delay; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3 * delay; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { - int phase; - MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), - (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase); + + 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]); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } if (!MovDelay[x][y]) { - if (Store[x][y]==MV_LEFT) + 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-1,y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1,y); + if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1])) + DrawLevelField(x, y - 1); } else { - if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1,y); + if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1])) + DrawLevelField(x, y + 1); } - Feld[x][y] = EL_MAUER_LEBT; + Feld[x][y] = Store[x][y]; Store[x][y] = 0; - DrawLevelField(x,y); + MovDir[x][y] = MV_NO_MOVING; + DrawLevelField(x, y); } } } void MauerAbleger(int ax, int ay) { - BOOL links_frei = FALSE, rechts_frei = FALSE; - BOOL links_massiv = FALSE, rechts_massiv = FALSE; + 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]) /* neue Mauer / noch nicht gewartet */ + if (!MovDelay[ax][ay]) /* start building new wall */ MovDelay[ax][ay] = 6; - if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { MovDelay[ax][ay]--; if (MovDelay[ax][ay]) return; } - if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay)) + 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)) + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) rechts_frei = TRUE; - if (links_frei) + if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY) { - Feld[ax-1][ay] = EL_MAUERND; - Store[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay))) - DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_L1); + 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) + { + 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; + } } - if (rechts_frei) + + if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY || + element == EL_WALL_GROWING) { - Feld[ax+1][ay] = EL_MAUERND; - Store[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay))) - DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_R1); + if (links_frei) + { + 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; + } + + if (rechts_frei) + { + 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 (links_frei || rechts_frei) - DrawLevelField(ax,ay); + if (element == EL_WALL_GROWING && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); - if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][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])) + if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) rechts_massiv = TRUE; - if (links_massiv && rechts_massiv) - Feld[ax][ay] = EL_MAUERWERK; + 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; - BOOL dragon_found = FALSE; + int i, j; + boolean dragon_found = FALSE; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - for(j=0;j<4;j++) + for (j=0; j<4; j++) { int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - if (IN_LEV_FIELD(xx,yy) && - (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) { - if (Feld[xx][yy] == EL_DRACHE) + if (Feld[xx][yy] == EL_DRAGON) dragon_found = TRUE; } else @@ -2692,16 +4633,16 @@ void CheckForDragon(int x, int y) if (!dragon_found) { - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - for(j=0;j<3;j++) + for (j=0; j<3; j++) { int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING) + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) { - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); + Feld[xx][yy] = EL_EMPTY; + DrawLevelField(xx, yy); } else break; @@ -2710,12 +4651,218 @@ void CheckForDragon(int x, int y) } } -void PlayerActions(struct PlayerInfo *player, int player_action) +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); +} + +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0], yy = y + xy[i][1]; + + if (IS_PLAYER(xx, yy)) + { + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); + + break; + } + } +} + +static void CheckBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_SP_BUGGY_BASE) + { + if (MovDelay[x][y] == 0) /* wait some time before activating base */ + { + GfxFrame[x][y] = 0; + + InitBuggyBase(x, y); + } + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + DrawLevelElementAnimation(x, y, element); + } + else + { + Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING; + DrawLevelField(x, y); + } + } + else if (element == EL_SP_BUGGY_BASE_ACTIVATING) + { + if (MovDelay[x][y] == 0) /* display activation warning of buggy base */ + { + GfxFrame[x][y] = 0; + + 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); + } + } + else if (element == EL_SP_BUGGY_BASE_ACTIVE) + { + if (MovDelay[x][y] == 0) /* start activating buggy base */ + { + GfxFrame[x][y] = 0; + + InitBuggyBase(x, y); + } + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + DrawLevelElementAnimation(x, y, element); + + WarnBuggyBase(x, y); + } + else + { + Feld[x][y] = EL_SP_BUGGY_BASE; + DrawLevelField(x, y); + } + } +} + +static void CheckTrap(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_TRAP) + { + if (MovDelay[x][y] == 0) /* wait some time before activating trap */ + MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + /* do nothing while waiting */ + } + else + { + Feld[x][y] = EL_TRAP_ACTIVE; + PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + } + } + else if (element == EL_TRAP_ACTIVE) + { + int delay = 4; + int num_frames = 8; + + if (MovDelay[x][y] == 0) /* start activating trap */ + { + MovDelay[x][y] = num_frames * delay; + GfxFrame[x][y] = 0; + } + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + if (DrawLevelElementAnimation(x, y, element)) + DrawCrumbledSand(SCREENX(x), SCREENY(y)); + } + else + { + Feld[x][y] = EL_TRAP; + DrawLevelField(x, y); + } + } +} + +#if 0 +static void DrawBeltAnimation(int x, int y, int element) +{ + int belt_nr = getBeltNrFromBeltActiveElement(element); + int belt_dir = game.belt_dir[belt_nr]; + + if (belt_dir != MV_NO_MOVING) + { + DrawLevelElementAnimation(x, y, element); + + if (!(FrameCounter % 2)) + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + } +} +#endif + +static void ChangeElement(int x, int y) +{ + int element = Feld[x][y]; + + if (MovDelay[x][y] == 0) /* initialize element change */ + { + MovDelay[x][y] = changing_element[element].change_delay + 1; + GfxFrame[x][y] = 0; + + if (changing_element[element].pre_change_function) + changing_element[element].pre_change_function(x, y); + } + + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) /* continue element change */ + { + DrawLevelElementAnimation(x, y, element); + + if (changing_element[element].change_function) + changing_element[element].change_function(x, y); + } + else /* finish element change */ + { + Feld[x][y] = changing_element[element].next_element; + DrawLevelField(x, y); + + if (changing_element[element].post_change_function) + changing_element[element].post_change_function(x, y); + } +} + +static void PlayerActions(struct PlayerInfo *player, byte player_action) { - static int stored_player_action[MAX_PLAYERS]; + static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; - BOOL moved = FALSE, snapped = FALSE, bombed = FALSE; - int jx = player->jx, jy = player->jy; +#if 0 + static boolean save_tape_entry = FALSE; +#endif + boolean moved = FALSE, snapped = FALSE, bombed = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; @@ -2725,64 +4872,117 @@ void PlayerActions(struct PlayerInfo *player, int player_action) int dx = (left ? -1 : right ? 1 : 0); int dy = (up ? -1 : down ? 1 : 0); - stored_player_action[player->nr] = 0; + stored_player_action[player->index_nr] = 0; num_stored_actions++; - if (!player->active || player->gone) + if (!player->active || tape.pausing) return; if (player_action) { +#if 0 + save_tape_entry = TRUE; +#endif player->frame_reset_delay = 0; if (button1) - snapped = SnapField(player, dx,dy); + snapped = SnapField(player, dx, dy); else { if (button2) bombed = PlaceBomb(player); - moved = MoveFigure(player, dx,dy); + moved = MoveFigure(player, dx, dy); } + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (bombed && !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->nr] = player_action; - - /* this allows cycled sequences of PlayerActions() */ - if (num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } + stored_player_action[player->index_nr] = player_action; + save_tape_entry = TRUE; } else if (tape.playing && snapped) - SnapField(player, 0,0); /* stop snapping */ + SnapField(player, 0, 0); /* stop snapping */ +#else + stored_player_action[player->index_nr] = player_action; +#endif } else { - DigField(player, 0,0, 0,0, DF_NO_PUSH); - SnapField(player, 0,0); - if (++player->frame_reset_delay > MoveSpeed) + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); + +#if 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) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif + +#if 0 if (tape.playing && !tape.pausing && !player_action && tape.counter < tape.length) { + int jx = player->jx, jy = player->jy; int next_joy = - tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT); + tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); - if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT) + 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 (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy])) + 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_SONDE ? 2 : 10); + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 : + (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) { @@ -2793,44 +4993,85 @@ void PlayerActions(struct PlayerInfo *player, int player_action) } } } +#endif } -void GameActions(int player_action) -{ - static long action_delay = 0; - long action_delay_value; - int sieb_x = 0, sieb_y = 0; - int i, x,y, element; - int *recorded_player_action; +void GameActions() +{ + static unsigned long action_delay = 0; + unsigned long action_delay_value; + int sieb_x = 0, sieb_y = 0; + int i, x, y, element, graphic; + byte *recorded_player_action; + byte summarized_player_action = 0; + + if (game_status != PLAYING) + return; + + action_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; + + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&action_delay, action_delay_value); - if (game_status != PLAYING) - return; + if (network_playing && !network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); +#endif + */ + +#if defined(PLATFORM_UNIX) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif + if (game_status != PLAYING) + return; + + if (!network_player_action_received) + { + /* #ifdef DEBUG - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay); -#else - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY); + printf("DEBUG: failed to get network player actions in time\n"); #endif + */ + return; + } + } - /* main game synchronization point */ - WaitUntilDelayReached(&action_delay, action_delay_value); + if (tape.pausing) + return; - if (tape.playing) - recorded_player_action = TapePlayAction(); - else - recorded_player_action = NULL; + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - for(i=0; ieffective_action = summarized_player_action; - if (i != TestPlayer && !stored_player[i].MovPos) - actual_player_action = 0; + for (i=0; iactive) + { + extern unsigned int last_RND(); + + printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", + TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); + } +#endif +#endif + +#ifdef DEBUG +#if 0 + if (GameFrameDelay >= 500) + printf("FrameCounter == %d\n", FrameCounter); +#endif +#endif FrameCounter++; TimeFrames++; - for(y=0;y0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; + + GfxFrame[x][y]++; #if DEBUG - if (IS_BLOCKED(x,y)) + if (IS_BLOCKED(x, y)) { - int oldx,oldy; + int oldx, oldy; - Blocked2Moving(x,y,&oldx,&oldy); - if (!IS_MOVING(oldx,oldy)) + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) { - printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); - printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y); - printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy); + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); printf("GameActions(): This should never happen!\n"); } } #endif } - for(y=0;y 1) + DrawLevelGraphicAnimation(x, y, graphic); +#endif + continue; + } - if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element))) + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { - StartMoving(x,y); + StartMoving(x, y); + +#if 1 + if (Feld[x][y] == EL_EMERALD && + new_graphic_info[graphic].anim_frames > 1 && + !IS_MOVING(x, y)) + DrawLevelGraphicAnimation(x, y, graphic); +#endif - if (IS_GEM(element)) - EdelsteinFunkeln(x,y); + if (IS_GEM(element) || element == EL_SP_INFOTRON) + EdelsteinFunkeln(x, y); } - else if (IS_MOVING(x,y)) - ContinueMoving(x,y); - else if (element==EL_DYNAMIT || element==EL_DYNABOMB) - CheckDynamite(x,y); - else if (element==EL_EXPLODING) - Explode(x,y,Frame[x][y],EX_NORMAL); - else if (element==EL_AMOEBING) - AmoebeWaechst(x,y); + +#if 1 + else if ((element == EL_ACID || + element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_TERMINAL || + element == EL_SP_TERMINAL_ACTIVE || + element == EL_EXTRA_TIME || + element == EL_SHIELD_NORMAL || + element == EL_SHIELD_DEADLY) && + new_graphic_info[graphic].anim_frames > 1) + DrawLevelGraphicAnimation(x, y, graphic); +#endif + + else if (IS_MOVING(x, y)) + ContinueMoving(x, y); + else if (IS_ACTIVE_BOMB(element)) + CheckDynamite(x, y); +#if 0 + else if (element == EL_EXPLOSION && !game.explosions_delayed) + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); +#endif + else if (element == EL_AMOEBA_CREATING) + AmoebeWaechst(x, y); + else if (element == EL_AMOEBA_SHRINKING) + AmoebaDisappearing(x, y); + +#if !USE_NEW_AMOEBA_CODE else if (IS_AMOEBALIVE(element)) - AmoebeAbleger(x,y); - else if (element==EL_LIFE || element==EL_LIFE_ASYNC) - Life(x,y); - else if (element==EL_ABLENK_EIN) - Ablenk(x,y); - else if (element==EL_SALZSAEURE) - Blubber(x,y); - else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT) - Blurb(x,y); - else if (element==EL_CRACKINGNUT) - NussKnacken(x,y); - else if (element==EL_AUSGANG_ZU) - AusgangstuerPruefen(x,y); - else if (element==EL_AUSGANG_ACT) - AusgangstuerOeffnen(x,y); - else if (element==EL_AUSGANG_AUF) - AusgangstuerBlinken(x,y); - else if (element==EL_MAUERND) - MauerWaechst(x,y); - else if (element==EL_MAUER_LEBT) - MauerAbleger(x,y); - else if (element==EL_BURNING) - CheckForDragon(x,y); - - if (SiebAktiv) - { - BOOL sieb = FALSE; + AmoebeAbleger(x, y); +#endif + + else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE) + Life(x, y); + else if (element == EL_ROBOT_WHEEL_ACTIVE) + RobotWheel(x, y); + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + TimegateWheel(x, y); + else if (element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT) + Blurb(x, y); +#if 0 + else if (element == EL_NUT_CRACKING) + NussKnacken(x, y); + else if (element == EL_PEARL_BREAKING) + BreakingPearl(x, y); +#endif + else if (element == EL_EXIT_CLOSED) + AusgangstuerPruefen(x, y); + else if (element == EL_SP_EXIT_CLOSED) + AusgangstuerPruefen_SP(x, y); +#if 0 + else if (element == EL_EXIT_OPENING) + AusgangstuerOeffnen(x, y); +#endif + else if (element == EL_WALL_GROWING_ACTIVE) + MauerWaechst(x, y); + else if (element == EL_WALL_GROWING || + element == EL_WALL_GROWING_X || + element == EL_WALL_GROWING_Y || + element == EL_WALL_GROWING_XY) + MauerAbleger(x, y); + else if (element == EL_FLAMES) + CheckForDragon(x, y); + else if (element == EL_SP_BUGGY_BASE || + element == EL_SP_BUGGY_BASE_ACTIVATING || + element == EL_SP_BUGGY_BASE_ACTIVE) + CheckBuggyBase(x, y); + else if (element == EL_TRAP || element == EL_TRAP_ACTIVE) + CheckTrap(x, y); +#if 0 + else if (IS_BELT_ACTIVE(element)) + DrawBeltAnimation(x, y, element); + else if (element == EL_SWITCHGATE_OPENING) + OpenSwitchgate(x, y); + else if (element == EL_SWITCHGATE_CLOSING) + CloseSwitchgate(x, y); + else if (element == EL_TIMEGATE_OPENING) + OpenTimegate(x, y); + else if (element == EL_TIMEGATE_CLOSING) + CloseTimegate(x, y); +#endif + + else if (IS_AUTO_CHANGING(element)) + ChangeElement(x, y); + +#if 1 + else if (new_graphic_info[graphic].anim_frames > 1) + DrawLevelGraphicAnimation(x, y, graphic); +#endif + + if (IS_BELT_ACTIVE(element)) + PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE); + + if (game.magic_wall_active) + { + boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL || - Store[x][y]==EL_SIEB_LEER) + 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_SIEB2_LEER || element==EL_SIEB2_VOLL || - Store[x][y]==EL_SIEB2_LEER) + 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; @@ -2946,62 +5286,206 @@ void GameActions(int player_action) } } - if (SiebAktiv) +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif { - if (!(SiebAktiv%4)) - PlaySoundLevel(sieb_x,sieb_y,SND_MIEP); - SiebAktiv--; - if (!SiebAktiv) + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) { - for(y=0;y> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; + + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + element == EL_SAND || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) { - element = Feld[x][y]; - if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL) - { - Feld[x][y] = EL_SIEB_TOT; - DrawLevelField(x,y); - } - else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL) + 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; + } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + + for (y=0; y 0) + { + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) + { + for (y=0; y0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing) + if (game.light_time_left > 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + RedrawAllLightSwitchesAndInvisibleElements(); + } + + if (game.timegate_time_left > 0) + { + game.timegate_time_left--; + + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } + + for (i=0; ishield_deadly_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + } + } + + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; - TimeLeft--; + TimePlayed++; + + for (i=0; ishield_normal_time_left--; + + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } + } if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - if (TimeLeft<=10) - PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - if (!TimeLeft) - for(i=0; i= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; + } } -static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y) +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; iGfxPos; - */ - - XCopyArea(display,drawto_field,drawto_field,gc, - FX + TILEX*(dx==-1) - softscroll_offset, - FY + TILEY*(dy==-1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx==1) - softscroll_offset, - FY + TILEY*(dy==1) - softscroll_offset); + BlitBitmap(drawto_field, drawto_field, + FX + TILEX*(dx == -1) - softscroll_offset, + FY + TILEY*(dy == -1) - softscroll_offset, + SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, + SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, + FX + TILEX*(dx == 1) - softscroll_offset, + FY + TILEY*(dy == 1) - softscroll_offset); if (dx) { - x = (dx==1 ? BX1 : BX2); - for(y=BY1; y<=BY2; y++) - DrawScreenField(x,y); + x = (dx == 1 ? BX1 : BX2); + for (y=BY1; y<=BY2; y++) + DrawScreenField(x, y); } + if (dy) { - y = (dy==1 ? BY1 : BY2); - for(x=BX1; x<=BX2; x++) - DrawScreenField(x,y); + y = (dy == 1 ? BY1 : BY2); + for (x=BX1; x<=BX2; x++) + DrawScreenField(x, y); } redraw_mask |= REDRAW_FIELD; } -BOOL MoveFigureOneStep(struct PlayerInfo *player, - int dx, int dy, int real_dx, int real_dy) +static void CheckGravityMovement(struct PlayerInfo *player) +{ + if (level.gravity && !player->programmed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + int move_dir = + (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); + int jx = player->jx, jy = player->jy; + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_moving_to_valid_field = + (IN_LEV_FIELD(new_jx, new_jy) && + (Feld[new_jx][new_jy] == EL_SP_BASE || + Feld[new_jx][new_jy] == EL_SAND)); + + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_TUBE(Feld[jx][jy])) + player->programmed_action = MV_DOWN; + } +} + +boolean MoveFigureOneStep(struct PlayerInfo *player, + int dx, int dy, int real_dx, int real_dy) { int jx = player->jx, jy = player->jy; int new_jx = jx+dx, new_jy = jy+dy; int element; int can_move; - if (player->gone || (!dx && !dy)) - return(MF_NO_ACTION); + if (!player->active || (!dx && !dy)) + return MF_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : dy > 0 ? MV_DOWN : MV_NO_MOVING); - if (!IN_LEV_FIELD(new_jx,new_jy)) - return(MF_NO_ACTION); + if (!IN_LEV_FIELD(new_jx, new_jy)) + return MF_NO_ACTION; - if (!networking && !AllPlayersInSight(player, new_jx,new_jy)) - return(MF_NO_ACTION); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MF_NO_ACTION; - element = MovingOrBlocked2Element(new_jx,new_jy); +#if 0 + element = MovingOrBlocked2Element(new_jx, new_jy); +#else + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); +#endif if (DONT_GO_TO(element)) { - if (element==EL_SALZSAEURE && dx==0 && dy==1) + if (element == EL_ACID && dx == 0 && dy == 1) { - Blurb(jx,jy); - Feld[jx][jy] = EL_SPIELFIGUR; - InitMovingField(jx,jy,MV_DOWN); - Store[jx][jy] = EL_SALZSAEURE; - ContinueMoving(jx,jy); + Blurb(jx, jy); + Feld[jx][jy] = EL_PLAYER1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); BuryHero(player); } else - KillHero(player); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - return(MF_MOVING); + return MF_MOVING; } - can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG); + can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); if (can_move != MF_MOVING) - return(can_move); + return can_move; 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] = EL_SPIELER1 + player->nr; + StorePlayer[jx][jy] = player->element_nr; - player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8; + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); ScrollFigure(player, SCROLL_INIT); - return(MF_MOVING); + return MF_MOVING; } -BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MoveFigure(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 (player->gone || (!dx && !dy)) - return(FALSE); + if (!player->active || (!dx && !dy)) + return FALSE; + +#if 0 + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) + return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return FALSE; +#endif + + /* remove the last programmed player action */ + player->programmed_action = 0; + + if (player->MovPos) + { + /* should only happen if pre-1.2 tape recordings are played */ + /* this is only for backward compatibility */ + + int original_move_delay_value = player->move_delay_value; + +#if DEBUG + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); +#endif + + /* scroll remaining steps with finest movement resolution */ + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; - if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing) - return(FALSE); + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + player->move_delay_value = original_move_delay_value; + } if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy))) - moved |= MoveFigureOneStep(player, dx,0, dx,dy); + if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) + moved |= MoveFigureOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy))) - moved |= MoveFigureOneStep(player, 0,dy, dx,dy); + if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) + moved |= MoveFigureOneStep(player, 0, dy, dx, dy); } jx = player->jx; jy = player->jy; - - - /* - if (moved & MF_MOVING && player == local_player) - */ - - if (moved & MF_MOVING && !ScreenMovPos) + if (moved & MF_MOVING && !ScreenMovPos && + (player == local_player || !options.network)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (scroll_delay_on ? 3 : 0); + int offset = (setup.scroll_delay ? 3 : 0); - if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy))) + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { /* actual player has left the screen -- scroll in that direction */ if (jx != old_jx) /* player has moved horizontally */ @@ -3172,9 +5718,13 @@ BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) && - jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset)) - scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : 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); + + /* 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 more than one field at a time */ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); @@ -3186,9 +5736,13 @@ BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy) } else /* player has moved vertically */ { - if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) && - jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset)) - scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -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_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); /* don't scroll more than one field at a time */ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); @@ -3200,40 +5754,17 @@ BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy) } } -#if 0 - if (player == local_player) - { - if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) && - jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset)) - scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset); - if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) && - jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset)) - scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset); - - /* don't scroll more than one field at a time */ - scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); - scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); - } -#endif - if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { - if (networking || AllPlayersInVisibleScreen()) + if (!options.network && !AllPlayersInVisibleScreen()) { - ScrollScreen(player, SCROLL_INIT); - - /* - ScreenMovDir = player->MovDir; - ScreenMovPos = player->MovPos; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - */ - - ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; } else { - scroll_x = old_scroll_x; - scroll_y = old_scroll_y; + ScrollScreen(player, SCROLL_INIT); + ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); } } } @@ -3241,7 +5772,11 @@ BOOL 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; +#else + player->Frame += 1 * 0; +#endif if (moved & MF_MOVING) { @@ -3250,110 +5785,118 @@ BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy) else if (old_jx == jx && old_jy != jy) player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */ + DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */ player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } else + { + CheckGravityMovement(player); + + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; + } - TestIfHeroHitsBadThing(jx,jy); + TestIfHeroTouchesBadThing(jx, jy); - if (player->gone) + if (!player->active) RemoveHero(player); - return(moved); + return moved; } void ScrollFigure(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || player->gone || !player->MovPos) + if (!player->active || !player->MovPos) return; if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); - - /* - ScreenGfxPos = local_player->GfxPos; - */ + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + if (player->Frame) + player->Frame += 1; - if (Feld[last_jx][last_jy] == EL_LEERRAUM) + if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; DrawPlayer(player); return; } - else if (!FrameReached(&player->actual_frame_counter,1)) + else if (!FrameReached(&player->actual_frame_counter, 1)) return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); - - /* - if (ScreenMovPos) - { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - } - */ - - /* - if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos) - { - ScreenGfxPos = local_player->GfxPos; - redraw_mask |= REDRAW_FIELD; - } - */ + 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) - Feld[last_jx][last_jy] = EL_LEERRAUM; + Feld[last_jx][last_jy] = EL_EMPTY; + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); DrawPlayer(player); - if (!player->MovPos) + if (player->MovPos == 0) { + if (IS_QUICK_GATE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + player->last_jx = jx; player->last_jy = jy; - if (Feld[jx][jy] == EL_AUSGANG_AUF) + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN) { RemoveHero(player); - if (!local_player->friends_still_needed) + if (local_player->friends_still_needed == 0 || + Feld[jx][jy] == EL_SP_EXIT_OPEN) player->LevelSolved = player->GameOver = TRUE; } + + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } } void ScrollScreen(struct PlayerInfo *player, int mode) { - static long screen_frame_counter = 0; + static unsigned long screen_frame_counter = 0; if (mode == SCROLL_INIT) { + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; + screen_frame_counter = FrameCounter; ScreenMovDir = player->MovDir; ScreenMovPos = player->MovPos; ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); return; } - else if (!FrameReached(&screen_frame_counter,1)) + else if (!FrameReached(&screen_frame_counter, 1)) return; if (ScreenMovPos) { - /* - printf("ScreenMovDir = %d, ", ScreenMovDir); - printf("ScreenMovPos = %d, ", ScreenMovPos); - printf("ScreenGfxPos = %d\n", ScreenGfxPos); - */ - - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8; + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); redraw_mask |= REDRAW_FIELD; } @@ -3361,17 +5904,17 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3379,48 +5922,64 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) MV_DOWN }; - for(i=0; i<4; i++) + for (i=0; i<4; i++) { - int x,y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + 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; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (DONT_TOUCH(element)) - { - if (MovDir[x][y] == harmless[i]) - continue; +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif - killx = x; - killy = y; + /* 1st case: good thing is moving towards DONT_GO_TO 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])) + { + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx,goody)) - KillHero(PLAYERINFO(goodx,goody)); + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + + if (player->shield_deadly_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); + } else - Bang(goodx,goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3428,124 +5987,181 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; - for(i=0; i<4; i++) + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ + return; + + for (i=0; i<4; i++) { - int x,y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + + test_element = Feld[test_x][test_y]; - if (IS_PLAYER(x,y)) - { - killx = x; - killy = y; - break; - } - else if (element == EL_PINGUIN) + /* 1st case: good thing is moving towards DONT_GO_TO 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 (MovDir[x][y] == harmless[i] && IS_MOVING(x,y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx,killy)) - KillHero(PLAYERINFO(killx,killy)); + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + ; +#endif + + if (player->shield_deadly_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) + KillHero(player); + } else - Bang(killx,killy); + Bang(kill_x, kill_y); } } -void TestIfHeroHitsBadThing(int x, int y) +void TestIfHeroTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x,y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) { - /* - TestIfGoodThingHitsBadThing(JX,JY); - */ + TestIfGoodThingHitsBadThing(x, y, move_dir); +} + +void TestIfBadThingTouchesHero(int x, int y) +{ + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); +} - TestIfBadThingHitsGoodThing(x,y); +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +{ + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x,y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x,y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx = badx, killy = bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0; i<4; i++) + for (i=0; i<4; i++) { - int x,y, element; + int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; + if (!IN_LEV_FIELD(x, y)) continue; element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_LIFE || - element == EL_AMOEBING || element == EL_TROPFEN) + if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE || + element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx,bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_LEERRAUM; + Feld[jx][jy] = EL_EMPTY; - Bang(jx,jy); + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; + + Bang(jx, jy); BuryHero(player); } +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; - PlaySoundLevel(jx,jy, SND_AUTSCH); - PlaySoundLevel(jx,jy, SND_LACHEN); + PlaySoundLevel(jx, jy, SND_PLAYER_DYING); + PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -3556,11 +6172,14 @@ void RemoveHero(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int i, found = FALSE; - player->gone = TRUE; - StorePlayer[jx][jy] = 0; + player->present = FALSE; + player->active = FALSE; + + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; - for(i=0; ijx, jy = player->jy; int dx = x - jx, dy = y - jy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; - if (!player->MovPos) + if (player->MovPos == 0) player->Pushing = FALSE; if (mode == DF_NO_PUSH) { + player->Switching = FALSE; player->push_delay = 0; - return(MF_NO_ACTION); + return MF_NO_ACTION; } - if (IS_MOVING(x,y) || IS_PLAYER(x,y)) - return(MF_NO_ACTION); + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MF_NO_ACTION; + + if (IS_TUBE(Feld[jx][jy])) + { + int i = 0; + int tube_leave_directions[][2] = + { + { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + }; + + while (tube_leave_directions[i][0] != Feld[jx][jy]) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } element = Feld[x][y]; - switch(element) + switch (element) { - case EL_LEERRAUM: - break; - - case EL_ERDREICH: - Feld[x][y] = EL_LEERRAUM; + 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_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: - RemoveField(x,y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1); + 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); - PlaySoundLevel(x, y, SND_PONG); + 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_DYNAMIT_AUS: - RemoveField(x,y); + case EL_DYNAMITE: + case EL_SP_DISK_RED: + RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE); DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_DYNABOMB_NR: - RemoveField(x,y); + RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); break; case EL_DYNABOMB_SZ: - RemoveField(x,y); + RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); break; case EL_DYNABOMB_XL: - RemoveField(x,y); + RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + 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_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: + case EL_EM_KEY1: + case EL_EM_KEY2: + case EL_EM_KEY3: + case EL_EM_KEY4: { - int key_nr = element-EL_SCHLUESSEL1; + int key_nr = element - EL_EM_KEY1; - RemoveField(x,y); + RemoveField(x, y); player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - PlaySoundLevel(x,y,SND_PONG); + 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_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; + case EL_ROBOT_WHEEL: + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; ZX = x; ZY = y; - DrawLevelField(x,y); - return(MF_ACTION); + 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; + + case EL_LIGHT_SWITCH: + case EL_LIGHT_SWITCH_ACTIVE: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); + } + return MF_ACTION; + break; + + case EL_TIMEGATE_SWITCH: + ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); + + return MF_ACTION; + break; + + case EL_BALLOON_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; - case EL_FELSBROCKEN: - case EL_BOMBE: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: - if (dy || mode==DF_SNAP) - return(MF_NO_ACTION); + /* 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; player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy)) - return(MF_NO_ACTION); + if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + 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 (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; } 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) - return(MF_NO_ACTION); + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING) + return MF_NO_ACTION; +#endif + + if (mode == DF_SNAP) + { + InitMovingField(x, y, move_direction); + ContinueMoving(x, y); + } + else + { + RemoveField(x, y); + Feld[x + dx][y + dy] = element; + } - 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 = 2+RND(8); + player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - DrawLevelField(x+dx,y+dy); - if (element==EL_FELSBROCKEN) - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); - else if (element==EL_KOKOSNUSS) - PlaySoundLevel(x+dx,y+dy,SND_KNURK); - else - PlaySoundLevel(x+dx,y+dy,SND_KLOPF); + DrawLevelField(x + dx, y + dy); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); break; - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element-EL_PFORTE1]) - return(MF_NO_ACTION); + 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_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!player->key[element-EL_PFORTE1X]) - return(MF_NO_ACTION); + 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_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* Tür ist (noch) nicht offen! */ - return(MF_NO_ACTION); + 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_AUSGANG_AUF: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + 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; - PlaySoundLevel(x,y,SND_BUING); + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); - /* - player->gone = TRUE; - PlaySoundLevel(x,y,SND_BUING); + PlaySoundLevel(x, y, SND_GATE_PASSING); + break; - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; - */ + case EL_SWITCHGATE_OPEN: + case EL_TIMEGATE_OPEN: + 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); + + 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: + if ((dx == -1 && + element != EL_SP_PORT1_LEFT && + element != EL_SP_PORT2_LEFT && + element != EL_SP_PORT_X && + element != EL_SP_PORT_XY) || + (dx == +1 && + element != EL_SP_PORT1_RIGHT && + element != EL_SP_PORT2_RIGHT && + element != EL_SP_PORT_X && + element != EL_SP_PORT_XY) || + (dy == -1 && + element != EL_SP_PORT1_UP && + element != EL_SP_PORT2_UP && + element != EL_SP_PORT_Y && + element != EL_SP_PORT_XY) || + (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)) + 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_SP_PORT_PASSING); + break; + + case EL_TUBE_ALL: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERTICAL_LEFT: + case EL_TUBE_VERTICAL_RIGHT: + case EL_TUBE_HORIZONTAL_UP: + case EL_TUBE_HORIZONTAL_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + + PlaySoundLevel(x, y, SND_TUBE_PASSING); + } + break; + + case EL_EXIT_CLOSED: + case EL_SP_EXIT_CLOSED: + case EL_EXIT_OPENING: + return MF_NO_ACTION; + break; + + case EL_EXIT_OPEN: + case EL_SP_EXIT_OPEN: + if (mode == DF_SNAP) + return MF_NO_ACTION; + + if (element == EL_EXIT_OPEN) + PlaySoundLevel(x, y, SND_EXIT_PASSING); + else + PlaySoundLevel(x, y, SND_SP_EXIT_PASSING); break; - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; + case EL_LAMP: + Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; - DrawLevelField(x,y); - PlaySoundLevel(x,y,SND_DENG); - return(MF_ACTION); + DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); + return MF_ACTION; break; - case EL_ZEIT_VOLL: - Feld[x][y] = EL_ZEIT_LEER; + 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_GONG,PSND_MAX_RIGHT); - return(MF_ACTION); + 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; - case EL_SOKOBAN_FELD_LEER: + case EL_SOKOBAN_FIELD_EMPTY: break; - case EL_SOKOBAN_FELD_VOLL: - case EL_SOKOBAN_OBJEKT: - case EL_SONDE: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + 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; player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx,y+dy) - || (!IS_FREE(x+dx,y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER + 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); + return MF_NO_ACTION; if (dx && real_dy) { - if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; } else if (dy && real_dx) { - if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + return MF_NO_ACTION; } if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) - return(MF_NO_ACTION); + !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; +#endif if (IS_SB_ELEMENT(element)) { - if (element == EL_SOKOBAN_FELD_VOLL) + if (element == EL_SOKOBAN_FIELD_FULL) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; + Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; local_player->sokobanfields_still_needed++; } else - RemoveField(x,y); + RemoveField(x, y); - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; + Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x,y,SND_DENG); + if (element == EL_SOKOBAN_OBJECT) + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); } else - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; + { + 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); + } } else { - RemoveField(x,y); + RemoveField(x, y); Feld[x+dx][y+dy] = element; + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); } - player->push_delay_value = 2; + player->push_delay_value = (element == EL_BALLOON ? 0 : 2); - DrawLevelField(x,y); - DrawLevelField(x+dx,y+dy); - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); + DrawLevelField(x, y); + DrawLevelField(x + dx, y + dy); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && - game_emulation == EMU_SOKOBAN) + game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x,y,SND_BUING); + PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); } break; - case EL_MAULWURF: - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PENGUIN: + case EL_PIG: + case EL_DRAGON: break; default: - return(MF_NO_ACTION); - break; + return MF_NO_ACTION; } player->push_delay = 0; - return(MF_MOVING); + return MF_MOVING; } -BOOL SnapField(struct PlayerInfo *player, int dx, int dy) +boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; - if (player->gone || !IN_LEV_FIELD(x,y)) - return(FALSE); + if (!player->active || !IN_LEV_FIELD(x, y)) + return FALSE; if (dx && dy) - return(FALSE); + return FALSE; if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; - return(FALSE); + return FALSE; } if (player->snapped) - return(FALSE); + return FALSE; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : dy > 0 ? MV_DOWN : MV_NO_MOVING); - if (!DigField(player, x,y, 0,0, DF_SNAP)) - return(FALSE); + if (!DigField(player, x, y, 0, 0, DF_SNAP)) + return FALSE; player->snapped = TRUE; - DrawLevelField(x,y); + DrawLevelField(x, y); BackToFront(); - return(TRUE); + return TRUE; } -BOOL PlaceBomb(struct PlayerInfo *player) +boolean PlaceBomb(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; int element; - if (player->gone || player->MovPos) - return(FALSE); + if (!player->active || player->MovPos) + return FALSE; element = Feld[jx][jy]; - if ((player->dynamite==0 && player->dynabombs_left==0) || - element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING) - return(FALSE); + if ((player->dynamite == 0 && player->dynabombs_left == 0) || + IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + return FALSE; - if (element != EL_LEERRAUM) + if (element != EL_EMPTY) Store[jx][jy] = element; if (player->dynamite) { - Feld[jx][jy] = EL_DYNAMIT; + Feld[jx][jy] = EL_DYNAMITE_ACTIVE; MovDelay[jx][jy] = 96; player->dynamite--; DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + { + 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); + } + + PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING); } else { - Feld[jx][jy] = EL_DYNABOMB; - Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */ + Feld[jx][jy] = + EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1); MovDelay[jx][jy] = 96; player->dynabombs_left--; - DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + + PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING); } - return(TRUE); + return TRUE; } -void PlaySoundLevel(int x, int y, int sound_nr) +void PlaySoundLevel(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; - int silence_distance = 8; + int volume, stereo_position; + int max_distance = 8; + int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); - if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) || - (!sound_loops_on && IS_LOOP_SOUND(sound_nr))) + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) return; - if (!IN_LEV_FIELD(x,y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) + if (!IN_LEV_FIELD(x, y) || + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) return; - volume = PSND_MAX_VOLUME; -#ifndef MSDOS - stereo = (sx-SCR_FIELDX/2)*12; -#else - stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5; - if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT; - if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT; -#endif + volume = SOUND_MAX_VOLUME; - if (!IN_SCR_FIELD(sx,sy)) + if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; - int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; - volume -= volume*(dx > dy ? dx : dy)/silence_distance; + volume -= volume * (dx > dy ? dx : dy) / max_distance; } - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + stereo_position = (SOUND_MAX_LEFT + + (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / + (SCR_FIELDX + 2 * max_distance)); + + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ + + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; + + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; + } + + PlaySoundExt(nr, volume, stereo_position, type); +} + +void PlaySoundLevelAction(int x, int y, int sound_action) +{ + PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); +} + +void PlaySoundLevelElementAction(int x, int y, int element, int sound_action) +{ + int sound_effect = element_action_sound[element][sound_action]; + + if (sound_effect != -1) + PlaySoundLevel(x, y, sound_effect); } void RaiseScore(int value) @@ -3981,26 +6993,26 @@ void RaiseScoreElement(int element) { switch(element) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: RaiseScore(level.score[SC_EDELSTEIN]); break; - case EL_DIAMANT: + case EL_DIAMOND: RaiseScore(level.score[SC_DIAMANT]); break; - case EL_KAEFER: - case EL_BUTTERFLY: + case EL_BUG: + case EL_BD_BUTTERFLY: RaiseScore(level.score[SC_KAEFER]); break; - case EL_FLIEGER: - case EL_FIREFLY: + case EL_SPACESHIP: + case EL_BD_FIREFLY: RaiseScore(level.score[SC_FLIEGER]); break; - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: RaiseScore(level.score[SC_MAMPFER]); break; case EL_ROBOT: @@ -4009,16 +7021,264 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: + case EL_NUT: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMIT: + case EL_DYNAMITE: RaiseScore(level.score[SC_DYNAMIT]); break; - case EL_SCHLUESSEL: + case EL_KEY1: + case EL_KEY2: + case EL_KEY3: + case EL_KEY4: RaiseScore(level.score[SC_SCHLUESSEL]); break; default: break; } } + +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + RequestQuitGame(TRUE); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#if defined(PLATFORM_UNIX) + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(TAPE_TOGGLE_MANUAL); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeMusic(); + } + else if (audio.music_available) + { + setup.sound = setup.sound_music = TRUE; + PlayMusic(level_nr); + } + break; + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (audio.loops_available) + setup.sound = setup.sound_loops = TRUE; + 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; + break; + + default: + break; + } +}