X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=71013bf598ebd1a491c8cc3a52f2311f0db2fdbe;hb=8c167a3d4c65f4baf5b4abbebab48d575c248221;hp=4318a1aea73572056c8dee289725c6879ddad6d7;hpb=bd96106ab19bfebe3aab6d14ca91c47551ed3c22;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 4318a1ae..71013bf5 100644 --- a/src/game.c +++ b/src/game.c @@ -32,12 +32,12 @@ #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 @@ -89,12 +89,17 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ @@ -107,7 +112,7 @@ (condition))) #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1) + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) @@ -135,7 +140,7 @@ #define PENGUIN_CAN_ENTER_FIELD(x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_PIG(Feld[x][y]) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ Feld[x][y] == EL_EXIT_OPEN || \ Feld[x][y] == EL_ACID)) @@ -158,14 +163,24 @@ /* forward declaration for internal use */ +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); -static void CheckTriggeredElementChange(int, int); -static void CheckPlayerElementChange(int, int, int, int); -static void ChangeElementDoIt(int, int, int); +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); + +static void ChangeElement(int, int, int); +static boolean CheckTriggeredElementSideChange(int, int, int, int, int); +static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementSideChange(int, int, int, int, int, int); +static boolean CheckElementChange(int, int, int, int); static void PlaySoundLevel(int, int, int); static void PlaySoundLevelNearest(int, int, int); @@ -202,15 +217,15 @@ static void RunTimegateWheel(int x, int y); struct ChangingElementInfo { - int base_element; - int next_element; + int element; + int target_element; int change_delay; void (*pre_change_function)(int x, int y); void (*change_function)(int x, int y); void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { { EL_NUT_BREAKING, @@ -236,6 +251,30 @@ static struct ChangingElementInfo changing_element_list[] = NULL, NULL }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -352,20 +391,78 @@ static struct ChangingElementInfo changing_element_list[] = } }; -static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, + + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, + + { EL_UNDEFINED, 0, 0 }, +}; + +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, +}; + static unsigned long trigger_events[MAX_NUM_ELEMENTS]; -#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) +#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ + CH_EVENT_BIT(CE_DELAY)) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ IS_JUST_CHANGING(x, y)) -#define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING) + +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -376,7 +473,7 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); @@ -433,62 +530,71 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - int element = Feld[x][y]; - - switch (element) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } - else - { - stored_player[0].use_murphy_graphic = TRUE; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; - Feld[x][y] = EL_PLAYER_1; + return; } - /* no break! */ - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + if (!options.network || player->connected) + { + player->active = TRUE; - 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"); - } - } + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + StorePlayer[x][y] = Feld[x][y]; + + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); break; case EL_STONEBLOCK: @@ -573,13 +679,16 @@ static void InitField(int x, int y, boolean init_game) case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; +#if 0 case EL_SP_EMPTY: Feld[x][y] = EL_EMPTY; break; +#endif +#if 0 case EL_EM_KEY_1_FILE: Feld[x][y] = EL_EM_KEY_1; break; @@ -592,6 +701,7 @@ static void InitField(int x, int y, boolean init_game) case EL_EM_KEY_4_FILE: Feld[x][y] = EL_EM_KEY_4; break; +#endif case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: @@ -653,7 +763,7 @@ void DrawGameDoorValues() DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); DrawText(DX + XX_SCORE, DY + YY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); DrawText(DX + XX_TIME, DY + YY_TIME, @@ -671,7 +781,7 @@ void DrawGameDoorValues() static void InitGameEngine() { - int i; + int i, j, k; /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : @@ -681,75 +791,190 @@ static void InitGameEngine() InitElementPropertiesEngine(game.engine_version); #if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); #endif + /* ---------- initialize player's initial move delay --------------------- */ + /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : INITIAL_MOVE_DELAY_OFF); /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + + /* ---------- initialize changing elements ------------------------------- */ + /* initialize changing elements information */ - for (i=0; ichange = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + ei->change_events = CE_BITMASK_DEFAULT; + for (j=0; j < NUM_CHANGE_EVENTS; j++) + { + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } } /* add changing elements from pre-defined list */ - i = 0; - while (changing_element_list[i].base_element != EL_UNDEFINED) + for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change_events |= CH_EVENT_BIT(CE_DELAY); + } + +#if 1 + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { - struct ChangingElementInfo *ce = &changing_element_list[i]; - int element = ce->base_element; + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - 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; + for (j=0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; - i++; + for (k=0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } } - /* add changing elements from custom element configuration */ +#else + + /* add change events from custom element configuration */ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; - struct ElementChangeInfo *change = &element_info[element].change; /* only add custom elements that change after fixed/random frame delay */ - if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) - continue; - - changing_element[element].base_element = element; - changing_element[element].next_element = change->successor; - changing_element[element].change_delay = (change->delay_fixed * - change->delay_frames); + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); } +#endif + + /* ---------- initialize trigger events ---------------------------------- */ /* initialize trigger events information */ for (i=0; inum_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + { + int trigger_element = ei->change_page[j].trigger_element; + + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else /* add trigger events from element change event properties */ for (i=0; itrigger_element] |= + element_info[i].change->events; +#endif + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ + for (i=0; ikey[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -814,8 +1038,6 @@ void InitGame() player->MovDir = MV_NO_MOVING; player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; player->GfxPos = 0; player->GfxDir = MV_NO_MOVING; player->GfxAction = ACTION_DEFAULT; @@ -823,25 +1045,29 @@ void InitGame() player->StepFrame = 0; player->use_murphy_graphic = FALSE; - player->use_disk_red_graphic = FALSE; player->actual_frame_counter = 0; player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; - player->is_moving = FALSE; player->is_waiting = FALSE; + player->is_moving = FALSE; player->is_digging = FALSE; + player->is_snapping = FALSE; player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + + player->switch_x = -1; + player->switch_y = -1; + + player->show_envelope = 0; player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; player->push_delay = 0; - player->push_delay_value = 5; - - player->snapped = FALSE; + player->push_delay_value = game.initial_push_delay_value; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -849,6 +1075,8 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_size = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -886,8 +1114,11 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; + game.envelope_active = FALSE; + for (i=0; i<4; i++) { game.belt_dir[i] = MV_NO_MOVING; @@ -901,20 +1132,28 @@ void InitGame() { for (y=0; yjx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + + for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; + + if (!IS_CUSTOM_ELEMENT(element)) + continue; + + if (CAN_CHANGE(element)) + { + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); + } + else + { +#if 1 + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } CloseDoor(DOOR_CLOSE_1); @@ -1212,7 +1542,9 @@ void InitMovDir(int x, int y) { if (element_info[element].move_direction_initial != MV_NO_MOVING) MovDir[x][y] = element_info[element].move_direction_initial; - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) MovDir[x][y] = 1 << RND(4); else if (element_info[element].move_pattern == MV_HORIZONTAL) MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); @@ -1273,6 +1605,8 @@ void InitMovDir(int x, int y) } break; } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1305,8 +1639,13 @@ void GameWon() if (local_player->MovPos) return; +#if 1 + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; +#else if (tape.playing && tape.auto_play) tape.auto_play_level_solved = TRUE; +#endif local_player->LevelSolved = FALSE; @@ -1365,6 +1704,18 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } + /* close exit door after last player */ + if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) + { + int element = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + /* Hero disappears */ DrawLevelField(ExitX, ExitY); BackToFront(); @@ -1500,18 +1851,22 @@ static void ResetGfxAnimation(int x, int y) { GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; } void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); MovDir[newx][newy] = MovDir[x][y] = direction; + GfxDir[x][y] = direction; if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; @@ -1522,8 +1877,9 @@ void InitMovingField(int x, int y, int direction) GfxAction[x][y] = ACTION_MOVING; GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1595,18 +1951,28 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { Feld[x][y] = EL_EMPTY; - GfxElement[x][y] = EL_UNDEFINED; + MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + + AmoebaNr[x][y] = 0; ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } void RemoveMovingField(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) @@ -1615,29 +1981,27 @@ void RemoveMovingField(int x, int y) if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && + if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_EMPTY; + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_EMPTY; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1705,10 +2069,83 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void Explode(int ex, int ey, int phase, int mode) +void RelocatePlayer(int x, int y, int element) { - int x, y; - int num_phase = 9; + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + +#if 1 + RemoveField(x, y); /* temporarily remove newly placed player */ + DrawLevelField(x, y); +#endif + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + + DrawPlayer(player); + + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + + Feld[x][y] = element; + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(GAME_FRAME_DELAY); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + } +} + +void Explode(int ex, int ey, int phase, int mode) +{ + 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; @@ -1724,8 +2161,19 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + /* remove things displayed in background while burning dynamite */ - if (!IS_INDESTRUCTIBLE(Back[ex][ey])) + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) Back[ex][ey] = 0; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) @@ -1738,6 +2186,8 @@ void Explode(int ex, int ey, int phase, int mode) for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) { + int xx = x - ex + 1; + int yy = y - ey + 1; int element; if (!IN_LEV_FIELD(x, y) || @@ -1750,15 +2200,26 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } #if 1 + +#if 0 if (IS_EXPLOSION_PROOF(element)) continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + #else if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0) || + (game.engine_version < VERSION_IDENT(2,2,0,0) || (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || element == EL_FLAMES) continue; @@ -1777,13 +2238,31 @@ void Explode(int ex, int ey, int phase, int mode) } /* save walkable background elements while explosion on same tile */ +#if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; +#if 1 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); +#endif + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) @@ -1819,11 +2298,10 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (center_element == EL_YAMYAM) - Store[x][y] = - level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1]; - else if (IS_CUSTOM_ELEMENT(center_element)) - Store[x][y] = - element_info[center_element].content[x - ex + 1][y - ey + 1]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -1840,6 +2318,8 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; else Store[x][y] = EL_EMPTY; @@ -1847,6 +2327,7 @@ void Explode(int ex, int ey, int phase, int mode) center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) Store2[x][y] = element; +#if 0 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA || @@ -1856,14 +2337,22 @@ void Explode(int ex, int ey, int phase, int mode) AmoebaCnt2[AmoebaNr[x][y]]--; } +#if 1 + RemoveField(x, y); +#else + MovDir[x][y] = MovPos[x][y] = 0; + GfxDir[x][y] = MovDir[x][y]; + AmoebaNr[x][y] = 0; +#endif +#endif + Feld[x][y] = EL_EXPLOSION; #if 1 GfxElement[x][y] = center_element; #else GfxElement[x][y] = EL_UNDEFINED; #endif - MovDir[x][y] = MovPos[x][y] = 0; - AmoebaNr[x][y] = 0; + ExplodePhase[x][y] = 1; Stop[x][y] = TRUE; } @@ -1883,6 +2372,24 @@ void Explode(int ex, int ey, int phase, int mode) ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ +#endif +#if 1 + + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } +#endif + if (phase == first_phase_after_start) { int element = Store2[x][y]; @@ -1922,14 +2429,26 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Back[x][y]; Back[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NO_MOVING; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + InitField(x, y, FALSE); if (CAN_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -2004,6 +2523,7 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && element != EL_SAND && element != EL_EXPLOSION && @@ -2015,9 +2535,17 @@ void DynaExplode(int ex, int ey) void Bang(int x, int y) { +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else int element = Feld[x][y]; +#endif +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y)) +#endif { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -2025,6 +2553,7 @@ void Bang(int x, int y) player->element_nr); } +#if 0 #if 1 PlaySoundLevelAction(x, y, ACTION_EXPLODING); #else @@ -2033,6 +2562,7 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); #endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -2071,11 +2601,14 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } - CheckTriggeredElementChange(element, CE_OTHER_EXPLODING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } void SplashAcid(int x, int y) @@ -2308,14 +2841,16 @@ static int getInvisibleActiveFromInvisibleElement(int element) { return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : - EL_INVISIBLE_SAND_ACTIVE); + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); } static int getInvisibleFromInvisibleActiveElement(int element) { return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : - EL_INVISIBLE_SAND); + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); } static void RedrawAllLightSwitchesAndInvisibleElements() @@ -2406,6 +2941,29 @@ static void ActivateTimegateSwitch(int x, int y) Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } + + return step; +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); @@ -2422,6 +2980,12 @@ void Impact(int x, int y) object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || MovDir[x][y + 1] != MV_DOWN || MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); @@ -2434,7 +2998,9 @@ void Impact(int x, int y) return; } - if (impact) + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) { ResetGfxAnimation(x, y); DrawLevelField(x, y); @@ -2451,13 +3017,10 @@ void Impact(int x, int y) PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } - else if (impact && CAN_CHANGE(element) && - HAS_CHANGE_EVENT(element, CE_IMPACT)) + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) { PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); - ChangeElementDoIt(x, y, element_info[element].change.successor); - return; } @@ -2535,6 +3098,13 @@ void Impact(int x, int y) Bang(x, y + 1); return; } +#if 0 + else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + { + Bang(x, y + 1); + return; + } +#endif else if (CAN_SMASH_EVERYTHING(element)) { if (IS_CLASSIC_ENEMY(smashed) || @@ -2584,12 +3154,20 @@ void Impact(int x, int y) { ToggleLightSwitch(x, y + 1); } - else if (CAN_CHANGE(smashed) && - HAS_CHANGE_EVENT(smashed, CE_SMASHED)) + else { - ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor); + CheckElementChange(x, y + 1, smashed, CE_SMASHED); + + CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_SWITCHED, -1); } } + else + { + CheckElementChange(x, y + 1, smashed, CE_SMASHED); + } } } @@ -2611,7 +3189,7 @@ void Impact(int x, int y) PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); } -void TurnRound(int x, int y) +inline static void TurnRoundExt(int x, int y) { static struct { @@ -3015,12 +3593,18 @@ void TurnRound(int x, int y) } } } - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) { boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); - if (can_turn_left && can_turn_right) + if (element_info[element].move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); else if (can_turn_left) MovDir[x][y] = (RND(2) ? left_dir : back_dir); @@ -3136,6 +3720,39 @@ void TurnRound(int x, int y) MovDir[x][y] = old_move_dir; } } + else if (element_info[element].move_pattern == MV_WHEN_PUSHED) + { + if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + +#if 0 + GfxDir[x][y] = MovDir[x][y]; +#endif + + TurnRoundExt(x, y); + +#if 1 + GfxDir[x][y] = MovDir[x][y]; +#endif + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + +#if 1 + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +#else + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_WAITING; +#endif } static boolean JustBeingPushed(int x, int y) @@ -3146,7 +3763,7 @@ static boolean JustBeingPushed(int x, int y) { struct PlayerInfo *player = &stored_player[i]; - if (player->active && player->Pushing && player->MovPos) + if (player->active && player->is_pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -3161,18 +3778,26 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; - GfxAction[x][y] = ACTION_DEFAULT; +#if 1 + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; +#else + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; +#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x>0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; @@ -3313,9 +3938,36 @@ void StartMoving(int x, int y) GfxAction[x][y + 1] = ACTION_ACTIVE; #endif } +#if 1 + else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_SMASH(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + +#else +#if 1 + else if (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + WasJustMoving[x][y] && !Pushed[x][y + 1]) +#else else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - JustStopped[x][y]) + WasJustMoving[x][y]) +#endif +#endif + { + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) @@ -3328,7 +3980,7 @@ void StartMoving(int x, int y) } else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - if (JustStopped[x][y]) /* prevent animation from being restarted */ + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; InitMovingField(x, y, MV_DOWN); @@ -3347,36 +3999,57 @@ void StartMoving(int x, int y) 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] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else - else if ((IS_SLIPPERY(Feld[x][y + 1]) || + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID)); - boolean right = (x 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } - if (left || right) + if (can_fall_any) { - if (left && right && + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - left = !(right = RND(2)); + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } } else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left_is_free = (x>0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; @@ -3391,16 +4064,21 @@ void StartMoving(int x, int y) } } - /* not "else if" because of EL_SPRING */ + /* not "else if" because of elements that can fall and move (EL_SPRING) */ if (CAN_MOVE(element) && !started_moving) { int newx, newy; +#if 1 + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; +#else if ((element == EL_SATELLITE || element == EL_BALLOON || element == EL_SPRING) && JustBeingPushed(x, y)) return; +#endif #if 0 #if 0 @@ -3424,7 +4102,9 @@ void StartMoving(int x, int y) if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && element != EL_PACMAN && - !(element_info[element].move_pattern & MV_ANY_DIRECTION)) + !(element_info[element].move_pattern & MV_ANY_DIRECTION) && + element_info[element].move_pattern != MV_TURNING_LEFT && + element_info[element].move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); @@ -3456,7 +4136,13 @@ void StartMoving(int x, int y) /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ ResetGfxAnimation(x, y); #endif + +#if 0 + if (GfxAction[x][y] != ACTION_WAITING) + printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + GfxAction[x][y] = ACTION_WAITING; +#endif } if (element == EL_ROBOT || @@ -3485,12 +4171,27 @@ void StartMoving(int x, int y) dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : dir == MV_UP ? IMG_FLAMES_1_UP : dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, -1); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + +#if 0 + printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); +#endif + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING); - for (i=1; i<=3; i++) + for (i=1; i <= 3; i++) { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) @@ -3507,7 +4208,10 @@ void StartMoving(int x, int y) Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); + } } else { @@ -3525,14 +4229,20 @@ void StartMoving(int x, int y) return; } - GfxAction[x][y] = ACTION_MOVING; +#if 0 + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; +#endif } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { #if 1 @@ -3580,7 +4290,7 @@ void StartMoving(int x, int y) if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); else - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; } else if (!IS_FREE(newx, newy)) { @@ -3624,14 +4334,15 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } else { boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; int element1 = (IN_LEV_FIELD(newx1, newy1) ? MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); int element2 = (IN_LEV_FIELD(newx2, newy2) ? @@ -3643,6 +4354,11 @@ void StartMoving(int x, int y) element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -3651,11 +4367,13 @@ void StartMoving(int x, int y) PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; + Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) Feld[newx1][newy1] = EL_FLAMES; if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) Feld[newx2][newy2] = EL_FLAMES; + return; } } @@ -3709,6 +4427,11 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; PlaySoundLevel(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -3733,7 +4456,8 @@ void StartMoving(int x, int y) TurnRound(x, y); #if 1 - DrawLevelElementAnimation(x, y, element); + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); #else if (element == EL_BUG || element == EL_SPACESHIP || @@ -3775,174 +4499,190 @@ void ContinueMoving(int x, int 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 newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED; - - if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) - 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; - else if (IS_CUSTOM_ELEMENT(element)) - step = SIGN(step) * element_info[element].move_stepsize; + int nextx = newx + dx, nexty = newy + dy; + boolean pushed = Pushed[x][y]; -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif + MovPos[x][y] += getElementMoveStepsize(x, y); - MovPos[x][y] += step; + if (pushed) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) < TILEX) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + DrawLevelField(x, y); - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + return; /* element is still moving */ + } - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); + /* element reached destination field */ - for(i=0; i<4; i++) - { - int xx, yy; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - xx = x + xy[i][0]; - yy = y + xy[i][1]; + if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "crumbled sand" */ - } - } + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } + 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; - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ - ResetGfxAnimation(x, y); /* reset animation values for old field */ + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + ResetGfxAnimation(x, y); /* reset animation values for old field */ -#if 1 #if 0 - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; + /* 2.1.1 (does not work correctly for spring) */ + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; #else - /* - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; - */ - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; +#if 0 + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN)) + GfxDir[x][y] = MovDir[newx][newy] = 0; + #endif #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - 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); + /* prevent pushed element from moving on in pushed direction */ + if (pushed && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); -#if 1 - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); -#else - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); -#endif + if (!pushed) /* special case: moving object pushed by player */ + { + WasJustMoving[newx][newy] = 3; + + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; } - else /* still moving on */ + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - DrawLevelField(x, y); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + Impact(x, newy); + +#if 1 + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); +#endif + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + CheckElementSideChange(newx, newy, Feld[newx][newy], direction, + CE_COLLISION, -1); + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } int AmoebeNachbarNr(int ax, int ay) @@ -4246,6 +4986,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) { @@ -4270,6 +5011,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) { @@ -4414,6 +5156,7 @@ void Life(int ax, int ay) changed = TRUE; } } + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ if (nachbarn >= life[2] && nachbarn <= life[3]) @@ -4474,6 +5217,9 @@ void CheckExit(int x, int y) return; } + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + Feld[x][y] = EL_EXIT_OPENING; PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); @@ -4492,7 +5238,10 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } @@ -4575,7 +5324,7 @@ void MauerWaechst(int x, int y) if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int graphic = el_dir2img(Feld[x][y], MovDir[x][y]); + int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); @@ -4606,7 +5355,7 @@ void MauerWaechst(int x, int y) Feld[x][y] = Store[x][y]; Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; DrawLevelField(x, y); } } @@ -4651,7 +5400,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; Store[ax][ay-1] = element; - MovDir[ax][ay-1] = MV_UP; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) DrawGraphic(SCREENX(ax), SCREENY(ay - 1), IMG_EXPANDABLE_WALL_GROWING_UP, 0); @@ -4661,7 +5410,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) DrawGraphic(SCREENX(ax), SCREENY(ay + 1), IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); @@ -4677,7 +5426,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; Store[ax-1][ay] = element; - MovDir[ax-1][ay] = MV_LEFT; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) DrawGraphic(SCREENX(ax - 1), SCREENY(ay), IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); @@ -4688,7 +5437,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; Store[ax+1][ay] = element; - MovDir[ax+1][ay] = MV_RIGHT; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) DrawGraphic(SCREENX(ax + 1), SCREENY(ay), IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); @@ -4829,12 +5578,21 @@ static void ChangeActiveTrap(int x, int y) DrawLevelFieldCrumbledSand(x, y); } -static void ChangeElementDoIt(int x, int y, int element_new) +static void ChangeElementNowExt(int x, int y, int target_element) { - CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING); + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) + { + Bang(x, y); + return; + } RemoveField(x, y); - Feld[x][y] = element_new; + Feld[x][y] = target_element; + + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -4845,139 +5603,317 @@ static void ChangeElementDoIt(int x, int y, int element_new) DrawLevelField(x, y); - if (CAN_BE_CRUMBLED(Feld[x][y])) + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); +} + +static boolean ChangeElementNow(int x, int y, int element, int page) +{ + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) + ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY); + + /* do not change already changed elements with same change event */ +#if 0 + if (Changed[x][y] & ChangeEvent[x][y]) + return FALSE; +#else + if (Changed[x][y]) + return FALSE; +#endif + + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + + if (change->explode) { - int sx = SCREENX(x), sy = SCREENY(y); - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - int i; + Bang(x, y); + + return TRUE; + } + + if (change->use_content) + { + boolean complete_change = TRUE; + boolean can_change[3][3]; + int xx, yy; - for(i=0; i<4; i++) + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) { - int xx = x + xy[i][0]; - int yy = y + xy[i][1]; - int sxx = sx + xy[i][0]; - int syy = sy + xy[i][1]; + boolean half_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int e; + + can_change[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (change->content[xx][yy] == EL_EMPTY_SPACE) + { + can_change[xx][yy] = FALSE; /* do not change empty borders */ + + continue; + } + + if (!IN_LEV_FIELD(ex, ey)) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; - if (!IN_LEV_FIELD(xx, yy) || - !IN_SCR_FIELD(sxx, syy) || - !CAN_BE_CRUMBLED(Feld[xx][yy]) || - IS_MOVING(xx, yy)) continue; + } + + e = Feld[ex][ey]; - DrawLevelField(xx, yy); + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + + if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || + (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || + (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; + } + } + + if (!change->only_complete || complete_change) + { + boolean something_has_changed = FALSE; + + if (change->only_complete && change->use_random_change && + RND(100) < change->random) + return FALSE; + + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + + if (can_change[xx][yy] && (!change->use_random_change || + RND(100) < change->random)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + ChangeElementNowExt(ex, ey, change->content[xx][yy]); + + something_has_changed = TRUE; + + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } + + if (something_has_changed) + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); } } + else + { + ChangeElementNowExt(x, y, change->target_element); + + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } + + return TRUE; } -static void ChangeElement(int x, int y) +static void ChangeElement(int x, int y, int page) { - int element = Feld[x][y]; + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; - if (ChangeDelay[x][y] == 0) /* initialize element change */ +#if 0 +#ifdef DEBUG + if (!CAN_CHANGE(element)) { - ChangeDelay[x][y] = changing_element[element].change_delay + 1; - - if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) - { - int max_random_delay = element_info[element].change.delay_random; - int delay_frames = element_info[element].change.delay_frames; + printf("\n\n"); + printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("ChangeElement(): This should never happen!\n"); + printf("\n\n"); + } +#endif +#endif - ChangeDelay[x][y] += RND(max_random_delay * delay_frames); - } + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); + if (change->pre_change_function) + change->pre_change_function(x, y); } ChangeDelay[x][y]--; if (ChangeDelay[x][y] != 0) /* continue element change */ { - int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); + if (change->change_function) + change->change_function(x, y); } else /* finish element change */ { - int next_element = changing_element[element].next_element; + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + } if (IS_MOVING(x, y)) /* never change a running system ;-) */ { ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ return; } - if (next_element != EL_UNDEFINED) - ChangeElementDoIt(x, y, next_element); - else - ChangeElementDoIt(x, y, element_info[element].change.successor); - - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); + if (ChangeElementNow(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } } } -static void CheckTriggeredElementChange(int trigger_element, int trigger_event) +static boolean CheckTriggeredElementSideChange(int lx, int ly, + int trigger_element, + int trigger_side, + int trigger_event) { - int i, x, y; + int i, j, x, y; if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) - return; + return FALSE; - for (i=0; ican_change && +#if 1 + change->events & CH_EVENT_BIT(trigger_event) && +#endif + change->sides & trigger_side && + change->trigger_element == trigger_element) + { +#if 0 + if (!(change->events & CH_EVENT_BIT(trigger_event))) + printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", + trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); +#endif + + change_element = TRUE; + page = j; + + break; + } + } + + if (!change_element) continue; for (y=0; yindex_nr] = 0; num_stored_actions++; +#endif + +#if 0 + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); +#endif if (!player->active || tape.pausing) - return; + return 0; if (player_action) { +#if 0 + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); +#endif + if (button1) snapped = SnapField(player, dx, dy); else { if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) { - if (button1 || (bombed && !moved)) + if (button1 || (dropped && !moved)) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ } } +#if 1 + return player_action; +#else stored_player_action[player->index_nr] = player_action; +#endif } else { +#if 0 + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); +#endif + /* no actions for this player (no input at player's configured device) */ DigField(player, 0, 0, 0, 0, DF_NO_PUSH); @@ -5024,48 +5979,127 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) CheckGravityMovement(player); if (player->MovPos == 0) - { -#if 0 - printf("Trying... Player frame reset\n"); -#endif - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); - } if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; + + return 0; } +#if 0 if (tape.recording && num_stored_actions >= MAX_PLAYERS) { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + TapeRecordAction(stored_player_action); num_stored_actions = 0; } +#endif } -void GameActions() +#else + +static void PlayerActions(struct PlayerInfo *player, byte player_action) { - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; - byte *recorded_player_action; - byte summarized_player_action = 0; + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); - if (game_status != GAME_MODE_PLAYING) - return; + stored_player_action[player->index_nr] = 0; + num_stored_actions++; - action_delay_value = - (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + if (!player->active || tape.pausing) + return; - /* ---------- main game synchronization point ---------- */ + if (player_action) + { + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); - WaitUntilDelayReached(&action_delay, action_delay_value); + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); - if (network_playing && !network_player_action_received) + moved = MovePlayer(player, dx, dy); + } + + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + + stored_player_action[player->index_nr] = player_action; + } + else + { + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + } + + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +} +#endif + +void GameActions() +{ + static unsigned long action_delay = 0; + unsigned long action_delay_value; + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; + byte *recorded_player_action; + byte summarized_player_action = 0; +#if 1 + byte tape_action[MAX_PLAYERS]; +#endif + + if (game_status != GAME_MODE_PLAYING) + return; + + action_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; + + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&action_delay, action_delay_value); + + if (network_playing && !network_player_action_received) { /* #ifdef DEBUG @@ -5113,7 +6147,7 @@ void GameActions() if (!options.network && !setup.team_mode) local_player->effective_action = summarized_player_action; - for (i=0; ijx; + int y = player->jy; + + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y)) + { + ContinueMoving(x, y); + + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif + for (y=0; y 0) - JustStopped[x][y]--; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; GfxFrame[x][y]++; +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements with zero push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -5168,7 +6257,7 @@ void GameActions() { element = Feld[x][y]; #if 1 - graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); #else graphic = el2img(element); #endif @@ -5205,11 +6294,22 @@ void GameActions() #if 1 /* this may take place after moving, so 'element' may have changed */ +#if 0 if (IS_CHANGING(x, y)) +#else + if (IS_CHANGING(x, y) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) +#endif { - ChangeElement(x, y); +#if 0 + ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : + element_info[element].event_page_nr[CE_DELAY]); +#else + ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); +#endif + element = Feld[x][y]; - graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } #endif @@ -5218,11 +6318,12 @@ void GameActions() StartMoving(x, y); #if 1 - graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); #if 0 - if (element == EL_PACMAN) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); + if (element == EL_MOLE) + printf("::: %d, %d, %d [%d]\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], + GfxAction[x][y]); #endif #if 0 if (element == EL_YAMYAM) @@ -5238,7 +6339,12 @@ void GameActions() DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #if 0 - if (element == EL_YAMYAM) + if (element == EL_BUG) + printf("::: %d, %d\n", graphic, GfxFrame[x][y]); +#endif + +#if 0 + if (element == EL_MOLE) printf("::: %d, %d\n", graphic, GfxFrame[x][y]); #endif } @@ -5345,6 +6451,7 @@ void GameActions() #endif element = Feld[x][y]; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || element == EL_SAND || @@ -5456,7 +6563,7 @@ void GameActions() } } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; TimePlayed++; @@ -5541,6 +6648,15 @@ void GameActions() stored_player[i].StepFrame += move_frames; } #endif + +#if 1 + if (local_player->show_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } +#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -5588,24 +6704,24 @@ void ScrollLevel(int dx, int dy) int x, y; BlitBitmap(drawto_field, drawto_field, - FX + TILEX*(dx == -1) - softscroll_offset, - FY + TILEY*(dy == -1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx == 1) - softscroll_offset, - FY + TILEY*(dy == 1) - softscroll_offset); + FX + TILEX * (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++) + for (y=BY1; y <= BY2; y++) DrawScreenField(x, y); } if (dy) { y = (dy == 1 ? BY1 : BY2); - for (x=BX1; x<=BX2; x++) + for (x=BX1; x <= BX2; x++) DrawScreenField(x, y); } @@ -5614,7 +6730,7 @@ void ScrollLevel(int dx, int dy) static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.gravity && !player->programmed_action) { int move_dir_vertical = player->action & (MV_UP | MV_DOWN); int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); @@ -5632,6 +6748,7 @@ static void CheckGravityMovement(struct PlayerInfo *player) (IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_SAND)); + /* !!! extend EL_SAND to anything diggable !!! */ if (field_under_player_is_free && !player_is_moving_to_valid_field && @@ -5641,17 +6758,33 @@ static void CheckGravityMovement(struct PlayerInfo *player) } /* - MoveFigureOneStep() + MovePlayerOneStep() ----------------------------------------------------------------------------- dx, dy: direction (non-diagonal) to try to move the player to real_dx, real_dy: direction as read from input device (can be diagonal) */ -boolean MoveFigureOneStep(struct PlayerInfo *player, +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { +#if 0 + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; +#endif int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; + int new_jx = jx + dx, new_jy = jy + dy; int element; int can_move; @@ -5696,22 +6829,44 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; - jx = player->jx = new_jx; - jy = player->jy = new_jy; - StorePlayer[jx][jy] = player->element_nr; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(player, SCROLL_INIT); + ScrollPlayer(player, SCROLL_INIT); + +#if 0 + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_OTHER_GETS_LEFT); + CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) + { + CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side, + CE_ENTERED_BY_PLAYER, -1); + } +#endif return MF_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; @@ -5750,7 +6905,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); FrameCounter++; DrawAllPlayers(); @@ -5762,13 +6917,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) 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 |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } jx = player->jx; @@ -5847,7 +7002,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) #if 1 InitPlayerGfxAnimation(player, ACTION_DEFAULT); #else - if (!(moved & MF_MOVING) && !player->Pushing) + if (!(moved & MF_MOVING) && !player->is_pushing) player->Frame = 0; #endif #endif @@ -5865,6 +7020,51 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; +#if 1 + player->is_snapping = FALSE; +#endif + +#if 1 + player->is_switching = FALSE; +#endif + + +#if 1 + { + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = player->MovDir; + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; + +#if 1 + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) + { + CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_OTHER_GETS_LEFT); + CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_ENTERED_BY_PLAYER, -1); + } +#endif + + } +#endif + + } else { @@ -5876,7 +7076,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->is_moving = FALSE; } - TestIfHeroTouchesBadThing(jx, jy); + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) RemoveHero(player); @@ -5884,7 +7088,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; @@ -5901,7 +7105,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 0 DrawPlayer(player); +#endif return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -5917,9 +7123,11 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (player->MovPos == 0) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif - if (player->MovPos == 0) + if (player->MovPos == 0) /* player reached destination field */ { if (IS_PASSABLE(Feld[last_jx][last_jy])) { @@ -5934,15 +7142,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { + DrawPlayer(player); /* needed here only to cleanup last field */ RemoveHero(player); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#if 1 + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#endif + + if (!player->active) + RemoveHero(player); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -5977,6 +7199,179 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + CheckTriggeredElementSideChange(xx, yy, border_element, border_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(xx, yy, border_element, border_side, + CE_TOUCHED_BY_PLAYER, -1); + } + else if (IS_PLAYER(xx, yy)) + { + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + CheckTriggeredElementSideChange(x, y, center_element, center_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(x, y, center_element, center_side, + CE_TOUCHED_BY_PLAYER, -1); + + break; + } + } +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i, j; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) + { + for (j=0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & border_side && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; + + break; + } + } + } + + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + { + for (j=0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & center_side && + change->trigger_element == center_element) + { + CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, j); + break; + } + } + } + } + + if (change_center_element) + CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, center_element_change_page); +} + void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; @@ -6052,6 +7447,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -6091,7 +7493,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ - kill_x = test_x; + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + kill_x = test_x; kill_y = test_y; break; } @@ -6110,24 +7518,6 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_PROTECTED(kill_x, kill_y)) @@ -6267,10 +7657,12 @@ void RemoveHero(struct PlayerInfo *player) } /* + ============================================================================= checkDiagonalPushing() ----------------------------------------------------------------------------- check if diagonal input device direction results in pushing of object (by checking if the alternative direction is walkable, diggable, ...) + ============================================================================= */ static boolean checkDiagonalPushing(struct PlayerInfo *player, @@ -6293,21 +7685,33 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, } /* + ============================================================================= DigField() ----------------------------------------------------------------------------- x, y: field next to player (non-diagonal) to try to dig to real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= */ int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { + static int change_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); + int dig_side = change_sides[MV_DIR_BIT(move_direction)]; int element; if (player->MovPos == 0) @@ -6317,11 +7721,11 @@ int DigField(struct PlayerInfo *player, } if (player->MovPos == 0) /* last pushing move finished */ - player->Pushing = FALSE; + player->is_pushing = FALSE; if (mode == DF_NO_PUSH) /* player just stopped pushing */ { - player->Switching = FALSE; + player->is_switching = FALSE; player->push_delay = 0; return MF_NO_ACTION; @@ -6334,7 +7738,7 @@ int DigField(struct PlayerInfo *player, if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) #else if (IS_TUBE(Feld[jx][jy]) || - (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) #endif { int i = 0; @@ -6368,464 +7772,12 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; -#if 1 if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0)) + game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; -#endif switch (element) { -#if 0 - case EL_EMPTY: - PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING); - break; -#endif - -#if 0 - 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); - - if (mode != DF_SNAP && element != EL_EMPTY) - { - GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element); - player->is_digging = TRUE; - } - - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); - break; -#endif - - 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); - - if (mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } - - 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), FONT_TEXT_2); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - -#if 0 - case EL_ENVELOPE: - Feld[x][y] = EL_EMPTY; -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; -#endif - - case EL_EXTRA_TIME: - RemoveField(x, y); - if (level.time > 0) - { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - } -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_SHIELD_NORMAL: - RemoveField(x, y); - player->shield_normal_time_left += 10; -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_SHIELD_DEADLY: - RemoveField(x, y); - player->shield_normal_time_left += 10; - player->shield_deadly_time_left += 10; -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_DYNAMITE: - case EL_SP_DISK_RED: - RemoveField(x, y); - player->dynamite++; - player->use_disk_red_graphic = (element == EL_SP_DISK_RED); - RaiseScoreElement(EL_DYNAMITE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_NUMBER: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE); -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_SIZE: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE); -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_POWER: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE); -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - - case EL_KEY_1: - case EL_KEY_2: - case EL_KEY_3: - case EL_KEY_4: - { - int key_nr = element - EL_KEY_1; - int graphic = el2edimg(element); - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - } - - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: - { - int key_nr = element - EL_EM_KEY_1; - int graphic = el2edimg(EL_KEY_1 + key_nr); - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); -#else - PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); -#endif - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); - break; - } - - case EL_ROBOT_WHEEL: - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; - - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_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_CLASS_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_SWITCH_LEFT: - case EL_BALLOON_SWITCH_RIGHT: - case EL_BALLOON_SWITCH_UP: - case EL_BALLOON_SWITCH_DOWN: - case EL_BALLOON_SWITCH_ANY: - if (element == EL_BALLOON_SWITCH_ANY) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : - element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SWITCH_UP ? MV_UP : - element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : - MV_NO_MOVING); - PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); - - return MF_ACTION; - break; - - /* 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 0 - if (element == EL_ROCK) - printf("::: wanna push [%d] [%d]\n", - FrameCounter, player->push_delay_value); -#endif - - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; - - if (!checkDiagonalPushing(player, x, y, real_dx, 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 && 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; - } - - if (element == EL_SPRING) - { - Feld[x + dx][y + dy] = EL_SPRING; - MovDir[x + dx][y + dy] = move_direction; - } - - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - - CheckTriggeredElementChange(element, CE_OTHER_PUSHING); - - break; - - case EL_GATE_1: - case EL_GATE_2: - case EL_GATE_3: - case EL_GATE_4: - if (!player->key[element - EL_GATE_1]) - return MF_NO_ACTION; - break; - - case EL_GATE_1_GRAY: - case EL_GATE_2_GRAY: - case EL_GATE_3_GRAY: - case EL_GATE_4_GRAY: - if (!player->key[element - EL_GATE_1_GRAY]) - return MF_NO_ACTION; - break; - - case EL_EM_GATE_1: - case EL_EM_GATE_2: - case EL_EM_GATE_3: - case EL_EM_GATE_4: - if (!player->key[element - EL_EM_GATE_1]) - 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_CLASS_GATE_PASSING); - break; - - case EL_EM_GATE_1_GRAY: - case EL_EM_GATE_2_GRAY: - case EL_EM_GATE_3_GRAY: - case EL_EM_GATE_4_GRAY: - if (!player->key[element - EL_EM_GATE_1_GRAY]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - -#if 1 - PlaySoundLevelAction(x, y, ACTION_PASSING); -#else - PlaySoundLevel(x, y, SND_GATE_PASSING); -#endif - break; - - 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, ACTION_PASSING); - break; - case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -6857,10 +7809,16 @@ int DigField(struct PlayerInfo *player, element != EL_SP_GRAVITY_PORT_DOWN && element != EL_SP_PORT_VERTICAL && element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + /* automatically move to the next field with double speed */ player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); @@ -6899,168 +7857,80 @@ int DigField(struct PlayerInfo *player, 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_CLASS_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_CLASS_EXIT_PASSING); - else - PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING); - - break; - - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; - - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); - return MF_ACTION; - break; - -#if 0 - case EL_SOKOBAN_FIELD_EMPTY: - break; -#endif - - 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; + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY - || !IS_SB_ELEMENT(element)))) - return MF_NO_ACTION; + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); + } + break; - if (player->push_delay == 0) - player->push_delay = FrameCounter; -#if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_BALLOON) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_BALLOON) - return MF_NO_ACTION; -#endif + default: - if (IS_SB_ELEMENT(element)) + if (IS_WALKABLE(element)) { - if (element == EL_SOKOBAN_FIELD_FULL) + int sound_action = ACTION_WALKING; + + if (element >= EL_GATE_1 && element <= EL_GATE_4) { - Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; + if (!player->key[element - EL_GATE_1]) + return MF_NO_ACTION; } - else - RemoveField(x, y); - - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) + else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJECT) -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING); -#else - PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING); -#endif - else -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); -#endif + if (!player->key[element - EL_GATE_1_GRAY]) + return MF_NO_ACTION; } - else + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT; - if (element == EL_SOKOBAN_FIELD_FULL) -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); -#endif - else -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); -#endif + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ } - } - else - { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - } - - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); - DrawLevelField(x, y); - DrawLevelField(x + dx, y + dy); + /* play sound from background or player, whatever is available */ + if (element_info[element].sound[sound_action] != SND_UNDEFINED) + PlaySoundLevelElementAction(x, y, element, sound_action); + else + PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + break; } + else if (IS_PASSABLE(element)) + { + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; - CheckTriggeredElementChange(element, CE_OTHER_PUSHING); +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif - break; + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) + { + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) + { + if (!player->key[element - EL_EM_GATE_1_GRAY]) + return MF_NO_ACTION; + } - case EL_PENGUIN: - case EL_PIG: - case EL_DRAGON: - break; + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); - default: + PlaySoundLevelAction(x, y, ACTION_PASSING); - if (IS_WALKABLE(element)) - { - PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING); break; } else if (IS_DIGGABLE(element)) @@ -7069,13 +7939,24 @@ int DigField(struct PlayerInfo *player, if (mode != DF_SNAP) { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif player->is_digging = TRUE; } PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + break; } else if (IS_COLLECTIBLE(element)) @@ -7088,29 +7969,167 @@ int DigField(struct PlayerInfo *player, player->is_collecting = TRUE; } - RaiseScoreElement(element); + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || + (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + { + int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? + element - EL_KEY_1 : element - EL_EM_KEY_1); + + player->key[key_nr] = TRUE; + + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + key_nr)); + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) + { +#if 1 + player->show_envelope = element; +#else + ShowEnvelope(element - EL_ENVELOPE_1); +#endif + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; + + for (i=0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); + } + RaiseScoreElement(element); PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif break; } else if (IS_PUSHABLE(element)) { - if (mode == DF_SNAP) + if (mode == DF_SNAP && element != EL_BD_ROCK) return MF_NO_ACTION; if (CAN_FALL(element) && dy) return MF_NO_ACTION; - if (!player->Pushing && - game.engine_version >= RELEASE_IDENT(2,2,0,7)) + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; + +#if 1 + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MF_NO_ACTION; +#endif + +#if 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; +#endif + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + + /* + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || + !player_is_pushing)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); + */ +#else + if (!player->is_pushing && + game.engine_version >= VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); +#endif + +#if 0 + printf("::: push delay: %ld [%d, %d] [%d]\n", + player->push_delay_value, FrameCounter, game.engine_version, + player->is_pushing); +#endif - player->Pushing = TRUE; + player->is_pushing = TRUE; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) return MF_NO_ACTION; if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) @@ -7120,30 +8139,187 @@ int DigField(struct PlayerInfo *player, player->push_delay = FrameCounter; if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = INITIAL_MOVE_DELAY_OFF; + return MF_NO_ACTION; + } - RemoveField(x, y); - Feld[x + dx][y + dy] = element; +#if 0 + printf("::: NOW PUSHING... [%d]\n", FrameCounter); +#endif -#if 1 - if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[nextx][nexty]) + PlaySoundLevelAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); + + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; + + if (game.engine_version < VERSION_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); -#else - player->push_delay_value = 2 + RND(8); + else + player->push_delay_value = -1; /* get new value later */ + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PUSHED); + CheckElementSideChange(x, y, element, dig_side, + CE_PUSHED_BY_PLAYER, -1); + + break; + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + return MF_ACTION; + + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING); + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + + for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); #endif + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_ANY) + { + if (element == EL_BALLOON_SWITCH_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + MV_NO_MOVING); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - CheckTriggeredElementChange(element, CE_OTHER_PUSHING); - CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER); + DrawLevelField(x, y); - break; +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } + + return MF_ACTION; } else { - CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER); + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); + } + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PRESSED); + CheckElementSideChange(x, y, element, dig_side, + CE_PRESSED_BY_PLAYER, -1); } return MF_NO_ACTION; @@ -7161,8 +8337,12 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -7174,12 +8354,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; - player->snapped = FALSE; + player->is_snapping = FALSE; if (player->MovPos == 0) { + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; } @@ -7187,18 +8368,21 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; + + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; + player->is_snapping = TRUE; + + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; @@ -7208,66 +8392,65 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element; + int old_element; if (!player->active || player->MovPos) return FALSE; - element = Feld[jx][jy]; + old_element = Feld[jx][jy]; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) return FALSE; -#if 0 - if (element != EL_EMPTY) + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; -#endif - if (element != EL_EMPTY) - { -#if 0 - Store[jx][jy] = element; -#else - Back[jx][jy] = element; -#endif - } + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) + return FALSE; + + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ MovDelay[jx][jy] = 96; ResetGfxAnimation(jx, jy); ResetRandomAnimationValue(jx, jy); - if (player->dynamite) + if (player->inventory_size > 0) { - Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : - EL_DYNAMITE_ACTIVE); - player->dynamite--; + int new_element = player->inventory_element[--player->inventory_size]; + + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { -#if 1 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); -#else - 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); -#endif - } PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); + + TestIfElementTouchesCustomElement(jx, jy); } - else + else /* player is dropping a dyna bomb */ { + player->dynabombs_left--; + Feld[jx][jy] = EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); - player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); @@ -7433,6 +8616,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_SP_DISK_RED: case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: case EL_DYNABOMB_INCREASE_POWER: @@ -7452,7 +8636,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_KEY]); break; default: - RaiseScore(element_info[element].score); + RaiseScore(element_info[element].collect_score); break; } } @@ -7679,6 +8863,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); PlayMusic(level_nr); } break; @@ -7687,14 +8873,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: