X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=99cbfbbdfdf76adb0848ece543ecf5eda3ddf29c;hb=c9bb6e0a6eecbf84320be79b121bd957a938a08c;hp=384d7431d4b14e611113d302da44945d288b0089;hpb=c4baa69cc8d5e8398425e67498b49f4b77f8e477;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 384d7431..99cbfbbd 100644 --- a/src/game.c +++ b/src/game.c @@ -1,2959 +1,5991 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "sound.h" -#include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" -#include "joystick.h" - -void GetPlayerConfig() +#include "network.h" + +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + +/* for DigField() */ +#define DF_NO_PUSH 0 +#define DF_DIG 1 +#define DF_SNAP 2 + +/* for MoveFigure() */ +#define MF_NO_ACTION 0 +#define MF_MOVING 1 +#define MF_ACTION 2 + +/* for ScrollFigure() */ +#define SCROLL_INIT 0 +#define SCROLL_GO_ON 1 + +/* for Explode() */ +#define EX_PHASE_START 0 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 + +/* special positions in the game control window (relative to control window) */ +#define XX_LEVEL 37 +#define YY_LEVEL 20 +#define XX_EMERALDS 29 +#define YY_EMERALDS 54 +#define XX_DYNAMITE 29 +#define YY_DYNAMITE 89 +#define XX_KEYS 18 +#define YY_KEYS 123 +#define XX_SCORE 15 +#define YY_SCORE 159 +#define XX_TIME 29 +#define YY_TIME 194 + +/* special positions in the game control window (relative to main window) */ +#define DX_LEVEL (DX + XX_LEVEL) +#define DY_LEVEL (DY + YY_LEVEL) +#define DX_EMERALDS (DX + XX_EMERALDS) +#define DY_EMERALDS (DY + YY_EMERALDS) +#define DX_DYNAMITE (DX + XX_DYNAMITE) +#define DY_DYNAMITE (DY + YY_DYNAMITE) +#define DX_KEYS (DX + XX_KEYS) +#define DY_KEYS (DY + YY_KEYS) +#define DX_SCORE (DX + XX_SCORE) +#define DY_SCORE (DY + YY_SCORE) +#define DX_TIME (DX + XX_TIME) +#define DY_TIME (DY + YY_TIME) + +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 + +#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + +#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)) + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define SOUND_CTRL_ID_MUSIC 3 +#define SOUND_CTRL_ID_LOOPS 4 +#define SOUND_CTRL_ID_SIMPLE 5 + +#define NUM_GAME_BUTTONS 6 + + +/* forward declaration for internal use */ + +static void InitBeltMovement(void); +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); + +static void ChangeElementDoIt(int, int, int); + +static void PlaySoundLevel(int, int, int); +static void PlaySoundLevelNearest(int, int, int); +static void PlaySoundLevelAction(int, int, int); +static void PlaySoundLevelElementAction(int, int, int, int); +static void PlaySoundLevelActionIfLoop(int, int, int); +static void StopSoundLevelActionIfLoop(int, int, int); + +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + + +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ + +/* forward declaration for changer functions */ +static void InitBuggyBase(int x, int y); +static void WarnBuggyBase(int x, int y); + +static void InitTrap(int x, int y); +static void ActivateTrap(int x, int y); +static void ChangeActiveTrap(int x, int y); + +static void InitRobotWheel(int x, int y); +static void RunRobotWheel(int x, int y); +static void StopRobotWheel(int x, int y); + +static void InitTimegateWheel(int x, int y); +static void RunTimegateWheel(int x, int y); + +struct ChangingElementInfo +{ + int base_element; + int next_element; + int change_delay; + void (*pre_change_function)(int x, int y); + void (*change_function)(int x, int y); + void (*post_change_function)(int x, int y); +}; + +static struct ChangingElementInfo changing_element_list[] = { - int old_joystick_nr = joystick_nr; - - if (sound_status==SOUND_OFF) - player.setup &= ~SETUP_SOUND; - if (!sound_loops_allowed) { - player.setup &= ~SETUP_SOUND_LOOPS; - player.setup &= ~SETUP_SOUND_MUSIC; - } + EL_NUT_BREAKING, + EL_EMERALD, + 6, + NULL, + NULL, + NULL + }, + { + EL_PEARL_BREAKING, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_EXIT_OPENING, + EL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_OPENING, + EL_SWITCHGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_CLOSING, + EL_SWITCHGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_OPENING, + EL_TIMEGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_CLOSING, + EL_TIMEGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, - sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup); - sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup); - sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup); - toons_on = SETUP_TOONS_ON(player.setup); - direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup); - fading_on = SETUP_FADING_ON(player.setup); - autorecord_on = SETUP_AUTO_RECORD_ON(player.setup); - joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup); - quick_doors = SETUP_QUICK_DOORS_ON(player.setup); - scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup); - soft_scrolling_on = SETUP_SOFT_SCROLL_ON(player.setup); + { + EL_ACID_SPLASH_LEFT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_ACID_SPLASH_RIGHT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE, + EL_SP_BUGGY_BASE_ACTIVATING, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVATING, + EL_SP_BUGGY_BASE_ACTIVE, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVE, + EL_SP_BUGGY_BASE, + 0, + InitBuggyBase, + WarnBuggyBase, + NULL + }, + { + EL_TRAP, + EL_TRAP_ACTIVE, + 0, + InitTrap, + NULL, + ActivateTrap + }, + { + EL_TRAP_ACTIVE, + EL_TRAP, + 31, + NULL, + ChangeActiveTrap, + NULL + }, + { + EL_ROBOT_WHEEL_ACTIVE, + EL_ROBOT_WHEEL, + 0, + InitRobotWheel, + RunRobotWheel, + StopRobotWheel + }, + { + EL_TIMEGATE_SWITCH_ACTIVE, + EL_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, -#ifndef MSDOS - if (joystick_nr != old_joystick_nr) { - if (joystick_device) - close(joystick_device); - InitJoystick(); + EL_UNDEFINED, + EL_UNDEFINED, + -1, + NULL, + NULL, + NULL } -#endif -} +}; -void InitGame() -{ - int i,x,y; - BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ - - Dynamite = Score = 0; - Gems = level.edelsteine; - SokobanFields = Lights = Friends = 0; - DynaBombCount = DynaBombSize = DynaBombsLeft = 0; - DynaBombXL = FALSE; - Key[0] = Key[1] = Key[2] = Key[3] = FALSE; - MampferNr = 0; - FrameCounter = 0; - TimeFrames = 0; - TimeLeft = level.time; - ScreenMovPos = 0; - PlayerMovDir = MV_NO_MOVING; - PlayerMovPos = 0; - PlayerGfxPos = 0; - PlayerFrame = 0; - PlayerPushing = FALSE; - PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE; - JX = JY = 0; - ZX = ZY = -1; +static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; - DigField(0,0,0,0,DF_NO_PUSH); - SnapField(0,0); +#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) - for(i=0;i0 && Feld[x-1][y]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; - break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - InitMovDir(x,y); - break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: - InitAmoebaNr(x,y); - break; - case EL_TROPFEN: - if (y==lev_fieldy-1) - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - break; - case EL_DYNAMIT: - MovDelay[x][y] = 96; - break; - case EL_BIRNE_AUS: - Lights++; - break; - case EL_SOKOBAN_FELD_LEER: - SokobanFields++; - break; - case EL_MAULWURF: - case EL_PINGUIN: - Friends++; - break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1<=MIDPOSX-1) - scroll_x = - (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1); - if (JY>=MIDPOSY-1) - scroll_y = - (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1); + setup.sound_simple = setup.sound; - CloseDoor(DOOR_CLOSE_1); + SetAudioMode(setup.sound); + InitJoysticks(); +} - DrawLevel(); - DrawLevelElement(JX,JY,EL_SPIELFIGUR); - FadeToFront(); +static int getBeltNrFromBeltElement(int element) +{ + return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 : + element < EL_CONVEYOR_BELT_3_LEFT ? 1 : + element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3); +} - XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE, - DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL, - int2str(level_nr,2),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS, - int2str(Gems,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE, - int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE, - int2str(Score,5),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME, - int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - - DrawGameButton(BUTTON_GAME_STOP); - DrawGameButton(BUTTON_GAME_PAUSE); - DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on)); - XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc, - DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS); - - OpenDoor(DOOR_OPEN_1); - - if (sound_music_on) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); - - XAutoRepeatOff(display); +static int getBeltNrFromBeltActiveElement(int element) +{ + return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 : + element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 : + element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3); } -void InitMovDir(int x, int y) +static int getBeltNrFromBeltSwitchElement(int element) { - int i, element = Feld[x][y]; - static int xy[4][2] = - { - { 0,+1 }, - { +1,0 }, - { 0,-1 }, - { -1,0 } - }; - static int direction[2][4] = + return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 : + element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 : + element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3); +} + +static int getBeltDirNrFromBeltSwitchElement(int element) +{ + static int belt_base_element[4] = { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP } + EL_CONVEYOR_BELT_1_SWITCH_LEFT, + EL_CONVEYOR_BELT_2_SWITCH_LEFT, + EL_CONVEYOR_BELT_3_SWITCH_LEFT, + EL_CONVEYOR_BELT_4_SWITCH_LEFT }; - switch(element) - { - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element-EL_KAEFER_R]; - break; - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element-EL_FLIEGER_R]; - break; - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R]; - break; - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element-EL_FIREFLY_R]; - break; - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element-EL_PACMAN_R]; - break; - default: - MovDir[x][y] = 1<jx, jy = player->jy; - AmoebaNr[x][y] = group_nr; - AmoebaCnt[group_nr]++; - AmoebaCnt2[group_nr]++; -} + player->present = TRUE; -void GameWon() -{ - int hi_pos; - int bumplevel = FALSE; + if (!options.network || player->connected) + { + player->active = TRUE; - LevelSolved = FALSE; + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; - if (TimeLeft) - { - if (sound_loops_on) - PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP); + StorePlayer[x][y] = Feld[x][y]; - while(TimeLeft>0) - { - if (!sound_loops_on) - PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) - TimeLeft -= 10; - else - TimeLeft--; - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - BackToFront(); - Delay(10); - } + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); + } + } - if (sound_loops_on) - StopSound(SND_SIRR); - } + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } + break; - FadeSounds(); + case EL_STONEBLOCK: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPLEFT; + else if (x > 0 && Feld[x-1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPRIGHT; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT) + Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT; + else if (y > 0 && Feld[x][y-1] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_BOTTOM; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT) + Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; + break; - /* Hero disappears */ - DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]); - BackToFront(); + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + case EL_BUG: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + case EL_BD_FIREFLY: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_SP_SNIKSNAK: + case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: + InitMovDir(x, y); + break; - if (tape.playing) - return; + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: + InitAmoebaNr(x, y); + break; - CloseDoor(DOOR_CLOSE_1); + case EL_AMOEBA_DROP: + if (y == lev_fieldy - 1) + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + } + break; - if (tape.recording) - { - TapeStop(); - SaveLevelTape(tape.level_nr); /* Ask to save tape */ - } + case EL_DYNAMITE_ACTIVE: + MovDelay[x][y] = 96; + break; - if (level_nr==player.handicap && - level_nrlights_still_needed++; + break; - if ((hi_pos=NewHiScore())>=0) - { - game_status = HALLOFFAME; - DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) - level_nr++; - } - else - { - game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) - level_nr++; - DrawMainMenu(); - } + case EL_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; + break; - BackToFront(); -} + case EL_PENGUIN: + local_player->friends_still_needed++; + break; -BOOL NewHiScore() -{ - int k,l; - int position = -1; + case EL_PIG: + case EL_DRAGON: + MovDir[x][y] = 1 << RND(4); + break; - LoadScore(level_nr); + case EL_SP_EMPTY: + Feld[x][y] = EL_EMPTY; + break; - if (!strcmp(player.alias_name,EMPTY_ALIAS) || - Scorehighscore[k].Score) /* Spieler kommt in Highscore-Liste */ - { - if (kk;l--) + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ { - strcpy(highscore[l].Name,highscore[l-1].Name); - highscore[l].Score = highscore[l-1].Score; + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; } } + break; -#ifdef ONE_PER_NAME - put_into_list: -#endif - sprintf(highscore[k].Name,player.alias_name); - highscore[k].Score = Score; - position = k; + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; - } -#ifdef ONE_PER_NAME - else if (!strcmp(player.alias_name,highscore[k].Name)) - break; /* Spieler schon mit besserer Punktzahl in der Liste */ -#endif + case EL_LIGHT_SWITCH_ACTIVE: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); + break; } - - if (position>=0) - SaveScore(level_nr); - - return(position); } -void InitMovingField(int x, int y, int direction) +void DrawGameDoorValues() { - int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); - - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_LEERRAUM) - Feld[newx][newy] = EL_BLOCKED; + int i, j; + + for (i=0; igems_still_needed, 3), FONT_TEXT_2); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FONT_TEXT_2); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FONT_TEXT_2); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FONT_TEXT_2); } -void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) -{ - int direction = MovDir[x][y]; - int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); - *goes_to_x = newx; - *goes_to_y = newy; -} +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ -void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) +static void InitGameEngine() { - int oldx = x, oldy = y; - int direction = MovDir[x][y]; - - if (direction==MV_LEFT) - oldx++; - else if (direction==MV_RIGHT) - oldx--; - else if (direction==MV_UP) - oldy++; - else if (direction==MV_DOWN) - oldy--; - - *comes_from_x = oldx; - *comes_from_y = oldy; -} + int i; -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); - if (element==EL_BLOCKED) - { - int oldx,oldy; + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); - Blocked2Moving(x,y,&oldx,&oldy); - return(Feld[oldx][oldy]); - } - else - return(element); -} +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#endif -void RemoveMovingField(int x, int y) -{ - int oldx = x,oldy = y, newx = x,newy = y; + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = + (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + INITIAL_MOVE_DELAY_OFF); - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y)) - return; + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); - if (IS_MOVING(x,y)) + /* initialize changing elements information */ + for (i=0; ibase_element; + + changing_element[element].base_element = ce->base_element; + changing_element[element].next_element = ce->next_element; + changing_element[element].change_delay = ce->change_delay; + changing_element[element].pre_change_function = ce->pre_change_function; + changing_element[element].change_function = ce->change_function; + changing_element[element].post_change_function = ce->post_change_function; + + i++; } - if (Feld[x][y]==EL_BLOCKED && - (Store[oldx][oldy]==EL_MORAST_LEER || - Store[oldx][oldy]==EL_SIEB_LEER || - Store[oldx][oldy]==EL_SIEB2_LEER || - Store[oldx][oldy]==EL_AMOEBE_NASS)) + /* add changing elements from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } - else - Feld[oldx][oldy] = EL_LEERRAUM; + int element = EL_CUSTOM_START + i; + struct ElementChangeInfo *change = &element_info[element].change; - Feld[newx][newy] = EL_LEERRAUM; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + /* only add custom elements that change after fixed/random frame delay */ + if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) + continue; - DrawLevelField(oldx,oldy); - DrawLevelField(newx,newy); + changing_element[element].base_element = element; + changing_element[element].next_element = change->successor; + changing_element[element].change_delay = (change->delay_fixed * + change->delay_frames); + } } -void DrawDynamite(int x, int y) + +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ + +void InitGame() { - int sx = SCROLLX(x), sy = SCROLLY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ + boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + int i, j, x, y; - if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y)) - return; + InitGameEngine(); - if (Store[x][y]) - DrawGraphic(sx,sy, el2gfx(Store[x][y])); +#if 0 +#if DEBUG +#if USE_NEW_AMOEBA_CODE + printf("Using new amoeba code.\n"); +#else + printf("Using old amoeba code.\n"); +#endif +#endif +#endif + + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); - if (Feld[x][y]==EL_DYNAMIT) + for (i=0; i 6) - phase = 6; - } - else - { - if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3) - phase = 7-phase; - } + struct PlayerInfo *player = &stored_player[i]; - if (Store[x][y]) - DrawGraphicThruMask(sx,sy, graphic + phase); - else - DrawGraphic(sx,sy, graphic + phase); -} + player->index_nr = i; + player->element_nr = EL_PLAYER_1 + i; -void CheckDynamite(int x, int y) -{ - if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % 12)) - PlaySoundLevel(x,y,SND_ZISCH); + player->present = FALSE; + player->active = FALSE; - if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x,y); - else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x,y); + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; - return; - } - } + player->score = 0; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; - StopSound(SND_ZISCH); - Bang(x,y); -} + for (j=0; j<4; j++) + player->key[j] = FALSE; -void Explode(int ex, int ey, int phase, int mode) -{ - int x,y; - int num_phase = 9, delay = 2; - int last_phase = num_phase*delay; - int half_phase = (num_phase/2)*delay; + player->dynamite = 0; + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; - if (phase==0) /* Feld 'Store' initialisieren */ - { - int center_element = Feld[ex][ey]; + player->MovDir = MV_NO_MOVING; + player->MovPos = 0; + player->Pushing = FALSE; + player->Switching = FALSE; + player->GfxPos = 0; + player->GfxDir = MV_NO_MOVING; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; - if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey)) - { - center_element = MovingOrBlocked2Element(ex,ey); - RemoveMovingField(ex,ey); - } + player->use_murphy_graphic = FALSE; + player->use_disk_red_graphic = FALSE; - for(y=ey-1;yactual_frame_counter = 0; - if (IS_MOVING(x,y) || IS_BLOCKED(x,y)) - { - element = MovingOrBlocked2Element(x,y); - RemoveMovingField(x,y); - } + player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; - if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING) - continue; + player->is_moving = FALSE; + player->is_waiting = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; - if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) && - (x!=ex || y!=ey)) - continue; + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; - if (element==EL_EXPLODING) - element = Store2[x][y]; + player->push_delay = 0; + player->push_delay_value = 5; - if (IS_PLAYER(ex,ey)) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (center_element==EL_MAULWURF) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (center_element==EL_PINGUIN) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (center_element==EL_KAEFER) - Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN); - else if (center_element==EL_BUTTERFLY) - Store[x][y] = EL_EDELSTEIN_BD; - else if (center_element==EL_MAMPFER) - Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1]; - else if (center_element==EL_AMOEBA2DIAM) - Store[x][y] = level.amoebe_inhalt; - else if (element==EL_ERZ_EDEL) - Store[x][y] = EL_EDELSTEIN; - else if (element==EL_ERZ_DIAM) - Store[x][y] = EL_DIAMANT; - else if (element==EL_ERZ_EDEL_BD) - Store[x][y] = EL_EDELSTEIN_BD; - else if (element==EL_ERZ_EDEL_GELB) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (element==EL_ERZ_EDEL_ROT) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (element==EL_ERZ_EDEL_LILA) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (!IS_PFORTE(Store[x][y])) - Store[x][y] = EL_LEERRAUM; - - if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER) - Store2[x][y] = element; + player->snapped = FALSE; - if (AmoebaNr[x][y] && - (element==EL_AMOEBE_VOLL || - element==EL_AMOEBE_BD || - element==EL_AMOEBING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } + player->last_jx = player->last_jy = 0; + player->jx = player->jy = 0; - Feld[x][y] = EL_EXPLODING; - MovDir[x][y] = MovPos[x][y] = 0; - AmoebaNr[x][y] = 0; - Frame[x][y] = 1; - Stop[x][y] = TRUE; - } + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; - if (center_element==EL_MAMPFER) - MampferNr = (MampferNr+1) % 4; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); - return; + player->LevelSolved = FALSE; + player->GameOver = FALSE; } - if (Stop[ex][ey]) - return; + network_player_action_received = FALSE; - x = ex; - y = ey; +#if defined(PLATFORM_UNIX) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NO_MOVING); +#endif - Frame[x][y] = (phaseconnected && !player->present) + { + for (j=0; jjx, jy = some_player->jy; - /* Auftreffendes Element ist Bombe */ - if (element==EL_BOMBE && (lastline || object_hit)) - { - Bang(x,y); - return; - } + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) + { + player->present = TRUE; + player->active = TRUE; + some_player->present = FALSE; - /* Auftreffendes Element ist Säuretropfen */ - if (element==EL_TROPFEN && (lastline || object_hit)) - { - if (object_hit && IS_PLAYER(x,y+1)) - KillHero(); - else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN)) - Bang(x,y+1); - else - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; + + break; + } + } } - return; } - /* Welches Element kriegt was auf die Rübe? */ - if (!lastline && object_hit) + if (tape.playing) { - if (CAN_CHANGE(element) && - (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv) - SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND; + /* when playing a tape, eliminate all players who do not participate */ - if (IS_PLAYER(x,y+1)) - { - KillHero(); - return; - } - else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN) + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; } } - else if (element==EL_FELSBROCKEN) + } + else if (!options.network && !setup.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ + + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } } } } } - /* Geräusch beim Durchqueren des Siebes */ - if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER)) + /* when recording the game, store which players take part in the game */ + if (tape.recording) { - PlaySoundLevel(x,y,SND_QUIRK); - return; + for (i=0; ipresent, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); } - - if (sound>=0) - PlaySoundLevel(x,y,sound); } -} -void TurnRound(int x, int y) -{ - static struct - { - int x,y; - } move_xy[] = - { - { 0,0 }, - {-1,0 }, - {+1,0 }, - { 0,0 }, - { 0,-1 }, - { 0,0 }, { 0,0 }, { 0,0 }, - { 0,+1 } - }; - static struct + if (BorderElement == EL_EMPTY) { - int left,right,back; - } turn[] = + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else { - { 0, 0, 0 }, - { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } - }; - - int element = Feld[x][y]; - int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; - int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } - int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; - int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; - int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; - int left_x = x+left_dx, left_y = y+left_dy; - int right_x = x+right_dx, right_y = y+right_dy; - int move_x = x+move_dx, move_y = y+move_dy; + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; - if (element==EL_KAEFER || element==EL_BUTTERFLY) - { - TestIfBadThingHitsOtherBadThing(x,y); + 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); - if (IN_LEV_FIELD(right_x,right_y) && - IS_FREE_OR_PLAYER(right_x,right_y)) - MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) - MovDir[x][y] = left_dir; + CloseDoor(DOOR_CLOSE_1); - if (element==EL_KAEFER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */ - MovDelay[x][y] = 1; - } - else if (element==EL_FLIEGER || element==EL_FIREFLY) - { - TestIfBadThingHitsOtherBadThing(x,y); + DrawLevel(); + DrawAllPlayers(); - if (IN_LEV_FIELD(left_x,left_y) && - IS_FREE_OR_PLAYER(left_x,left_y)) - MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) - MovDir[x][y] = right_dir; + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */ - MovDelay[x][y] = 1; - } - else if (element==EL_MAMPFER) - { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - Feld[left_x][left_y] == EL_DIAMANT)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - Feld[right_x][right_y] == EL_DIAMANT)) - can_turn_right = TRUE; + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + /* copy default game door content to main double buffer */ + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); - MovDelay[x][y] = 16+16*RND(3); - } - else if (element==EL_MAMPFER2) + if (level_nr < 100) + DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); + else { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + BlitBitmap(drawto, drawto, + DX + XX_EMERALDS, DY + YY_EMERALDS + 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, + DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); + } - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - IS_MAMPF2(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - IS_MAMPF2(Feld[right_x][right_y]))) - can_turn_right = TRUE; + DrawGameDoorValues(); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); - MovDelay[x][y] = 16+16*RND(3); - } - else if (element==EL_PACMAN) - { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + OpenDoor(DOOR_OPEN_ALL); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + if (setup.sound_music) + PlayMusic(level_nr); - MovDelay[x][y] = 6+RND(40); + KeyboardAutoRepeatOffUnlessAutoplay(); + + if (options.debug) + { + for (i=0; i<4; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); } - else if (element==EL_SCHWEIN) +} + +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; + static int xy[4][2] = { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - BOOL should_turn_left = FALSE, should_turn_right = FALSE; - BOOL should_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } + }; + static int direction[3][4] = + { + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } + }; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y]))) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x,move_y) && - (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y]))) - can_move_on = TRUE; + switch(element) + { + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; + break; - if (can_turn_left && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy)))) - should_turn_left = TRUE; - if (can_turn_right && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy)))) - should_turn_right = TRUE; - if (can_move_on && - (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy)))) - should_move_on = TRUE; + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; + break; - if (should_turn_left || should_turn_right || should_move_on) + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + Feld[x][y] = EL_BD_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; + break; + + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; + + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + Feld[x][y] = EL_PACMAN; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; + break; + + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; + + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; + + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + + default: + if (IS_CUSTOM_ELEMENT(element)) + { + if (element_info[element].move_direction_initial != MV_NO_MOVING) + MovDir[x][y] = element_info[element].move_direction_initial; + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + MovDir[x][y] = 1 << RND(4); + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE || + element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + { + for (i=0; i<4; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } + } + } + } + else + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i=0; i<4; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } + } + } + } + break; + } +} + +void InitAmoebaNr(int x, int y) +{ + int i; + int group_nr = AmoebeNachbarNr(x, y); + + if (group_nr == 0) + { + for (i=1; i rnd_value/8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + } - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) - MovDir[x][y] = old_move_dir; + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; +} - MovDelay[x][y] = 0; +void GameWon() +{ + int hi_pos; + boolean raise_level = FALSE; + + if (local_player->MovPos) + return; + + if (tape.playing && tape.auto_play) + tape.auto_play_level_solved = TRUE; + + local_player->LevelSolved = FALSE; + + PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + + if (TimeLeft) + { + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); + + while (TimeLeft > 0) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + if (TimeLeft > 0 && !(TimeLeft % 10)) + RaiseScore(level.score[SC_TIME_BONUS]); + if (TimeLeft > 100 && !(TimeLeft % 10)) + TimeLeft -= 10; + else + TimeLeft--; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + BackToFront(); + + if (!tape.playing) + Delay(10); + } + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } - else if (element==EL_DRACHE) + else if (level.time == 0) /* level without time limit */ { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); - if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y)) - can_move_on = TRUE; + while (TimePlayed < 999) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_TIME_BONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + BackToFront(); - if (can_move_on && rnd > rnd_value/8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + if (!tape.playing) + Delay(10); + } - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y)) - MovDir[x][y] = old_move_dir; + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } - MovDelay[x][y] = 0; + /* Hero disappears */ + DrawLevelField(ExitX, ExitY); + BackToFront(); + + if (tape.playing) + return; + + CloseDoor(DOOR_CLOSE_1); + + if (tape.recording) + { + TapeStop(); + SaveTape(tape.level_nr); /* Ask to save tape */ } - else if (element==EL_ROBOT || element==EL_SONDE || - element==EL_MAULWURF || element==EL_PINGUIN) + + if (level_nr == leveldir_current->handicap_level) { - int attr_x = JX, attr_y = JY; - int newx, newy; + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); + } - if (PlayerGone) + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + + if ((hi_pos = NewHiScore()) >= 0) + { + game_status = GAME_MODE_SCORES; + DrawHallOfFame(hi_pos); + if (raise_level) { - attr_x = ExitX; - attr_y = ExitY; + level_nr++; + TapeErase(); } - - if (element==EL_ROBOT && ZX>=0 && ZY>=0) + } + else + { + game_status = GAME_MODE_MAIN; + if (raise_level) { - attr_x = ZX; - attr_y = ZY; + level_nr++; + TapeErase(); } + DrawMainMenu(); + } + + BackToFront(); +} - if (element==EL_MAULWURF || element==EL_PINGUIN) +int NewHiScore() +{ + int k, l; + int position = -1; + + LoadScore(level_nr); + + if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || + local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; + + for (k=0; kscore > highscore[k].Score) { - int i; - static int xy[4][2] = - { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } - }; + /* player has made it to the hall of fame */ - for(i=0;i<4;i++) + if (k < MAX_SCORE_ENTRIES - 1) { - int ex = x+xy[i%4][0]; - int ey = y+xy[i%4][1]; + int m = MAX_SCORE_ENTRIES - 1; + +#ifdef ONE_PER_NAME + for (l=k; lk; l--) { - attr_x = ex; - attr_y = ey; - break; + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; } } + +#ifdef ONE_PER_NAME + put_into_list: +#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; + highscore[k].Score = local_player->score; + position = k; + break; } - MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) - MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT); - if (attr_yy) - MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN); - - if (element==EL_ROBOT) - { - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); - - if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy)) - MovDelay[x][y] = 8+8*!RND(3); - else - MovDelay[x][y] = 16; +#ifdef ONE_PER_NAME + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) + break; /* player already there with a higher score */ +#endif + + } + + if (position >= 0) + SaveScore(level_nr); + + return position; +} + +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) + { +#if 0 + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif + + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; + } +} + +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} + +static void ResetGfxAnimation(int x, int y) +{ + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; +} + +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); + + if (!JustStopped[x][y] || direction != MovDir[x][y]) + ResetGfxAnimation(x, y); + + MovDir[newx][newy] = MovDir[x][y] = direction; + + if (Feld[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; + + if (direction == MV_DOWN && CAN_FALL(element)) + GfxAction[x][y] = ACTION_FALLING; + else + GfxAction[x][y] = ACTION_MOVING; + + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; +} + +void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) +{ + int direction = MovDir[x][y]; + int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + + *goes_to_x = newx; + *goes_to_y = newy; +} + +void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) +{ + int oldx = x, oldy = y; + int direction = MovDir[x][y]; + + if (direction == MV_LEFT) + oldx++; + else if (direction == MV_RIGHT) + oldx--; + else if (direction == MV_UP) + oldy++; + else if (direction == MV_DOWN) + oldy--; + + *comes_from_x = oldx; + *comes_from_y = oldy; +} + +int MovingOrBlocked2Element(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return element; +} + +static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) +{ + /* like MovingOrBlocked2Element(), but if element is moving + and (x,y) is the field the moving element is just leaving, + return EL_BLOCKED instead of the element value */ + int element = Feld[x][y]; + + if (IS_MOVING(x, y)) + { + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; + } + else + return element; +} + +static void RemoveField(int x, int y) +{ + Feld[x][y] = EL_EMPTY; + GfxElement[x][y] = EL_UNDEFINED; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; +} + +void RemoveMovingField(int x, int y) +{ + int oldx = x, oldy = y, newx = x, newy = y; + + if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + return; + + if (IS_MOVING(x, y)) + { + Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] != EL_BLOCKED) + return; + } + else if (Feld[x][y] == EL_BLOCKED) + { + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + return; + } + + if (Feld[x][y] == EL_BLOCKED && + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) + Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); + else + Feld[oldx][oldy] = EL_EMPTY; + + 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; + + DrawLevelField(oldx, oldy); + DrawLevelField(newx, newy); +} + +void DrawDynamite(int x, int y) +{ + int sx = SCREENX(x), sy = SCREENY(y); + int graphic = el2img(Feld[x][y]); + int frame; + + if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) + return; + + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); + + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + +#if 1 + if (Back[x][y] || Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +#else + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); + else if (Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +#endif +} + +void CheckDynamite(int x, int y) +{ + if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ + { + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + DrawDynamite(x, y); + PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + + return; + } + } + +#if 1 + StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); +#else + if (Feld[x][y] == EL_DYNAMITE_ACTIVE || + Feld[x][y] == EL_SP_DISK_RED_ACTIVE) + StopSound(SND_DYNAMITE_ACTIVE); + else + StopSound(SND_DYNABOMB_ACTIVE); +#endif + + Bang(x, y); +} + +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; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + + /* remove things displayed in background while burning dynamite */ + if (!IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + { + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; + } + + for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) + { + int element; + + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + (x != ex || y != ey))) + continue; + + element = Feld[x][y]; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + { + element = MovingOrBlocked2Element(x, y); + RemoveMovingField(x, y); + } + +#if 1 + if (IS_EXPLOSION_PROOF(element)) + continue; +#else + if ((IS_INDESTRUCTIBLE(element) && + (game.engine_version < VERSION_IDENT(2,2,0) || + (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + element == EL_FLAMES) + continue; +#endif + + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); + Store[x][y] = 0; + } + + continue; + } + + /* save walkable background elements while explosion on same tile */ + if (IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; + + /* ignite explodable elements reached by other explosion */ + if (element == EL_EXPLOSION) + element = Store2[x][y]; + + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) + { + switch(StorePlayer[ex][ey]) + { + case EL_PLAYER_2: + Store[x][y] = EL_EMERALD_RED; + break; + case EL_PLAYER_3: + Store[x][y] = EL_EMERALD; + break; + case EL_PLAYER_4: + Store[x][y] = EL_EMERALD_PURPLE; + break; + case EL_PLAYER_1: + default: + Store[x][y] = EL_EMERALD_YELLOW; + break; + } + + if (game.emulation == EMU_SUPAPLEX) + Store[x][y] = EL_EMPTY; + } + else if (center_element == EL_MOLE) + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); + else if (center_element == EL_BD_BUTTERFLY) + Store[x][y] = EL_BD_DIAMOND; + else if (center_element == EL_SP_ELECTRON) + Store[x][y] = EL_SP_INFOTRON; + else if (center_element == EL_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]; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; + else + Store[x][y] = EL_EMPTY; + + if (x != ex || y != ey || + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + Store2[x][y] = element; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + 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; + } + + if (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; + + return; + } + + if (Stop[ex][ey]) + return; + + x = ex; + y = ey; + + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + + if (phase == first_phase_after_start) + { + int element = Store2[x][y]; + + if (element == EL_BLACK_ORB) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + } + else if (phase == half_phase) + { + int element = Store2[x][y]; + + if (IS_PLAYER(x, y)) + KillHeroUnlessProtected(x, y); + else if (CAN_EXPLODE_BY_FIRE(element)) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + else if (element == EL_AMOEBA_TO_DIAMOND) + AmoebeUmwandeln(x, y); + } + + if (phase == last_phase) + { + int element; + + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; + InitField(x, y, FALSE); + if (CAN_MOVE(element)) + InitMovDir(x, y); + DrawLevelField(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + StorePlayer[x][y] = 0; + } + else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { +#if 1 + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); +#else + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); +#endif + int frame = getGraphicAnimationFrame(graphic, phase - delay); + + if (phase == delay) + DrawLevelFieldCrumbledSand(x, y); + + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) + { + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); + } + else if (IS_WALKABLE_UNDER(Back[x][y])) + { + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } +} + +void DynaExplode(int ex, int ey) +{ + int i, j; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (IS_ACTIVE_BOMB(Feld[ex][ey])) + { + player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } + + Explode(ex, ey, EX_PHASE_START, EX_CENTER); + + for (i=0; i<4; i++) + { + for (j=1; j<=dynabomb_size; j++) + { + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; + int element; + + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) + break; + + element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + + Explode(x, y, EX_PHASE_START, EX_BORDER); + + if (element != EL_EMPTY && + element != EL_SAND && + element != EL_EXPLOSION && + !dynabomb_xl) + break; + } + } +} + +void Bang(int x, int y) +{ + int element = Feld[x][y]; + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + player->element_nr); + } + +#if 1 + PlaySoundLevelAction(x, y, ACTION_EXPLODING); +#else + if (game.emulation == EMU_SUPAPLEX) + PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + else + PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); +#endif + +#if 0 + if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ + element = EL_EMPTY; +#endif + + switch(element) + { + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_MOLE: + RaiseScoreElement(element); + Explode(x, y, EX_PHASE_START, EX_NORMAL); + break; + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + DynaExplode(x, y); + break; + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); + break; + default: + Explode(x, y, EX_PHASE_START, EX_NORMAL); + break; + } +} + +void SplashAcid(int x, int y) +{ + int element = Feld[x][y]; + + if (element != EL_ACID_SPLASH_LEFT && + element != EL_ACID_SPLASH_RIGHT) + { + PlaySoundLevel(x, y, SND_ACID_SPLASHING); + + if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && + (!IN_LEV_FIELD(x-1, y-1) || + !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) + Feld[x-1][y] = EL_ACID_SPLASH_LEFT; + + if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && + (!IN_LEV_FIELD(x+1, y-1) || + !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) + Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; + } +} + +static void InitBeltMovement() +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i=0; i<4; i++) + { + int belt_nr = i; + + for (j=0; j<3; j++) + { + int element = belt_base_active_element[belt_nr] + j; + int graphic = el2img(element); + + if (game.belt_dir[i] == MV_LEFT) + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + } + + for(y=0; y 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + } + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy rnd_value/8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && + !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_DRAGON) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) + can_turn_right = TRUE; + if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) + can_move_on = TRUE; + + if (can_move_on && rnd > rnd_value/8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_MOLE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)) + can_move_on = TRUE; + + if (!can_move_on) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { + if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) && + (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || + (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN) + { + int attr_x = -1, attr_y = -1; + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i=0; ijx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) + { + attr_x = ZX; + attr_y = ZY; + } + + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i=0; i<4; i++) + { + int ex = x + xy[i % 4][0]; + int ey = y + xy[i % 4][1]; + + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (element == EL_ROBOT) + { + int newx, newy; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8+8*!RND(3); + else + MovDelay[x][y] = 16; + } + else + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && + (IS_FREE(newx, newy) || + Feld[newx][newy] == EL_ACID || + (element == EL_PENGUIN && + (Feld[newx][newy] == EL_EXIT_OPEN || + IS_FOOD_PENGUIN(Feld[newx][newy]))))) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && + (IS_FREE(newx, newy) || + Feld[newx][newy] == EL_ACID || + (element == EL_PENGUIN && + (Feld[newx][newy] == EL_EXIT_OPEN || + IS_FOOD_PENGUIN(Feld[newx][newy]))))) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + } + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE; + + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y)))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y)))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_HORIZONTAL || + element_info[element].move_pattern == MV_VERTICAL) + { + if (element_info[element].move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = element_info[element].move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y)))) + MovDir[x][y] = left_dir; + else if (!IN_LEV_FIELD(move_x, move_y) || + (!IS_FREE(move_x, move_y) && + (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y)))) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y)))) + MovDir[x][y] = right_dir; + else if (!IN_LEV_FIELD(move_x, move_y) || + (!IS_FREE(move_x, move_y) && + (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y)))) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER || + element_info[element].move_pattern == MV_AWAY_FROM_PLAYER) + { + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = + (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER); + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i=0; ijx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || + (DONT_COLLIDE_WITH(element) && + IS_FREE_OR_PLAYER(newx, newy)) || + Feld[newx][newy] == EL_ACID)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || + (DONT_COLLIDE_WITH(element) && + IS_FREE_OR_PLAYER(newx, newy)) || + Feld[newx][newy] == EL_ACID)) + return; + + MovDir[x][y] = old_move_dir; + } + } +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i=0; iactive && player->Pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + GfxAction[x][y] = ACTION_DEFAULT; + + if (CAN_FALL(element) && y < lev_fieldy - 1) + { + if ((x>0 && IS_PLAYER(x-1, y)) || (x EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY + */ +#if 0 +#if OLD_GAME_BEHAVIOUR + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) +#else + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y + 1]) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) +#endif + { + boolean left = (x>0 && IS_FREE(x-1, y) && + (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID)); + boolean right = (x0 && IS_FREE(x-1, y)); + boolean right_is_free = (xfriends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + local_player->LevelSolved = local_player->GameOver = TRUE; + + return; + } + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) + { + if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + DrawLevelField(newx, newy); + else + MovDir[x][y] = MV_NO_MOVING; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + return; + } + } + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) + { + if (IS_FOOD_PIG(Feld[newx][newy])) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlaySoundLevel(x, y, SND_PIG_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + return; + } + } + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) + { + if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + return; + } + else + { + boolean wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx+1*dx, newy1 = newy+1*dy; + int newx2 = newx+2*dx, newy2 = newy+2*dy; + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + 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; + } + } + } + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); + } + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); + } + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlaySoundLevel(x, y, SND_MOLE_DIGGING); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ + + TurnRound(x, y); + +#if 1 + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK) + DrawLevelField(x, y); + else if (element == EL_MOLE) + DrawLevelField(x, y); + else if (element == EL_BD_BUTTERFLY || + element == EL_BD_FIREFLY) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SATELLITE) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); + +#if 0 + PlaySoundLevelAction(x, y, ACTION_WAITING); +#endif + + return; + } + + InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, ACTION_MOVING); + } + + if (MovDir[x][y]) + ContinueMoving(x, y); +} + +void ContinueMoving(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int 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; + +#if OLD_GAME_BEHAVIOUR + else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) + step*=2; +#endif + + MovPos[x][y] += step; + + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + { + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + + if (element == EL_MOLE) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + Feld[x][y] = EL_SAND; + DrawLevelField(x, y); + + for(i=0; i<4; i++) + { + int xx, yy; + + xx = x + xy[i][0]; + yy = y + xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) + DrawLevelField(xx, yy); /* for "crumbled sand" */ + } + } + + 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; + } + + 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]; + + /* 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 */ + + ResetGfxAnimation(x, y); /* reset animation values for old field */ + +#if 1 +#if 0 + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; +#else + /* + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; +#endif +#endif + + DrawLevelField(x, y); + DrawLevelField(newx, newy); + + Stop[newx][newy] = TRUE; + JustStopped[newx][newy] = 3; + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + +#if 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 + } + else /* still moving on */ + { + DrawLevelField(x, y); + } +} + +int AmoebeNachbarNr(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int group_nr = 0; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i=0; i<4; i++) + { + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; + } + + return group_nr; +} + +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (new_group_nr == 0) + return; + + for (i=0; i<4; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && + AmoebaNr[x][y] != new_group_nr) + { + int old_group_nr = AmoebaNr[x][y]; + + if (old_group_nr == 0) + return; + + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; + AmoebaCnt[old_group_nr] = 0; + AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; + AmoebaCnt2[old_group_nr] = 0; + + for (yy=0; yy= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); return; } } } + + if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) + { + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; + } + else if (neway == ay) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ +#if 1 + PlaySoundLevelAction(newax, neway, ACTION_GROWING); +#else + PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING); +#endif + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; + } + + DrawLevelField(newax, neway); } -void StartMoving(int x, int y) +void Life(int ax, int ay) { - int element = Feld[x][y]; + int x1, y1, x2, y2; + static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + boolean changed = FALSE; - if (Stop[x][y]) + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (Stop[ax][ay]) return; - if (CAN_FALL(element) && y life[1]) { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; - - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } - - Feld[x][y] = EL_SIEB_LEER; - Feld[x][y+1] = EL_SIEB_VOLL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; } } - else if (element==EL_SIEB2_VOLL) - { - if (IS_FREE(x,y+1)) + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) { - InitMovingField(x,y,MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_SIEB2_LEER; + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; } - else if (Feld[x][y+1]==EL_SIEB2_LEER) - { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + } + } - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + if (changed) + PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} - Feld[x][y] = EL_SIEB2_LEER; - Feld[x][y+1] = EL_SIEB2_VOLL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; - } - } - else if (SiebAktiv && CAN_CHANGE(element) && - (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER)) - { - InitMovingField(x,y,MV_DOWN); - Store[x][y] = - (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL); - Store2[x][y+1] = element; - } - else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE) - { - Blurb(x,y); - InitMovingField(x,y,MV_DOWN); - Store[x][y] = EL_SALZSAEURE; - } - else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y]) - { - Impact(x,y); - } - else if (IS_FREE(x,y+1)) - { - InitMovingField(x,y,MV_DOWN); - } - else if (element==EL_TROPFEN) - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) - { - BOOL left = (x>0 && IS_FREE(x-1,y) && - (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE)); - BOOL right = (xgems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); - if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2) - { - int phase = MovDelay[x][y] % 8; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (phase>3) - phase = 7-phase; + return; + } - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase); + Feld[x][y] = EL_EXIT_OPENING; - if ((element==EL_MAMPFER || element==EL_MAMPFER2) - && MovDelay[x][y]%4==3) - PlaySoundLevel(x,y,SND_NJAM); - } - else if (element==EL_DRACHE) - { - int i; - int dir = MovDir[x][y]; - int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT : - dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : - dir == MV_UP ? GFX_FLAMMEN_UP : - dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); - int phase = FrameCounter % 2; + PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); +} - for(i=1;i<=3;i++) - { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCROLLX(xx), sy = SCROLLY(yy); +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); - if (!IN_LEV_FIELD(xx,yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING) - break; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx,yy); + return; + } - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) - Bang(xx,yy); - else - RemoveMovingField(xx,yy); + Feld[x][y] = EL_SP_EXIT_OPEN; - Feld[xx][yy] = EL_BURNING; - if (IN_SCR_FIELD(sx,sy)) - DrawGraphic(sx,sy, graphic + phase*3 + i-1); - } - else - { - if (Feld[xx][yy] == EL_BURNING) - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); - } - } - } + PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} - if (MovDelay[x][y]) - return; - } +static void CloseAllOpenTimegates() +{ + int x, y; - if (element==EL_KAEFER || element==EL_BUTTERFLY) - { - PlaySoundLevel(x,y,SND_KLAPPER); - } - else if (element==EL_FLIEGER || element==EL_FIREFLY) + for (y=0; y=TILEX) /* Zielfeld erreicht */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { - Feld[x][y] = EL_LEERRAUM; - Feld[newx][newy] = element; + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - if (Store[x][y]==EL_MORAST_VOLL) - { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; - } - else if (Store[x][y]==EL_MORAST_LEER) - { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; - } - else if (Store[x][y]==EL_SIEB_VOLL) - { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); - } - else if (Store[x][y]==EL_SIEB_LEER) - { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); - } - else if (Store[x][y]==EL_SIEB2_VOLL) + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) + links_frei = TRUE; + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) + rechts_frei = TRUE; + + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) + { + if (oben_frei) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay-1] = element; + MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); + new_wall = TRUE; } - else if (Store[x][y]==EL_SIEB2_LEER) + if (unten_frei) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay+1] = element; + MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; } - else if (Store[x][y]==EL_SALZSAEURE) + } + + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL) + { + if (links_frei) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax-1][ay] = element; + MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; } - else if (Store[x][y]==EL_AMOEBE_NASS) + + if (rechts_frei) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; } + } - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; - - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; - - DrawLevelField(x,y); - DrawLevelField(newx,newy); + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); - Stop[newx][newy] = TRUE; - JustHit[x][newy] = 3; + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; - if (DONT_TOUCH(element)) /* Käfer oder Flieger */ - { - TestIfBadThingHitsHero(); - TestIfBadThingHitsFriend(newx,newy); - TestIfBadThingHitsOtherBadThing(newx,newy); - } - else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx,newy); + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; - if (CAN_SMASH(element) && direction==MV_DOWN && - (newy==lev_fieldy-1 || !IS_FREE(x,newy+1))) - Impact(x,newy); - } - else /* noch in Bewegung */ - DrawLevelField(x,y); + if (new_wall) +#if 1 + PlaySoundLevelAction(ax, ay, ACTION_GROWING); +#else + PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING); +#endif } -int AmoebeNachbarNr(int ax, int ay) +void CheckForDragon(int x, int y) { - int i; - int element = Feld[ax][ay]; - int group_nr = 0; + int i, j; + boolean dragon_found = FALSE; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x = ax+xy[i%4][0]; - int y = ay+xy[i%4][1]; + for (j=0; j<4; j++) + { + int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - if (!IN_LEV_FIELD(x,y)) - continue; + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) + { + if (Feld[xx][yy] == EL_DRAGON) + dragon_found = TRUE; + } + else + break; + } + } - if (Feld[x][y]==element && AmoebaNr[x][y]>0) - group_nr = AmoebaNr[x][y]; + if (!dragon_found) + { + for (i=0; i<4; i++) + { + for (j=0; j<3; j++) + { + int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) + { + Feld[xx][yy] = EL_EMPTY; + DrawLevelField(xx, yy); + } + else + break; + } + } } +} - return(group_nr); +static void InitBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; + + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); } -void AmoebenVereinigen(int ax, int ay) +static void WarnBuggyBase(int x, int y) { - int i,x,y,xx,yy; - int new_group_nr = AmoebaNr[ax][ay]; + int i; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - if (!new_group_nr) - return; - - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - x = ax+xy[i%4][0]; - y = ay+xy[i%4][1]; + int xx = x + xy[i][0], yy = y + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) - continue; - - if ((Feld[x][y]==EL_AMOEBE_VOLL || - Feld[x][y]==EL_AMOEBE_BD || - Feld[x][y]==EL_AMOEBE_TOT) && - AmoebaNr[x][y] != new_group_nr) + if (IS_PLAYER(xx, yy)) { - int old_group_nr = AmoebaNr[x][y]; - - AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; - AmoebaCnt[old_group_nr] = 0; - AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; - AmoebaCnt2[old_group_nr] = 0; + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); - for(yy=0;yy= 200 && element==EL_AMOEBE_BD) + for(i=0; i<4; i++) { - AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN); - return; + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int sxx = sx + xy[i][0]; + int syy = sy + xy[i][1]; + + if (!IN_LEV_FIELD(xx, yy) || + !IN_SCR_FIELD(sxx, syy) || + !CAN_BE_CRUMBLED(Feld[xx][yy]) || + IS_MOVING(xx, yy)) + continue; + + DrawLevelField(xx, yy); } } - } - - if (element!=EL_AMOEBE_NASS || newayindex_nr] = 0; + num_stored_actions++; + + if (!player->active || tape.pausing) + return; - if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) && - !Stop[x][y]) || - (IS_FREE(x,y) && Stop[x][y])) - nachbarn++; + if (player_action) + { + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + bombed = PlaceBomb(player); + moved = MoveFigure(player, dx, dy); } - if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */ + if (tape.single_step && tape.recording && !tape.pausing) { - if (nachbarnlife[1]) - { - Feld[xx][yy] = EL_LEERRAUM; - if (!Stop[xx][yy]) - DrawLevelField(xx,yy); - Stop[xx][yy] = TRUE; - } - } - else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH) - { /* Randfeld ohne Amoebe */ - if (nachbarn>=life[2] && nachbarn<=life[3]) + if (button1 || (bombed && !moved)) { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx,yy); - Stop[xx][yy] = TRUE; + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ } } + + stored_player_action[player->index_nr] = player_action; } -} + else + { + /* no actions for this player (no input at player's configured device) */ -void Ablenk(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) + if (player->MovPos == 0) { - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x,y,SND_MIEP); - return; +#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; } - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) - ZX = ZY = -1; + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } } -void Birne(int x, int y) +void GameActions() { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 800; + 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 (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; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&action_delay, action_delay_value); + + if (network_playing && !network_player_action_received) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); +#endif + */ + +#if defined(PLATFORM_UNIX) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif + + if (game_status != GAME_MODE_PLAYING) + return; + + if (!network_player_action_received) { - if (!(MovDelay[x][y]%5)) - { - if (!(MovDelay[x][y]%10)) - Feld[x][y]=EL_ABLENK_EIN; - else - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - Feld[x][y]=EL_ABLENK_EIN; - } + /* +#ifdef DEBUG + printf("DEBUG: failed to get network player actions in time\n"); +#endif + */ return; } } - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) - ZX=ZY=-1; -} - -void Blubber(int x, int y) -{ - if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN) - DrawLevelField(x,y-1); - else - DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); -} + if (tape.pausing) + return; -void NussKnacken(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 7; + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + for (i=0; ieffective_action = summarized_player_action; + + for (i=0; i 0) + JustStopped[x][y]--; - MovDelay[x][y]--; - tuer = MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer); + GfxFrame[x][y]++; - if (!MovDelay[x][y]) +#if DEBUG + if (IS_BLOCKED(x, y)) { - Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x,y); + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + { + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); + printf("GameActions(): This should never happen!\n"); + } } +#endif } -} - -void AusgangstuerBlinken(int x, int y) -{ - DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); -} -void EdelsteinFunkeln(int x, int y) -{ - if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y)) - return; - - if (Feld[x][y] == EL_EDELSTEIN_BD) - DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); - else + for (y=0; y 2) - phase = 4-phase; + SetRandomAnimationValue(x, y); - src_x = SX + GFX_PER_LINE*TILEX; - src_y = SY + phase*TILEY; - dest_x = FX + SCROLLX(x)*TILEX; - dest_y = FY + SCROLLY(y)*TILEY; +#if 1 + PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]); +#endif - /* - XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y); - XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK], - src_x,src_y, TILEX,TILEY, dest_x,dest_y); - */ + if (IS_INACTIVE(element)) + { + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - XSetClipMask(display, tile_clip_gc, - tile_clipmask[GFX_MASK_SPARKLING + phase]); - XSetClipOrigin(display, tile_clip_gc, dest_x,dest_y); - XCopyArea(display, pix[PIX_BACK], drawto_field, tile_clip_gc, - src_x,src_y, TILEX,TILEY, dest_x,dest_y); + continue; + } - if (direct_draw_on) - { - XCopyArea(display,drawto_field,window,gc, - dest_x,dest_y, TILEX,TILEY, dest_x,dest_y); - SetDrawtoField(DRAW_DIRECT); - } - } +#if 1 + /* this may take place after moving, so 'element' may have changed */ + if (IS_AUTO_CHANGING(element)) + { + ChangeElement(x, y); + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); } - } -} +#endif -void MauerWaechst(int x, int y) -{ - int delay = 6; + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) + { + StartMoving(x, y); + +#if 1 + graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); +#if 0 + if (element == EL_PACMAN) + printf("::: %d, %d, %d\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); +#endif +#if 0 + if (element == EL_YAMYAM) + printf("::: %d, %d, %d\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); +#endif +#endif - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 3*delay; + if (IS_ANIMATED(graphic) && + !IS_MOVING(x, y) && + !Stop[x][y]) + { + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ - { - int phase; +#if 0 + if (element == EL_YAMYAM) + printf("::: %d, %d\n", graphic, GfxFrame[x][y]); +#endif + } - MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), - (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase); + if (IS_GEM(element) || element == EL_SP_INFOTRON) + EdelsteinFunkeln(x, y); + } + else if ((element == EL_ACID || + element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_TERMINAL || + element == EL_SP_TERMINAL_ACTIVE || + element == EL_EXTRA_TIME || + element == EL_SHIELD_NORMAL || + element == EL_SHIELD_DEADLY) && + IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + else if (IS_MOVING(x, y)) + ContinueMoving(x, y); + else if (IS_ACTIVE_BOMB(element)) + CheckDynamite(x, y); +#if 0 + else if (element == EL_EXPLOSION && !game.explosions_delayed) + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); +#endif + else if (element == EL_AMOEBA_GROWING) + AmoebeWaechst(x, y); + else if (element == EL_AMOEBA_SHRINKING) + AmoebaDisappearing(x, y); - if (!MovDelay[x][y]) +#if !USE_NEW_AMOEBA_CODE + else if (IS_AMOEBALIVE(element)) + AmoebeAbleger(x, y); +#endif + + else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE) + Life(x, y); + else if (element == EL_EXIT_CLOSED) + CheckExit(x, y); + else if (element == EL_SP_EXIT_CLOSED) + CheckExitSP(x, y); + else if (element == EL_EXPANDABLE_WALL_GROWING) + MauerWaechst(x, y); + else if (element == EL_EXPANDABLE_WALL || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) + MauerAbleger(x, y); + else if (element == EL_FLAMES) + CheckForDragon(x, y); +#if 0 + else if (IS_AUTO_CHANGING(element)) + ChangeElement(x, y); +#endif + else if (element == EL_EXPLOSION) + ; /* drawing of correct explosion animation is handled separately */ + else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + +#if 0 + /* this may take place after moving, so 'element' may have changed */ + if (IS_AUTO_CHANGING(Feld[x][y])) + ChangeElement(x, y); +#endif + + if (IS_BELT_ACTIVE(element)) + PlaySoundLevelAction(x, y, ACTION_ACTIVE); + + if (game.magic_wall_active) { - if (Store[x][y]==MV_LEFT) - { - if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1,y); - } - else + int jx = local_player->jx, jy = local_player->jy; + + /* play the element sound at the position nearest to the player */ + if ((element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_ACTIVE || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) && + ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { - if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1,y); + magic_wall_x = x; + magic_wall_y = y; } - - Feld[x][y] = EL_MAUER_LEBT; - Store[x][y] = 0; - DrawLevelField(x,y); } } -} - -void MauerAbleger(int ax, int ay) -{ - BOOL links_frei = FALSE, rechts_frei = FALSE; - BOOL links_massiv = FALSE, rechts_massiv = FALSE; - if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */ - MovDelay[ax][ay] = 6; - - if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */ +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + static unsigned long random = 1684108901; - if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay)) - links_frei = TRUE; - if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay)) - rechts_frei = TRUE; + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; - if (links_frei) - { - Feld[ax-1][ay] = EL_MAUERND; - Store[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay))) - DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1); + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + element == EL_SAND || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; + } + + random = random * 129 + 1; + } } - if (rechts_frei) +#endif + +#if 0 + if (game.explosions_delayed) +#endif { - Feld[ax+1][ay] = EL_MAUERND; - Store[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay))) - DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1); - } + game.explosions_delayed = FALSE; - if (links_frei || rechts_frei) - DrawLevelField(ax,ay); + for (y=0; y 0) { - for(j=0;j<3;j++) + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - - if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING) - { - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); - } - else - break; + for (y=0; y 0) + { + game.light_time_left--; -#ifdef DEBUG - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameSpeed); -#else - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY); -#endif + if (game.light_time_left == 0) + RedrawAllLightSwitchesAndInvisibleElements(); + } - if (PlayerMovPos) - ScrollFigure(0); + if (game.timegate_time_left > 0) + { + game.timegate_time_left--; - /* main game synchronization point */ - WaitUntilDelayReached(&action_delay, action_delay_value); + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); + for (i=0; ishield_deadly_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + } + } - for(y=0;y= (1000 / GameFrameDelay)) { - Stop[x][y] = FALSE; - if (JustHit[x][y]>0) - JustHit[x][y]--; + TimeFrames = 0; + TimePlayed++; -#if DEBUG - if (IS_BLOCKED(x,y)) + for (i=0; iMOVING) context corrupted!\n"); - printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y); - printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy); - printf("GameActions(): This should never happen!\n"); + player->shield_normal_time_left--; + + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; } } -#endif + + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + + if (!TimeLeft && setup.time_limit) + for (i=0; i= 500) /* calculate fps every 0.5 seconds */ { - StartMoving(x,y); + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; - if (IS_GEM(element)) - EdelsteinFunkeln(x,y); + fps_frames = 0; + fps_counter = Counter(); } - else if (IS_MOVING(x,y)) - ContinueMoving(x,y); - else if (element==EL_DYNAMIT || element==EL_DYNABOMB) - CheckDynamite(x,y); - else if (element==EL_EXPLODING) - Explode(x,y,Frame[x][y],EX_NORMAL); - else if (element==EL_AMOEBING) - AmoebeWaechst(x,y); - else if (IS_AMOEBALIVE(element)) - AmoebeAbleger(x,y); - else if (element==EL_LIFE || element==EL_LIFE_ASYNC) - Life(x,y); - else if (element==EL_ABLENK_EIN) - Ablenk(x,y); - else if (element==EL_SALZSAEURE) - Blubber(x,y); - else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT) - Blurb(x,y); - else if (element==EL_CRACKINGNUT) - NussKnacken(x,y); - else if (element==EL_AUSGANG_ZU) - AusgangstuerPruefen(x,y); - else if (element==EL_AUSGANG_ACT) - AusgangstuerOeffnen(x,y); - else if (element==EL_AUSGANG_AUF) - AusgangstuerBlinken(x,y); - else if (element==EL_MAUERND) - MauerWaechst(x,y); - else if (element==EL_MAUER_LEBT) - MauerAbleger(x,y); - else if (element==EL_BURNING) - CheckForDragon(x,y); - if (SiebAktiv) - { - BOOL sieb = FALSE; + redraw_mask |= REDRAW_FPS; + } + +#if 0 + if (stored_player[0].jx != stored_player[0].last_jx || + stored_player[0].jy != stored_player[0].last_jy) + printf("::: %d, %d, %d, %d, %d\n", + stored_player[0].MovDir, + stored_player[0].MovPos, + stored_player[0].GfxPos, + stored_player[0].Frame, + stored_player[0].StepFrame); +#endif + +#if 1 + FrameCounter++; + TimeFrames++; + + for (i=0; i0 && TimeFrames>=(1000/GameSpeed) && !tape.pausing) - { - TimeFrames = 0; - TimeLeft--; + return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY); +} - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft); +static boolean AllPlayersInVisibleScreen() +{ + int i; - if (TimeLeft<=10) - PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); + for (i=0; iprogrammed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + int move_dir = + (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); + int jx = player->jx, jy = player->jy; + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_moving_to_valid_field = + (IN_LEV_FIELD(new_jx, new_jy) && + (Feld[new_jx][new_jy] == EL_SP_BASE || + Feld[new_jx][new_jy] == EL_SAND)); + + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_WALKABLE_INSIDE(Feld[jx][jy])) + player->programmed_action = MV_DOWN; + } +} + +/* + MoveFigureOneStep() + ----------------------------------------------------------------------------- + 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, + int dx, int dy, int real_dx, int real_dy) { - int newJX = JX+dx, newJY = JY+dy; + int jx = player->jx, jy = player->jy; + int new_jx = jx+dx, new_jy = jy+dy; int element; int can_move; - if (PlayerGone || (!dx && !dy)) - return(MF_NO_ACTION); + if (!player->active || (!dx && !dy)) + return MF_NO_ACTION; + + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); - PlayerMovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (!IN_LEV_FIELD(new_jx, new_jy)) + return MF_NO_ACTION; - if (!IN_LEV_FIELD(newJX,newJY)) - return(MF_NO_ACTION); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MF_NO_ACTION; - element = MovingOrBlocked2Element(newJX,newJY); +#if 0 + element = MovingOrBlocked2Element(new_jx, new_jy); +#else + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); +#endif - if (DONT_GO_TO(element)) + if (DONT_RUN_INTO(element)) { - if (element==EL_SALZSAEURE && dx==0 && dy==1) + if (element == EL_ACID && dx == 0 && dy == 1) { - Blurb(JX,JY); - Feld[JX][JY] = EL_SPIELFIGUR; - InitMovingField(JX,JY,MV_DOWN); - Store[JX][JY] = EL_SALZSAEURE; - ContinueMoving(JX,JY); - BuryHero(); + SplashAcid(jx, jy); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryHero(player); } else - KillHero(); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - return(MF_MOVING); + return MF_MOVING; } - can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG); + can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); if (can_move != MF_MOVING) - return(can_move); + return can_move; - lastJX = JX; - lastJY = JY; - JX = newJX; - JY = newJY; + 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; - PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8; + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(-1); + ScrollFigure(player, SCROLL_INIT); - return(MF_MOVING); + return MF_MOVING; } -BOOL MoveFigure(int dx, int dy) +boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { - static long move_delay = 0; - static int last_move_dir = MV_NO_MOVING; + int jx = player->jx, jy = player->jy; + int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - int oldJX = JX, oldJY = JY; - if (PlayerGone || (!dx && !dy)) - return(FALSE); + if (!player->active || (!dx && !dy)) + return FALSE; + +#if 0 + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) + return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return FALSE; +#endif + + /* remove the last programmed player action */ + player->programmed_action = 0; - if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing) - return(FALSE); + if (player->MovPos) + { + /* should only happen if pre-1.2 tape recordings are played */ + /* this is only for backward compatibility */ + + int original_move_delay_value = player->move_delay_value; + +#if DEBUG + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); +#endif + + /* scroll remaining steps with finest movement resolution */ + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; + + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + player->move_delay_value = original_move_delay_value; + } - if (last_move_dir & (MV_LEFT | MV_RIGHT)) + if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!(moved |= MoveFigureOneStep(0,dy, dx,dy))) - moved |= MoveFigureOneStep(dx,0, dx,dy); + if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) + moved |= MoveFigureOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(dx,0, dx,dy))) - moved |= MoveFigureOneStep(0,dy, dx,dy); + if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) + moved |= MoveFigureOneStep(player, 0, dy, dx, dy); } - last_move_dir = MV_NO_MOVING; + jx = player->jx; + jy = player->jy; - if (moved & MF_MOVING) + if (moved & MF_MOVING && !ScreenMovPos && + (player == local_player || !options.network)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (scroll_delay_on ? 3 : 0); + int offset = (setup.scroll_delay ? 3 : 0); + + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + /* actual player has left the screen -- scroll in that direction */ + if (jx != old_jx) /* player has moved horizontally */ + scroll_x += (jx - old_jx); + else /* player has moved vertically */ + scroll_y += (jy - old_jy); + } + else + { + if (jx != old_jx) /* player has moved horizontally */ + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll more than one field at a time */ + scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); + + /* don't scroll against the player's moving direction */ + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) + scroll_x = old_scroll_x; + } + else /* player has moved vertically */ + { + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); - if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) && - JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset)) - scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset); - if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) && - JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset)) - scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset); + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + + /* don't scroll more than one field at a time */ + scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); + + /* don't scroll against the player's moving direction */ + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) + scroll_y = old_scroll_y; + } + } if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) - ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + { + if (!options.network && !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else + { + ScrollScreen(player, SCROLL_INIT); + ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + } + } } - if (!(moved & MF_MOVING) && !PlayerPushing) - PlayerFrame = 0; - else - PlayerFrame = (PlayerFrame + 1) % 4; +#if 0 +#if 1 + InitPlayerGfxAnimation(player, ACTION_DEFAULT); +#else + if (!(moved & MF_MOVING) && !player->Pushing) + player->Frame = 0; +#endif +#endif + + player->StepFrame = 0; if (moved & MF_MOVING) { - if (oldJX != JX && oldJY == JY) - PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT); - else if (oldJX == JX && oldJY != JY) - PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP); + if (old_jx != jx && old_jy == jy) + player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); + else if (old_jx == jx && old_jy != jy) + player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */ + DrawLevelField(jx, jy); /* for "crumbled sand" */ - last_move_dir = PlayerMovDir; + player->last_move_dir = player->MovDir; + player->is_moving = TRUE; + } + else + { + CheckGravityMovement(player); + + /* + player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; } - TestIfHeroHitsBadThing(); + TestIfHeroTouchesBadThing(jx, jy); - if (PlayerGone) - RemoveHero(); + if (!player->active) + RemoveHero(player); - return(moved); + return moved; } -void ScrollFigure(int init) +void ScrollFigure(struct PlayerInfo *player, int mode) { - static long actual_frame_counter = 0; + int jx = player->jx, jy = player->jy; + int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; - if (init) - { - PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize); - actual_frame_counter = FrameCounter; + if (!player->active || !player->MovPos) + return; - /* - if (Feld[lastJX][lastJY] == EL_LEERRAUM && - IN_LEV_FIELD(lastJX,lastJY-1) && - CAN_FALL(Feld[lastJX][lastJY-1])) - Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING; - */ + if (mode == SCROLL_INIT) + { + player->actual_frame_counter = FrameCounter; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[lastJX][lastJY] == EL_LEERRAUM) - Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING; + if (Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; - DrawPlayerField(); + DrawPlayer(player); return; } - else if (!FrameReached(&actual_frame_counter,1)) + else if (!FrameReached(&player->actual_frame_counter, 1)) return; - PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8; - PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize); + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + Feld[last_jx][last_jy] = EL_EMPTY; + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); - if (ScreenMovPos && ScreenMovPos != PlayerGfxPos) + DrawPlayer(player); + + if (player->MovPos == 0) { - ScreenMovPos = PlayerGfxPos; - redraw_mask |= REDRAW_FIELD; + if (IS_PASSABLE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + + player->last_jx = jx; + player->last_jy = jy; + + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN) + { + RemoveHero(player); + + if (local_player->friends_still_needed == 0 || + Feld[jx][jy] == EL_SP_EXIT_OPEN) + player->LevelSolved = player->GameOver = TRUE; + } + + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } +} - if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING) - Feld[lastJX][lastJY] = EL_LEERRAUM; +void ScrollScreen(struct PlayerInfo *player, int mode) +{ + static unsigned long screen_frame_counter = 0; + + if (mode == SCROLL_INIT) + { + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; - DrawPlayerField(); + screen_frame_counter = FrameCounter; + ScreenMovDir = player->MovDir; + ScreenMovPos = player->MovPos; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + return; + } + else if (!FrameReached(&screen_frame_counter, 1)) + return; - if (!PlayerMovPos) + if (ScreenMovPos) { - lastJX = JX; - lastJY = JY; + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + redraw_mask |= REDRAW_FIELD; } + else + ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -2961,48 +5993,64 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) MV_DOWN }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int test_x, test_y, test_move_dir, test_element; - x = goodx+xy[i][0]; - y = goody+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (DONT_TOUCH(element)) - { - if (MovDir[x][y]==harmless[i]) - continue; +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif - killx = x; - killy = y; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + { + kill_x = test_x; + kill_y = test_y; break; } } - if (killx!=goodx || killy!=goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx,goody)) - KillHero(); + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + + if (player->shield_deadly_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); + } else - Bang(goodx,goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3010,539 +6058,1288 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; - for(i=0;i<4;i++) + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ + return; + + for (i=0; i<4; i++) { - int x,y,element; + int test_x, test_y, test_move_dir, test_element; - x = badx+xy[i][0]; - y = bady+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (element==EL_PINGUIN) + test_element = Feld[test_x][test_y]; + + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } } } - if (killx!=badx || killy!=bady) - Bang(killx,killy); + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + ; +#endif + + if (player->shield_deadly_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) + KillHero(player); + } + else + Bang(kill_x, kill_y); + } +} + +void TestIfHeroTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +{ + TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfHeroHitsBadThing() +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(JX,JY); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero() +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfGoodThingHitsBadThing(JX,JY); - /* (no typo!) */ + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x,y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x,y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx=badx, killy=bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int x, y, element; - x=badx+xy[i][0]; - y=bady+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; + if (!IN_LEV_FIELD(x, y)) continue; - element=Feld[x][y]; - if (IS_AMOEBOID(element) || element==EL_LIFE || - element==EL_AMOEBING || element==EL_TROPFEN) + element = Feld[x][y]; + if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE || + element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) { - killx=x; - killy=y; + kill_x = x; + kill_y = y; break; } } - if (killx!=badx || killy!=bady) - Bang(badx,bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } -void KillHero() +void KillHero(struct PlayerInfo *player) { - if (PlayerGone) + int jx = player->jx, jy = player->jy; + + if (!player->active) return; - if (IS_PFORTE(Feld[JX][JY])) - Feld[JX][JY] = EL_LEERRAUM; + /* remove accessible field at the player's position */ + Feld[jx][jy] = EL_EMPTY; - Bang(JX,JY); - BuryHero(); + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; + + Bang(jx, jy); + BuryHero(player); +} + +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); } -void BuryHero() +void BuryHero(struct PlayerInfo *player) { - if (PlayerGone) + int jx = player->jx, jy = player->jy; + + if (!player->active) return; - PlaySoundLevel(JX,JY,SND_AUTSCH); - PlaySoundLevel(JX,JY,SND_LACHEN); +#if 1 + PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else + PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); +#endif + PlaySoundLevel(jx, jy, SND_GAME_LOSING); + + player->GameOver = TRUE; + RemoveHero(player); +} + +void RemoveHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + int i, found = FALSE; + + player->present = FALSE; + player->active = FALSE; - GameOver = TRUE; - RemoveHero(); + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; + + for (i=0; i push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); } -int DigField(int x, int y, int real_dx, int real_dy, int mode) +/* + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + +int DigField(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy, int mode) { - int dx = x-JX, dy = y-JY; + int jx = player->jx, jy = player->jy; + int dx = x - jx, dy = y - jy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; - static long push_delay = 0; - static int push_delay_value = 5; - if (!PlayerMovPos) - PlayerPushing = FALSE; + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ + player->Pushing = FALSE; - if (mode == DF_NO_PUSH) + if (mode == DF_NO_PUSH) /* player just stopped pushing */ { - push_delay = 0; - return(MF_NO_ACTION); + player->Switching = FALSE; + player->push_delay = 0; + + return MF_NO_ACTION; } - if (IS_MOVING(x,y)) - return(MF_NO_ACTION); + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MF_NO_ACTION; + +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) +#endif + { + int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); + int tube_leave_directions[][2] = + { + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + }; + + while (tube_leave_directions[i][0] != tube_element) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } element = Feld[x][y]; - switch(element) +#if 1 + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0)) + return MF_NO_ACTION; +#endif + + switch (element) { - case EL_LEERRAUM: + case EL_EMPTY: + case EL_SAND: + case EL_INVISIBLE_SAND: + case EL_INVISIBLE_SAND_ACTIVE: + case EL_TRAP: + case EL_SP_BASE: + case EL_SP_BUGGY_BASE: + case EL_SP_BUGGY_BASE_ACTIVATING: + RemoveField(x, y); +#if 1 + if (mode != DF_SNAP && element != EL_EMPTY) + { + GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element); + player->is_digging = TRUE; + } +#endif + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + break; + + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_DIAMOND: + case EL_SP_INFOTRON: + case EL_PEARL: + case EL_CRYSTAL: + RemoveField(x, y); +#if 1 + if (mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } +#endif + 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); + break; + + case EL_SPEED_PILL: + RemoveField(x, y); + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); + break; + + case EL_ENVELOPE: + Feld[x][y] = EL_EMPTY; + PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); + break; + + case EL_EXTRA_TIME: + RemoveField(x, y); + if (level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + } + PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE); + break; + + case EL_SHIELD_NORMAL: + RemoveField(x, y); + player->shield_normal_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); + break; + + case EL_SHIELD_DEADLY: + RemoveField(x, y); + player->shield_normal_time_left += 10; + player->shield_deadly_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); + break; + + case EL_DYNAMITE: + case EL_SP_DISK_RED: + RemoveField(x, y); + player->dynamite++; + 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); + break; + + case EL_DYNABOMB_INCREASE_NUMBER: + RemoveField(x, y); + player->dynabomb_count++; + player->dynabombs_left++; + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING); + break; + + case EL_DYNABOMB_INCREASE_SIZE: + RemoveField(x, y); + player->dynabomb_size++; + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING); + break; + + case EL_DYNABOMB_INCREASE_POWER: + RemoveField(x, y); + player->dynabomb_xl = TRUE; + RaiseScoreElement(EL_DYNAMITE); + PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_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); + PlaySoundLevel(x, y, SND_CLASS_KEY_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); + PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); + break; + } + + case EL_ROBOT_WHEEL: + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); + return MF_ACTION; + break; + + case EL_SP_TERMINAL: + { + int xx, yy; + + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); + + for (yy=0; yySwitching) + { + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); + } + return MF_ACTION; break; - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - Feld[x][y] = EL_LEERRAUM; - MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */ - if (Gems>0) - Gems--; - RaiseScoreElement(EL_EDELSTEIN); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + 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_DIAMANT: - Feld[x][y] = EL_LEERRAUM; - Gems -= 3; - if (Gems<0) - Gems=0; - RaiseScoreElement(EL_DIAMANT); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + 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_DYNAMIT_AUS: - Feld[x][y] = EL_LEERRAUM; - Dynamite++; - RaiseScoreElement(EL_DYNAMIT); - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); - break; + case EL_TIMEGATE_SWITCH: + ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); - case EL_DYNABOMB_NR: - Feld[x][y] = EL_LEERRAUM; - DynaBombCount++; - DynaBombsLeft++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + return MF_ACTION; break; - case EL_DYNABOMB_SZ: - Feld[x][y] = EL_LEERRAUM; - DynaBombSize++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + 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; - case EL_DYNABOMB_XL: - Feld[x][y] = EL_LEERRAUM; - DynaBombXL = TRUE; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); - 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 - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: - { - int key_nr = element-EL_SCHLUESSEL1; + 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; + } - Feld[x][y] = EL_LEERRAUM; - Key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - PlaySoundLevel(x,y,SND_PONG); + player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); + + DrawLevelField(x + dx, y + dy); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); break; - } - case EL_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; - ZX = x; - ZY = y; - DrawLevelField(x,y); - return(MF_ACTION); + 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_FELSBROCKEN: - case EL_BOMBE: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: - if (dy || mode==DF_SNAP) - return(MF_NO_ACTION); + 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; - PlayerPushing = TRUE; + 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; - if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) - return(MF_NO_ACTION); + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); - if (real_dy) - { - if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy])) - return(MF_NO_ACTION); - } + PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING); + break; - if (push_delay == 0) - push_delay = FrameCounter; - if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) - return(MF_NO_ACTION); + 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; - Feld[x][y] = EL_LEERRAUM; - Feld[x+dx][y+dy] = element; + 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; - push_delay_value = 2+RND(8); + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); - DrawLevelField(x+dx,y+dy); - if (element==EL_FELSBROCKEN) - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); - else if (element==EL_KOKOSNUSS) - PlaySoundLevel(x+dx,y+dy,SND_KNURK); - else - PlaySoundLevel(x+dx,y+dy,SND_KLOPF); + PlaySoundLevelElementAction(x, y, element, ACTION_PASSING); break; - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!Key[element-EL_PFORTE1]) - return(MF_NO_ACTION); + case EL_SP_PORT_LEFT: + case EL_SP_PORT_RIGHT: + case EL_SP_PORT_UP: + case EL_SP_PORT_DOWN: + case EL_SP_PORT_HORIZONTAL: + case EL_SP_PORT_VERTICAL: + case EL_SP_PORT_ANY: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_GRAVITY_PORT_DOWN: + if ((dx == -1 && + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dx == +1 && + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dy == -1 && + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + (dy == +1 && + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(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_SP_PORT_PASSING); break; - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!Key[element-EL_PFORTE1X]) - return(MF_NO_ACTION); - break; + case EL_TUBE_ANY: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERTICAL_LEFT: + case EL_TUBE_VERTICAL_RIGHT: + case EL_TUBE_HORIZONTAL_UP: + case EL_TUBE_HORIZONTAL_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } - case EL_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* Tür ist (noch) nicht offen! */ - return(MF_NO_ACTION); + 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_AUSGANG_AUF: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + case EL_EXIT_CLOSED: + case EL_SP_EXIT_CLOSED: + case EL_EXIT_OPENING: + return MF_NO_ACTION; + break; - PlayerGone = TRUE; - PlaySoundLevel(x,y,SND_BUING); + case EL_EXIT_OPEN: + case EL_SP_EXIT_OPEN: + if (mode == DF_SNAP) + return MF_NO_ACTION; - if (!Friends) - LevelSolved = GameOver = TRUE; + if (element == EL_EXIT_OPEN) + PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING); + else + PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING); break; - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; - Lights--; - DrawLevelField(x,y); - PlaySoundLevel(x,y,SND_DENG); - return(MF_ACTION); + 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_ZEIT_VOLL: - Feld[x][y] = EL_ZEIT_LEER; + case EL_TIME_ORB_FULL: + Feld[x][y] = EL_TIME_ORB_EMPTY; TimeLeft += 10; - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - DrawLevelField(x,y); - PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); - return(MF_ACTION); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + DrawLevelField(x, y); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); + return MF_ACTION; break; - case EL_SOKOBAN_FELD_LEER: + case EL_SOKOBAN_FIELD_EMPTY: break; - case EL_SOKOBAN_FELD_VOLL: - case EL_SOKOBAN_OBJEKT: - case EL_SONDE: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + case EL_SOKOBAN_OBJECT: + case EL_SOKOBAN_FIELD_FULL: + case EL_SATELLITE: + case EL_SP_DISK_YELLOW: + case EL_BALLOON: + if (mode == DF_SNAP) + return MF_NO_ACTION; - PlayerPushing = TRUE; + player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx,y+dy) - || (Feld[x+dx][y+dy] != EL_LEERRAUM - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER + if (!IN_LEV_FIELD(x+dx, y+dy) + || (!IS_FREE(x+dx, y+dy) + && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY || !IS_SB_ELEMENT(element)))) - return(MF_NO_ACTION); + return MF_NO_ACTION; - if (dx && real_dy) - { - if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy])) - return(MF_NO_ACTION); - } - else if (dy && real_dx) - { - if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY])) - return(MF_NO_ACTION); - } + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; - if (push_delay == 0) - push_delay = FrameCounter; - if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) - 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_BALLOON) + return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_BALLOON) + return MF_NO_ACTION; +#endif if (IS_SB_ELEMENT(element)) { - if (element == EL_SOKOBAN_FELD_VOLL) + if (element == EL_SOKOBAN_FIELD_FULL) { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - SokobanFields++; + Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; } else - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - SokobanFields--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x,y,SND_DENG); + 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 } else - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; + { + 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 + } } else { - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); Feld[x+dx][y+dy] = element; + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); } - push_delay_value = 2; + player->push_delay_value = (element == EL_BALLOON ? 0 : 2); - DrawLevelField(x,y); - DrawLevelField(x+dx,y+dy); - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); + DrawLevelField(x, y); + DrawLevelField(x + dx, y + dy); if (IS_SB_ELEMENT(element) && - SokobanFields == 0 && game_emulation == EMU_SOKOBAN) + local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) { - LevelSolved = GameOver = TRUE; - PlaySoundLevel(x,y,SND_BUING); + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); } break; - case EL_MAULWURF: - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: + case EL_PENGUIN: + case EL_PIG: + case EL_DRAGON: break; default: - return(MF_NO_ACTION); - break; + + if (IS_WALKABLE(element)) + { + break; + } + else if (IS_DIGGABLE(element)) + { + RemoveField(x, y); +#if 1 + if (mode != DF_SNAP) + { + GfxElement[x][y] = + (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + player->is_digging = TRUE; + } +#endif + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + + break; + } + else if (IS_COLLECTIBLE(element)) + { + RemoveField(x, y); +#if 1 + if (mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } +#endif + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); + + break; + } + else if (IS_PUSHABLE(element)) + { + if (mode == DF_SNAP) + 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)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + + player->Pushing = TRUE; + + 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) /* new pushing; restart delay */ + player->push_delay = FrameCounter; + + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return MF_NO_ACTION; + + RemoveField(x, y); + Feld[x + dx][y + dy] = element; + +#if 1 + if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); +#else + player->push_delay_value = 2 + RND(8); +#endif + + DrawLevelField(x + dx, y + dy); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + break; + } + + return MF_NO_ACTION; } - push_delay = 0; + player->push_delay = 0; - return(MF_MOVING); + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + + return MF_MOVING; } -BOOL SnapField(int dx, int dy) +boolean SnapField(struct PlayerInfo *player, int dx, int dy) { - int x = JX+dx, y = JY+dy; - static int snapped = FALSE; + int jx = player->jx, jy = player->jy; + int x = jx + dx, y = jy + dy; + + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + return FALSE; + + if (!player->active || !IN_LEV_FIELD(x, y)) + return FALSE; - if (PlayerGone || !IN_LEV_FIELD(x,y)) - return(FALSE); if (dx && dy) - return(FALSE); + return FALSE; + if (!dx && !dy) { - snapped = FALSE; - return(FALSE); + if (player->MovPos == 0) + player->Pushing = FALSE; + + player->snapped = FALSE; + + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + return FALSE; } - if (snapped) - return(FALSE); - PlayerMovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (player->snapped) + return FALSE; + + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); - if (!DigField(x,y, 0,0, DF_SNAP)) - return(FALSE); + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + return FALSE; - snapped = TRUE; - DrawLevelField(x,y); + player->snapped = TRUE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + + DrawLevelField(x, y); BackToFront(); - return(TRUE); + return TRUE; } -BOOL PlaceBomb(void) +boolean PlaceBomb(struct PlayerInfo *player) { + int jx = player->jx, jy = player->jy; int element; - if (PlayerGone || PlayerMovPos) - return(FALSE); + if (!player->active || player->MovPos) + return FALSE; + + element = Feld[jx][jy]; - element = Feld[JX][JY]; + if ((player->dynamite == 0 && player->dynabombs_left == 0) || + IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + return FALSE; - if ((Dynamite==0 && DynaBombsLeft==0) || - element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING) - return(FALSE); +#if 0 + if (element != EL_EMPTY) + return FALSE; +#endif + + if (element != EL_EMPTY) + { +#if 0 + Store[jx][jy] = element; +#else + Back[jx][jy] = element; +#endif + } - if (element != EL_LEERRAUM) - Store[JX][JY] = element; + MovDelay[jx][jy] = 96; - if (Dynamite) + ResetGfxAnimation(jx, jy); + ResetRandomAnimationValue(jx, jy); + + if (player->dynamite) { - Feld[JX][JY] = EL_DYNAMIT; - MovDelay[JX][JY] = 96; - Dynamite--; - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT); + Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : + EL_DYNAMITE_ACTIVE); + player->dynamite--; + + 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); } else { - Feld[JX][JY] = EL_DYNABOMB; - MovDelay[JX][JY] = 96; - DynaBombsLeft--; - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB); + 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); + + PlaySoundLevelAction(jx, jy, ACTION_DROPPING); } - return(TRUE); + return TRUE; } -void PlaySoundLevel(int x, int y, int sound_nr) +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ + +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; + +void InitPlaySoundLevel() +{ + int num_sounds = getSoundListSize(); + + if (loop_sound_frame != NULL) + free(loop_sound_frame); + + if (loop_sound_volume != NULL) + free(loop_sound_volume); + + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} + +static void PlaySoundLevel(int x, int y, int nr) { - int sx = SCROLLX(x), sy = SCROLLY(y); - int volume, stereo; - int silence_distance = 8; + int sx = SCREENX(x), sy = SCREENY(y); + int volume, stereo_position; + int max_distance = 8; + int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); - if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) || - (!sound_loops_on && IS_LOOP_SOUND(sound_nr))) + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) return; - if (!IN_LEV_FIELD(x,y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) + if (!IN_LEV_FIELD(x, y) || + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) return; - volume = PSND_MAX_VOLUME; -#ifndef MSDOS - stereo = (sx-SCR_FIELDX/2)*12; -#else - stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5; - if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT; - if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT; -#endif + volume = SOUND_MAX_VOLUME; + + if (!IN_SCR_FIELD(sx, sy)) + { + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; - if (!IN_SCR_FIELD(sx,sy)) + volume -= volume * (dx > dy ? dx : dy) / max_distance; + } + + stereo_position = (SOUND_MAX_LEFT + + (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / + (SCR_FIELDX + 2 * max_distance)); + + if (IS_LOOP_SOUND(nr)) { - int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; - int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ + + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; - volume -= volume*(dx > dy ? dx : dy)/silence_distance; + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; } - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + PlaySoundExt(nr, volume, stereo_position, type); +} + +static void PlaySoundLevelNearest(int x, int y, int sound_action) +{ + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + x > LEVELX(BX2) ? LEVELX(BX2) : x, + y < LEVELY(BY1) ? LEVELY(BY1) : + y > LEVELY(BY2) ? LEVELY(BY2) : y, + sound_action); +} + +static void PlaySoundLevelAction(int x, int y, int action) +{ + PlaySoundLevelElementAction(x, y, Feld[x][y], action); +} + +static void PlaySoundLevelElementAction(int x, int y, int element, int action) +{ + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED) + PlaySoundLevel(x, y, sound_effect); +} + +static void PlaySoundLevelActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[Feld[x][y]].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlaySoundLevel(x, y, sound_effect); +} + +static void StopSoundLevelActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[Feld[x][y]].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); } void RaiseScore(int value) { - Score += value; - DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW); + local_player->score += value; + DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); } void RaiseScoreElement(int element) { switch(element) { - case EL_EDELSTEIN: - RaiseScore(level.score[SC_EDELSTEIN]); + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_SP_INFOTRON: + RaiseScore(level.score[SC_EMERALD]); + break; + case EL_DIAMOND: + RaiseScore(level.score[SC_DIAMOND]); break; - case EL_DIAMANT: - RaiseScore(level.score[SC_DIAMANT]); + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); break; - case EL_KAEFER: - case EL_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); break; - case EL_FLIEGER: - case EL_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + case EL_BUG: + case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); break; - case EL_MAMPFER: - case EL_MAMPFER2: - RaiseScore(level.score[SC_MAMPFER]); + case EL_SPACESHIP: + case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); + break; + case EL_YAMYAM: + case EL_DARK_YAMYAM: + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -3550,15 +7347,273 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: - RaiseScore(level.score[SC_KOKOSNUSS]); + case EL_NUT: + RaiseScore(level.score[SC_NUT]); + break; + case EL_DYNAMITE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + RaiseScore(level.score[SC_DYNAMITE]); + break; + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + RaiseScore(level.score[SC_SHIELD]); + break; + case EL_EXTRA_TIME: + RaiseScore(level.score[SC_TIME_BONUS]); + break; + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + RaiseScore(level.score[SC_KEY]); + break; + default: + break; + } +} + +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = GAME_MODE_MAIN; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != GAME_MODE_PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + RequestQuitGame(TRUE); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#if defined(PLATFORM_UNIX) + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(TAPE_TOGGLE_MANUAL); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeMusic(); + } + else if (audio.music_available) + { + setup.sound = setup.sound_music = TRUE; + PlayMusic(level_nr); + } break; - case EL_DYNAMIT: - RaiseScore(level.score[SC_DYNAMIT]); + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (audio.loops_available) + setup.sound = setup.sound_loops = TRUE; break; - case EL_SCHLUESSEL: - RaiseScore(level.score[SC_SCHLUESSEL]); + + case SOUND_CTRL_ID_SIMPLE: + if (setup.sound_simple) + setup.sound_simple = FALSE; + else if (audio.sound_available) + setup.sound = setup.sound_simple = TRUE; break; + default: break; }