X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=abd3bd4b41f325ebd2fd01261560e833a551ca21;hb=8f33ee4940b9c35bf4627b7ef1126d03748da646;hp=ccf0d477ff73da12b16906bb0680613e628bcd92;hpb=54a07f99492ff2571a6bec16fef524de5b4439fb;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index ccf0d477..05e65026 100644 --- a/src/game.c +++ b/src/game.c @@ -32,12 +32,12 @@ #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 @@ -89,8 +89,71 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) + +#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_FREE_OR_PLAYER(x, y)))) + +#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) + +#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) + +#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID)) + +#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) + +#define YAMYAM_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + Feld[x][y] == EL_DIAMOND)) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + +#define PACMAN_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + IS_AMOEBOID(Feld[x][y]))) + +#define PIG_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_PIG(Feld[x][y]))) + +#define PENGUIN_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ + Feld[x][y] == EL_EXIT_OPEN || \ + Feld[x][y] == EL_ACID)) + +#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + +#define MOLE_CAN_ENTER_FIELD(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -104,17 +167,33 @@ /* forward declaration for internal use */ +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); -static void 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 TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); + +static void ChangeElement(int, int, int); +static boolean CheckTriggeredElementSideChange(int, int, int, int, int); +static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementSideChange(int, int, int, int, int, int); +static boolean CheckElementChange(int, int, int, int); + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -144,15 +223,15 @@ static void RunTimegateWheel(int x, int y); struct ChangingElementInfo { - int base_element; - int next_element; + int element; + int target_element; int change_delay; void (*pre_change_function)(int x, int y); void (*change_function)(int x, int y); void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { { EL_NUT_BREAKING, @@ -178,6 +257,30 @@ static struct ChangingElementInfo changing_element_list[] = NULL, NULL }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -294,15 +397,78 @@ static struct ChangingElementInfo changing_element_list[] = } }; -static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, + + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, + + { EL_UNDEFINED, 0, 0 }, +}; + +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, +}; + +static unsigned long trigger_events[MAX_NUM_ELEMENTS]; -#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) +#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ + CH_EVENT_BIT(CE_DELAY)) +#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) +#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ + IS_JUST_CHANGING(x, y)) + +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -313,7 +479,7 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); @@ -370,60 +536,71 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - switch (Feld[x][y]) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } - else - { - stored_player[0].use_murphy_graphic = TRUE; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; - Feld[x][y] = EL_PLAYER_1; + return; } - /* no break! */ - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } + + Feld[x][y] = EL_PLAYER_1; + } + } - player->present = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - if (!options.network || player->connected) - { - player->active = TRUE; + player->present = TRUE; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + if (!options.network || player->connected) + { + player->active = TRUE; - StorePlayer[x][y] = Feld[x][y]; + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + StorePlayer[x][y] = Feld[x][y]; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); break; case EL_STONEBLOCK: @@ -508,13 +685,16 @@ static void InitField(int x, int y, boolean init_game) case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; +#if 0 case EL_SP_EMPTY: Feld[x][y] = EL_EMPTY; break; +#endif +#if 0 case EL_EM_KEY_1_FILE: Feld[x][y] = EL_EM_KEY_1; break; @@ -527,6 +707,7 @@ static void InitField(int x, int y, boolean init_game) case EL_EM_KEY_4_FILE: Feld[x][y] = EL_EM_KEY_4; break; +#endif case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: @@ -569,6 +750,8 @@ static void InitField(int x, int y, boolean init_game) break; default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); break; } } @@ -577,8 +760,8 @@ void DrawGameDoorValues() { 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); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); DrawText(DX + XX_SCORE, DY + YY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); DrawText(DX + XX_TIME, DY + YY_TIME, @@ -604,7 +787,7 @@ void DrawGameDoorValues() static void InitGameEngine() { - int i; + int i, j, k; /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : @@ -614,99 +797,190 @@ static void InitGameEngine() InitElementPropertiesEngine(game.engine_version); #if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); #endif + /* ---------- initialize player's initial move delay --------------------- */ + /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : INITIAL_MOVE_DELAY_OFF); /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); -#if 0 - /* dynamically adjust element properties according to game engine version */ - { - static int ep_em_slippery_wall[] = - { - EL_STEELWALL, - EL_WALL, - EL_EXPANDABLE_WALL, - EL_EXPANDABLE_WALL_HORIZONTAL, - EL_EXPANDABLE_WALL_VERTICAL, - EL_EXPANDABLE_WALL_ANY - }; - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); + /* ---------- initialize player's initial push delay --------------------- */ - /* special EM style gems behaviour */ - for (i=0; i VERSION_IDENT(2,0,1))); - } -#endif + /* ---------- initialize changing elements ------------------------------- */ /* initialize changing elements information */ - for (i=0; ichange = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + ei->change_events = CE_BITMASK_DEFAULT; + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + { + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } } /* add changing elements from pre-defined list */ - i = 0; - while (changing_element_list[i].base_element != EL_UNDEFINED) + for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change_events |= CH_EVENT_BIT(CE_DELAY); + } + +#if 1 + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - struct ChangingElementInfo *ce = &changing_element_list[i]; - int element = ce->base_element; + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - changing_element[element].base_element = ce->base_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; - i++; + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } } - /* add changing elements from custom element configuration */ - for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) +#else + + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - struct CustomElementChangeInfo *change = &level.custom_element[i].change; int element = EL_CUSTOM_START + i; /* only add custom elements that change after fixed/random frame delay */ - if (!IS_CHANGEABLE(element) || - (!HAS_CHANGE_EVENT(element, CE_DELAY_FIXED) && - !HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM))) - continue; + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); + } +#endif + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + trigger_events[i] = EP_BITMASK_DEFAULT; + +#if 1 + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + { + int trigger_element = ei->change_page[j].trigger_element; - changing_element[element].base_element = element; - changing_element[element].next_element = change->successor; - changing_element[element].change_delay = 0; + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION)) + trigger_events[element_info[i].change->trigger_element] |= + element_info[i].change->events; +#endif + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + element_info[i].push_delay_fixed = game.default_push_delay_fixed; + element_info[i].push_delay_random = game.default_push_delay_random; + } + } + + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) + { + int e = push_delay_list[i].element; + + element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; + element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + } + + /* ---------- initialize move stepsize ----------------------------------- */ - if (HAS_CHANGE_EVENT(element, CE_DELAY_FIXED)) - changing_element[element].change_delay += - change->delay_fixed * change->delay_frames; + /* initialize move stepsize values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL; - if (HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM)); - /* random frame delay added at runtime for each element individually */ + /* set move stepsize value for certain elements from pre-defined list */ + for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) + { + int e = move_stepsize_list[i].element; + + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } + + /* ---------- initialize gem count --------------------------------------- */ + + /* initialize gem count values for each element */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_count = 0; + + /* add gem count values for all elements from pre-defined list */ + for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) + element_info[collect_count_list[i].element].collect_count = + collect_count_list[i].count; } @@ -723,7 +997,7 @@ void InitGame() boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, x, y; + int i, j, k, x, y; InitGameEngine(); @@ -740,7 +1014,7 @@ void InitGame() /* don't play tapes over network */ network_playing = (options.network && !tape.playing); - for (i=0; ilights_still_needed = 0; player->friends_still_needed = 0; - for (j=0; j<4; j++) + for (j = 0; j < 4; j++) player->key[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -771,8 +1044,6 @@ void InitGame() player->MovDir = MV_NO_MOVING; player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; player->GfxPos = 0; player->GfxDir = MV_NO_MOVING; player->GfxAction = ACTION_DEFAULT; @@ -780,25 +1051,78 @@ void InitGame() player->StepFrame = 0; player->use_murphy_graphic = FALSE; - player->use_disk_red_graphic = FALSE; player->actual_frame_counter = 0; + player->step_counter = 0; + player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; - player->is_moving = FALSE; player->is_waiting = FALSE; + player->is_moving = FALSE; player->is_digging = FALSE; + player->is_snapping = FALSE; player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + + player->anim_delay_counter = 0; + player->post_delay_counter = 0; + + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + + player->num_special_action_bored = 0; + player->num_special_action_sleeping = 0; + + /* determine number of special actions for bored and sleeping animation */ + for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++) + { + boolean found = FALSE; + + for (k = 0; k < NUM_DIRECTIONS; k++) + if (el_act_dir2img(player->element_nr, j, k) != + el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) + found = TRUE; + + if (found) + player->num_special_action_bored++; + else + break; + } + for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++) + { + boolean found = FALSE; + + for (k = 0; k < NUM_DIRECTIONS; k++) + if (el_act_dir2img(player->element_nr, j, k) != + el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) + found = TRUE; + + if (found) + player->num_special_action_sleeping++; + else + break; + } + + player->switch_x = -1; + player->switch_y = -1; + + player->show_envelope = 0; player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; player->push_delay = 0; - player->push_delay_value = 5; - - player->snapped = FALSE; + player->push_delay_value = game.initial_push_delay_value; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -806,6 +1130,8 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_size = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -836,47 +1162,62 @@ void InitGame() AllPlayersGone = FALSE; - game.yam_content_nr = 0; + game.yamyam_content_nr = 0; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; game.light_time_left = 0; game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; - for (i=0; i<4; i++) + game.envelope_active = FALSE; + + for (i = 0; i < 4; i++) { game.belt_dir[i] = MV_NO_MOVING; game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } - for (i=0; iconnected && !player->present) { - for (j=0; jjx, jy = some_player->jy; @@ -933,7 +1274,7 @@ void InitGame() { /* when playing a tape, eliminate all players who do not participate */ - for (i=0; ijx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; - CloseDoor(DOOR_CLOSE_1); + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; - DrawLevel(); - DrawAllPlayers(); + if (!IS_CUSTOM_ELEMENT(element)) + continue; - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + if (CAN_CHANGE(element)) + { + for (i = 0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + found_rating = 3; + found_element = element; + } + } + } - /* 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); + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); - else - { - 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 (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; - DrawGameDoorValues(); + found_rating = 2; + found_element = element; + } - UnmapGameButtons(); - UnmapTapeButtons(); + if (!CAN_CHANGE(element)) + continue; + + for (i = 0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); + } + else + { +#if 1 + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } + + CloseDoor(DOOR_CLOSE_1); + + DrawLevel(); + DrawAllPlayers(); + + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + + /* 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); + + if (level_nr < 100) + DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); + else + { + 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); + } + + DrawGameDoorValues(); + + UnmapGameButtons(); + UnmapTapeButtons(); game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; @@ -1075,17 +1507,22 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + if (setup.sound_music) - PlayMusic(level_nr); + PlayLevelMusic(); KeyboardAutoRepeatOffUnlessAutoplay(); if (options.debug) { - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) printf("Player %d %sactive.\n", i + 1, (stored_player[i].active ? "" : "not ")); } + +#if 0 + printf("::: starting game [%d]\n", FrameCounter); +#endif } void InitMovDir(int x, int y) @@ -1164,35 +1601,75 @@ void InitMovDir(int x, int y) break; default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; - - for (i=0; i<4; i++) + if (IS_CUSTOM_ELEMENT(element)) { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; - - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + 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 || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = 1 << RND(4); + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + 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) { - if (element == EL_BUG || element == EL_BD_BUTTERFLY) + for (i = 0; i < 4; i++) { - MovDir[x][y] = direction[0][i]; - break; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + } + } + 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)) { - MovDir[x][y] = direction[1][i]; - break; + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } } } } break; } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1202,7 +1679,7 @@ void InitAmoebaNr(int x, int y) if (group_nr == 0) { - for (i=1; iMovPos) return; +#if 1 + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; +#else if (tape.playing && tape.auto_play) tape.auto_play_level_solved = TRUE; +#endif local_player->LevelSolved = FALSE; @@ -1285,6 +1767,18 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } + /* close exit door after last player */ + if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) + { + int element = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + /* Hero disappears */ DrawLevelField(ExitX, ExitY); BackToFront(); @@ -1346,7 +1840,7 @@ int NewHiScore() local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) return -1; - for (k=0; kscore > highscore[k].Score) { @@ -1357,14 +1851,14 @@ int NewHiScore() int m = MAX_SCORE_ENTRIES - 1; #ifdef ONE_PER_NAME - for (l=k; lk; l--) + for (l = m; l > k; l--) { strcpy(highscore[l].Name, highscore[l - 1].Name); highscore[l].Score = highscore[l - 1].Score; @@ -1420,18 +1914,22 @@ static void ResetGfxAnimation(int x, int y) { GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; } void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); MovDir[newx][newy] = MovDir[x][y] = direction; + GfxDir[x][y] = direction; if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; @@ -1442,8 +1940,9 @@ void InitMovingField(int x, int y, int direction) GfxAction[x][y] = ACTION_MOVING; GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1515,17 +2014,28 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { Feld[x][y] = EL_EMPTY; - GfxElement[x][y] = EL_UNDEFINED; + MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } void RemoveMovingField(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) @@ -1534,28 +2044,27 @@ void RemoveMovingField(int x, int y) if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && + if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_EMPTY; + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_EMPTY; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1604,14 +2113,14 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y] != 0) { DrawDynamite(x, y); - PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); return; } } #if 1 - StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); #else if (Feld[x][y] == EL_DYNAMITE_ACTIVE || Feld[x][y] == EL_SP_DISK_RED_ACTIVE) @@ -1623,6 +2132,79 @@ void CheckDynamite(int x, int y) Bang(x, y); } +void RelocatePlayer(int x, int y, int element) +{ + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + +#if 1 + RemoveField(x, y); /* temporarily remove newly placed player */ + DrawLevelField(x, y); +#endif + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + + DrawPlayer(player); + + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + + Feld[x][y] = element; + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(GAME_FRAME_DELAY); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + } +} + void Explode(int ex, int ey, int phase, int mode) { int x, y; @@ -1642,8 +2224,19 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); + /* remove things displayed in background while burning dynamite */ - if (!IS_INDESTRUCTIBLE(Back[ex][ey])) + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) Back[ex][ey] = 0; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) @@ -1654,8 +2247,10 @@ void Explode(int ex, int ey, int phase, int mode) Feld[ex][ey] = center_element; } - for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++) + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) { + int xx = x - ex + 1; + int yy = y - ey + 1; int element; if (!IN_LEV_FIELD(x, y) || @@ -1668,15 +2263,26 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } #if 1 + +#if 0 if (IS_EXPLOSION_PROOF(element)) continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + #else if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0) || + (game.engine_version < VERSION_IDENT(2,2,0,0) || (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || element == EL_FLAMES) continue; @@ -1695,13 +2301,31 @@ void Explode(int ex, int ey, int phase, int mode) } /* save walkable background elements while explosion on same tile */ +#if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; +#if 1 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); +#endif + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) @@ -1734,10 +2358,13 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_BD_DIAMOND; else if (center_element == EL_SP_ELECTRON) Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_YAMYAM) - Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -1754,6 +2381,8 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; else Store[x][y] = EL_EMPTY; @@ -1761,6 +2390,7 @@ void Explode(int ex, int ey, int phase, int mode) center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) Store2[x][y] = element; +#if 0 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA || @@ -1770,16 +2400,29 @@ void Explode(int ex, int ey, int phase, int mode) AmoebaCnt2[AmoebaNr[x][y]]--; } - Feld[x][y] = EL_EXPLOSION; - GfxElement[x][y] = EL_UNDEFINED; +#if 1 + RemoveField(x, y); +#else MovDir[x][y] = MovPos[x][y] = 0; + GfxDir[x][y] = MovDir[x][y]; AmoebaNr[x][y] = 0; +#endif +#endif + + Feld[x][y] = EL_EXPLOSION; +#if 1 + GfxElement[x][y] = center_element; +#else + GfxElement[x][y] = EL_UNDEFINED; +#endif + ExplodePhase[x][y] = 1; Stop[x][y] = TRUE; } if (center_element == EL_YAMYAM) - game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; return; } @@ -1792,6 +2435,24 @@ void Explode(int ex, int ey, int phase, int mode) ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ +#endif +#if 1 + + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } +#endif + if (phase == first_phase_after_start) { int element = Store2[x][y]; @@ -1809,7 +2470,7 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(x, y)) KillHeroUnlessProtected(x, y); - else if (CAN_EXPLODE(element)) + else if (CAN_EXPLODE_BY_FIRE(element)) { Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; @@ -1825,26 +2486,43 @@ void Explode(int ex, int ey, int phase, int mode) 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] = 0; + GfxDir[x][y] = MV_NO_MOVING; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + InitField(x, y, FALSE); if (CAN_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { +#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) @@ -1889,9 +2567,9 @@ void DynaExplode(int ex, int ey) Explode(ex, ey, EX_PHASE_START, EX_CENTER); - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { - for (j=1; j<=dynabomb_size; j++) + for (j = 1; j <= dynabomb_size; j++) { int x = ex + j * xy[i % 4][0]; int y = ey + j * xy[i % 4][1]; @@ -1908,6 +2586,7 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && element != EL_SAND && element != EL_EXPLOSION && @@ -1919,12 +2598,34 @@ void DynaExplode(int ex, int ey) void Bang(int x, int y) { +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else int element = Feld[x][y]; +#endif + +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) +#else + if (IS_PLAYER(x, y)) +#endif + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + player->element_nr); + } +#if 0 +#if 1 + PlayLevelSoundAction(x, y, ACTION_EXPLODING); +#else if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); +#endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -1963,9 +2664,14 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } + + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } void SplashAcid(int x, int y) @@ -1975,7 +2681,7 @@ void SplashAcid(int x, int y) if (element != EL_ACID_SPLASH_LEFT && element != EL_ACID_SPLASH_RIGHT) { - PlaySoundLevel(x, y, SND_ACID_SPLASHING); + PlayLevelSound(x, y, SND_ACID_SPLASHING); if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && (!IN_LEV_FIELD(x-1, y-1) || @@ -2009,11 +2715,11 @@ static void InitBeltMovement() int x, y, i, j; /* set frame order for belt animation graphic according to belt direction */ - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int belt_nr = i; - for (j=0; j<3; j++) + for (j = 0; j < 3; j++) { int element = belt_base_active_element[belt_nr] + j; int graphic = el2img(element); @@ -2025,13 +2731,13 @@ static void InitBeltMovement() } } - for(y=0; y= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (lastline || object_hit); } if (!lastline && smashed == EL_ACID) /* element falls into acid */ @@ -2321,33 +3061,38 @@ void Impact(int x, int y) return; } - if (lastline || object_hit) + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) { ResetGfxAnimation(x, y); DrawLevelField(x, y); } - if ((element == EL_BOMB || - element == EL_SP_DISK_ORANGE || - element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ + if (impact && CAN_EXPLODE_IMPACT(element)) { Bang(x, y); return; } - else if (element == EL_PEARL) + else if (impact && element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + { + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + return; } - if (element == EL_AMOEBA_DROP && (lastline || object_hit)) + if (impact && element == EL_AMOEBA_DROP) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHeroUnlessProtected(x, y+1); + if (object_hit && IS_PLAYER(x, y + 1)) + KillHeroUnlessProtected(x, y + 1); else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y+1); + Bang(x, y + 1); else { Feld[x][y] = EL_AMOEBA_GROWING; @@ -2358,7 +3103,7 @@ void Impact(int x, int y) return; } - if (!lastline && object_hit) /* check which object was hit */ + if (object_hit) /* check which object was hit */ { if (CAN_PASS_MAGIC_WALL(element) && (smashed == EL_MAGIC_WALL || @@ -2370,32 +3115,38 @@ void Impact(int x, int y) EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy=0; yy rnd_value/8) + else if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; else if (can_turn_right && rnd > rnd_value/8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_DRAGON) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y); + boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y); + boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y); int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) - can_move_on = TRUE; +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif - if (can_move_on && rnd > rnd_value/8) + if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) + else if (can_turn_right && rnd > rnd_value / 8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y], + xx, yy, Feld[xx][yy], + FrameCounter); +#endif + +#if 1 + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; +#else + if (!IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; +#endif + +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif MovDelay[x][y] = 0; } else if (element == EL_MOLE) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || - Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)) - can_move_on = TRUE; - + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); if (!can_move_on) { - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(2) ? left_dir : right_dir); @@ -2777,9 +3528,9 @@ void TurnRound(int x, int y) } 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)))) + if (MovDir[x][y] & MV_HORIZONTAL && + (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) || + IN_LEV_FIELD_AND_IS_FREE(x, y + 1))) MovDir[x][y] = MV_NO_MOVING; MovDelay[x][y] = 0; @@ -2799,7 +3550,7 @@ void TurnRound(int x, int y) { int i; - for (i=0; ijx, jy = player->jy; @@ -2807,7 +3558,8 @@ void TurnRound(int x, int y) if (!player->active) continue; - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { attr_x = jx; attr_y = jy; @@ -2832,10 +3584,10 @@ void TurnRound(int x, int y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; + 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) { @@ -2847,61 +3599,80 @@ void TurnRound(int x, int y) } MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) + else if (attr_x > x) MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) + 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_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + 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); + MovDelay[x][y] = 8 + 8 * !RND(3); else MovDelay[x][y] = 16; } - else + else if (element == EL_PENGUIN) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else /* (element == EL_SATELLITE) */ { int newx, newy; MovDelay[x][y] = 1; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + 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_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + 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]))))) + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) return; MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + 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]))))) + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) return; MovDir[x][y] = old_move_dir; @@ -2909,17 +3680,247 @@ void TurnRound(int x, int y) } } } + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT) + { + boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) + { + if (move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_LEFT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD(element, 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 (move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) + { + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + 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 (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + } + } + else if (move_pattern == MV_WHEN_PUSHED) + { + if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE || + element == EL_MAZE_RUNNER) + { + static int test_xy[7][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN, + MV_UP, + MV_LEFT, + MV_RIGHT, + }; + boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); + int move_preference = -1000000; /* start with very low preference */ + int new_move_dir = MV_NO_MOVING; + int start_test = RND(4); + int i; + + for (i = 0; i < 4; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; + + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; + + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; + + break; + } + + if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy)) + continue; + + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; + + if (move_dir_preference > move_preference) + { + /* prefer field that has not been visited for the longest time */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + else if (move_dir_preference == move_preference && + move_dir == old_move_dir) + { + /* prefer last direction when all directions are preferred equally */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + } + + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + MovDelay[x][y] = 9; + } +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + +#if 0 + GfxDir[x][y] = MovDir[x][y]; +#endif + + TurnRoundExt(x, y); + +#if 1 + GfxDir[x][y] = MovDir[x][y]; +#endif + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + +#if 1 + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +#else + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_WAITING; +#endif } static boolean JustBeingPushed(int x, int y) { int i; - for (i=0; iactive && player->Pushing && player->MovPos) + if (player->active && player->is_pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -2934,24 +3935,32 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; - GfxAction[x][y] = ACTION_DEFAULT; +#if 1 + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; +#else + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; +#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x>0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; if (element == EL_QUICKSAND_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2959,12 +3968,12 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_ROCK; #if 1 - PlaySoundLevelAction(x, y, ACTION_EMPTYING); + PlayLevelSoundAction(x, y, ACTION_EMPTYING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); + PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); #endif } - else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY) + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -2977,18 +3986,18 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_QUICKSAND_EMPTY; - Feld[x][y+1] = EL_QUICKSAND_FULL; - Store[x][y+1] = Store[x][y]; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; #if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); + PlayLevelSoundAction(x, y, ACTION_FILLING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); #endif } } else if ((element == EL_ROCK || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_QUICKSAND_EMPTY) + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2996,14 +4005,14 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; #if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); + PlayLevelSoundAction(x, y, ACTION_FILLING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); #endif } else if (element == EL_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -3011,7 +4020,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED(Store[x][y]); } - else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -3024,14 +4033,14 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED(Store[x][y]); + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); Store[x][y] = 0; } } else if (element == EL_BD_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -3039,7 +4048,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED2(Store[x][y]); } - else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -3052,27 +4061,27 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED2(Store[x][y]); Store[x][y] = 0; } } else if (CAN_PASS_MAGIC_WALL(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)) + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } #if 0 - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) #else - else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID) + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) #endif { SplashAcid(x, y); @@ -3083,15 +4092,42 @@ void StartMoving(int x, int y) Store[x][y] = EL_ACID; #if 0 /* !!! TEST !!! better use "_FALLING" etc. !!! */ - GfxAction[x][y+1] = ACTION_ACTIVE; + GfxAction[x][y + 1] = ACTION_ACTIVE; #endif } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && - JustStopped[x][y]) +#if 1 + else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_SMASH(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + +#else +#if 1 + else if (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + WasJustMoving[x][y] && !Pushed[x][y + 1]) +#else + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + WasJustMoving[x][y]) +#endif +#endif + { + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ + Impact(x, y); } - else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug) + else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) { @@ -3099,9 +4135,9 @@ void StartMoving(int x, int y) started_moving = TRUE; } } - else if (IS_FREE(x, y+1)) + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - if (JustStopped[x][y]) /* prevent animation from being restarted */ + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; InitMovingField(x, y, MV_DOWN); @@ -3112,45 +4148,66 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y+1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY + /* Store[x][y + 1] must be zero, because: + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY */ #if 0 #if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) #else - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else - else if ((IS_SLIPPERY(Feld[x][y+1]) || - (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); - boolean right = (x 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } - if (left || right) + if (can_fall_any) { - if (left && right && + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - left = !(right = RND(2)); + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } } - else if (IS_BELT_ACTIVE(Feld[x][y+1])) + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left_is_free = (x>0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; if ((belt_dir == MV_LEFT && left_is_free) || @@ -3164,16 +4221,22 @@ void StartMoving(int x, int y) } } - /* not "else if" because of EL_SPRING */ + /* not "else if" because of elements that can fall and move (EL_SPRING) */ if (CAN_MOVE(element) && !started_moving) { + int move_pattern = element_info[element].move_pattern; int newx, newy; +#if 1 + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; +#else if ((element == EL_SATELLITE || element == EL_BALLOON || element == EL_SPRING) && JustBeingPushed(x, y)) return; +#endif #if 0 #if 0 @@ -3189,6 +4252,11 @@ void StartMoving(int x, int y) #endif #endif +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif + if (!MovDelay[x][y]) /* start new movement phase */ { /* all objects that can change their move direction after each step @@ -3196,10 +4264,18 @@ void StartMoving(int x, int y) if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && - element != EL_PACMAN) + element != EL_PACMAN && + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); +#endif + if (MovDelay[x][y] && (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || @@ -3213,12 +4289,43 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; +#if 0 + if (element == EL_YAMYAM) + { + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif + + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif + +#if 0 + if (GfxAction[x][y] != ACTION_WAITING) + printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + + GfxAction[x][y] = ACTION_WAITING; +#endif + } + if (element == EL_ROBOT || +#if 0 + element == EL_PACMAN || +#endif element == EL_YAMYAM || element == EL_DARK_YAMYAM) { +#if 0 + DrawLevelElementAnimation(x, y, element); +#else DrawLevelElementAnimationIfNeeded(x, y, element); - PlaySoundLevelAction(x, y, ACTION_WAITING); +#endif + PlayLevelSoundAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) DrawLevelElementAnimationIfNeeded(x, y, element); @@ -3232,12 +4339,27 @@ void StartMoving(int x, int y) dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : dir == MV_UP ? IMG_FLAMES_1_UP : dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, -1); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); - for (i=1; i<=3; i++) +#if 0 + printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); +#endif + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i = 1; i <= 3; i++) { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) @@ -3247,14 +4369,17 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed)) + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); + } } else { @@ -3267,33 +4392,43 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); return; } + +#if 0 + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; +#endif } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { - #if 1 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else - /* enemy got the player */ + /* player killed by element which is deadly when colliding with */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; #endif } - else if ((element == EL_PENGUIN || element == EL_ROBOT || - element == EL_SATELLITE || element == EL_BALLOON) && + else if ((element == EL_PENGUIN || + element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_BALLOON || + IS_CUSTOM_ELEMENT(element)) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { @@ -3307,7 +4442,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING); + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); @@ -3323,10 +4458,12 @@ void StartMoving(int x, int y) if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); else - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -3346,7 +4483,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_PIG_DIGGING); + PlayLevelSound(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -3357,7 +4494,36 @@ void StartMoving(int x, int y) return; } } - else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) + else if ((move_pattern & MV_MAZE_RUNNER_STYLE || + element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy)) + { + if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { +#if 0 + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); +#endif + return; + } + + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { if (!IS_FREE(newx, newy)) { @@ -3365,36 +4531,46 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } else { boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; int element1 = (IN_LEV_FIELD(newx1, newy1) ? MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); int element2 = (IN_LEV_FIELD(newx2, newy2) ? MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; + 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; } } @@ -3410,7 +4586,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); } else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) @@ -3431,7 +4607,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); } else if ((element == EL_PACMAN || element == EL_MOLE) && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) @@ -3447,7 +4623,12 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlaySoundLevel(x, y, SND_MOLE_DIGGING); + PlayLevelSound(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -3455,7 +4636,7 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && @@ -3471,30 +4652,38 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_BUG || element == EL_SPACESHIP || +#if 1 + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || element == EL_SP_SNIKSNAK) DrawLevelField(x, y); - else if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_MOLE) + else if (element == EL_MOLE) DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + 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); - PlaySoundLevelAction(x, y, ACTION_WAITING); +#if 0 + PlayLevelSoundAction(x, y, ACTION_WAITING); +#endif return; } InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, ACTION_MOVING); + PlayLevelSoundAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -3507,162 +4696,263 @@ void ContinueMoving(int x, int y) int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - 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; + int nextx = newx + dx, nexty = newy + dy; + boolean pushed = Pushed[x][y]; -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif + MovPos[x][y] += getElementMoveStepsize(x, y); - MovPos[x][y] += step; + if (pushed) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) < TILEX) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; + DrawLevelField(x, y); - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + return; /* element is still moving */ + } - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); + /* element reached destination field */ - for(i=0; i<4; i++) - { - int xx, yy; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - xx = x + xy[i][0]; - yy = y + xy[i][1]; + if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "crumbled sand" */ - } - } + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + Back[x][y] = Back[newx][newy] = 0; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; + } - /* 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 */ + Store[x][y] = 0; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; - ResetGfxAnimation(x, y); /* reset animation values for old field */ + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ + + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + ResetGfxAnimation(x, y); /* reset animation values for old field */ -#if 1 #if 0 - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; + /* 2.1.1 (does not work correctly for spring) */ + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; #else - /* - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; - */ - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; +#if 0 + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN)) + GfxDir[x][y] = MovDir[newx][newy] = 0; + #endif #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + /* prevent pushed element from moving on in pushed direction */ + if (pushed && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); + + if (!pushed) /* special case: moving object pushed by player */ + { + WasJustMoving[newx][newy] = 3; - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) - Impact(x, newy); + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; } - else /* still moving on */ + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - DrawLevelField(x, y); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + Impact(x, newy); + +#if 1 + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); +#endif + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + { + /* !!! fix side (direction) orientation here and elsewhere !!! */ + CheckElementSideChange(newx, newy, Feld[newx][newy], + direction, CE_COLLISION_ACTIVE, -1); + +#if 0 + if (IN_LEV_FIELD(nextx, nexty)) + { + static int opposite_directions[] = + { + MV_RIGHT, + MV_LEFT, + MV_DOWN, + MV_UP + }; + int move_dir_bit = MV_DIR_BIT(direction); + int opposite_direction = opposite_directions[move_dir_bit]; + int hitting_side = direction; + int touched_side = opposite_direction; + int hitting_element = Feld[newx][newy]; + int touched_element = MovingOrBlocked2Element(nextx, nexty); + boolean object_hit = (!IS_MOVING(nextx, nexty) || + MovDir[nextx][nexty] != direction || + ABS(MovPos[nextx][nexty]) <= TILEY / 2); + + if (object_hit) + { + int i; + + CheckElementSideChange(nextx, nexty, Feld[nextx][nexty], + opposite_direction, CE_COLLISION_PASSIVE, -1); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) && + change->sides & touched_side && + change->trigger_element == touched_element) + { + CheckElementSideChange(newx, newy, hitting_element, + CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) && + change->sides & hitting_side && + change->trigger_element == hitting_element) + { + CheckElementSideChange(nextx, nexty, touched_element, + CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i); + break; + } + } + } + } + } +#endif } + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } int AmoebeNachbarNr(int ax, int ay) @@ -3678,7 +4968,7 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { int x = ax + xy[i][0]; int y = ay + xy[i][1]; @@ -3708,7 +4998,7 @@ void AmoebenVereinigen(int ax, int ay) if (new_group_nr == 0) return; - for (i=0; i<4; i++) + for (i = 0; i < 4; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -3731,9 +5021,9 @@ void AmoebenVereinigen(int ax, int ay) AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy=0; yy= life[2] && nachbarn <= life[3]) @@ -4149,18 +5442,18 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : SND_GAME_OF_LIFE_GROWING); } static void InitRobotWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunRobotWheel(int x, int y) { - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); } static void StopRobotWheel(int x, int y) @@ -4171,12 +5464,12 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunTimegateWheel(int x, int y) { - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } void CheckExit(int x, int y) @@ -4194,9 +5487,12 @@ void CheckExit(int x, int y) return; } + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + Feld[x][y] = EL_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); } void CheckExitSP(int x, int y) @@ -4212,18 +5508,21 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() { int x, y; - for (y=0; yindex_nr] = 0; - num_stored_actions++; + if (change->explode) + { + Bang(x, y); - if (!player->active || tape.pausing) - return; + return TRUE; + } - if (player_action) + if (change->use_content) { - if (button1) - snapped = SnapField(player, dx, dy); - else - { - if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); - } + boolean complete_change = TRUE; + boolean can_change[3][3]; + int xx, yy; - if (tape.single_step && tape.recording && !tape.pausing) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { - if (button1 || (bombed && !moved)) + boolean half_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int e; + + can_change[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (change->content[xx][yy] == EL_EMPTY_SPACE) { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ + can_change[xx][yy] = FALSE; /* do not change empty borders */ + + continue; } - } - stored_player_action[player->index_nr] = player_action; - } - else - { - /* no actions for this player (no input at player's configured device) */ + if (!IN_LEV_FIELD(ex, ey)) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovement(player); + continue; + } - if (player->MovPos == 0) - { -#if 0 - printf("Trying... Player frame reset\n"); -#endif + e = Feld[ex][ey]; - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + + if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || + (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || + (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; + } } - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; - } + if (!change->only_complete || complete_change) + { + boolean something_has_changed = FALSE; - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } -} + if (change->only_complete && change->use_random_change && + RND(100) < change->random) + return FALSE; -void GameActions() -{ - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; - byte *recorded_player_action; - byte summarized_player_action = 0; + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; - if (game_status != GAME_MODE_PLAYING) - return; + if (can_change[xx][yy] && (!change->use_random_change || + RND(100) < change->random)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); - action_delay_value = - (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + ChangeEvent[ex][ey] = ChangeEvent[x][y]; - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + ChangeElementNowExt(ex, ey, change->content[xx][yy]); - /* ---------- main game synchronization point ---------- */ + something_has_changed = TRUE; - WaitUntilDelayReached(&action_delay, action_delay_value); + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } - if (network_playing && !network_player_action_received) + if (something_has_changed) + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + } + } + else { - /* -#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; + ChangeElementNowExt(x, y, change->target_element); - if (!network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); -#endif - */ - return; - } + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } - if (tape.pausing) - return; + return TRUE; +} - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); +static void ChangeElement(int x, int y, int page) +{ + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; - for (i=0; ieffective_action = summarized_player_action; - - for (i=0; idelay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; - if (recorded_player_action) - actual_player_action = recorded_player_action[i]; + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - PlayerActions(&stored_player[i], actual_player_action); - ScrollFigure(&stored_player[i], SCROLL_GO_ON); + if (change->pre_change_function) + change->pre_change_function(x, y); } - network_player_action_received = FALSE; - - ScrollScreen(NULL, SCROLL_GO_ON); - -#if 0 - FrameCounter++; - TimeFrames++; - - for (i=0; i 0) - JustStopped[x][y]--; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - GfxFrame[x][y]++; - -#if DEBUG - if (IS_BLOCKED(x, y)) - { - int oldx, oldy; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - 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 + if (change->change_function) + change->change_function(x, y); } - - for (y=0; ypost_change_function) + change->post_change_function(x, y); + } + } +} - if (ANIM_MODE(graphic) == ANIM_RANDOM && - IS_NEXT_FRAME(GfxFrame[x][y], graphic)) - ResetRandomAnimationValue(x, y); +static boolean CheckTriggeredElementSideChange(int lx, int ly, + int trigger_element, + int trigger_side, + int trigger_event) +{ + int i, j, x, y; - SetRandomAnimationValue(x, y); + if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + return FALSE; -#if 1 - PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]); -#endif + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; - if (IS_INACTIVE(element)) - { - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + boolean change_element = FALSE; + int page = 0; + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) continue; - } - if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) + for (j = 0; j < element_info[element].num_change_pages; j++) { - StartMoving(x, y); - - if (IS_ANIMATED(graphic) && - !IS_MOVING(x, y) && - !Stop[x][y]) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - - 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); + struct ElementChangeInfo *change = &element_info[element].change_page[j]; -#if !USE_NEW_AMOEBA_CODE - else if (IS_AMOEBALIVE(element)) - AmoebeAbleger(x, y); + if (change->can_change && +#if 1 + change->events & CH_EVENT_BIT(trigger_event) && #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); + change->sides & trigger_side && + change->trigger_element == trigger_element) + { #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 1 - /* this may take place after moving, therefore element may have changed */ - if (IS_AUTO_CHANGING(Feld[x][y])) - ChangeElement(x, y); + if (!(change->events & CH_EVENT_BIT(trigger_event))) + printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", + trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); #endif - if (IS_BELT_ACTIVE(element)) - PlaySoundLevelAction(x, y, ACTION_ACTIVE); - - if (game.magic_wall_active) - { - int jx = local_player->jx, jy = local_player->jy; + change_element = TRUE; + page = j; - /* 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)) - { - magic_wall_x = x; - magic_wall_y = y; + break; } } - } -#if USE_NEW_AMOEBA_CODE - /* new experimental amoeba growth stuff */ -#if 1 - if (!(FrameCounter % 8)) -#endif - { - static unsigned long random = 1684108901; + if (!change_element) + continue; - for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) { #if 0 - x = (random >> 10) % lev_fieldx; - y = (random >> 20) % lev_fieldy; -#else - x = RND(lev_fieldx); - y = RND(lev_fieldy); + if (x == lx && y == ly) /* do not change trigger element itself */ + continue; #endif - element = Feld[x][y]; - if (!IS_PLAYER(x,y) && - (element == EL_EMPTY || - element == EL_SAND || - element == EL_QUICKSAND_EMPTY || - element == EL_ACID_SPLASH_LEFT || - element == EL_ACID_SPLASH_RIGHT)) + if (Feld[x][y] == element) { - 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; + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); + ChangeElement(x, y, page); } - - random = random * 129 + 1; } } -#endif -#if 0 - if (game.explosions_delayed) -#endif - { - game.explosions_delayed = FALSE; + return TRUE; +} - for (y=0; y 0) - { - game.magic_wall_time_left--; - if (!game.magic_wall_time_left) - { - for (y=0; y 0) - { - game.light_time_left--; +static void PlayPlayerSound(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + int element = player->element_nr; + int last_action = player->last_action_waiting; + int action = player->action_waiting; - if (game.light_time_left == 0) - RedrawAllLightSwitchesAndInvisibleElements(); + if (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, element, action); } - - if (game.timegate_time_left > 0) + else { - game.timegate_time_left--; + if (action != last_action) + StopSound(element_info[element].sound[last_action]); - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); } +} - 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 (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); +} - if (TimeFrames >= (1000 / GameFrameDelay)) - { - TimeFrames = 0; - TimePlayed++; +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; - for (i=0; ilast_action_waiting = player->action_waiting; + + if (is_waiting) + { + if (!last_waiting) /* not waiting -> waiting */ { - struct PlayerInfo *player = &stored_player[i]; + player->is_waiting = TRUE; - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; + player->frame_counter_bored = + FrameCounter + + game.player_boring_delay_fixed + + SimpleRND(game.player_boring_delay_random); + player->frame_counter_sleeping = + FrameCounter + + game.player_sleeping_delay_fixed + + SimpleRND(game.player_sleeping_delay_random); - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && + player->anim_delay_counter == 0 && + player->post_delay_counter == 0 && + FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && + FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; - if (TimeLeft > 0) - { - TimeLeft--; + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + if (player->is_sleeping) + { + if (player->num_special_action_sleeping > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; + } - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + else if (player->is_bored) + { + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_bored = special_action; + } - if (!TimeLeft && setup.time_limit) - for (i=0; ianim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } } - else if (level.time == 0 && !AllPlayersGone) /* level without time limit */ - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); } - - DrawAllPlayers(); - - if (options.debug) /* calculate frames per second */ + else if (last_waiting) /* waiting -> not waiting */ { - static unsigned long fps_counter = 0; - static int fps_frames = 0; - unsigned long fps_delay_ms = Counter() - fps_counter; + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - fps_frames++; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ - { - global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - fps_frames = 0; - fps_counter = Counter(); - } + player->action_waiting = ACTION_DEFAULT; - redraw_mask |= REDRAW_FPS; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; } +} +#if 1 +static byte PlayerActions(struct PlayerInfo *player, byte player_action) +{ #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); + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; #endif + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); -#if 1 - FrameCounter++; - TimeFrames++; - - for (i=0; iindex_nr] = 0; + num_stored_actions++; +#endif - if (stored_player[i].MovPos != 0) - stored_player[i].StepFrame += move_frames; - } +#if 0 + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); #endif -} -static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) -{ - int min_x = x, min_y = y, max_x = x, max_y = y; - int i; + if (!player->active || tape.pausing) + return 0; - for (i=0; iindex_nr, FrameCounter); +#endif - if (!stored_player[i].active || &stored_player[i] == player) - continue; + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); - min_x = MIN(min_x, jx); - min_y = MIN(min_y, jy); - max_x = MAX(max_x, jx); - max_y = MAX(max_y, jy); - } + moved = MovePlayer(player, dx, dy); + } - return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY); -} + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } -static boolean AllPlayersInVisibleScreen() -{ - int i; + SetPlayerWaiting(player, FALSE); - for (i=0; iindex_nr] = player_action; +#endif + } + else { - int jx = stored_player[i].jx, jy = stored_player[i].jy; - - if (!stored_player[i].active) - continue; +#if 0 + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); +#endif - if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) - return FALSE; - } + /* no actions for this player (no input at player's configured device) */ - return TRUE; -} + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); -void ScrollLevel(int dx, int dy) -{ - int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); - int x, y; + if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); - BlitBitmap(drawto_field, drawto_field, - FX + TILEX*(dx == -1) - softscroll_offset, - FY + TILEY*(dy == -1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx == 1) - softscroll_offset, - FY + TILEY*(dy == 1) - softscroll_offset); + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; - if (dx) - { - x = (dx == 1 ? BX1 : BX2); - for (y=BY1; y<=BY2; y++) - DrawScreenField(x, y); + return 0; } - if (dy) +#if 0 + if (tape.recording && num_stored_actions >= MAX_PLAYERS) { - y = (dy == 1 ? BY1 : BY2); - for (x=BX1; x<=BX2; x++) - DrawScreenField(x, y); - } + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); - redraw_mask |= REDRAW_FIELD; -} - -static void CheckGravityMovement(struct PlayerInfo *player) -{ - if (level.gravity && !player->programmed_action) - { - int move_dir_vertical = player->action & (MV_UP | MV_DOWN); - int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); - int move_dir = - (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? - (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : - (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); - int jx = player->jx, jy = player->jy; - int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); - int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); - int new_jx = jx + dx, new_jy = jy + dy; - boolean field_under_player_is_free = - (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); - boolean player_is_moving_to_valid_field = - (IN_LEV_FIELD(new_jx, new_jy) && - (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND)); - - if (field_under_player_is_free && - !player_is_moving_to_valid_field && - !IS_WALKABLE_INSIDE(Feld[jx][jy])) - player->programmed_action = MV_DOWN; + TapeRecordAction(stored_player_action); + num_stored_actions = 0; } +#endif } -/* - 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) -*/ +#else -boolean MoveFigureOneStep(struct PlayerInfo *player, - int dx, int dy, int real_dx, int real_dy) +static void PlayerActions(struct PlayerInfo *player, byte player_action) { - int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; - int element; - int can_move; + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); - if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + stored_player_action[player->index_nr] = 0; + num_stored_actions++; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); - if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + if (!player->active || tape.pausing) + return; - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + if (player_action) + { + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); -#if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); -#else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); -#endif + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); - if (DONT_GO_TO(element)) - { - if (element == EL_ACID && dx == 0 && dy == 1) + moved = MovePlayer(player, dx, dy); + } + + if (tape.single_step && tape.recording && !tape.pausing) { - SplashAcid(jx, jy); - Feld[jx][jy] = EL_PLAYER_1; - InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_ACID; - ContinueMoving(jx, jy); - BuryHero(player); + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } } - else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - return MF_MOVING; + stored_player_action[player->index_nr] = player_action; } + else + { + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); - if (can_move != MF_MOVING) - return can_move; + /* no actions for this player (no input at player's configured device) */ - 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; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); - player->MovPos = - (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + } - ScrollFigure(player, SCROLL_INIT); + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); - return MF_MOVING; + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } } +#endif -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +void GameActions() { - int jx = player->jx, jy = player->jy; - int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + static unsigned long action_delay = 0; + unsigned long action_delay_value; + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; + byte *recorded_player_action; + byte summarized_player_action = 0; +#if 1 + byte tape_action[MAX_PLAYERS]; +#endif - if (!player->active || (!dx && !dy)) - return FALSE; + if (game_status != GAME_MODE_PLAYING) + return; -#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 + action_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - /* remove the last programmed player action */ - player->programmed_action = 0; + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; - if (player->MovPos) - { - /* should only happen if pre-1.2 tape recordings are played */ - /* this is only for backward compatibility */ + /* ---------- main game synchronization point ---------- */ - int original_move_delay_value = player->move_delay_value; + WaitUntilDelayReached(&action_delay, action_delay_value); -#if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", - tape.counter); + if (network_playing && !network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); #endif + */ - /* scroll remaining steps with finest movement resolution */ - player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; +#if defined(PLATFORM_UNIX) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif - while (player->MovPos) + if (game_status != GAME_MODE_PLAYING) + return; + + if (!network_player_action_received) { - ScrollFigure(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - DrawAllPlayers(); - BackToFront(); + /* +#ifdef DEBUG + printf("DEBUG: failed to get network player actions in time\n"); +#endif + */ + return; } - - player->move_delay_value = original_move_delay_value; } - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) - { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); - } - else + if (tape.pausing) + return; + +#if 0 + printf("::: getting new tape action [%d]\n", FrameCounter); +#endif + + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + + for (i = 0; i < MAX_PLAYERS; i++) { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + summarized_player_action |= stored_player[i].action; + + if (!network_playing) + stored_player[i].effective_action = stored_player[i].action; } - jx = player->jx; - jy = player->jy; +#if defined(PLATFORM_UNIX) + if (network_playing) + SendToServer_MovePlayer(summarized_player_action); +#endif - if (moved & MF_MOVING && !ScreenMovPos && - (player == local_player || !options.network)) + if (!options.network && !setup.team_mode) + local_player->effective_action = summarized_player_action; + + for (i = 0; i < MAX_PLAYERS; i++) { - int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (setup.scroll_delay ? 3 : 0); + int actual_player_action = stored_player[i].effective_action; - 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); + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; - /* don't scroll over playfield boundaries */ - if (scroll_x < SBX_Left || scroll_x > SBX_Right) - scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + if (recorded_player_action) + actual_player_action = recorded_player_action[i]; - /* don't scroll more than one field at a time */ - scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); + tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); - /* 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 (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ - /* 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) - { - 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); - } - } + ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } -#if 0 #if 1 - InitPlayerGfxAnimation(player, ACTION_DEFAULT); -#else - if (!(moved & MF_MOVING) && !player->Pushing) - player->Frame = 0; -#endif + if (tape.recording) + TapeRecordAction(tape_action); #endif - player->StepFrame = 0; - - if (moved & MF_MOVING) - { - if (old_jx != jx && old_jy == jy) - player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); - else if (old_jx == jx && old_jy != jy) - player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - - DrawLevelField(jx, jy); /* for "crumbled sand" */ - - player->last_move_dir = player->MovDir; - player->is_moving = TRUE; - } - else - { - CheckGravityMovement(player); + network_player_action_received = FALSE; - /* - player->last_move_dir = MV_NO_MOVING; - */ - player->is_moving = FALSE; - } + ScrollScreen(NULL, SCROLL_GO_ON); - TestIfHeroTouchesBadThing(jx, jy); +#if 0 + FrameCounter++; + TimeFrames++; - if (!player->active) - RemoveHero(player); + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].Frame++; +#endif - return moved; -} +#if 1 + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int x = player->jx; + int y = player->jy; -void ScrollFigure(struct PlayerInfo *player, int mode) -{ - int jx = player->jx, jy = player->jy; - int last_jx = player->last_jx, last_jy = player->last_jy; - int move_stepsize = TILEX / player->move_delay_value; + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y)) + { + ContinueMoving(x, y); - if (!player->active || !player->MovPos) - return; + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif - if (mode == SCROLL_INIT) + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) { - player->actual_frame_counter = FrameCounter; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - - if (Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; - DrawPlayer(player); - return; - } - else if (!FrameReached(&player->actual_frame_counter, 1)) - return; +#if DEBUG + if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) + { + printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y); + printf("GameActions(): This should never happen!\n"); - player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + ChangePage[x][y] = -1; + } +#endif - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_EMPTY; + Stop[x][y] = FALSE; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; - /* before DrawPlayer() to draw correct player graphic for this case */ - if (player->MovPos == 0) - CheckGravityMovement(player); + GfxFrame[x][y]++; - DrawPlayer(player); +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements with zero push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif - if (player->MovPos == 0) - { - if (IS_PASSABLE(Feld[last_jx][last_jy])) +#if DEBUG + if (IS_BLOCKED(x, y)) { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); + int oldx, oldy; - /* be able to make the next move without delay */ - player->move_delay = 0; + 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 + } - player->last_jx = jx; - player->last_jy = jy; + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { + element = Feld[x][y]; +#if 1 + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); +#else + graphic = el2img(element); +#endif - if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) +#if 0 + if (element == -1) { - RemoveHero(player); + printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter); - if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) - player->LevelSolved = player->GameOver = TRUE; + element = graphic = 0; } +#endif - if (tape.single_step && tape.recording && !tape.pausing && - !player->programmed_action) - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - } -} - -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; + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; - screen_frame_counter = FrameCounter; - ScreenMovDir = player->MovDir; - ScreenMovPos = player->MovPos; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - return; - } - else if (!FrameReached(&screen_frame_counter, 1)) - return; + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(GfxFrame[x][y], graphic)) + ResetRandomAnimationValue(x, y); - if (ScreenMovPos) - { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - redraw_mask |= REDRAW_FIELD; - } - else - ScreenMovDir = MV_NO_MOVING; -} + SetRandomAnimationValue(x, y); -void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) -{ - int i, kill_x = -1, kill_y = -1; - static int test_xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - static int test_dir[4] = - { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN - }; +#if 1 + PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); +#endif - for (i=0; i<4; i++) - { - int test_x, test_y, test_move_dir, test_element; + if (IS_INACTIVE(element)) + { + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - 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; + } - test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - +#if 1 + /* this may take place after moving, so 'element' may have changed */ #if 0 - test_element = Feld[test_x][test_y]; + if (IS_CHANGING(x, y)) #else - test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); + if (IS_CHANGING(x, y) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) #endif - - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; - 2nd case: DONT_TOUCH style bad thing does not move away from good thing - */ - if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || - (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { - kill_x = test_x; - kill_y = test_y; - break; +#if 0 + ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : + element_info[element].event_page_nr[CE_DELAY]); +#else + ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); +#endif + + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } - } +#endif - if (kill_x != -1 || kill_y != -1) - { - if (IS_PLAYER(good_x, good_y)) + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { - struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + StartMoving(x, 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(good_x, good_y); - } -} +#if 1 + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); +#if 0 + if (element == EL_MOLE) + printf("::: %d, %d, %d [%d]\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], + GfxAction[x][y]); +#endif +#if 0 + if (element == EL_YAMYAM) + printf("::: %d, %d, %d\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); +#endif +#endif -void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) + if (IS_ANIMATED(graphic) && + !IS_MOVING(x, y) && + !Stop[x][y]) + { + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + +#if 0 + if (element == EL_BUG) + printf("::: %d, %d\n", graphic, GfxFrame[x][y]); +#endif + +#if 0 + if (element == EL_MOLE) + printf("::: %d, %d\n", graphic, GfxFrame[x][y]); +#endif + } + + 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 !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_CHANGING(x, y)) + 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)) + PlayLevelSoundAction(x, y, ACTION_ACTIVE); + + if (game.magic_wall_active) + { + 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)) + { + magic_wall_x = x; + magic_wall_y = y; + } + } + } + +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + 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]; + + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + 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; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { + element = Feld[x][y]; + + if (ExplodeField[x][y]) + Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); + else if (element == EL_EXPLOSION) + Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + + ExplodeField[x][y] = EX_NO_EXPLOSION; + } + + game.explosions_delayed = TRUE; + } + + if (game.magic_wall_active) + { + if (!(game.magic_wall_time_left % 4)) + { + int element = Feld[magic_wall_x][magic_wall_y]; + + if (element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) + PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); + else + PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); + } + + if (game.magic_wall_time_left > 0) + { + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) + { + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { + element = Feld[x][y]; + + if (element == EL_MAGIC_WALL_ACTIVE || + element == EL_MAGIC_WALL_FULL) + { + Feld[x][y] = EL_MAGIC_WALL_DEAD; + DrawLevelField(x, y); + } + else if (element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_FULL) + { + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + DrawLevelField(x, y); + } + } + + game.magic_wall_active = FALSE; + } + } + } + + if (game.light_time_left > 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + RedrawAllLightSwitchesAndInvisibleElements(); + } + + if (game.timegate_time_left > 0) + { + game.timegate_time_left--; + + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (SHIELD_ON(player)) + { + if (player->shield_deadly_time_left) + PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + } + } + + if (TimeFrames >= FRAMES_PER_SECOND) + { + TimeFrames = 0; + TimePlayed++; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (SHIELD_ON(player)) + { + player->shield_normal_time_left--; + + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } + } + + if (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 < MAX_PLAYERS; i++) + KillHero(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level without time limit */ + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + } + + DrawAllPlayers(); + PlayAllPlayersSound(); + + if (options.debug) /* calculate frames per second */ + { + static unsigned long fps_counter = 0; + static int fps_frames = 0; + unsigned long fps_delay_ms = Counter() - fps_counter; + + fps_frames++; + + if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; + } + +#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; i < MAX_PLAYERS; i++) + { + int move_frames = + MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + } +#endif + +#if 1 + if (local_player->show_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } +#endif +} + +static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) { - int i, kill_x = -1, kill_y = -1; - int bad_element = Feld[bad_x][bad_y]; - static int test_xy[4][2] = + int min_x = x, min_y = y, max_x = x, max_y = y; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + int jx = stored_player[i].jx, jy = stored_player[i].jy; + + if (!stored_player[i].active || &stored_player[i] == player) + continue; + + min_x = MIN(min_x, jx); + min_y = MIN(min_y, jy); + max_x = MAX(max_x, jx); + max_y = MAX(max_y, jy); + } + + return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY); +} + +static boolean AllPlayersInVisibleScreen() +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + int jx = stored_player[i].jx, jy = stored_player[i].jy; + + if (!stored_player[i].active) + continue; + + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + return FALSE; + } + + return TRUE; +} + +void ScrollLevel(int dx, int dy) +{ + int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); + int x, y; + + BlitBitmap(drawto_field, drawto_field, + FX + TILEX * (dx == -1) - softscroll_offset, + FY + TILEY * (dy == -1) - softscroll_offset, + SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset, + SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset, + FX + TILEX * (dx == 1) - softscroll_offset, + FY + TILEY * (dy == 1) - softscroll_offset); + + if (dx) + { + x = (dx == 1 ? BX1 : BX2); + for (y = BY1; y <= BY2; y++) + DrawScreenField(x, y); + } + + if (dy) + { + y = (dy == 1 ? BY1 : BY2); + for (x = BX1; x <= BX2; x++) + DrawScreenField(x, y); + } + + redraw_mask |= REDRAW_FIELD; +} + +static void CheckGravityMovement(struct PlayerInfo *player) +{ + if (game.gravity && !player->programmed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + 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)); + /* !!! extend EL_SAND to anything diggable !!! */ + + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_WALKABLE_INSIDE(Feld[jx][jy])) + player->programmed_action = MV_DOWN; + } +} + +/* + MovePlayerOneStep() + ----------------------------------------------------------------------------- + dx, dy: direction (non-diagonal) to try to move the player to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + +boolean MovePlayerOneStep(struct PlayerInfo *player, + int dx, int dy, int real_dx, int real_dy) +{ +#if 0 + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int jx = player->jx, jy = player->jy; + int new_jx = jx + dx, new_jy = jy + dy; + int element; + int can_move; + + if (!player->active || (!dx && !dy)) + return MF_NO_ACTION; + + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); + + if (!IN_LEV_FIELD(new_jx, new_jy)) + return MF_NO_ACTION; + + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MF_NO_ACTION; + +#if 0 + element = MovingOrBlocked2Element(new_jx, new_jy); +#else + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); +#endif + + if (DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) + { + 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 + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); + + return MF_MOVING; + } + + can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); + if (can_move != MF_MOVING) + return can_move; + + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + + StorePlayer[jx][jy] = 0; + player->last_jx = jx; + player->last_jy = jy; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; + + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); + + player->step_counter++; + + PlayerVisit[jx][jy] = FrameCounter; + + ScrollPlayer(player, SCROLL_INIT); + +#if 0 + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - static int test_dir[4] = + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_OTHER_GETS_LEFT); + CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN - }; + CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side, + CE_ENTERED_BY_PLAYER, -1); + } +#endif - if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ - return; + return MF_MOVING; +} + +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) +{ + int jx = player->jx, jy = player->jy; + int old_jx = jx, old_jy = jy; + int moved = MF_NO_ACTION; + + if (!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; - for (i=0; i<4; i++) + if (player->MovPos) { - int test_x, test_y, test_move_dir, test_element; + /* should only happen if pre-1.2 tape recordings are played */ + /* this is only for backward compatibility */ - 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; + int original_move_delay_value = player->move_delay_value; - test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); +#if DEBUG + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); +#endif - test_element = Feld[test_x][test_y]; + /* scroll remaining steps with finest movement resolution */ + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; - 2nd case: DONT_TOUCH style bad thing does not move away from good thing - */ - if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || - (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + while (player->MovPos) { - /* good thing is player or penguin that does not move away */ - if (IS_PLAYER(test_x, test_y)) + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + player->move_delay_value = original_move_delay_value; + } + + if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) + { + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); + } + else + { + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); + } + + jx = player->jx; + jy = player->jy; + + if (moved & MF_MOVING && !ScreenMovPos && + (player == local_player || !options.network)) + { + int old_scroll_x = scroll_x, old_scroll_y = scroll_y; + 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 */ { - struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); - if (bad_element == EL_ROBOT && player->is_moving) - continue; /* robot does not kill player if he is moving */ + /* 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); - kill_x = test_x; - kill_y = test_y; - break; + /* 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 if (test_element == EL_PENGUIN) + else /* player has moved vertically */ { - kill_x = test_x; - kill_y = test_y; - break; + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + + /* don't scroll more than one field at a time */ + scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); + + /* 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 (kill_x != -1 || kill_y != -1) - { - if (IS_PLAYER(kill_x, kill_y)) + if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { - struct PlayerInfo *player = PLAYERINFO(kill_x, kill_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 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 1 + InitPlayerGfxAnimation(player, ACTION_DEFAULT); +#else + if (!(moved & MF_MOVING) && !player->is_pushing) + player->Frame = 0; +#endif +#endif - 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); + player->StepFrame = 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 - ; -#endif + if (moved & MF_MOVING) + { + 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); - 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); - } -} + DrawLevelField(jx, jy); /* for "crumbled sand" */ -void TestIfHeroTouchesBadThing(int x, int y) -{ - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); -} + player->last_move_dir = player->MovDir; + player->is_moving = TRUE; +#if 1 + player->is_snapping = FALSE; +#endif -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) -{ - TestIfGoodThingHitsBadThing(x, y, move_dir); -} +#if 1 + player->is_switching = FALSE; +#endif -void TestIfBadThingTouchesHero(int x, int y) -{ - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); -} -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) -{ - TestIfBadThingHitsGoodThing(x, y, move_dir); -} +#if 1 + { + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = player->MovDir; + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; -void TestIfFriendTouchesBadThing(int x, int y) -{ - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); -} +#if 1 + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) + { + CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_OTHER_GETS_LEFT); + CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_LEFT_BY_PLAYER, -1); + } -void TestIfBadThingTouchesFriend(int x, int y) -{ - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); -} + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_ENTERED_BY_PLAYER, -1); + } +#endif -void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) -{ - int i, kill_x = bad_x, kill_y = bad_y; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + } +#endif - for (i=0; i<4; i++) - { - int x, y, element; - x = bad_x + xy[i][0]; - y = bad_y + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) - continue; + } + else + { + CheckGravityMovement(player); - element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE || - element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) - { - kill_x = x; - kill_y = y; - break; - } + /* + player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; } - if (kill_x != bad_x || kill_y != bad_y) - Bang(bad_x, bad_y); -} - -void KillHero(struct PlayerInfo *player) -{ - int jx = player->jx, jy = player->jy; + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) - return; - - /* remove accessible field at the player's position */ - Feld[jx][jy] = EL_EMPTY; - - /* deactivate shield (else Bang()/Explode() would not work right) */ - player->shield_normal_time_left = 0; - player->shield_deadly_time_left = 0; - - Bang(jx, jy); - BuryHero(player); -} + RemoveHero(player); -static void KillHeroUnlessProtected(int x, int y) -{ - if (!PLAYER_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + return moved; } -void BuryHero(struct PlayerInfo *player) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; + int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; - if (!player->active) + if (!player->active || !player->MovPos) return; - PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); - PlaySoundLevel(jx, jy, SND_GAME_LOSING); + if (mode == SCROLL_INIT) + { + player->actual_frame_counter = FrameCounter; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - player->GameOver = TRUE; - RemoveHero(player); -} + if (Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; -void RemoveHero(struct PlayerInfo *player) -{ - int jx = player->jx, jy = player->jy; - int i, found = FALSE; +#if 0 + DrawPlayer(player); +#endif + return; + } + else if (!FrameReached(&player->actual_frame_counter, 1)) + return; - player->present = FALSE; - player->active = FALSE; + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (!ExplodeField[jx][jy]) - StorePlayer[jx][jy] = 0; + if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + Feld[last_jx][last_jy] = EL_EMPTY; - for (i=0; iMovPos == 0) + CheckGravityMovement(player); - if (!found) - AllPlayersGone = TRUE; +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif - ExitX = ZX = jx; - ExitY = ZY = jy; -} + if (player->MovPos == 0) /* player reached destination field */ + { + if (IS_PASSABLE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); -/* - checkDiagonalPushing() - ----------------------------------------------------------------------------- - check if diagonal input device direction results in pushing of object - (by checking if the alternative direction is walkable, diggable, ...) -*/ + /* be able to make the next move without delay */ + player->move_delay = 0; + } -static boolean checkDiagonalPushing(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy) -{ - int jx, jy, dx, dy, xx, yy; + player->last_jx = jx; + player->last_jy = jy; - if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ - return TRUE; + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ + { + DrawPlayer(player); /* needed here only to cleanup last field */ + RemoveHero(player); - /* 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); + if (local_player->friends_still_needed == 0 || + IS_SP_ELEMENT(Feld[jx][jy])) + player->LevelSolved = player->GameOver = TRUE; + } - return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); -} + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#if 1 + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#endif -/* - 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) -*/ + if (!player->active) + RemoveHero(player); + } -int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + } +} + +void ScrollScreen(struct PlayerInfo *player, int mode) { - 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 unsigned long screen_frame_counter = 0; - if (player->MovPos == 0) + if (mode == SCROLL_INIT) { - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; - if (player->MovPos == 0) - player->Pushing = FALSE; + screen_frame_counter = FrameCounter; + ScreenMovDir = player->MovDir; + ScreenMovPos = player->MovPos; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + return; + } + else if (!FrameReached(&screen_frame_counter, 1)) + return; - if (mode == DF_NO_PUSH) + if (ScreenMovPos) { - player->Switching = FALSE; - player->push_delay = 0; - - return MF_NO_ACTION; + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + redraw_mask |= REDRAW_FIELD; } + else + ScreenMovDir = MV_NO_MOVING; +} - if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; -#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 + for (i = 0; i < 4; i++) { - 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 } - }; + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; - while (tube_leave_directions[i][0] != tube_element) + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + CheckTriggeredElementSideChange(xx, yy, border_element, border_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(xx, yy, border_element, border_side, + CE_TOUCHED_BY_PLAYER, -1); } + else if (IS_PLAYER(xx, yy)) + { + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ - } + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } - element = Feld[x][y]; + CheckTriggeredElementSideChange(x, y, center_element, center_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(x, y, center_element, center_side, + CE_TOUCHED_BY_PLAYER, -1); -#if 1 - if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0)) - return MF_NO_ACTION; -#endif + break; + } + } +} - switch (element) +void TestIfElementTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = { - 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; + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i, j; - 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) + for (i = 0; i < 4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) + { + for (j = 0; j < element_info[center_element].num_change_pages; j++) { - 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; + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); - break; + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & border_side && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; - case EL_ENVELOPE: - Feld[x][y] = EL_EMPTY; - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); - break; + break; + } + } + } - case EL_EXTRA_TIME: - RemoveField(x, y); - if (level.time > 0) + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + { + for (j = 0; j < element_info[border_element].num_change_pages; j++) { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & center_side && + change->trigger_element == center_element) + { + CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, j); + break; + } } - 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; + if (change_center_element) + CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, center_element_change_page); +} - 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; +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) +{ + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int test_dir[4] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN + }; - 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; + for (i = 0; i < 4; i++) + { + int test_x, test_y, test_move_dir, test_element; - 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; + 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; - case EL_DYNABOMB_INCREASE_SIZE: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING); - break; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - case EL_DYNABOMB_INCREASE_POWER: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING); - break; +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif - case EL_KEY_1: - case EL_KEY_2: - case EL_KEY_3: - case EL_KEY_4: + /* 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])) { - 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); + kill_x = test_x; + kill_y = test_y; break; } + } - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(good_x, good_y)) { - int key_nr = element - EL_EM_KEY_1; - int graphic = el2edimg(EL_KEY_1 + key_nr); + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); - 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; + if (player->shield_deadly_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); } + else + Bang(good_x, good_y); + } +} - 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; +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) +{ + 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 } + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + static int test_dir[4] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN + }; - case EL_SP_TERMINAL: + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ + return; + + for (i = 0; i < 4; i++) + { + int test_x, test_y, test_move_dir, test_element; + + 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; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + + 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])) + { + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) { - int xx, yy; + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ - for (yy=0; yy= VERSION_IDENT(3,0,7,0)) { - for (xx=0; xxMovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ } - return MF_ACTION; + kill_x = test_x; + kill_y = test_y; + break; } - break; - - case EL_CONVEYOR_BELT_1_SWITCH_LEFT: - case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_2_SWITCH_LEFT: - case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_3_SWITCH_LEFT: - case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: - case EL_CONVEYOR_BELT_4_SWITCH_LEFT: - case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: - case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: - if (!player->Switching) + else if (test_element == EL_PENGUIN) { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); + kill_x = test_x; + kill_y = test_y; + break; } - return MF_ACTION; - break; + } + } - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + + if (player->shield_deadly_time_left > 0) + 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 TestIfBadThingTouchesHero(int x, int y) +{ + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +{ + TestIfBadThingHitsGoodThing(x, y, move_dir); +} + +void TestIfFriendTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesFriend(int x, int y) +{ + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) +{ + int i, kill_x = bad_x, kill_y = bad_y; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < 4; i++) + { + int x, y, element; + + 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_GAME_OF_LIFE || + element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) + { + kill_x = x; + kill_y = y; break; + } + } - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); +} - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); +void KillHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; - return MF_ACTION; - break; + if (!player->active) + return; - 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; + /* remove accessible field at the player's position */ + Feld[jx][jy] = EL_EMPTY; - /* 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; + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; - /* no "break" -- fall through to next case */ + Bang(jx, jy); + BuryHero(player); +} - /* the following elements can be pushed by "snapping" */ - case EL_BD_ROCK: - if (dy) - return MF_NO_ACTION; +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + +void BuryHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; - player->Pushing = TRUE; + if (!player->active) + return; -#if 0 - if (element == EL_ROCK) - printf("::: wanna push [%d] [%d]\n", - FrameCounter, player->push_delay_value); +#if 1 + PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else + PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); #endif + PlayLevelSound(jx, jy, SND_GAME_LOSING); - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; + player->GameOver = TRUE; + RemoveHero(player); +} - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; +void RemoveHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + int i, found = FALSE; - 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 + player->present = FALSE; + player->active = FALSE; - if (mode == DF_SNAP) - { - InitMovingField(x, y, move_direction); - ContinueMoving(x, y); - } - else - { - RemoveField(x, y); - Feld[x + dx][y + dy] = element; - } + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; - if (element == EL_SPRING) - { - Feld[x + dx][y + dy] = EL_SPRING; - MovDir[x + dx][y + dy] = move_direction; - } + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + found = TRUE; - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); + if (!found) + AllPlayersGone = TRUE; - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - break; + ExitX = ZX = jx; + ExitY = ZY = jy; +} - 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; +/* + ============================================================================= + checkDiagonalPushing() + ----------------------------------------------------------------------------- + check if diagonal input device direction results in pushing of object + (by checking if the alternative direction is walkable, diggable, ...) + ============================================================================= +*/ - 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; +static boolean checkDiagonalPushing(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy) +{ + int jx, jy, dx, dy, xx, yy; - 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 (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ + return TRUE; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + /* 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); - PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING); - break; + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); +} - 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; +/* + ============================================================================= + 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) + ============================================================================= +*/ - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); +int DigField(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy, int mode) +{ + static int change_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); + int jx = player->jx, jy = player->jy; + int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int dig_side = change_sides[MV_DIR_BIT(move_direction)]; + int element; -#if 1 - PlaySoundLevelAction(x, y, ACTION_PASSING); + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; + + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; + player->push_delay = 0; + + 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 - PlaySoundLevel(x, y, SND_GATE_PASSING); + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) #endif - break; + { + 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 } + }; - 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; + while (tube_leave_directions[i][0] != tube_element) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } - PlaySoundLevelElementAction(x, y, element, ACTION_PASSING); - break; + element = Feld[x][y]; + + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + return MF_NO_ACTION; + switch (element) + { case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -6387,15 +8255,21 @@ int DigField(struct PlayerInfo *player, element != EL_SP_GRAVITY_PORT_DOWN && element != EL_SP_PORT_VERTICAL && element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + /* automatically move to the next field with double speed */ player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); + PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; case EL_TUBE_ANY: @@ -6437,219 +8311,462 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING); + PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); } break; - case EL_EXIT_CLOSED: - case EL_SP_EXIT_CLOSED: - case EL_EXIT_OPENING: - return MF_NO_ACTION; - break; - - case EL_EXIT_OPEN: - case EL_SP_EXIT_OPEN: - if (mode == DF_SNAP) - return MF_NO_ACTION; - - if (element == EL_EXIT_OPEN) - PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING); - else - PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING); - - break; - - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; - - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); - return MF_ACTION; - break; - - case EL_SOKOBAN_FIELD_EMPTY: - break; - - case EL_SOKOBAN_OBJECT: - case EL_SOKOBAN_FIELD_FULL: - case EL_SATELLITE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; - - player->Pushing = TRUE; - - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY - || !IS_SB_ELEMENT(element)))) - 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_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_FIELD_FULL) - { - Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; - } - else - RemoveField(x, y); + default: - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) - { - 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_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 + if (IS_WALKABLE(element)) { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - } + int sound_action = ACTION_WALKING; - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); + if (element >= EL_GATE_1 && element <= EL_GATE_4) + { + if (!player->key[element - EL_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + { + if (!player->key[element - EL_GATE_1_GRAY]) + return MF_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } - DrawLevelField(x, y); - DrawLevelField(x + dx, y + dy); + /* play sound from background or player, whatever is available */ + if (element_info[element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + break; } + else if (IS_PASSABLE(element)) + { + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; - break; +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif - case EL_PENGUIN: - case EL_PIG: - case EL_DRAGON: - break; + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) + { + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) + { + if (!player->key[element - EL_EM_GATE_1_GRAY]) + return MF_NO_ACTION; + } - default: + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlayLevelSoundAction(x, y, ACTION_PASSING); - if (IS_WALKABLE(element)) - { break; } else if (IS_DIGGABLE(element)) { RemoveField(x, y); -#if 1 + if (mode != DF_SNAP) { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif player->is_digging = TRUE; } + + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - 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; } + + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || + (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + { + int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? + element - EL_KEY_1 : element - EL_EM_KEY_1); + + player->key[key_nr] = TRUE; + + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + key_nr)); + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) + { +#if 1 + player->show_envelope = element; +#else + ShowEnvelope(element - EL_ENVELOPE_1); +#endif + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; + + for (i = 0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); + } + + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); break; } else if (IS_PUSHABLE(element)) { - if (mode == DF_SNAP) + if (mode == DF_SNAP && element != EL_BD_ROCK) return MF_NO_ACTION; if (CAN_FALL(element) && dy) return MF_NO_ACTION; - player->Pushing = TRUE; + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; + +#if 1 + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MF_NO_ACTION; +#endif + +#if 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; +#endif + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + + /* + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || + !player_is_pushing)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + */ +#else + if (!player->is_pushing && + game.engine_version >= VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); +#endif + +#if 0 + printf("::: push delay: %ld [%d, %d] [%d]\n", + player->push_delay_value, FrameCounter, game.engine_version, + player->is_pushing); +#endif + + player->is_pushing = TRUE; - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) return MF_NO_ACTION; if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) return MF_NO_ACTION; - if (player->push_delay == 0) + 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)) + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = INITIAL_MOVE_DELAY_OFF; + return MF_NO_ACTION; + } - RemoveField(x, y); - Feld[x + dx][y + dy] = element; +#if 0 + printf("::: NOW PUSHING... [%d]\n", FrameCounter); +#endif + + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - player->push_delay_value = 2 + RND(8); + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; + + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PUSHED); + CheckElementSideChange(x, y, element, dig_side, + CE_PUSHED_BY_PLAYER, -1); break; } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + return MF_ACTION; + + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + + for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + +#if 0 + PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); +#endif + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_ANY) + { + if (element == EL_BALLOON_SWITCH_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + MV_NO_MOVING); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; + + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + + DrawLevelField(x, y); + +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } + + return MF_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); + } + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PRESSED); + CheckElementSideChange(x, y, element, dig_side, + CE_PRESSED_BY_PLAYER, -1); + } return MF_NO_ACTION; } @@ -6666,8 +8783,12 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -6679,12 +8800,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; - player->snapped = FALSE; + player->is_snapping = FALSE; if (player->MovPos == 0) { + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; } @@ -6692,18 +8814,21 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; + + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; + player->is_snapping = TRUE; + + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; @@ -6713,71 +8838,70 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element; + int old_element; if (!player->active || player->MovPos) return FALSE; - element = Feld[jx][jy]; + old_element = Feld[jx][jy]; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) return FALSE; -#if 0 - if (element != EL_EMPTY) + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; -#endif - if (element != EL_EMPTY) - { -#if 0 - Store[jx][jy] = element; -#else - Back[jx][jy] = element; -#endif - } + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) + return FALSE; + + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ MovDelay[jx][jy] = 96; ResetGfxAnimation(jx, jy); ResetRandomAnimationValue(jx, jy); - if (player->dynamite) + if (player->inventory_size > 0) { - Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : - EL_DYNAMITE_ACTIVE); - player->dynamite--; + int new_element = player->inventory_element[--player->inventory_size]; + + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { -#if 1 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); -#endif - } - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); + + TestIfElementTouchesCustomElement(jx, jy); } - else + else /* player is dropping a dyna bomb */ { + player->dynabombs_left--; + Feld[jx][jy] = EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); - player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(jx, jy, ACTION_DROPPING); } return TRUE; @@ -6790,21 +8914,18 @@ boolean PlaceBomb(struct PlayerInfo *player) static int *loop_sound_frame = NULL; static int *loop_sound_volume = NULL; -void InitPlaySoundLevel() +void InitPlayLevelSound() { int num_sounds = getSoundListSize(); - if (loop_sound_frame != NULL) - free(loop_sound_frame); - - if (loop_sound_volume != NULL) - free(loop_sound_volume); + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + 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) +static void PlayLevelSound(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; @@ -6849,42 +8970,59 @@ static void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -static void PlaySoundLevelNearest(int x, int y, int sound_action) +static void PlayLevelSoundNearest(int x, int y, int sound_action) { - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : x > LEVELX(BX2) ? LEVELX(BX2) : x, y < LEVELY(BY1) ? LEVELY(BY1) : y > LEVELY(BY2) ? LEVELY(BY2) : y, sound_action); } -static void PlaySoundLevelAction(int x, int y, int action) +static void PlayLevelSoundAction(int x, int y, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], action); + PlayLevelSoundElementAction(x, y, Feld[x][y], action); } -static void PlaySoundLevelElementAction(int x, int y, int element, int action) +static void PlayLevelSoundElementAction(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); + PlayLevelSound(x, y, sound_effect); } -static void PlaySoundLevelActionIfLoop(int x, int y, int action) +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundActionIfLoop(int x, int y, int action) { 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); + PlayLevelSound(x, y, sound_effect); } -static void StopSoundLevelActionIfLoop(int x, int y, int action) +static void StopLevelSoundActionIfLoop(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); + StopSound(sound_effect); +} + +static void PlayLevelMusic() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } void RaiseScore(int value) @@ -6902,17 +9040,26 @@ void RaiseScoreElement(int element) 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_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); + break; + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); + break; case EL_BUG: case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: RaiseScore(level.score[SC_BUG]); break; case EL_SPACESHIP: case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: RaiseScore(level.score[SC_SPACESHIP]); break; case EL_YAMYAM: @@ -6929,8 +9076,19 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_SP_DISK_RED: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: 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: @@ -6938,6 +9096,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_KEY]); break; default: + RaiseScore(element_info[element].collect_score); break; } } @@ -7027,7 +9186,7 @@ void CreateGameButtons() { int i; - for (i=0; i