X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=b0d7ec6bfd1a670820bce99d0111fd67b8c7db58;hb=494b886d5c5041013ea361a12a07d7cd87551d52;hp=06d84b98ef69b2e5a597dfe6270fd04010f15a43;hpb=1101077a226b09854650662759bf12caf7c84f8d;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 06d84b98..b0d7ec6b 100644 --- a/src/game.c +++ b/src/game.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2001 Artsoft Entertainment * +* (c) 1995-2002 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -14,9 +14,9 @@ #include "libgame/libgame.h" #include "game.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "init.h" #include "files.h" #include "tape.h" #include "network.h" @@ -27,26 +27,60 @@ /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_STUFF (TRUE * 1) + +#define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1) + +#define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1) +#define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1) + +#define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#if 0 +#define USE_BLOCK_DELAY_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#endif +#define USE_GRAVITY_BUGFIX_NEW (TRUE * USE_NEW_STUFF * 1) +#define USE_GRAVITY_BUGFIX_OLD (TRUE * USE_NEW_STUFF * 0) + +#define USE_PENGUIN_COLLECT_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1) + + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -59,7 +93,8 @@ #define YY_KEYS 123 #define XX_SCORE 15 #define YY_SCORE 159 -#define XX_TIME 29 +#define XX_TIME1 29 +#define XX_TIME2 30 #define YY_TIME 194 /* special positions in the game control window (relative to main window) */ @@ -73,15 +108,13 @@ #define DY_KEYS (DY + YY_KEYS) #define DX_SCORE (DX + XX_SCORE) #define DY_SCORE (DY + YY_SCORE) -#define DX_TIME (DX + XX_TIME) +#define DX_TIME1 (DX + XX_TIME1) +#define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) -#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \ - (s)==SND_NJAM || (s)==SND_MIEP) -#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \ - (s)==SND_NETWORK || (s)==SND_CZARDASZ || \ - (s)==SND_TYGER || (s)==SND_VOYAGER || \ - (s)==SND_TWILIGHT) +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 /* values for player movement speed (which is in fact a delay value) */ #define MOVE_DELAY_NORMAL_SPEED 8 @@ -92,6 +125,192 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + +#define INIT_GFX_RANDOM() (SimpleRND(1000000)) + +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) + +#define GET_TARGET_ELEMENT(e, ch) \ + ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) + +#define GET_VALID_PLAYER_ELEMENT(e) \ + ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) + +#if 0 +#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) +#endif + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#if 1 +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) +#else +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID) +#endif + +#if 0 +#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#endif + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#if 1 + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#else + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + Feld[x][y] == EL_DIAMOND)) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_AMOEBOID(Feld[x][y]))) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_FOOD_PIG(Feld[x][y]))) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ + Feld[x][y] == EL_EXIT_OPEN)) + +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID))) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID))) + +#endif + +#define GROUP_NR(e) ((e) - EL_GROUP_START) +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) +#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) +#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) + +#define IS_EQUAL_OR_IN_GROUP(e, ge) \ + (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) + +#if 0 +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + (Feld[x][y] == EL_ACID || \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))) +#else +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) +#endif + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -102,10 +321,64 @@ #define NUM_GAME_BUTTONS 6 + /* forward declaration for internal use */ + +static void AdvanceFrameAndPlayerCounters(int); + +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + +int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); + +static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); -static void KillHeroUnlessProtected(int, int); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillHeroUnlessEnemyProtected(int, int); +static void KillHeroUnlessExplosionProtected(int, int); + +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif + +static void ChangeElement(int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) +#define CheckElementChangeByPage(x, y, e, te, ev, p) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -113,64 +386,315 @@ static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ -#ifdef DEBUG -#if 0 -static unsigned int getStateCheckSum(int counter) +/* forward declaration for changer functions */ +static void InitBuggyBase(int x, int y); +static void WarnBuggyBase(int x, int y); + +static void InitTrap(int x, int y); +static void ActivateTrap(int x, int y); +static void ChangeActiveTrap(int x, int y); + +static void InitRobotWheel(int x, int y); +static void RunRobotWheel(int x, int y); +static void StopRobotWheel(int x, int y); + +static void InitTimegateWheel(int x, int y); +static void RunTimegateWheel(int x, int y); + +struct ChangingElementInfo { - int x, y; - unsigned int mult = 1; - unsigned int checksum = 0; - /* - static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; - */ - static boolean first_game = TRUE; + int element; + int 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); +}; - for (y=0; yjx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + player->block_last_field = (element == EL_SP_MURPHY ? + level.sp_block_last_field : + level.block_last_field); - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } +#if USE_NEW_BLOCK_STYLE +#if 1 + + /* ---------- initialize player's last field block delay --------------- */ + + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; + + /* special case 1: in Supaplex, Murphy blocks last field one more frame */ + if (player->block_last_field && element == EL_SP_MURPHY) + player->block_delay_adjustment = 1; + + /* special case 2: in game engines before 3.1.1, blocking was different */ + if (game.use_block_last_field_bug) + player->block_delay_adjustment = (player->block_last_field ? -1 : 1); + +#if 0 + /* blocking the last field when moving was corrected in version 3.1.1 */ + if (game.use_block_last_field_bug) + { + /* even "not blocking" was blocking the last field for one frame */ + level.block_delay = (level.block_last_field ? 7 : 1); + level.sp_block_delay = (level.sp_block_last_field ? 7 : 1); + + level.block_last_field = TRUE; + level.sp_block_last_field = TRUE; + } +#endif + +#if 0 /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */ + level.block_delay = 8; /* when blocking, block 8 frames */ + level.sp_block_delay = 9; /* SP indeed blocks 9 frames, not 8 */ +#endif + +#if 0 + printf("::: %d, %d\n", level.block_delay, level.sp_block_delay); +#endif + +#else + +#if 1 + player->block_delay = (player->block_last_field ? + (element == EL_SP_MURPHY ? + level.sp_block_delay : + level.block_delay) : 0); +#else + player->block_delay = (element == EL_SP_MURPHY ? + (player->block_last_field ? 7 : 1) : + (player->block_last_field ? 7 : 1)); +#endif - Feld[x][y] = EL_LEERRAUM; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; +#endif + +#if 0 + printf("::: block_last_field == %d, block_delay = %d\n", + player->block_last_field, player->block_delay); +#endif +#endif + + if (!options.network || player->connected) + { + player->active = TRUE; + + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; + + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); + break; + + case EL_SOKOBAN_FIELD_PLAYER: + element = Feld[x][y] = EL_PLAYER_1; + InitField(x, y, init_game); + + element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; + InitField(x, y, init_game); break; - case EL_BADEWANNE: - if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE1; - else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; + case EL_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; + break; + + case EL_STONEBLOCK: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPLEFT; + else if (x > 0 && Feld[x-1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPRIGHT; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT) + Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT; + else if (y > 0 && Feld[x][y-1] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_BOTTOM; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT) + Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; break; - case EL_KAEFER_RIGHT: - case EL_KAEFER_UP: - case EL_KAEFER_LEFT: - case EL_KAEFER_DOWN: - case EL_KAEFER: - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - case EL_FLIEGER: - case EL_BUTTERFLY_RIGHT: - case EL_BUTTERFLY_UP: - case EL_BUTTERFLY_LEFT: - case EL_BUTTERFLY_DOWN: - case EL_BUTTERFLY: - case EL_FIREFLY_RIGHT: - case EL_FIREFLY_UP: - case EL_FIREFLY_LEFT: - case EL_FIREFLY_DOWN: - case EL_FIREFLY: + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + case EL_BUG: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + case EL_BD_FIREFLY: case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: @@ -336,44 +956,48 @@ static void InitField(int x, int y, boolean init_game) InitMovDir(x, y); break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: InitAmoebaNr(x, y); break; - case EL_TROPFEN: + case EL_AMOEBA_DROP: if (y == lev_fieldy - 1) { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; } break; case EL_DYNAMITE_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: MovDelay[x][y] = 96; break; - case EL_BIRNE_AUS: + case EL_LAMP: local_player->lights_still_needed++; break; - case EL_SOKOBAN_FELD_LEER: - local_player->sokobanfields_still_needed++; - break; - - case EL_PINGUIN: + case EL_PENGUIN: local_player->friends_still_needed++; break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1 << RND(4); + case EL_PIG: + case EL_DRAGON: + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; +#if 0 case EL_SP_EMPTY: - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; break; +#endif +#if 0 case EL_EM_KEY_1_FILE: Feld[x][y] = EL_EM_KEY_1; break; @@ -386,24 +1010,25 @@ 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_BELT1_SWITCH_LEFT: - case EL_BELT1_SWITCH_MIDDLE: - case EL_BELT1_SWITCH_RIGHT: - case EL_BELT2_SWITCH_LEFT: - case EL_BELT2_SWITCH_MIDDLE: - case EL_BELT2_SWITCH_RIGHT: - case EL_BELT3_SWITCH_LEFT: - case EL_BELT3_SWITCH_MIDDLE: - case EL_BELT3_SWITCH_RIGHT: - case EL_BELT4_SWITCH_LEFT: - case EL_BELT4_SWITCH_MIDDLE: - case EL_BELT4_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: if (init_game) { - int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); - int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); - int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); + int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ { @@ -417,2743 +1042,2857 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); + else if (IS_GROUP_ELEMENT(element)) + { + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); + + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + + group->choice_pos++; + + Feld[x][y] = group->element_resolved[element_pos]; + + InitField(x, y, init_game); + } break; } } -void DrawGameDoorValues() +static inline void InitField_WithBug1(int x, int y, boolean init_game) { - DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); } -void InitGame() +static inline void InitField_WithBug2(int x, int y, boolean init_game) { - int i, j, x, y; - 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 old_element = Feld[x][y]; + + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); + + /* this case is in fact a combination of not less than three bugs: + first, it calls InitMovDir() for elements that can move, although this is + already done by InitField(); then, it checks the element that was at this + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ +} -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); -#else - printf("Using old amoeba code.\n"); -#endif -#endif +inline void DrawGameValue_Emeralds(int value) +{ + DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} - /* don't play tapes over network */ - network_playing = (options.network && !tape.playing); +inline void DrawGameValue_Dynamite(int value) +{ + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} + +inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int i; + + /* currently only 4 of 8 possible keys are displayed */ + for (i = 0; i < STD_NUM_KEYS; i++) + if (key[i]) + DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + i)); +} + +inline void DrawGameValue_Score(int value) +{ + DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); +} + +inline void DrawGameValue_Time(int value) +{ + if (value < 1000) + DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); + else + DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); +} - for (i=0; iindex_nr = i; - player->element_nr = EL_SPIELER1 + i; + /* now copy it to the area for displaying level number */ + BlitBitmap(drawto, drawto, + DX_EMERALDS, DY_EMERALDS + 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, + DX_LEVEL - 1, DY_LEVEL + 1); - player->present = FALSE; - player->active = FALSE; + /* restore the area for displaying emeralds */ + DrawGameValue_Emeralds(local_player->gems_still_needed); - player->action = 0; - player->effective_action = 0; - player->programmed_action = 0; + /* yes, this is all really ugly :-) */ + } +} - player->score = 0; - player->gems_still_needed = level.gems_needed; - player->sokobanfields_still_needed = 0; - player->lights_still_needed = 0; - player->friends_still_needed = 0; +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; - for (j=0; j<4; j++) - player->key[j] = FALSE; + for (i = 0; i < MAX_NUM_KEYS; i++) + key[i] = key_bits & (1 << i); - player->dynamite = 0; - player->dynabomb_count = 0; - player->dynabomb_size = 1; - player->dynabombs_left = 0; - player->dynabomb_xl = FALSE; + DrawGameValue_Level(level_nr); - player->MovDir = MV_NO_MOVING; - player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; - player->GfxPos = 0; - player->Frame = 0; + DrawGameValue_Emeralds(emeralds); + DrawGameValue_Dynamite(dynamite); + DrawGameValue_Score(score); + DrawGameValue_Time(time); - player->actual_frame_counter = 0; + DrawGameValue_Keys(key); +} - player->frame_reset_delay = 0; +void DrawGameDoorValues() +{ + int i; - player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + DrawGameDoorValues_EM(); - player->move_delay = -1; /* no initial move delay */ - player->move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + return; + } - player->push_delay = 0; - player->push_delay_value = 5; + DrawGameValue_Level(level_nr); - player->snapped = FALSE; + DrawGameValue_Emeralds(local_player->gems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; + for (i = 0; i < MAX_PLAYERS; i++) + DrawGameValue_Keys(stored_player[i].key); +} - player->shield_passive_time_left = 0; - player->shield_active_time_left = 0; +static void resolve_group_element(int group_element, int recursion_depth) +{ + static int group_nr; + static struct ElementGroupInfo *group; + struct ElementGroupInfo *actual_group = element_info[group_element].group; + int i; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); + if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ + { + Error(ERR_WARN, "recursion too deep when resolving group element %d", + group_element - EL_GROUP_START + 1); - player->LevelSolved = FALSE; - player->GameOver = FALSE; + /* replace element which caused too deep recursion by question mark */ + group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + + return; } - network_player_action_received = FALSE; + if (recursion_depth == 0) /* initialization */ + { + group = element_info[group_element].group; + group_nr = group_element - EL_GROUP_START; -#if defined(PLATFORM_UNIX) - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); + group->num_elements_resolved = 0; + group->choice_pos = 0; + } + + for (i = 0; i < actual_group->num_elements; i++) + { + int element = actual_group->element[i]; + + if (group->num_elements_resolved == NUM_FILE_ELEMENTS) + break; + + if (IS_GROUP_ELEMENT(element)) + resolve_group_element(element, recursion_depth + 1); + else + { + group->element_resolved[group->num_elements_resolved++] = element; + element_info[element].in_group[group_nr] = TRUE; + } + } + +#if 0 + if (recursion_depth == 0 && group_element <= EL_GROUP_4) + { + printf("::: group %d: %d resolved elements\n", + group_element - EL_GROUP_START, group->num_elements_resolved); + for (i = 0; i < group->num_elements_resolved; i++) + printf("::: - %d ['%s']\n", group->element_resolved[i], + element_info[group->element_resolved[i]].token_name); + } #endif +} - ZX = ZY = -1; - FrameCounter = 0; - TimeFrames = 0; - TimePlayed = 0; - TimeLeft = level.time; +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ - ScreenMovDir = MV_NO_MOVING; - ScreenMovPos = 0; - ScreenGfxPos = 0; +static void InitGameEngine() +{ + int i, j, k, l; - ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); - AllPlayersGone = FALSE; + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ - game.yam_content_nr = 0; - game.magic_wall_active = FALSE; - game.magic_wall_time_left = 0; - game.light_time_left = 0; - game.timegate_time_left = 0; - game.switchgate_pos = 0; - game.balloon_dir = MV_NO_MOVING; - game.explosions_delayed = TRUE; + /* + Summary of bugfix/change: + Fixed handling for custom elements that change when pushed by the player. + + Fixed/changed in version: + 3.1.0 + + Description: + Before 3.1.0, custom elements that "change when pushing" changed directly + after the player started pushing them (until then handled in "DigField()"). + Since 3.1.0, these custom elements are not changed until the "pushing" + move of the element is finished (now handled in "ContinueMoving()"). + + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 3.1.0, which might use the old behaviour before it was changed; known tapes + that are affected are some tapes from the level set "Walpurgis Gardens" by + Jamie Cullen. + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 3.1.0 or + above (including some development versions of 3.1.0), but before it was + known that this change would break tapes like the above and was fixed in + 3.1.1, so that the changed behaviour was active although the engine version + while recording maybe was before 3.1.0. There is at least one tape that is + affected by this exception, which is the tape for the one-level set "Bug + Machine" by Juergen Bonhagen. + */ - for (i=0; i<4; i++) - { - game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ - } + game.use_change_when_pushing_bug = + (game.engine_version < VERSION_IDENT(3,1,0,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(3,1,0,0) && + tape.game_version < VERSION_IDENT(3,1,1,0))); - for (i=0; i game.engine_version == %06d\n", game.engine_version); +#endif + + /* ---------- recursively resolve group elements ------------------------- */ + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_GROUP_ELEMENTS; j++) + element_info[i].in_group[j] = FALSE; + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + resolve_group_element(EL_GROUP_START + i, 0); + + /* ---------- initialize player's initial move delay --------------------- */ + +#if USE_NEW_MOVE_DELAY + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); +#else + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : + INITIAL_MOVE_DELAY_OFF); + + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif - for (x=0; xchange = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) { - Feld[x][y] = Ur[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0; - Frame[x][y] = 0; - AmoebaNr[x][y] = 0; - JustStopped[x][y] = 0; - Stop[x][y] = FALSE; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; } - } - for(y=0; yhas_change_event[j] = FALSE; - InitField(x, y, TRUE); + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; } } - /* correct non-moving belts to start moving left */ - for (i=0; i<4; i++) - if (game.belt_dir[i] == MV_NO_MOVING) - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + /* add changing elements from pre-defined list */ + for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; - /* check if any connected player was not found in playfield */ - for (i=0; ichange->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->has_change_event[CE_DELAY] = TRUE; + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif + } + +#if 1 + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - struct PlayerInfo *player = &stored_player[i]; + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - if (player->connected && !player->present) + for (j = 0; j < ei->num_change_pages; j++) { - for (j=0; jjx, jy = some_player->jy; + if (!ei->change_page[j].can_change) + continue; - /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) + 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].has_event[k] && !(ei->has_change_event[k])) { - player->present = TRUE; - player->active = TRUE; - some_player->present = FALSE; - - StorePlayer[jx][jy] = player->element_nr; - player->jx = player->last_jx = jx; - player->jy = player->last_jy = jy; + ei->has_change_event[k] = TRUE; - break; + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; } } } } - if (tape.playing) +#else + + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - /* when playing a tape, eliminate all players who do not participate */ + int element = EL_CUSTOM_START + i; - for (i=0; ijx, jy = player->jy; + /* only add custom elements that change after fixed/random frame delay */ + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].has_change_event[CE_DELAY] = TRUE; + } +#endif - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; - } + /* ---------- initialize run-time trigger player and element ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_PLAYER_1; } } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; + +#if 1 + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - /* when in single player mode, eliminate all but the first active player */ + struct ElementInfo *ei = &element_info[i]; - for (i=0; inum_change_pages; j++) { - if (stored_player[i].active) + if (!ei->change_page[j].can_change) + continue; + + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) { - for (j=i+1; jchange_page[j].trigger_element; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) { - if (stored_player[j].active) + if (ei->change_page[j].has_event[k]) { - struct PlayerInfo *player = &stored_player[j]; - int jx = player->jx, jy = player->jy; - - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = + element_info[trigger_element].group; + + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; + } + else + trigger_events[trigger_element][k] = TRUE; } } } } } +#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)) + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + if (element_info[i].change->has_event[j]) + trigger_events[element_info[i].change->trigger_element][j] = TRUE; +#endif - /* when recording the game, store which players take part in the game */ - if (tape.recording) - { - for (i=0; ipresent, - player->connected, - player->active); - if (local_player == player) - printf("Player %d is local player.\n", i+1); + element_info[i].push_delay_fixed = game.default_push_delay_fixed; + element_info[i].push_delay_random = game.default_push_delay_random; } } - game.version = (tape.playing ? tape.game_version : level.game_version); - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - - /* dynamically adjust element properties according to game engine version */ + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) { - static int ep_em_slippery_wall[] = - { - EL_BETON, - EL_MAUERWERK, - EL_MAUER_LEBT, - EL_MAUER_X, - EL_MAUER_Y, - EL_MAUER_XY - }; -#if 1 - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); -#else - static int ep_em_slippery_wall_num = - sizeof(ep_em_slippery_wall) / sizeof(int); -#endif + int e = push_delay_list[i].element; - /* - printf("level %d: game.version == %06d\n", level_nr, level.game_version); - printf(" file_version == %06d\n", level.file_version); - */ + 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; + } - for (i=0; i= VERSION_IDENT(3,1,0,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { -#if 1 - if (level.em_slippery_gems) /* special EM style gems behaviour */ + if (IS_SP_ELEMENT(i)) + { +#if USE_NEW_MOVE_STYLE + /* set SP push delay to just enough to push under a falling zonk */ + int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + + element_info[i].push_delay_fixed = delay; + element_info[i].push_delay_random = 0; #else - if (game.version >= GAME_VERSION_2_0) + element_info[i].push_delay_fixed = 6; /* just enough to escape ... */ + element_info[i].push_delay_random = 0; /* ... from falling zonk */ #endif - Elementeigenschaften2[ep_em_slippery_wall[i]] |= - EP_BIT_EM_SLIPPERY_WALL; - else - Elementeigenschaften2[ep_em_slippery_wall[i]] &= - ~EP_BIT_EM_SLIPPERY_WALL; + } } } - if (BorderElement == EL_LEERRAUM) + /* ---------- initialize move stepsize ----------------------------------- */ + + /* initialize move stepsize values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL; + + /* set move stepsize value for certain elements from pre-defined list */ + for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) { - SBX_Left = 0; - SBX_Right = lev_fieldx - SCR_FIELDX; - SBY_Upper = 0; - SBY_Lower = lev_fieldy - SCR_FIELDY; + int e = move_stepsize_list[i].element; + + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } - else - { - SBX_Left = -1; - SBX_Right = lev_fieldx - SCR_FIELDX + 1; - SBY_Upper = -1; - SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + +#if 0 + /* ---------- initialize move dig/leave ---------------------------------- */ + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + element_info[i].can_leave_element = FALSE; + element_info[i].can_leave_element_last = FALSE; } +#endif - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) - SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + /* ---------- initialize gem count --------------------------------------- */ - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) - SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + /* 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; - 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); + /* 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; - CloseDoor(DOOR_CLOSE_1); + /* ---------- initialize access direction -------------------------------- */ - DrawLevel(); - DrawAllPlayers(); - FadeToFront(); + /* initialize access direction values to default (access from every side) */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].access_direction = MV_ALL_DIRECTIONS; - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + /* set access direction value for certain elements from pre-defined list */ + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; +} - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - redraw_mask |= REDRAW_FROM_BACKBUFFER; +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ - /* copy default game door content to main double buffer */ - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); +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, k, x, y; - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); - else - { - DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); - BlitBitmap(drawto, drawto, - DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - FONT5_XSIZE * 3, FONT5_YSIZE - 1, - DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); - } + InitGameEngine(); -#if 1 - DrawGameDoorValues(); +#if 0 +#if DEBUG +#if USE_NEW_AMOEBA_CODE + printf("Using new amoeba code.\n"); #else - DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + printf("Using old amoeba code.\n"); +#endif +#endif #endif - UnmapGameButtons(); - UnmapTapeButtons(); - game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; - game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; - game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; - MapGameButtons(); - MapTapeButtons(); + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); - /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, pix[PIX_DB_DOOR], - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - OpenDoor(DOOR_OPEN_ALL); + player->index_nr = i; + player->index_bit = (1 << i); + player->element_nr = EL_PLAYER_1 + i; - if (setup.sound_music) - PlayMusic(level_nr); + player->present = FALSE; + player->active = FALSE; - KeyboardAutoRepeatOff(); + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; - if (options.debug) - { - for (i=0; i<4; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); - } -} + player->score = 0; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; -void InitMovDir(int x, int y) -{ - int i, element = Feld[x][y]; - static int xy[4][2] = - { - { 0, +1 }, - { +1, 0 }, - { 0, -1 }, - { -1, 0 } - }; - static int direction[3][4] = - { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, - { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } - }; + for (j = 0; j < MAX_NUM_KEYS; j++) + player->key[j] = FALSE; - switch(element) - { - case EL_KAEFER_RIGHT: - case EL_KAEFER_UP: - case EL_KAEFER_LEFT: - case EL_KAEFER_DOWN: - Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT]; - break; + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT]; - break; + player->MovDir = MV_NO_MOVING; + player->MovPos = 0; + player->GfxPos = 0; + player->GfxDir = MV_NO_MOVING; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; - case EL_BUTTERFLY_RIGHT: - case EL_BUTTERFLY_UP: - case EL_BUTTERFLY_LEFT: - case EL_BUTTERFLY_DOWN: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT]; - break; + player->use_murphy_graphic = FALSE; - case EL_FIREFLY_RIGHT: - case EL_FIREFLY_UP: - case EL_FIREFLY_LEFT: - case EL_FIREFLY_DOWN: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT]; - break; + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ - case EL_PACMAN_RIGHT: - case EL_PACMAN_UP: - case EL_PACMAN_LEFT: - case EL_PACMAN_DOWN: - Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; - break; + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); - case EL_SP_SNIKSNAK: - MovDir[x][y] = MV_UP; - break; + player->actual_frame_counter = 0; - case EL_SP_ELECTRON: - MovDir[x][y] = MV_LEFT; - break; + player->step_counter = 0; - case EL_MOLE_LEFT: - case EL_MOLE_RIGHT: - case EL_MOLE_UP: - case EL_MOLE_DOWN: - Feld[x][y] = EL_MOLE; - MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; - break; + player->last_move_dir = MV_NO_MOVING; - default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_KAEFER && - element != EL_FLIEGER && - element != EL_BUTTERFLY && - element != EL_FIREFLY) - break; + player->is_waiting = FALSE; + player->is_moving = FALSE; + player->is_auto_moving = FALSE; + player->is_digging = FALSE; + player->is_snapping = FALSE; + player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; - for (i=0; i<4; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) - { - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - MovDir[x][y] = direction[0][i]; - break; - } - else if (element == EL_FLIEGER || element == EL_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - MovDir[x][y] = direction[1][i]; - break; - } - } - } - break; - } -} + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; -void InitAmoebaNr(int x, int y) -{ - int i; - int group_nr = AmoebeNachbarNr(x, y); + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - if (group_nr == 0) - { - for (i=1; iaction_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++) { - if (AmoebaCnt[i] == 0) - { - group_nr = i; + 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; - AmoebaNr[x][y] = group_nr; - AmoebaCnt[group_nr]++; - AmoebaCnt2[group_nr]++; -} + 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; -void GameWon() -{ - int hi_pos; - boolean raise_level = FALSE; + if (found) + player->num_special_action_sleeping++; + else + break; + } - if (local_player->MovPos) - return; + player->switch_x = -1; + player->switch_y = -1; - local_player->LevelSolved = FALSE; +#if USE_DROP_BUGFIX + player->drop_x = -1; + player->drop_y = -1; +#endif - if (TimeLeft) - { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + player->show_envelope = 0; - while(TimeLeft > 0) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); - if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) - TimeLeft -= 10; - else - TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - BackToFront(); + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; - if (!tape.playing) - Delay(10); - } + player->move_delay_reset_counter = 0; - if (!tape.playing && setup.sound_loops) - StopSound(SND_SIRR); - } - else if (level.time == 0) /* level without time limit */ - { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; +#else + player->push_delay = 0; + player->push_delay_value = game.initial_push_delay_value; +#endif - while(TimePlayed < 999) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); - if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); - if (TimePlayed < 900 && !(TimePlayed % 10)) - TimePlayed += 10; - else - TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); - BackToFront(); + player->drop_delay = 0; - if (!tape.playing) - Delay(10); - } + player->last_jx = player->last_jy = 0; + player->jx = player->jy = 0; - if (!tape.playing && setup.sound_loops) - StopSound(SND_SIRR); + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; + + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + + player->LevelSolved = FALSE; + player->GameOver = FALSE; } -#if 0 - FadeSounds(); + network_player_action_received = FALSE; + +#if defined(NETWORK_AVALIABLE) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NO_MOVING); #endif - /* Hero disappears */ - DrawLevelField(ExitX, ExitY); - BackToFront(); + ZX = ZY = -1; + ExitX = ExitY = -1; - if (tape.playing) - return; + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + TapeTime = 0; - CloseDoor(DOOR_CLOSE_1); + ScreenMovDir = MV_NO_MOVING; + ScreenMovPos = 0; + ScreenGfxPos = 0; - if (tape.recording) - { - TapeStop(); - SaveTape(tape.level_nr); /* Ask to save tape */ - } + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ - if (level_nr == leveldir_current->handicap_level) + AllPlayersGone = FALSE; + + 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; + + game.envelope_active = FALSE; + + for (i = 0; i < NUM_BELTS; i++) { - leveldir_current->handicap_level++; - SaveLevelSetup_SeriesInfo(); + game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } - if (level_editor_test_game) - local_player->score = -1; /* no highscore when playing from editor */ - else if (level_nr < leveldir_current->last_level) - raise_level = TRUE; /* advance to next level */ + for (i = 0; i < MAX_NUM_AMOEBA; i++) + AmoebaCnt[i] = AmoebaCnt2[i] = 0; - if ((hi_pos = NewHiScore()) >= 0) + for (x = 0; x < lev_fieldx; x++) { - game_status = HALLOFFAME; - DrawHallOfFame(hi_pos); - if (raise_level) + for (y = 0; y < lev_fieldy; y++) { - level_nr++; - TapeErase(); + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; + + Changed[x][y] = FALSE; + ChangeEvent[x][y] = -1; + + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; + + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; + + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } } - else + + for (y = 0; y < lev_fieldy; y++) { - game_status = MAINMENU; - if (raise_level) + for (x = 0; x < lev_fieldx; x++) { - level_nr++; - TapeErase(); + if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) + emulate_bd = FALSE; + if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) + emulate_sb = FALSE; + if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) + emulate_sp = FALSE; + + InitField(x, y, TRUE); } - DrawMainMenu(); } - BackToFront(); -} - -int NewHiScore() -{ - int k, l; - int position = -1; - - LoadScore(level_nr); + InitBeltMovement(); - if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || - local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) - return -1; + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - for (k=0; kscore > highscore[k].Score) + if (!IS_CUSTOM_ELEMENT(i)) { - /* player has made it to the hall of fame */ - - if (k < MAX_SCORE_ENTRIES - 1) - { - int m = MAX_SCORE_ENTRIES - 1; - -#ifdef ONE_PER_NAME - for (l=k; l= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; - for (l=m; l>k; l--) - { - strcpy(highscore[l].Name, highscore[l - 1].Name); - highscore[l].Score = highscore[l - 1].Score; - } - } + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; -#ifdef ONE_PER_NAME - put_into_list: +#if 0 + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 0; +#else + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; #endif - strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); - highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; - highscore[k].Score = local_player->score; - position = k; - break; } -#ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, - MAX_PLAYER_NAME_LEN)) - break; /* player already there with a higher score */ -#endif +#if 0 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; + if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ + element_info[i].ignition_delay = 1; +#endif } - if (position >= 0) - SaveScore(level_nr); - - return position; -} + /* correct non-moving belts to start moving left */ + for (i = 0; i < NUM_BELTS; i++) + if (game.belt_dir[i] == MV_NO_MOVING) + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ -void InitMovingField(int x, int y, int direction) -{ - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_LEERRAUM) - Feld[newx][newy] = EL_BLOCKED; -} + if (player->connected && !player->present) + { + for (j = 0; j < MAX_PLAYERS; j++) + { + struct PlayerInfo *some_player = &stored_player[j]; + int jx = some_player->jx, jy = some_player->jy; -void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) -{ - int direction = MovDir[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) + { + player->present = TRUE; + player->active = TRUE; - *goes_to_x = newx; - *goes_to_y = newy; -} + some_player->present = FALSE; + some_player->active = FALSE; -void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; +#if 0 + player->element_nr = some_player->element_nr; +#endif - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; +#if USE_NEW_BLOCK_STYLE + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; +#endif - *comes_from_x = oldx; - *comes_from_y = oldy; -} + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; + break; + } + } + } + } - if (element == EL_BLOCKED) + if (tape.playing) { - int oldx, oldy; + /* when playing a tape, eliminate all players which do not participate */ - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; - } - else - return element; -} - -static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) -{ - /* like MovingOrBlocked2Element(), but if element is moving - and (x,y) is the field the moving element is just leaving, - return EL_BLOCKED instead of the element value */ - int element = Feld[x][y]; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && !tape.player_participates[i]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - if (IS_MOVING(x, y)) + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + else if (!options.network && !setup.team_mode) /* && !tape.playing */ { - if (element == EL_BLOCKED) + /* when in single player mode, eliminate all but the first active player */ + + for (i = 0; i < MAX_PLAYERS; i++) { - int oldx, oldy; + if (stored_player[i].active) + { + for (j = i + 1; j < MAX_PLAYERS; j++) + { + if (stored_player[j].active) + { + struct PlayerInfo *player = &stored_player[j]; + int jx = player->jx, jy = player->jy; - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + player->active = FALSE; + player->present = FALSE; + + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } } - else - return EL_BLOCKED; } - else - return element; -} -static void RemoveField(int x, int y) -{ - Feld[x][y] = EL_LEERRAUM; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; -} + /* when recording the game, store which players take part in the game */ + if (tape.recording) + { + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + tape.player_participates[i] = TRUE; + } -void RemoveMovingField(int x, int y) -{ - int oldx = x, oldy = y, newx = x, newy = y; + if (options.debug) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) - return; + printf("Player %d: present == %d, connected == %d, active == %d.\n", + i+1, + player->present, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); + } + } - if (IS_MOVING(x, y)) + if (BorderElement == EL_EMPTY) { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] != EL_BLOCKED) - return; + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; } - else if (Feld[x][y] == EL_BLOCKED) + else { - Blocked2Moving(x, y, &oldx, &oldy); - if (!IS_MOVING(oldx, oldy)) - return; + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; } - if (Feld[x][y] == EL_BLOCKED && - (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || - Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_LEERRAUM; + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; - Feld[newx][newy] = EL_LEERRAUM; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + /* 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; - DrawLevelField(oldx, oldy); - DrawLevelField(newx, newy); -} + 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; -void DrawDynamite(int x, int y) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + if (!IS_CUSTOM_ELEMENT(element)) + continue; - if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) - return; + 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 (Store[x][y]) - DrawGraphic(sx, sy, el2gfx(Store[x][y])); + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - { - if ((phase = (96 - MovDelay[x][y]) / 12) > 6) - phase = 6; + found_rating = 3; + found_element = element; + } + } + } + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i = 0; i < element_info[element].num_change_pages; i++) + { + content= element_info[element].change_page[i].target_content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); } else { - if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3) - phase = 7 - phase; +#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 } - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, GFX_SP_DISK_RED); - else if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic + phase); - else - DrawGraphic(sx, sy, graphic + phase); -} + CloseDoor(DOOR_CLOSE_1); -void CheckDynamite(int x, int y) -{ - if (MovDelay[x][y]) /* dynamite is still waiting to explode */ + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % 12)) - PlaySoundLevel(x, y, SND_ZISCH); + InitGameEngine_EM(); + } + else + { + DrawLevel(); + DrawAllPlayers(); - if (IS_ACTIVE_BOMB(Feld[x][y])) - { - int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - if (!(MovDelay[x][y] % delay)) - DrawDynamite(x, y); - } + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - return; - } + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); } + /* !!! FIX THIS (END) !!! */ - StopSound(SND_ZISCH); - Bang(x, y); + /* 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); + + DrawGameDoorValues(); + + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + + OpenDoor(DOOR_OPEN_ALL); + + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + + if (setup.sound_music) + PlayLevelMusic(); + + KeyboardAutoRepeatOffUnlessAutoplay(); + + if (options.debug) + { + for (i = 0; i < MAX_PLAYERS; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); + } + +#if 0 + printf("::: starting game [%d]\n", FrameCounter); +#endif } -void Explode(int ex, int ey, int phase, int mode) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) { - int x, y; - int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; + /* this is used for non-R'n'D game engines to update certain engine values */ - if (game.explosions_delayed) + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; +} + +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; + static int xy[4][2] = { - ExplodeField[ex][ey] = mode; - return; - } + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } + }; + static int direction[3][4] = + { + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } + }; - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + switch(element) { - int center_element = Feld[ex][ey]; + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; + break; - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - { - /* put moving element to center field (and let it explode there) */ - center_element = MovingOrBlocked2Element(ex, ey); - RemoveMovingField(ex, ey); - Feld[ex][ey] = center_element; - } + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; + break; - for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++) - { - int element; + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + Feld[x][y] = EL_BD_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; + break; - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) && - (x != ex || y != ey))) - continue; + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; - element = Feld[x][y]; + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + Feld[x][y] = EL_PACMAN; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; + break; - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) - { - element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); - } + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; - if (IS_MASSIVE(element) || element == EL_BURNING) - continue; + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; - if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + + default: + if (IS_CUSTOM_ELEMENT(element)) { - if (IS_ACTIVE_BOMB(element)) + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; + + if (move_direction_initial == MV_START_PREVIOUS) { - /* re-activate things under the bomb like gate or penguin */ - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM); - Store[x][y] = 0; + if (MovDir[x][y] != MV_NO_MOVING) + return; + + move_direction_initial = MV_START_AUTOMATIC; } - continue; + if (move_direction_initial == MV_START_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_direction_initial & MV_ANY_DIRECTION) + MovDir[x][y] = move_direction_initial; + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (move_pattern == MV_ALONG_LEFT_SIDE || + move_pattern == MV_ALONG_RIGHT_SIDE) + { +#if 1 + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); +#endif + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } + } + } } + else + { + MovDir[x][y] = 1 << RND(4); - if (element == EL_EXPLODING) - element = Store2[x][y]; + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; - if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) - { - switch(StorePlayer[ex][ey]) + for (i = 0; i < NUM_DIRECTIONS; i++) { - case EL_SPIELER2: - Store[x][y] = EL_EDELSTEIN_ROT; - break; - case EL_SPIELER3: - Store[x][y] = EL_EDELSTEIN; - break; - case EL_SPIELER4: - Store[x][y] = EL_EDELSTEIN_LILA; - break; - case EL_SPIELER1: - default: - Store[x][y] = EL_EDELSTEIN_GELB; - break; - } + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; - if (game.emulation == EMU_SUPAPLEX) - Store[x][y] = EL_LEERRAUM; + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } + } + } } - else if (center_element == EL_MOLE) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (center_element == EL_PINGUIN) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (center_element == EL_KAEFER) - Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN); - else if (center_element == EL_BUTTERFLY) - Store[x][y] = EL_EDELSTEIN_BD; - else if (center_element == EL_SP_ELECTRON) - Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_MAMPFER) - Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; - else if (center_element == EL_AMOEBA2DIAM) - Store[x][y] = level.amoeba_content; - else if (element == EL_ERZ_EDEL) - Store[x][y] = EL_EDELSTEIN; - else if (element == EL_ERZ_DIAM) - Store[x][y] = EL_DIAMANT; - else if (element == EL_ERZ_EDEL_BD) - Store[x][y] = EL_EDELSTEIN_BD; - else if (element == EL_ERZ_EDEL_GELB) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (element == EL_ERZ_EDEL_ROT) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (element == EL_ERZ_EDEL_LILA) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (element == EL_WALL_PEARL) - Store[x][y] = EL_PEARL; - else if (element == EL_WALL_CRYSTAL) - Store[x][y] = EL_CRYSTAL; - else if (!IS_PFORTE(Store[x][y])) - Store[x][y] = EL_LEERRAUM; + break; + } - if (x != ex || y != ey || - center_element == EL_AMOEBA2DIAM || mode == EX_BORDER) - Store2[x][y] = element; + GfxDir[x][y] = MovDir[x][y]; +} - if (AmoebaNr[x][y] && - (element == EL_AMOEBE_VOLL || - element == EL_AMOEBE_BD || - element == EL_AMOEBING)) +void InitAmoebaNr(int x, int y) +{ + int i; + int group_nr = AmoebeNachbarNr(x, y); + + if (group_nr == 0) + { + for (i = 1; i < MAX_NUM_AMOEBA; i++) + { + if (AmoebaCnt[i] == 0) { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; + group_nr = i; + break; } - - Feld[x][y] = EL_EXPLODING; - MovDir[x][y] = MovPos[x][y] = 0; - AmoebaNr[x][y] = 0; - Frame[x][y] = 1; - Stop[x][y] = TRUE; } + } - if (center_element == EL_MAMPFER) - game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; +} - return; - } +void GameWon() +{ + int hi_pos; + boolean raise_level = FALSE; - if (Stop[ex][ey]) + if (local_player->MovPos) return; - x = ex; - y = ey; +#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 - Frame[x][y] = (phase < last_phase ? phase + 1 : 0); + local_player->LevelSolved = FALSE; - if (phase == first_phase_after_start) + PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + + if (TimeLeft) { - int element = Store2[x][y]; + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); - if (element == EL_BLACK_ORB) + while (TimeLeft > 0) { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + if (TimeLeft > 0 && !(TimeLeft % 10)) + RaiseScore(level.score[SC_TIME_BONUS]); + if (TimeLeft > 100 && !(TimeLeft % 10)) + TimeLeft -= 10; + else + TimeLeft--; + + DrawGameValue_Time(TimeLeft); + + BackToFront(); + + if (!tape.playing) + Delay(10); } + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } - else if (phase == half_phase) + else if (level.time == 0) /* level without time limit */ { - int element = Store2[x][y]; + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); - if (IS_PLAYER(x, y)) - KillHeroUnlessProtected(x, y); - else if (IS_EXPLOSIVE(element)) + while (TimePlayed < 999) { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_TIME_BONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + + DrawGameValue_Time(TimePlayed); + + BackToFront(); + + if (!tape.playing) + Delay(10); } - else if (element == EL_AMOEBA2DIAM) - AmoebeUmwandeln(x, y); + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } - if (phase == last_phase) + /* close exit door after last player */ + if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) { - int element; + int element = Feld[ExitX][ExitY]; - element = Feld[x][y] = Store[x][y]; - Store[x][y] = Store2[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; - InitField(x, y, FALSE); - if (CAN_MOVE(element) || COULD_MOVE(element)) - InitMovDir(x, y); - DrawLevelField(x, y); + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); - if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) - StorePlayer[x][y] = 0; + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); } - else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - int graphic = GFX_EXPLOSION; - if (game.emulation == EMU_SUPAPLEX) - graphic = (Store[x][y] == EL_SP_INFOTRON ? - GFX_SP_EXPLODE_INFOTRON : - GFX_SP_EXPLODE_EMPTY); + /* Hero disappears */ + if (ExitX >= 0 && ExitY >= 0) + DrawLevelField(ExitX, ExitY); - if (phase == delay) - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + BackToFront(); - graphic += (phase / delay - 1); + if (tape.playing) + return; - if (IS_PFORTE(Store[x][y])) - { - DrawLevelElement(x, y, Store[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); - } - else - DrawGraphic(SCREENX(x), SCREENY(y), graphic); - } -} + CloseDoor(DOOR_CLOSE_1); -void DynaExplode(int ex, int ey) -{ - int i, j; - int dynabomb_size = 1; - boolean dynabomb_xl = FALSE; - struct PlayerInfo *player; - static int xy[4][2] = + if (tape.recording) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + TapeStop(); + SaveTape(tape.level_nr); /* Ask to save tape */ + } - if (IS_ACTIVE_BOMB(Feld[ex][ey])) + if (level_nr == leveldir_current->handicap_level) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1]; - dynabomb_size = player->dynabomb_size; - dynabomb_xl = player->dynabomb_xl; - player->dynabombs_left++; + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ - for (i=0; i<4; i++) + if ((hi_pos = NewHiScore()) >= 0) { - for (j=1; j<=dynabomb_size; j++) + game_status = GAME_MODE_SCORES; + DrawHallOfFame(hi_pos); + if (raise_level) { - int x = ex + j * xy[i % 4][0]; - int y = ey + j * xy[i % 4][1]; - int element; - - if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) - break; - - element = Feld[x][y]; - - /* do not restart explosions of fields with active bombs */ - if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) - continue; - - Explode(x, y, EX_PHASE_START, EX_BORDER); - - if (element != EL_LEERRAUM && - element != EL_ERDREICH && - element != EL_EXPLODING && - !dynabomb_xl) - break; + level_nr++; + TapeErase(); + } + } + else + { + game_status = GAME_MODE_MAIN; + if (raise_level) + { + level_nr++; + TapeErase(); } + DrawMainMenu(); } + + BackToFront(); } -void Bang(int x, int y) +int NewHiScore() { - int element = Feld[x][y]; + int k, l; + int position = -1; - if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_BOOOM); - else - PlaySoundLevel(x, y, SND_ROAAAR); + LoadScore(level_nr); -#if 0 - if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_LEERRAUM; -#endif + if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || + local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; - switch(element) + for (k = 0; k < MAX_SCORE_ENTRIES; k++) { - case EL_KAEFER: - case EL_FLIEGER: - case EL_BUTTERFLY: - case EL_FIREFLY: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - case EL_MOLE: - RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); - break; - case EL_DYNABOMB_ACTIVE_1: - case EL_DYNABOMB_ACTIVE_2: - case EL_DYNABOMB_ACTIVE_3: - case EL_DYNABOMB_ACTIVE_4: - case EL_DYNABOMB_NR: - case EL_DYNABOMB_SZ: - case EL_DYNABOMB_XL: - DynaExplode(x, y); - break; - case EL_PINGUIN: - case EL_BIRNE_AUS: - case EL_BIRNE_EIN: - if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); - else - Explode(x, y, EX_PHASE_START, EX_CENTER); - break; - default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (local_player->score > highscore[k].Score) + { + /* player has made it to the hall of fame */ + + if (k < MAX_SCORE_ENTRIES - 1) + { + int m = MAX_SCORE_ENTRIES - 1; + +#ifdef ONE_PER_NAME + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (!strcmp(setup.player_name, highscore[l].Name)) + m = l; + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; +#endif + + for (l = m; l > k; l--) + { + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; + } + } + +#ifdef ONE_PER_NAME + put_into_list: +#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; + highscore[k].Score = local_player->score; + position = k; break; + } + +#ifdef ONE_PER_NAME + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) + break; /* player already there with a higher score */ +#endif + } + + if (position >= 0) + SaveScore(level_nr); + + return position; } -void Blurb(int x, int y) +inline static int getElementMoveStepsize(int x, int y) { int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; - if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) { - PlaySoundLevel(x, y, SND_BLURB); - if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && - (!IN_LEV_FIELD(x-1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - { - Feld[x-1][y] = EL_BLURB_LEFT; - } - if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && - (!IN_LEV_FIELD(x+1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - { - Feld[x+1][y] = EL_BLURB_RIGHT; - } +#if 0 + if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + else if (CAN_FALL(element) && !CAN_MOVE(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; +#else + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; +#endif } - else /* go on */ - { - int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); - if (!MovDelay[x][y]) /* initialize animation counter */ - MovDelay[x][y] = 9; + return step; +} - if (MovDelay[x][y]) /* continue animation */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2); +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) + { +#if 0 + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); - } - } + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; } } -static void ToggleBeltSwitch(int x, int y) +static void ResetRandomAnimationValue(int x, int y) { - static int belt_base_element[4] = - { - EL_BELT1_SWITCH_LEFT, - EL_BELT2_SWITCH_LEFT, - EL_BELT3_SWITCH_LEFT, - EL_BELT4_SWITCH_LEFT - }; - static int belt_move_dir[4] = - { - MV_LEFT, - MV_NO_MOVING, - MV_RIGHT, - MV_NO_MOVING, - }; + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} +static void ResetGfxAnimation(int x, int y) +{ + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; +} + +void InitMovingField(int x, int y, int direction) +{ int element = Feld[x][y]; - int belt_nr = getBeltNrFromSwitchElement(element); - int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; - int belt_dir = belt_move_dir[belt_dir_nr]; - int xx, yy; + 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 (!IS_BELT_SWITCH(element)) - return; + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) + ResetGfxAnimation(x, y); - game.belt_dir_nr[belt_nr] = belt_dir_nr; - game.belt_dir[belt_nr] = belt_dir; +#if USE_CAN_MOVE_NOT_MOVING - if (belt_dir_nr == 3) - belt_dir_nr = 1; + MovDir[x][y] = direction; + GfxDir[x][y] = direction; + GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); - for (yy=0; yy 0) - { - Feld[x][y] = EL_LIGHT_SWITCH_ON; - DrawLevelField(x, y); - } - else if (element == EL_LIGHT_SWITCH_ON && - game.light_time_left == 0) - { - Feld[x][y] = EL_LIGHT_SWITCH_OFF; - DrawLevelField(x, y); - } + int oldx, oldy; - if (element == EL_INVISIBLE_STEEL || - element == EL_UNSICHTBAR || - element == EL_SAND_INVISIBLE) - DrawLevelField(x, y); + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; } + else + return EL_BLOCKED; } + else + return element; } -static void ToggleLightSwitch(int x, int y) +static void RemoveField(int x, int y) { - int element = Feld[x][y]; + Feld[x][y] = EL_EMPTY; - game.light_time_left = - (element == EL_LIGHT_SWITCH_OFF ? - level.time_light * FRAMES_PER_SECOND : 0); + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; - RedrawAllLightSwitchesAndInvisibleElements(); + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = FALSE; + +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } -static void ActivateTimegateSwitch(int x, int y) +void RemoveMovingField(int x, int y) { - int xx, yy; + int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + if (element != EL_BLOCKED && !IS_MOVING(x, y)) + return; - for (yy=0; yyjx; + int jy = player->jy; - game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; - game.magic_wall_active = TRUE; - } + if (level.instant_relocation) + { +#if 1 + int offset = (setup.scroll_delay ? 3 : 0); - if (IS_PLAYER(x, y+1)) - { - KillHeroUnlessProtected(x, y+1); - return; - } - else if (smashed == EL_PINGUIN) - { - Bang(x, y+1); - return; - } - else if (element == EL_EDELSTEIN_BD) - { - if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) - { - Bang(x, y+1); - return; - } - } - else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) && - (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON || - smashed == EL_SP_DISK_ORANGE)) + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { - Bang(x, y+1); - return; + 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 if (element == EL_FELSBROCKEN || - element == EL_SP_ZONK || - element == EL_BD_ROCK) + else { - if (IS_ENEMY(smashed) || - smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE || - smashed == EL_DX_SUPABOMB || - smashed == EL_SONDE || smashed == EL_SCHWEIN || - smashed == EL_DRACHE || smashed == EL_MOLE) - { - Bang(x, y+1); - return; - } - else if (!IS_MOVING(x, y+1)) - { - if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN) - { - Bang(x, y+1); - return; - } - else if (smashed == EL_KOKOSNUSS) - { - Feld[x][y+1] = EL_CRACKINGNUT; - PlaySoundLevel(x, y, SND_KNACK); - RaiseScoreElement(EL_KOKOSNUSS); - return; - } - else if (smashed == EL_PEARL) - { - Feld[x][y+1] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_KNACK); - return; - } - else if (smashed == EL_DIAMANT) - { - Feld[x][y+1] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_QUIRK); - return; - } - else if (IS_BELT_SWITCH(smashed)) - { - ToggleBeltSwitch(x, y+1); - } - else if (smashed == EL_SWITCHGATE_SWITCH_1 || - smashed == EL_SWITCHGATE_SWITCH_2) - { - ToggleSwitchgateSwitch(x, y+1); - } - else if (smashed == EL_LIGHT_SWITCH_OFF || - smashed == EL_LIGHT_SWITCH_ON) - { - ToggleLightSwitch(x, y+1); - } - } + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); } - } +#else + scroll_x += (local_player->jx - old_jx); + scroll_y += (local_player->jy - old_jy); - /* play sound of magic wall / mill */ - if (!lastline && - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || - Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) - { - PlaySoundLevel(x, y, SND_QUIRK); - return; - } + /* 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); - /* play sound of object that hits the ground */ - if (lastline || object_hit) + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); +#endif + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else { - int sound; +#if 1 +#if 0 + int offset = (setup.scroll_delay ? 3 : 0); +#endif + int scroll_xx = -999, scroll_yy = -999; + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - switch(element) + while (scroll_xx != scroll_x || scroll_yy != scroll_y) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: - case EL_SP_INFOTRON: - sound = SND_PLING; - break; - case EL_KOKOSNUSS: - sound = SND_KLUMPF; - break; - case EL_FELSBROCKEN: - case EL_BD_ROCK: - sound = SND_KLOPF; - break; - case EL_SP_ZONK: - sound = SND_SP_ZONKDOWN; - break; - case EL_SCHLUESSEL: - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: - sound = SND_KINK; + 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); + +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ break; - case EL_ZEIT_VOLL: - case EL_ZEIT_LEER: - sound = SND_DENG; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) break; - default: - sound = -1; - break; - } +#endif - if (sound >= 0) - PlaySoundLevel(x, y, sound); - } -} + scroll_x -= dx; + scroll_y -= dy; -void TurnRound(int x, int y) -{ - static struct - { - int x, y; - } move_xy[] = - { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } - }; - static struct - { - int left, right, back; - } turn[] = - { - { 0, 0, 0 }, - { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } - }; + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - int element = Feld[x][y]; - int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; - int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + ScrollLevel(dx, dy); + DrawAllPlayers(); - int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; - int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; - int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); - int left_x = x+left_dx, left_y = y+left_dy; - int right_x = x+right_dx, right_y = y+right_dy; - int move_x = x+move_dx, move_y = y+move_dy; + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } +#else + int scroll_xx = -999, scroll_yy = -999; - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - TestIfBadThingTouchesOtherBadThing(x, y); + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE(right_x, right_y)) - MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) - MovDir[x][y] = left_dir; + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_FLIEGER || element == EL_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - TestIfBadThingTouchesOtherBadThing(x, y); + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE(left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) - MovDir[x][y] = right_dir; + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); - if ((element == EL_FLIEGER || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_MAMPFER) - { - boolean can_turn_left = FALSE, can_turn_right = FALSE; + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - Feld[left_x][left_y] == EL_DIAMANT)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - Feld[right_x][right_y] == EL_DIAMANT)) - can_turn_right = TRUE; +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif - if (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; + scroll_x -= dx; + scroll_y -= dy; - MovDelay[x][y] = 16+16*RND(3); - } - else if (element == EL_MAMPFER2) - { - boolean can_turn_left = FALSE, can_turn_right = FALSE; + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - IS_MAMPF2(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - IS_MAMPF2(Feld[right_x][right_y]))) - can_turn_right = TRUE; + ScrollLevel(dx, dy); + DrawAllPlayers(); - 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; + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } +#endif - MovDelay[x][y] = 16+16*RND(3); + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); } - else if (element == EL_PACMAN) +} + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ +#if 1 + int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw); +#else + int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); +#endif + struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); +#if 1 + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; +#else + static int trigger_sides[4][2] = { - boolean can_turn_left = FALSE, can_turn_right = FALSE; + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; + int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; + int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; + int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; +#endif + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + if (player->GameOver) /* do not reanimate dead player */ + return; - 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; + if (!player_relocated) /* no need to relocate the player */ + return; - MovDelay[x][y] = 6+RND(40); + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); } - else if (element == EL_SCHWEIN) + + if (player->present) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - boolean should_turn_left = FALSE, should_turn_right = FALSE; - boolean should_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else + FrameCounter++; +#endif - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y]))) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y]))) - can_move_on = TRUE; - - if (can_turn_left && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy)))) - should_turn_left = TRUE; - if (can_turn_right && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy)))) - should_turn_right = TRUE; - if (can_move_on && - (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy)))) - should_move_on = TRUE; + DrawPlayer(player); - if (should_turn_left || should_turn_right || should_move_on) - { - if (should_turn_left && should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/3 ? left_dir : - rnd < 2*rnd_value/3 ? right_dir : - old_move_dir); - else if (should_turn_left && should_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (should_turn_left && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir); - else if (should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir); - else if (should_turn_left) - MovDir[x][y] = left_dir; - else if (should_turn_right) - MovDir[x][y] = right_dir; - else if (should_move_on) - MovDir[x][y] = old_move_dir; + BackToFront(); + Delay(wait_delay_value); } - 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] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) - MovDir[x][y] = old_move_dir; + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ - MovDelay[x][y] = 0; + player->is_moving = FALSE; } - else if (element == EL_DRACHE) + +#if 1 + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); +#endif + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); + } - 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 1 + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); +#endif - if (can_move_on && rnd > rnd_value/8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; +#if 1 + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#endif - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) - MovDir[x][y] = old_move_dir; +#if 0 + printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]); +#endif - MovDelay[x][y] = 0; - } - else if (element == EL_MOLE) - { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; +#if 0 +#if 0 + /* needed to allow change of walkable custom element by entering player */ + if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER))) + Changed[jx][jy] = 0; /* allow another change (but prevent loop) */ +#else + /* needed to allow change of walkable custom element by entering player */ + Changed[jx][jy] = 0; /* allow another change */ +#endif +#endif - if (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_DEAMOEBING)) - can_move_on = TRUE; +#if 0 + printf("::: player entering %d, %d from %s ...\n", jx, jy, + enter_side == MV_LEFT ? "left" : + enter_side == MV_RIGHT ? "right" : + enter_side == MV_UP ? "top" : + enter_side == MV_DOWN ? "bottom" : "oops! no idea!"); +#endif - if (!can_move_on) - { - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(2) ? left_dir : right_dir); - else if (can_turn_left) - MovDir[x][y] = left_dir; - else - MovDir[x][y] = right_dir; - } + CheckTriggeredElementChangeByPlayer(jx, jy, element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +#endif +} - if (MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - } - else if (element == EL_BALLOON) - { - MovDir[x][y] = game.balloon_dir; - MovDelay[x][y] = 0; - } - else if (element == EL_SPRING_MOVING) +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; +#if 0 + int num_phase = 9; +#endif + + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + +#if 1 + int last_phase; +#else + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; +#endif + int border_element; + + if (game.explosions_delayed) { - if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || - (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1))) - { - Feld[x][y] = EL_SPRING; - MovDir[x][y] = MV_NO_MOVING; - } - MovDelay[x][y] = 0; + ExplodeField[ex][ey] = mode; + return; } - else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { - int attr_x = -1, attr_y = -1; + int center_element = Feld[ex][ey]; - if (AllPlayersGone) - { - attr_x = ExitX; - attr_y = ExitY; - } - else - { - int i; +#if 0 + printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter); +#endif - for (i=0; ijx, jy = player->jy; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) + return; +#endif - if (!player->active) - continue; +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); +#else + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); +#endif - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) - { - attr_x = jx; - attr_y = jy; - } - } - } + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; - if (element == EL_ROBOT && ZX>=0 && ZY>=0) + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { - attr_x = ZX; - attr_y = ZY; + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - if (element == EL_PINGUIN) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; +#if 1 - for (i=0; i<4; i++) - { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; +#if 1 + last_phase = element_info[center_element].explosion_delay + 1; +#else + last_phase = element_info[center_element].explosion_delay; +#endif - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) - { - attr_x = ex; - attr_y = ey; - break; - } - } - } - - MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) - MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) - MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); +#if 0 + printf("::: %d -> %d\n", center_element, last_phase); +#endif +#endif - if (element == EL_ROBOT) + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) { - int newx, newy; - - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); + int xx = x - ex + 1; + int yy = y - ey + 1; + int element; - if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8+8*!RND(3); - else - MovDelay[x][y] = 16; - } - else - { - int newx, newy; +#if 1 +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; +#else + if (!IN_LEV_FIELD(x, y) || + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) + continue; +#endif +#else + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && + (x != ex || y != ey))) + continue; +#endif - MovDelay[x][y] = 1; + element = Feld[x][y]; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; - - MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); - - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || - IS_MAMPF3(Feld[newx][newy]))))) - return; - - MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); - - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - (element == EL_PINGUIN && - (Feld[newx][newy] == EL_AUSGANG_AUF || - IS_MAMPF3(Feld[newx][newy]))))) - return; + element = MovingOrBlocked2Element(x, y); - MovDir[x][y] = old_move_dir; - return; + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } - } - } -} -static boolean JustBeingPushed(int x, int y) -{ - int i; +#if 1 - for (i=0; iactive && player->Pushing && player->MovPos) - { - int next_jx = player->jx + (player->jx - player->last_jx); - int next_jy = player->jy + (player->jy - player->last_jy); +#else + if ((IS_INDESTRUCTIBLE(element) && + (game.engine_version < VERSION_IDENT(2,2,0,0) || + (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + element == EL_FLAMES) + continue; +#endif - if (x == next_jx && y == next_jy) - return TRUE; - } - } + /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy + behaviour, for example when touching a yamyam that explodes to rocks + with active deadly shield, a rock is created under the player !!! */ + /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */ +#if 0 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ +#if 1 + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; +#else + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); + Store[x][y] = 0; +#endif - return FALSE; -} +#if 0 + printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y], + element_info[Feld[x][y]].token_name, + Store[x][y], Store2[x][y]); +#endif + } -void StartMoving(int x, int y) -{ - int element = Feld[x][y]; + continue; + } - if (Stop[x][y]) - return; + /* save walkable background elements while explosion on same tile */ +#if 0 + if (IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#else +#if 1 +#if 1 + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey)) + Back[x][y] = element; +#endif +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif +#endif - if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (xuse_murphy_graphic) + Store[x][y] = EL_EMPTY; +#else + if (game.emulation == EMU_SUPAPLEX) + Store[x][y] = EL_EMPTY; +#endif } - else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) - { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + else if (center_element == EL_MOLE) + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); + else if (center_element == EL_BD_BUTTERFLY) + Store[x][y] = EL_BD_DIAMOND; + else if (center_element == EL_SP_ELECTRON) + Store[x][y] = EL_SP_INFOTRON; + else if (center_element == EL_AMOEBA_TO_DIAMOND) + Store[x][y] = level.amoeba_content; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; + else + Store[x][y] = EL_EMPTY; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) + Store2[x][y] = element; - Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; - Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); - Store[x][y] = 0; - } - } - else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || - Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) - { - InitMovingField(x, y, MV_DOWN); - Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : - EL_MAGIC_WALL_BD_FILLING); - Store[x][y] = element; - } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) - { - Blurb(x, y); - InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_SALZSAEURE; - } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && - JustStopped[x][y]) - { - Impact(x, y); - } - else if (IS_FREE(x, y+1)) - { - InitMovingField(x, y, MV_DOWN); - } - else if (element == EL_TROPFEN) - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - /* Store[x][y+1] must be zero, because: - (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER - */ #if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], + element_info[Store2[x][y]].token_name); +#endif + +#if 0 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + +#if 1 + RemoveField(x, y); #else - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && - element != EL_DX_SUPABOMB) + 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 - else if ((IS_SLIPPERY(Feld[x][y+1]) || - (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && - element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) + GfxElement[x][y] = EL_UNDEFINED; #endif - { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); - boolean right = (x0 && IS_FREE(x-1, y)); - boolean right_is_free = (x3) - phase = 7-phase; +#if 1 + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ +#endif - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase); +#if 0 + printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]); +#endif - if ((element == EL_MAMPFER || element == EL_MAMPFER2) - && MovDelay[x][y]%4 == 3) - PlaySoundLevel(x, y, SND_NJAM); - } - else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); - else if (element == EL_DRACHE) - { - int i; - int dir = MovDir[x][y]; - int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT : - dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : - dir == MV_UP ? GFX_FLAMMEN_UP : - dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); - int phase = FrameCounter % 2; +#if 1 + last_phase = ExplodeDelay[x][y]; +#endif - for (i=1; i<=3; i++) - { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); - if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) - break; +#ifdef DEBUG - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx, yy); + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ +#endif +#if 1 - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) - Bang(xx, yy); - else - RemoveMovingField(xx, yy); + 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"); - Feld[xx][yy] = EL_BURNING; - if (IN_SCR_FIELD(sx, sy)) - DrawGraphic(sx, sy, graphic + phase*3 + i-1); - } - else - { - if (Feld[xx][yy] == EL_BURNING) - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx, yy); - } - } - } + GfxElement[x][y] = EL_EMPTY; + } +#endif - if (MovDelay[x][y]) - return; - } +#if 1 - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - PlaySoundLevel(x, y, SND_KLAPPER); - } - else if (element == EL_FLIEGER || element == EL_FIREFLY) - { - PlaySoundLevel(x, y, SND_ROEHR); - } + border_element = Store2[x][y]; +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; +#else + if (IS_PLAYER(x, y)) + border_element = StorePlayer[x][y]; +#endif - /* now make next step */ +#if 0 + printf("::: %d,%d: %d %s [%d]\n", x, y, border_element, + element_info[border_element].token_name, Store2[x][y]); +#endif - Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ +#if 0 + printf("::: phase == %d\n", phase); +#endif - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && - !PLAYER_PROTECTED(newx, newy)) - { + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) + { + boolean border_explosion = FALSE; #if 1 - TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); - return; +#if 1 + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) #else - /* enemy got the player */ - MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx, newy)); - return; + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present) +#endif +#else + if (IS_PLAYER(x, y)) #endif - - } - else if ((element == EL_PINGUIN || element == EL_ROBOT || - element == EL_SONDE || element == EL_BALLOON) && - IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) - { - Blurb(x, y); - Store[x][y] = EL_SALZSAEURE; - } - else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) { - if (Feld[newx][newy] == EL_AUSGANG_AUF) - { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); - - PlaySoundLevel(newx, newy, SND_BUING); - if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); - - local_player->friends_still_needed--; - if (!local_player->friends_still_needed && - !local_player->GameOver && AllPlayersGone) - local_player->LevelSolved = local_player->GameOver = TRUE; + KillHeroUnlessExplosionProtected(x, y); + border_explosion = TRUE; - return; - } - else if (IS_MAMPF3(Feld[newx][newy])) - { - if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) - DrawLevelField(newx, newy); - else - MovDir[x][y] = MV_NO_MOVING; - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) - { - if (IS_GEM(Feld[newx][newy])) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); - } - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } +#if 0 + if (phase == last_phase) + printf("::: IS_PLAYER\n"); +#endif } - else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy)) + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { - if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - else - { - boolean wanna_flame = !RND(10); - int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; - int element1 = (IN_LEV_FIELD(newx1, newy1) ? - MovingOrBlocked2Element(newx1, newy1) : EL_BETON); - int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_BETON); +#if 0 + printf("::: %d,%d: %d %s\n", x, y, border_element, + element_info[border_element].token_name); +#endif - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + border_explosion = TRUE; - MovDelay[x][y] = 50; - Feld[newx][newy] = EL_BURNING; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) - Feld[newx1][newy1] = EL_BURNING; - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM) - Feld[newx2][newy2] = EL_BURNING; - return; - } - } - } - else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMANT) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); - } +#if 0 + if (phase == last_phase) + printf("::: CAN_EXPLODE_BY_EXPLOSION\n"); +#endif } - else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && - IS_MAMPF2(Feld[newx][newy])) + else if (border_element == EL_AMOEBA_TO_DIAMOND) { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); - } +#if 0 + if (phase == last_phase) + printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n", + element_info[border_element].explosion_delay, + element_info[border_element].ignition_delay, + phase); +#endif } - else if ((element == EL_PACMAN || element == EL_MOLE) - && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } - if (element == EL_MOLE) - { - Feld[newx][newy] = EL_DEAMOEBING; - MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ - return; /* wait for shrinking amoeba */ - } - else /* element == EL_PACMAN */ - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); - } - } - else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && - (Feld[newx][newy] == EL_DEAMOEBING || - (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy]))) - { - /* wait for shrinking amoeba to completely disappear */ +#if 1 + /* if an element just explodes due to another explosion (chain-reaction), + do not immediately end the new explosion when it was the last frame of + the explosion (as it would be done in the following "if"-statement!) */ + if (border_explosion && phase == last_phase) return; - } - else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) - { - /* object was running against a wall */ +#endif + } - TurnRound(x, y); +#else - if (element == EL_KAEFER || element == EL_FLIEGER || - element == EL_SP_SNIKSNAK || element == EL_MOLE) - DrawLevelField(x, y); - else if (element == EL_BUTTERFLY || element == EL_FIREFLY) - DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); - else if (element == EL_SONDE) - DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); - else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + if (phase == first_phase_after_start) + { + int element = Store2[x][y]; - if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); + if (element == EL_BLACK_ORB) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + } + else if (phase == half_phase) + { + int element = Store2[x][y]; - return; + if (IS_PLAYER(x, y)) + KillHeroUnlessExplosionProtected(x, y); + else if (CAN_EXPLODE_BY_EXPLOSION(element)) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); } + else if (element == EL_AMOEBA_TO_DIAMOND) + AmoebeUmwandeln(x, y); + } +#endif - if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) - PlaySoundLevel(x, y, SND_SCHLURF); + if (phase == last_phase) + { + int element; - InitMovingField(x, y, MovDir[x][y]); - } +#if 0 + printf("::: done: phase == %d\n", phase); +#endif - if (MovDir[x][y]) - ContinueMoving(x, y); -} +#if 0 + printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); +#endif -void ContinueMoving(int x, int y) -{ - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); - int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_BD_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_MAGIC_WALL_BD_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING_MOVING) - step*=2; + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) + Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ? + EL_EMPTY : + element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW : + element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED : + element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD : + EL_EMERALD_PURPLE); + + /* restore probably existing indestructible background element */ + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NO_MOVING; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + +#if 1 + InitField_WithBug2(x, y, FALSE); +#else + InitField(x, y, FALSE); +#if 1 + /* !!! not needed !!! */ +#if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE) + InitMovDir(x, y); +#else + if (CAN_MOVE(element)) + InitMovDir(x, y); +#endif +#endif #endif + DrawLevelField(x, y); - MovPos[x][y] += step; + TestIfElementTouchesCustomElement(x, y); - if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */ - { - Feld[x][y] = EL_LEERRAUM; - Feld[newx][newy] = element; + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; - Feld[x][y] = EL_ERDREICH; - DrawLevelField(x, y); + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); + } +#if 1 + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) +#else + else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) +#endif + { +#if 1 + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); +#else + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); +#endif +#if 1 + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); +#else + int frame = getGraphicAnimationFrame(graphic, phase - delay); +#endif - for(i=0; i<4; i++) - { - int xx, yy; +#if 0 + printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]); +#endif - xx = x + xy[i][0]; - yy = y + xy[i][1]; +#if 0 + printf("::: %d / %d [%d - %d]\n", + GfxFrame[x][y], phase - delay, phase, delay); +#endif - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) - DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ - } - } +#if 0 + printf("::: %d ['%s'] -> %d\n", GfxElement[x][y], + element_info[GfxElement[x][y]].token_name, + graphic); +#endif - if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_BD_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_BD_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DRIPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (Store[x][y] == EL_SALZSAEURE) + if (phase == delay) + DrawLevelFieldCrumbledSand(x, y); + + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { - element = Feld[newx][newy] = EL_SALZSAEURE; + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; - - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; - - DrawLevelField(x, y); - DrawLevelField(newx, newy); - - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; - - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + else if (IS_WALKABLE_UNDER(Back[x][y])) { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); } - else if (element == EL_PINGUIN) - TestIfFriendTouchesBadThing(newx, newy); - - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) - Impact(x, newy); + else if (!IS_WALKABLE_INSIDE(Back[x][y])) + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } - else /* still moving on */ - DrawLevelField(x, y); } -int AmoebeNachbarNr(int ax, int ay) +void DynaExplode(int ex, int ey) { - int i; - int element = Feld[ax][ay]; - int group_nr = 0; + int i, j; + int dynabomb_element = Feld[ex][ey]; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; static int xy[4][2] = { { 0, -1 }, @@ -3162,3157 +3901,9028 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i=0; i<4; i++) + if (IS_ACTIVE_BOMB(dynabomb_element)) { - int x = ax + xy[i][0]; - int y = ay + xy[i][1]; + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } - if (!IN_LEV_FIELD(x, y)) - continue; + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - if (Feld[x][y] == element && AmoebaNr[x][y] > 0) - group_nr = AmoebaNr[x][y]; - } + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 1; j <= dynabomb_size; j++) + { + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; + int element; - return group_nr; + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) + break; + + element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); + +#if 1 +#if 1 + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; +#else + if (element != EL_EMPTY && element != EL_EXPLOSION && + !CAN_GROW_INTO(element) && !dynabomb_xl) + break; +#endif +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (element != EL_EMPTY && element != EL_EXPLOSION && + element != EL_SAND && !dynabomb_xl) + break; +#endif + } + } } -void AmoebenVereinigen(int ax, int ay) +void Bang(int x, int y) { - int i, x, y, xx, yy; - int new_group_nr = AmoebaNr[ax][ay]; - static int xy[4][2] = +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else + int element = Feld[x][y]; +#endif + +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) +#else + if (IS_PLAYER(x, y)) +#endif { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + struct PlayerInfo *player = PLAYERINFO(x, y); - if (new_group_nr == 0) - return; + 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) + PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); + else + PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); +#endif +#endif + +#if 0 + if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ + element = EL_EMPTY; +#endif - for (i=0; i<4; i++) + switch(element) { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_MOLE: + RaiseScoreElement(element); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); + break; + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + DynaExplode(x, y); + break; + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: +#if 1 + case EL_AMOEBA_TO_DIAMOND: +#endif + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); + break; + default: +#if 1 + if (element_info[element].explosion_type == EXPLODES_CROSS) +#else + if (CAN_EXPLODE_CROSS(element)) +#endif +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else + DynaExplode(x, y); +#endif +#if 1 + else if (element_info[element].explosion_type == EXPLODES_1X1) +#else + else if (CAN_EXPLODE_1X1(element)) +#endif + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); + break; + } - if (!IN_LEV_FIELD(x, y)) - continue; + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); +} - if ((Feld[x][y] == EL_AMOEBE_VOLL || - Feld[x][y] == EL_AMOEBE_BD || - Feld[x][y] == EL_AMOEBE_TOT) && - AmoebaNr[x][y] != new_group_nr) - { - int old_group_nr = AmoebaNr[x][y]; +void SplashAcid(int x, int y) +{ +#if 1 + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; - if (old_group_nr == 0) - return; + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; - AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; - AmoebaCnt[old_group_nr] = 0; - AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; - AmoebaCnt2[old_group_nr] = 0; + PlayLevelSound(x, y, SND_ACID_SPLASHING); +#else + /* input: position of element entering acid (obsolete) */ - for (yy=0; yy 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } } } +} - if (MovDelay[x][y]) /* wait some time before shrinking */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2); +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; - if (!MovDelay[x][y]) + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy = 0; yy < lev_fieldy; yy++) + { + for (xx = 0; xx < lev_fieldx; xx++) { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); + int element = Feld[xx][yy]; + + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); + } + + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + DrawLevelField(xx, yy); + } + */ - /* don't let mole enter this field in this cycle; - (give priority to objects falling to this field from above) */ - Stop[x][y] = TRUE; } } + + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } -void AmoebeAbleger(int ax, int ay) +void Impact(int x, int y) { - int i; - int element = Feld[ax][ay]; - int newax = ax, neway = ay; - static int xy[4][2] = + boolean last_line = (y == lev_fieldy - 1); + boolean object_hit = FALSE; + boolean impact = (last_line || object_hit); + int element = Feld[x][y]; + int smashed = EL_STEELWALL; + +#if 0 + printf("IMPACT!\n"); +#endif + + if (!last_line) /* check if element below was hit */ { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) + return; - if (!level.amoeba_speed) + object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || + MovDir[x][y + 1] != MV_DOWN || + MovPos[x][y + 1] <= TILEY / 2)); + +#if 0 + object_hit = !IS_FREE(x, y + 1); +#endif + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + + if (object_hit) + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (last_line || object_hit); + } + + if (!last_line && smashed == EL_ACID) /* element falls into acid */ { - Feld[ax][ay] = EL_AMOEBE_TOT; - DrawLevelField(ax, ay); + SplashAcid(x, y + 1); return; } - if (!MovDelay[ax][ay]) /* start making new amoeba field */ - MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } - if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + if (impact && CAN_EXPLODE_IMPACT(element)) { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; + Bang(x, y); + return; } + else if (impact && element == EL_PEARL) + { + ResetGfxAnimation(x, y); - if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */ + Feld[x][y] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) { - int start = RND(4); - int x = ax + xy[start][0]; - int y = ay + xy[start][1]; + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); - if (!IN_LEV_FIELD(x, y)) - return; + return; + } - if (IS_FREE(x, y) || - Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER) + if (impact && element == EL_AMOEBA_DROP) + { + if (object_hit && IS_PLAYER(x, y + 1)) + KillHeroUnlessEnemyProtected(x, y + 1); + else if (object_hit && smashed == EL_PENGUIN) + Bang(x, y + 1); + else { - newax = x; - neway = y; - } + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; - if (newax == ax && neway == ay) - return; + ResetRandomAnimationValue(x, y); + } + return; } - else /* normal or "filled" (BD style) amoeba */ + + if (object_hit) /* check which object was hit */ { - int start = RND(4); - boolean waiting_for_player = FALSE; - - for (i=0; i<4; i++) + if (CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) { - int j = (start + i) % 4; - int x = ax + xy[j][0]; - int y = ay + xy[j][1]; + int xx, yy; + int activated_magic_wall = + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : + EL_BD_MAGIC_WALL_ACTIVE); - if (!IN_LEV_FIELD(x, y)) - continue; + /* activate magic wall / mill */ + for (yy = 0; yy < lev_fieldy; yy++) + for (xx = 0; xx < lev_fieldx; xx++) + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; - if (IS_FREE(x, y) || - Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER) + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; + + PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? + SND_MAGIC_WALL_ACTIVATING : + SND_BD_MAGIC_WALL_ACTIVATING)); + } + + if (IS_PLAYER(x, y + 1)) + { + if (CAN_SMASH_PLAYER(element)) { - newax = x; - neway = y; - break; + KillHeroUnlessEnemyProtected(x, y + 1); + return; } - else if (IS_PLAYER(x, y)) - waiting_for_player = TRUE; } - - if (newax == ax && neway == ay) /* amoeba cannot grow */ + else if (smashed == EL_PENGUIN) { - if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) + if (CAN_SMASH_PLAYER(element)) { - Feld[ax][ay] = EL_AMOEBE_TOT; - DrawLevelField(ax, ay); - AmoebaCnt[AmoebaNr[ax][ay]]--; - - if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ - { - if (element == EL_AMOEBE_VOLL) - AmoebeUmwandeln(ax, ay); - else if (element == EL_AMOEBE_BD) - AmoebeUmwandelnBD(ax, ay, level.amoeba_content); - } + Bang(x, y + 1); + return; + } + } + else if (element == EL_BD_DIAMOND) + { + if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + { + Bang(x, y + 1); + return; } + } + else if (((element == EL_SP_INFOTRON || + element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || + smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) || + (element == EL_SP_INFOTRON && + smashed == EL_SP_DISK_YELLOW)) + { + Bang(x, y + 1); return; } - else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD) +#if 0 + else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) { - /* amoeba gets larger by growing in some direction */ - - int new_group_nr = AmoebaNr[ax][ay]; - -#ifdef DEBUG - if (new_group_nr == 0) - { - printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); - printf("AmoebeAbleger(): This should never happen!\n"); - return; - } + Bang(x, y + 1); + return; + } #endif + else if (CAN_SMASH_EVERYTHING(element)) + { + if (IS_CLASSIC_ENEMY(smashed) || + CAN_EXPLODE_SMASHED(smashed)) + { + Bang(x, y + 1); + return; + } + else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) + { + if (smashed == EL_LAMP || + smashed == EL_LAMP_ACTIVE) + { + Bang(x, y + 1); + return; + } + else if (smashed == EL_NUT) + { + Feld[x][y + 1] = EL_NUT_BREAKING; + PlayLevelSound(x, y, SND_NUT_BREAKING); + RaiseScoreElement(EL_NUT); + return; + } + else if (smashed == EL_PEARL) + { + ResetGfxAnimation(x, y); - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; + Feld[x][y + 1] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (smashed == EL_DIAMOND) + { + Feld[x][y + 1] = EL_DIAMOND_BREAKING; + PlayLevelSound(x, y, SND_DIAMOND_BREAKING); + return; + } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y + 1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_UP || + smashed == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y + 1); + } + else if (smashed == EL_LIGHT_SWITCH || + smashed == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y + 1); + } + else + { +#if 0 + TestIfElementSmashesCustomElement(x, y, MV_DOWN); +#endif - /* if amoeba touches other amoeba(s) after growing, unify them */ - AmoebenVereinigen(newax, neway); + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); - if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200) +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_SWITCH_OF_X, CH_SIDE_TOP); +#else + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_SWITCH_OF_X, CH_SIDE_TOP); + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); +#endif + } + } + else { - AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); - return; + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); } } } - if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || - (neway == lev_fieldy - 1 && newax != ax)) - { - Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ - Store[newax][neway] = element; - } - else if (neway == ay) - Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ - else + /* play sound of magic wall / mill */ + if (!last_line && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { - InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ - Feld[ax][ay] = EL_AMOEBA_DRIPPING; - Store[ax][ay] = EL_TROPFEN; - ContinueMoving(ax, ay); + if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + return; } - DrawLevelField(newax, neway); + /* play sound of object that hits the ground */ + if (last_line || object_hit) + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); } -void Life(int ax, int ay) +inline static void TurnRoundExt(int x, int y) { - int x1, y1, x2, y2; - static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ - int life_time = 40; - int element = Feld[ax][ay]; - - if (Stop[ax][ay]) - return; - - if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ - MovDelay[ax][ay] = life_time; - - if (MovDelay[ax][ay]) /* wait some time before next cycle */ + static struct { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } - - for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++) + int x, y; + } move_xy[] = { - int xx = ax+x1, yy = ay+y1; - int nachbarn = 0; - - if (!IN_LEV_FIELD(xx, yy)) - continue; + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + static struct + { + int left, right, back; + } turn[] = + { + { 0, 0, 0 }, + { MV_DOWN, MV_UP, MV_RIGHT }, + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } + }; - for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++) - { - int x = xx+x2, y = yy+y2; + int element = Feld[x][y]; + int move_pattern = element_info[element].move_pattern; - if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) - continue; + int old_move_dir = MovDir[x][y]; + int left_dir = turn[old_move_dir].left; + int right_dir = turn[old_move_dir].right; + int back_dir = turn[old_move_dir].back; - if (((Feld[x][y] == element || - (element == EL_LIFE && IS_PLAYER(x, y))) && - !Stop[x][y]) || - (IS_FREE(x, y) && Stop[x][y])) - nachbarn++; - } + int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; + int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; + int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; + int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; - if (xx == ax && yy == ay) /* field in the middle */ - { - if (nachbarnlife[1]) - { - Feld[xx][yy] = EL_LEERRAUM; - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - } - } - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) - { /* free border field */ - if (nachbarn>=life[2] && nachbarn<=life[3]) - { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - } - } - } -} + int left_x = x + left_dx, left_y = y + left_dy; + int right_x = x + right_dx, right_y = y + right_dy; + int move_x = x + move_dx, move_y = y + move_dy; -void Ablenk(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + int xx, yy; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_MIEP); - return; - } - } - - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; -} + TestIfBadThingTouchesOtherBadThing(x, y); -void TimegateWheel(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_MIEP); - return; - } + if (element == EL_BUG && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ + MovDelay[x][y] = 1; } +#if 0 + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + TestIfBadThingTouchesOtherBadThing(x, y); - Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; -} - -void Birne(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y]%5)) - { - if (!(MovDelay[x][y]%10)) - Feld[x][y]=EL_ABLENK_EIN; - else - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - Feld[x][y]=EL_ABLENK_EIN; - } - return; - } + if ((element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON) + && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ + MovDelay[x][y] = 1; } +#else + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX=ZY=-1; -} + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; -void Blubber(int x, int y) -{ - if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN) - DrawLevelField(x, y-1); - else - DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); -} + if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + TestIfBadThingTouchesOtherBadThing(x, y); -void NussKnacken(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 7; + if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) + MovDir[x][y] = right_dir; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } +#endif + else if (element == EL_YAMYAM) { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2); + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x, y); - } - } -} - -void BreakingPearl(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 9; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2); + 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; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); - } + MovDelay[x][y] = 16 + 16 * RND(3); } -} - -void SiebAktivieren(int x, int y, int typ) -{ - int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; - - DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); -} - -void AusgangstuerPruefen(int x, int y) -{ - if (!local_player->gems_still_needed && - !local_player->sokobanfields_still_needed && - !local_player->lights_still_needed) + else if (element == EL_DARK_YAMYAM) { - Feld[x][y] = EL_AUSGANG_ACT; - - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : - (x > LEVELX(BX2) ? LEVELX(BX2) : x), - y < LEVELY(BY1) ? LEVELY(BY1) : - (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_OEFFNEN); - } -} + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, + left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, + right_x, right_y); -void AusgangstuerOeffnen(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5*delay; + 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; - if (MovDelay[x][y]) /* wait some time before next frame */ + MovDelay[x][y] = 16 + 16 * RND(3); + } + else if (element == EL_PACMAN) { - int tuer; + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y); - MovDelay[x][y]--; - tuer = MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer); + if (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; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x, y); - } + MovDelay[x][y] = 6 + RND(40); } -} - -void AusgangstuerBlinken(int x, int y) -{ - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); -} - -void OpenSwitchgate(int x, int y) -{ - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ + else if (element == EL_PIG) { - int phase; + boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; + int rnd_value = 24; + int rnd = RND(rnd_value); - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase); + should_turn_left = (can_turn_left && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, + y + back_dy + left_dy))); + should_turn_right = (can_turn_right && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, + y + back_dy + right_dy))); + should_move_on = (can_move_on && + (!can_turn_left || + !can_turn_right || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, + y + move_dy + left_dy) || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, + y + move_dy + right_dy))); - if (!MovDelay[x][y]) + if (should_turn_left || should_turn_right || should_move_on) { - Feld[x][y] = EL_SWITCHGATE_OPEN; - DrawLevelField(x, y); + if (should_turn_left && should_turn_right && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : + rnd < 2 * rnd_value / 3 ? right_dir : + old_move_dir); + else if (should_turn_left && should_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (should_turn_left && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); + else if (should_turn_right && should_move_on) + MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); + else if (should_turn_left) + MovDir[x][y] = left_dir; + else if (should_turn_right) + MovDir[x][y] = right_dir; + else if (should_move_on) + MovDir[x][y] = old_move_dir; } - } -} + 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] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; -void CloseSwitchgate(int x, int y) -{ - int delay = 6; + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; +#if 1 + /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */ + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) + MovDir[x][y] = old_move_dir; +#else + if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) + MovDir[x][y] = old_move_dir; +#endif - if (MovDelay[x][y]) /* wait some time before next frame */ + MovDelay[x][y] = 0; + } + else if (element == EL_DRAGON) { - int phase; + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); + int rnd_value = 24; + int rnd = RND(rnd_value); - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase); +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_SWITCHGATE_CLOSED; - DrawLevelField(x, y); - } - } -} + if (can_move_on && rnd > rnd_value / 8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value / 8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; -void OpenTimegate(int x, int y) -{ - int delay = 6; + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; +#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 (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; +#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 - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase); +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_TIMEGATE_OPEN; - DrawLevelField(x, y); - } + MovDelay[x][y] = 0; } -} + else if (element == EL_MOLE) + { + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); + if (!can_move_on) + { + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); -void CloseTimegate(int x, int y) -{ - int delay = 6; + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) { - int phase; +#if 0 + if (MovDir[x][y] & MV_HORIZONTAL && + !SPRING_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; +#else + if (MovDir[x][y] & MV_HORIZONTAL && + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) + MovDir[x][y] = MV_NO_MOVING; +#endif - MovDelay[x][y]--; - phase = MovDelay[x][y] / delay; - if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase); + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN) + { + int attr_x = -1, attr_y = -1; - if (!MovDelay[x][y]) + if (AllPlayersGone) { - Feld[x][y] = EL_TIMEGATE_CLOSED; - DrawLevelField(x, y); + attr_x = ExitX; + attr_y = ExitY; } - } -} - -static void CloseAllOpenTimegates() -{ - int x, y; - - for (y=0; yjx, jy = player->jy; -void EdelsteinFunkeln(int x, int y) -{ - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) - return; + if (!player->active) + continue; - if (Feld[x][y] == EL_EDELSTEIN_BD) - DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); - else - { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } - if (MovDelay[x][y]) /* wait some time before next frame */ +#if 1 + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) +#else + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) +#endif { - MovDelay[x][y]--; - - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); - - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y])); + attr_x = ZX; + attr_y = ZY; + } - if (MovDelay[x][y]) + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = { - int phase = (MovDelay[x][y]-1)/2; - - if (phase > 2) - phase = 4-phase; + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase); + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; - if (setup.direct_draw) + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { - int dest_x, dest_y; - - dest_x = FX + SCREENX(x)*TILEX; - dest_y = FY + SCREENY(y)*TILEY; - - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); + attr_x = ex; + attr_y = ey; + break; } } } - } -} -void MauerWaechst(int x, int y) -{ - int delay = 6; + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3*delay; - - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; + if (element == EL_ROBOT) + { + int newx, newy; - MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT : - MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT : - MovDir[x][y] == MV_UP ? GFX_MAUER_UP : - GFX_MAUER_DOWN ) + phase); + 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 (!MovDelay[x][y]) - { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1, y); - } - else if (MovDir[x][y] == MV_RIGHT) - { - if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1, y); - } - else if (MovDir[x][y] == MV_UP) - { - if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1])) - DrawLevelField(x, y-1); - } + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8 + 8 * !RND(3); else - { - if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1])) - DrawLevelField(x, y+1); - } - - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); + MovDelay[x][y] = 16; } - } -} + else if (element == EL_PENGUIN) + { + int newx, newy; -void MauerAbleger(int ax, int ay) -{ - int element = Feld[ax][ay]; - boolean oben_frei = FALSE, unten_frei = FALSE; - boolean links_frei = FALSE, rechts_frei = FALSE; - boolean oben_massiv = FALSE, unten_massiv = FALSE; - boolean links_massiv = FALSE, rechts_massiv = FALSE; + MovDelay[x][y] = 1; - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; - if (MovDelay[ax][ay]) /* wait some time before building new wall */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) - oben_frei = TRUE; - if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) - unten_frei = TRUE; - if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) - links_frei = TRUE; - if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) - rechts_frei = TRUE; + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + return; - if (element == EL_MAUER_Y || element == EL_MAUER_XY) - { - if (oben_frei) - { - Feld[ax][ay-1] = EL_MAUERND; - Store[ax][ay-1] = element; - MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP); - } - if (unten_frei) - { - Feld[ax][ay+1] = EL_MAUERND; - Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN); - } - } + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (element == EL_MAUER_X || element == EL_MAUER_XY || - element == EL_MAUER_LEBT) - { - if (links_frei) - { - Feld[ax-1][ay] = EL_MAUERND; - Store[ax-1][ay] = element; - MovDir[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) - DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT); + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } } - if (rechts_frei) + else /* (element == EL_SATELLITE) */ { - Feld[ax+1][ay] = EL_MAUERND; - Store[ax+1][ay] = element; - MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT); - } - } + int newx, newy; - if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); + MovDelay[x][y] = 1; - if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) - oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) - unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) - links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) - rechts_massiv = TRUE; + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; - if (((oben_massiv && unten_massiv) || - element == EL_MAUER_X || element == EL_MAUER_LEBT) && - ((links_massiv && rechts_massiv) || - element == EL_MAUER_Y)) - Feld[ax][ay] = EL_MAUERWERK; -} + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); -void CheckForDragon(int x, int y) -{ - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; - for (i=0; i<4; i++) - { - for (j=0; j<4; j++) - { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) - { - if (Feld[xx][yy] == EL_DRACHE) - dragon_found = TRUE; - } - else - break; - } - } + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; - if (!dragon_found) - { - for (i=0; i<4; i++) - { - for (j=0; j<3; j++) - { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING) - { - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx, yy); - } - else - break; + MovDir[x][y] = old_move_dir; + return; } } } -} + else if (move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM || + move_pattern == MV_ALL_DIRECTIONS) + { + boolean can_turn_left = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); -static void CheckBuggyBase(int x, int y) -{ - int element = Feld[x][y]; +#if USE_CAN_MOVE_NOT_MOVING + if (element_info[element].move_stepsize == 0) /* not moving */ + return; +#endif + + if (move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (move_pattern == MV_TURNING_LEFT_RIGHT) + MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); + else if (move_pattern == MV_TURNING_RIGHT_LEFT) + MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); + else if (move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : + can_turn_right && !can_turn_left ? right_dir : + RND(2) ? left_dir : right_dir); + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; - if (element == EL_SP_BUG) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) { - if (!MovDelay[x][y]) /* wait some time before activating base */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + 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); - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING); - if (MovDelay[x][y]) - return; + 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 (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; - Feld[x][y] = EL_SP_BUG_ACTIVE; - } + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_SP_BUG_ACTIVE) + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) { - if (!MovDelay[x][y]) /* start activating buggy base */ - MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); - if (MovDelay[x][y]) + if (AllPlayersGone) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4)); + if (!player->active) + continue; - for (i=0; i<4; i++) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { - int xx = x + xy[i][0], yy = y + xy[i][1]; - - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUG); - break; - } + 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]; + +#if USE_CAN_MOVE_NOT_MOVING + if (element_info[element].move_stepsize == 0) /* not moving */ + { + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); return; } +#endif - Feld[x][y] = EL_SP_BUG; - DrawLevelField(x, y); - } - } -} + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); -static void CheckTrap(int x, int y) -{ - int element = Feld[x][y]; + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; - if (element == EL_TRAP_INACTIVE) - { - if (!MovDelay[x][y]) /* wait some time before activating trap */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) return; - Feld[x][y] = EL_TRAP_ACTIVE; + MovDir[x][y] = old_move_dir; } } - else if (element == EL_TRAP_ACTIVE) + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) { - int delay = 4; - int num_frames = 8; - - if (!MovDelay[x][y]) /* start activating trap */ - MovDelay[x][y] = num_frames * delay; + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; - if (MovDelay[x][y]) + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + static int test_xy[7][2] = { - MovDelay[x][y]--; + { 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; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % delay)) - { - int phase = MovDelay[x][y]/delay; + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; - if (phase >= num_frames/2) - phase = num_frames - phase; + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - } - } + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; - return; + break; } - Feld[x][y] = EL_TRAP_INACTIVE; - DrawLevelField(x, y); - } - } -} + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) + continue; -static void DrawBeltAnimation(int x, int y, int element) -{ - int belt_nr = getBeltNrFromElement(element); - int belt_dir = game.belt_dir[belt_nr]; + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; - if (belt_dir != MV_NO_MOVING) - { - int delay = 2; - int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE); - int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7); + 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; + } + } - DrawGraphicAnimation(x, y, graphic, 8, delay, mode); + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + { +#if 1 + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); +#else + MovDelay[x][y] = 9; +#endif + } } } -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static void TurnRound(int x, int y) { - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; + int direction = MovDir[x][y]; + #if 0 - static boolean save_tape_entry = FALSE; + GfxDir[x][y] = MovDir[x][y]; #endif - boolean moved = FALSE, snapped = FALSE, bombed = FALSE; - int left = player_action & JOY_LEFT; - int right = player_action & JOY_RIGHT; - int up = player_action & JOY_UP; - 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); - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + TurnRoundExt(x, y); - if (!player->active || tape.pausing) - return; +#if 1 + GfxDir[x][y] = MovDir[x][y]; +#endif - if (player_action) - { -#if 0 - save_tape_entry = TRUE; + 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 - player->frame_reset_delay = 0; +} - if (button1) - snapped = SnapField(player, dx, dy); - else - { - if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); - } +static boolean JustBeingPushed(int x, int y) +{ + int i; - if (tape.single_step && tape.recording && !tape.pausing) - { - if (button1 || (bombed && !moved)) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; -#if 0 - if (tape.recording && (moved || snapped || bombed)) + if (player->active && player->is_pushing && player->MovPos) { - if (bombed && !moved) - player_action &= JOY_BUTTON; + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); - stored_player_action[player->index_nr] = player_action; - save_tape_entry = TRUE; + if (x == next_jx && y == next_jy) + return TRUE; } - else if (tape.playing && snapped) - SnapField(player, 0, 0); /* stop snapping */ -#else - stored_player_action[player->index_nr] = player_action; -#endif } - else - { - /* no actions for this player (no input at player's configured device) */ - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovement(player); + return FALSE; +} -#if 1 - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; -#endif +void StartMoving(int x, int y) +{ #if 0 - if (player->MovPos == 0) /* needed for tape.playing */ - player->last_move_dir = MV_NO_MOVING; - - /* !!! CHECK THIS AGAIN !!! - (Seems to be needed for some EL_ROBOT stuff, but breaks - tapes when walking through pipes!) - */ - - /* it seems that "player->last_move_dir" is misused as some sort of - "player->is_just_moving_in_this_moment", which is needed for the - robot stuff (robots don't kill players when they are moving) - */ -#endif + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); +#endif + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; - if (++player->frame_reset_delay > player->move_delay_value) - player->Frame = 0; - } + if (Stop[x][y]) + return; -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - save_tape_entry = FALSE; - } +#if 1 + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; #else - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } + /* !!! 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 0 - if (tape.playing && !tape.pausing && !player_action && - tape.counter < tape.length) + if (CAN_FALL(element) && y < lev_fieldy - 1) { - int jx = player->jx, jy = player->jy; - int next_joy = - tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) + if (JustBeingPushed(x, y)) + return; - if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && - (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) + if (element == EL_QUICKSAND_FULL) { - int dx = (next_joy == JOY_LEFT ? -1 : +1); + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_ROCK; +#if 1 + PlayLevelSoundAction(x, y, ACTION_EMPTYING); +#else + PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); +#endif + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { - int el = Feld[jx+dx][jy]; - int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : - (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY + 1; - if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) + if (MovDelay[x][y]) { - player->MovDir = next_joy; - player->Frame = FrameCounter % 4; - player->Pushing = TRUE; + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; } + + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; +#if 1 + PlayLevelSoundAction(x, y, ACTION_FILLING); +#else + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); +#endif } } - } -#endif -} + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; -void GameActions() -{ - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int sieb_x = 0, sieb_y = 0; - int i, x, y, element; - byte *recorded_player_action; - byte summarized_player_action = 0; + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; +#if 1 + PlayLevelSoundAction(x, y, ACTION_FILLING); +#else + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); +#endif + } + else if (element == EL_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (game_status != PLAYING) - return; + 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) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; - action_delay_value = - (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + Feld[x][y] = EL_MAGIC_WALL_ACTIVE; + 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)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - /* ---------- main game synchronization point ---------- */ + 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) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; - WaitUntilDelayReached(&action_delay, action_delay_value); + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } - if (network_playing && !network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + 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]); + 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)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; -#if defined(PLATFORM_UNIX) - /* last chance to get network player actions without main loop delay */ - HandleNetworking(); + Feld[x][y] = + (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 + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) #endif + { + SplashAcid(x, y + 1); - if (game_status != PLAYING) - return; + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; - if (!network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); + Store[x][y] = EL_ACID; +#if 0 + /* !!! TEST !!! better use "_FALLING" etc. !!! */ + GfxAction[x][y + 1] = ACTION_ACTIVE; #endif - */ - return; } - } - - if (tape.pausing) - return; - - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); +#if 1 + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || - for (i=0; i= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || - if (!network_playing) - stored_player[i].effective_action = stored_player[i].action; - } + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) +#else + (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))) || -#if defined(PLATFORM_UNIX) - if (network_playing) - SendToServer_MovePlayer(summarized_player_action); + (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))) #endif - if (!options.network && !setup.team_mode) - local_player->effective_action = summarized_player_action; - - for (i=0; iactive) - { - extern unsigned int last_RND(); - - printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", - TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); - } -#endif + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; #endif -#ifdef DEBUG + CheckCollision[x][y] = 0; + #if 0 - if (GameFrameDelay >= 500) - printf("FrameCounter == %d\n", FrameCounter); -#endif + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); #endif + Impact(x, y); + } + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) + { + if (MovDir[x][y] == MV_NO_MOVING) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + } + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) + { + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; - - FrameCounter++; - TimeFrames++; - - for (y=0; y 0) - JustStopped[x][y]--; - -#if DEBUG - if (IS_BLOCKED(x, y)) - { - int oldx, oldy; - - Blocked2Moving(x, y, &oldx, &oldy); - if (!IS_MOVING(oldx, oldy)) - { - printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); - printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); - printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); - printf("GameActions(): This should never happen!\n"); - } + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; } -#endif - } - - for (y=0; y EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY + */ #if 0 - else if (element == EL_EXPLODING && !game.explosions_delayed) - Explode(x, y, Frame[x][y], EX_NORMAL); +#if OLD_GAME_BEHAVIOUR + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) +#else + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && + element != EL_DX_SUPABOMB) #endif - else if (element == EL_AMOEBING) - AmoebeWaechst(x, y); - else if (element == EL_DEAMOEBING) - AmoebeSchrumpft(x, y); - -#if !USE_NEW_AMOEBA_CODE - else if (IS_AMOEBALIVE(element)) - AmoebeAbleger(x, y); +#else + 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 - - else if (element == EL_LIFE || element == EL_LIFE_ASYNC) - Life(x, y); - else if (element == EL_ABLENK_EIN) - Ablenk(x, y); - else if (element == EL_TIMEGATE_SWITCH_ON) - TimegateWheel(x, y); - else if (element == EL_SALZSAEURE) - Blubber(x, y); - else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT) - Blurb(x, y); - else if (element == EL_CRACKINGNUT) - NussKnacken(x, y); - else if (element == EL_PEARL_BREAKING) - BreakingPearl(x, y); - else if (element == EL_AUSGANG_ZU) - AusgangstuerPruefen(x, y); - else if (element == EL_AUSGANG_ACT) - AusgangstuerOeffnen(x, y); - else if (element == EL_AUSGANG_AUF) - AusgangstuerBlinken(x, y); - else if (element == EL_MAUERND) - MauerWaechst(x, y); - else if (element == EL_MAUER_LEBT || - element == EL_MAUER_X || - element == EL_MAUER_Y || - element == EL_MAUER_XY) - MauerAbleger(x, y); - else if (element == EL_BURNING) - CheckForDragon(x, y); - else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE) - CheckBuggyBase(x, y); - else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE) - CheckTrap(x, y); - else if (element == EL_SP_TERMINAL) - DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); - else if (element == EL_SP_TERMINAL_ACTIVE) - DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); - else if (IS_BELT(element)) - DrawBeltAnimation(x, y, element); - else if (element == EL_SWITCHGATE_OPENING) - OpenSwitchgate(x, y); - else if (element == EL_SWITCHGATE_CLOSING) - CloseSwitchgate(x, y); - else if (element == EL_TIMEGATE_OPENING) - OpenTimegate(x, y); - else if (element == EL_TIMEGATE_CLOSING) - CloseTimegate(x, y); - else if (element == EL_EXTRA_TIME) - DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); - else if (element == EL_SHIELD_PASSIVE) - DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL); - else if (element == EL_SHIELD_ACTIVE) - DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); - - if (game.magic_wall_active) { - boolean sieb = FALSE; - int jx = local_player->jx, jy = local_player->jy; + boolean can_fall_left = (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 (element == EL_MAGIC_WALL_FULL || - element == EL_MAGIC_WALL_EMPTY || - element == EL_MAGIC_WALL_EMPTYING) + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) { - SiebAktivieren(x, y, 1); - sieb = TRUE; + 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); } - else if (element == EL_MAGIC_WALL_BD_FULL || - element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_EMPTYING) + +#if USE_NEW_SP_SLIPPERY + /* !!! better use the same properties as for custom elements here !!! */ + else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && + can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) { - SiebAktivieren(x, y, 2); - sieb = TRUE; + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; } +#endif - /* play the element sound at the position nearest to the player */ - if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) +#if 1 + if (can_fall_both) + { + if (game.emulation == EMU_BOULDERDASH || + element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; + } +#endif + + if (can_fall_any) { - sieb_x = x; - sieb_y = y; +#if 0 + if (can_fall_both && + (game.emulation != EMU_BOULDERDASH && + element != EL_BD_ROCK && element != EL_BD_DIAMOND)) + can_fall_left = !(can_fall_right = RND(2)); +#endif + + /* if not determined otherwise, prefer left side for slipping down */ + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); + started_moving = TRUE; } } - } +#if 0 + else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element)) +#else + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) +#endif + { + boolean left_is_free = (x > 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < 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 USE_NEW_AMOEBA_CODE - /* new experimental amoeba growth stuff */ + if ((belt_dir == MV_LEFT && left_is_free) || + (belt_dir == MV_RIGHT && right_is_free)) + { #if 1 - if (!(FrameCounter % 8)) + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); #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); + InitMovingField(x, y, belt_dir); + started_moving = TRUE; + +#if 1 + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; #endif - element = Feld[x][y]; - if (!IS_PLAYER(x,y) && - (element == EL_LEERRAUM || - element == EL_ERDREICH || - element == EL_MORAST_LEER || - element == EL_BLURB_LEFT || - element == EL_BLURB_RIGHT)) + GfxAction[x][y] = ACTION_DEFAULT; + } + else { - if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || - (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) - Feld[x][y] = EL_TROPFEN; + MovDir[x][y] = 0; /* if element was moving, stop it */ } - - random = random * 129 + 1; } } -#endif + /* not "else if" because of elements that can fall and move (EL_SPRING) */ #if 0 - if (game.explosions_delayed) + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) +#else + if (CAN_MOVE(element) && !started_moving) #endif { - game.explosions_delayed = FALSE; + int move_pattern = element_info[element].move_pattern; + int newx, newy; - for (y=0; y 0) +#if 1 + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) +#else + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif { - game.magic_wall_time_left--; - if (!game.magic_wall_time_left) - { - for (y=0; y 0) - { - game.light_time_left--; + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); - if (game.light_time_left == 0) - { - for (y=0; y 0) - { - game.timegate_time_left--; +#endif - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); - } +#if 0 +#if 0 + if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) + Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */ +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + { + Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] == EL_BLOCKED) + Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ + } +#endif +#endif - if (TimeFrames >= (1000 / GameFrameDelay)) - { - TimeFrames = 0; - TimePlayed++; +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif - for (i=0; i 0) - stored_player[i].shield_active_time_left--; + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) + DrawLevelField(x, y); } } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - - if (TimeLeft > 0) + if (MovDelay[x][y]) /* wait some time before next movement */ { - TimeLeft--; + MovDelay[x][y]--; - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); +#if 0 + if (element == EL_YAMYAM) + { + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif - if (!TimeLeft && setup.time_limit) - for (i=0; i= 500) /* calculate fps every 0.5 seconds */ - { - global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + GfxAction[x][y] = ACTION_ATTACKING; - fps_frames = 0; - fps_counter = Counter(); - } + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - redraw_mask |= REDRAW_FPS; - } -} + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); -static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) -{ - int min_x = x, min_y = y, max_x = x, max_y = y; - int i; + for (i = 1; i <= 3; i++) + { + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); - for (i=0; i= VERSION_IDENT(3,1,0,0))) +#else + else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID) +#endif +#else -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_ERDREICH)); + else if ((element == EL_PENGUIN || + element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_BALLOON || + IS_CUSTOM_ELEMENT(element)) && + IN_LEV_FIELD(newx, newy) && + MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) +#endif + { + SplashAcid(newx, newy); + Store[x][y] = EL_ACID; + } + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) + { + if (Feld[newx][newy] == EL_EXIT_OPEN) + { +#if 1 + RemoveField(x, y); + DrawLevelField(x, y); +#else + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); +#endif - if (field_under_player_is_free && !player_is_moving_to_valid_field) - player->programmed_action = MV_DOWN; - } -} + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); -boolean MoveFigureOneStep(struct PlayerInfo *player, - int dx, int dy, int real_dx, int real_dy) -{ - int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; - int element; - int can_move; + local_player->friends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + local_player->LevelSolved = local_player->GameOver = TRUE; - if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + return; + } + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) + { + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) + DrawLevelField(newx, newy); + else + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + return; + } + } + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) + { + if (IS_FOOD_PIG(Feld[newx][newy])) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + PlayLevelSound(x, y, SND_PIG_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + return; + } + } + +#if 1 + + /* + else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy)) + */ + + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy) #if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); -#else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + && + !IS_FREE(newx, newy) #endif - if (DONT_GO_TO(element)) - { - if (element == EL_SALZSAEURE && dx == 0 && dy == 1) +) { - Blurb(jx, jy); - Feld[jx][jy] = EL_SPIELFIGUR; - InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_SALZSAEURE; - ContinueMoving(jx, jy); - BuryHero(player); - } - else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - - return MF_MOVING; - } + int new_element = Feld[newx][newy]; - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); - if (can_move != MF_MOVING) - return can_move; +#if 0 + printf("::: '%s' digs '%s' [%d]\n", + element_info[element].token_name, + element_info[Feld[newx][newy]].token_name, + StorePlayer[newx][newy]); +#endif - 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; + if (!IS_FREE(newx, newy)) + { + int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : + IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(new_element) && + !IS_DIGGABLE(new_element) && + !IS_COLLECTIBLE(new_element)) + return; - player->MovPos = - (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); + if (AmoebaNr[newx][newy] && + (new_element == EL_AMOEBA_FULL || + new_element == EL_BD_AMOEBA || + new_element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[newx][newy]]--; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + } - ScrollFigure(player, SCROLL_INIT); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + RemoveField(newx, newy); + DrawLevelField(newx, newy); + } - return MF_MOVING; -} + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) -{ - int jx = player->jx, jy = player->jy; - int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + PlayLevelSoundAction(x, y, action); + } - if (!player->active || (!dx && !dy)) - return FALSE; +#if 1 +#if 1 + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + { +#if USE_CHANGE_TO_TRIGGERED + int move_leave_element = element_info[element].move_leave_element; -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) - return FALSE; + Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? + new_element : move_leave_element); #else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0)) - return FALSE; + Store[newx][newy] = element_info[element].move_leave_element; +#endif + } +#else + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || + element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) + Store[newx][newy] = element_info[element].move_leave_element; +#endif +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + element_info[element].can_leave_element = TRUE; #endif - /* remove the last programmed player action */ - player->programmed_action = 0; - - if (player->MovPos) - { - /* should only happen if pre-1.2 tape recordings are played */ - /* this is only for backward compatibility */ - - int original_move_delay_value = player->move_delay_value; + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + } -#if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); #endif - /* scroll remaining steps with finest movement resolution */ - player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; - - while (player->MovPos) + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { - ScrollFigure(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - DrawAllPlayers(); - BackToFront(); - } - - player->move_delay_value = original_move_delay_value; - } - - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) - { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); - } - else - { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); - } - - jx = player->jx; - jy = player->jy; - - if (moved & MF_MOVING && !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 (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - 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 */ + return; + } + else { - 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); + boolean wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - /* 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 ((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 - /* don't scroll more than one field at a time */ - scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - /* 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); + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); - /* 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); + MovDelay[x][y] = 50; - /* don't scroll more than one field at a time */ - scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif + Feld[newx][newy] = EL_FLAMES; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif + Feld[newx1][newy1] = EL_FLAMES; + } + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif + Feld[newx2][newy2] = EL_FLAMES; + } - /* 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; + return; + } } } + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } - if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); + } + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) { - if (!options.network && !AllPlayersInVisibleScreen()) + if (AmoebaNr[newx][newy]) { - scroll_x = old_scroll_x; - scroll_y = old_scroll_y; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + +#if 0 + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) +#else + if (IS_MOVING(newx, newy)) +#endif + { + RemoveMovingField(newx, newy); } else { - ScrollScreen(player, SCROLL_INIT); - ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); } + + 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])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } - if (!(moved & MF_MOVING) && !player->Pushing) - player->Frame = 0; - else - player->Frame = (player->Frame + 1) % 4; + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlayLevelSound(x, y, SND_MOLE_DIGGING); - 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); + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); - DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ - player->last_move_dir = player->MovDir; - player->is_moving = TRUE; - } - else - { - CheckGravityMovement(player); + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ - /* - player->last_move_dir = MV_NO_MOVING; - */ - player->is_moving = FALSE; - } + TurnRound(x, y); - TestIfHeroTouchesBadThing(jx, jy); +#if 0 + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); - if (!player->active) - RemoveHero(player); +#if 0 + printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", + element_info[element].token_name, + element_info[blocking_element].token_name, + x, y, newx, newy); +#endif - return moved; -} + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); -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; + element = Feld[x][y]; /* element might have changed */ + } +#endif - if (!player->active || !player->MovPos) - return; +#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_MOLE) + DrawLevelField(x, y); + else if (element == EL_BD_BUTTERFLY || + element == EL_BD_FIREFLY) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SATELLITE) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif - if (mode == SCROLL_INIT) - { - player->actual_frame_counter = FrameCounter; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); - if (Feld[last_jx][last_jy] == EL_LEERRAUM) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 0 + PlayLevelSoundAction(x, y, ACTION_WAITING); +#endif - DrawPlayer(player); - return; + return; + } + + InitMovingField(x, y, MovDir[x][y]); + + PlayLevelSoundAction(x, y, ACTION_MOVING); } - else if (!FrameReached(&player->actual_frame_counter, 1)) - return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + if (MovDir[x][y]) + ContinueMoving(x, y); +} - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_LEERRAUM; +void dummy() +{ +} - /* before DrawPlayer() to draw correct player graphic for this case */ - if (player->MovPos == 0) - CheckGravityMovement(player); +void ContinueMoving(int x, int y) +{ + int element = Feld[x][y]; + int stored = Store[x][y]; + struct ElementInfo *ei = &element_info[element]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx, newy = y + dy; +#if 0 + int nextx = newx + dx, nexty = newy + dy; +#endif +#if 1 + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); +#else + boolean pushed_by_player = Pushed[x][y]; +#endif + boolean last_line = (newy == lev_fieldy - 1); - DrawPlayer(player); + MovPos[x][y] += getElementMoveStepsize(x, y); - if (player->MovPos == 0) +#if 0 + if (pushed_by_player && IS_PLAYER(x, y)) { - if (IS_QUICK_GATE(Feld[last_jx][last_jy])) - { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); + /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + } +#else + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); +#endif - /* be able to make the next move without delay */ - player->move_delay = 0; - } + if (ABS(MovPos[x][y]) < TILEX) + { + DrawLevelField(x, y); - player->last_jx = jx; - player->last_jy = jy; + return; /* element is still moving */ + } - if (Feld[jx][jy] == EL_AUSGANG_AUF) - { - RemoveHero(player); + /* element reached destination field */ - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; - } + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (tape.single_step && tape.recording && !tape.pausing && - !player->programmed_action) - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); +#if 1 + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; } -} +#endif + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; -void ScrollScreen(struct PlayerInfo *player, int mode) -{ - static unsigned long screen_frame_counter = 0; + 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 (mode == SCROLL_INIT) + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } +#if 0 + else if (Store[x][y] == EL_ACID) { - /* set scrolling step size according to actual player's moving speed */ - ScrollStepSize = TILEX / player->move_delay_value; + element = Feld[newx][newy] = EL_ACID; + } +#endif +#if 0 + else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + Store[x][y] != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ - screen_frame_counter = FrameCounter; - ScreenMovDir = player->MovDir; - ScreenMovPos = player->MovPos; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - return; + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); } - else if (!FrameReached(&screen_frame_counter, 1)) - return; +#endif - if (ScreenMovPos) + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; + + if (CAN_CHANGE(element)) { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - redraw_mask |= REDRAW_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]; } - else - ScreenMovDir = MV_NO_MOVING; + + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = FALSE; + ChangeEvent[x][y] = -1; + + /* 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; + +#if 0 + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ +#endif + +#if 1 + /* some elements can leave other elements behind after moving */ +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + !IS_PLAYER(x, y)) +#endif + { + int move_leave_element = ei->move_leave_element; + +#if USE_CHANGE_TO_TRIGGERED + if (ei->move_leave_type == LEAVE_TYPE_LIMITED && + ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif + + Feld[x][y] = move_leave_element; + +#if USE_PREVIOUS_MOVE_DIR + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; +#endif + + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } +#endif + +#if 0 + /* some elements can leave other elements behind after moving */ + if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + ei->can_leave_element_last)) + { + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + + ei->can_leave_element_last = ei->can_leave_element; + ei->can_leave_element = FALSE; +#endif + +#if 1 + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ +#endif + +#if 0 + /* 2.1.1 (does not work correctly for spring) */ + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; +#else + +#if 0 + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + +#if 0 + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN)) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#else + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#endif + +#endif +#endif + + DrawLevelField(x, y); + DrawLevelField(newx, newy); + + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + + /* prevent pushed element from moving on in pushed direction */ + if (pushed_by_player && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); + +#if 1 + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + { +#if 0 + if (CAN_MOVE(element)) + InitMovDir(newx, newy); + else + MovDir[newx][newy] = 0; +#else + MovDir[newx][newy] = 0; +#endif + } +#endif + + if (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + + WasJustMoving[newx][newy] = 3; + + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; + } + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + +#if USE_NEW_MOVE_STYLE +#if 0 + if (CAN_FALL(element) && direction == MV_DOWN && + !last_line && IS_PLAYER(x, newy + 1)) + printf("::: we would now kill the player [%d]\n", FrameCounter); +#endif + + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); +#else + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || !IS_FREE(x, newy + 1))) + Impact(x, newy); +#endif + +#if 1 + +#if USE_PUSH_BUGFIX +#if 1 + if (pushed_by_player && !game.use_change_when_pushing_bug) +#else + if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif +#else + if (pushed_by_player) +#endif + + { +#if 1 + int dig_side = MV_DIR_OPPOSITE(direction); +#else + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(direction)]; +#endif + struct PlayerInfo *player = PLAYERINFO(x, y); + + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } +#endif + +#if 1 + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ +#endif + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); +#endif + +#if 1 + + TestIfElementHitsCustomElement(newx, newy, direction); + +#else + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + { + int hitting_element = Feld[newx][newy]; + + /* !!! fix side (direction) orientation here and elsewhere !!! */ + CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, + direction); + +#if 0 + if (IN_LEV_FIELD(nextx, nexty)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; + int touched_element = MovingOrBlocked2Element(nextx, nexty); + boolean object_hit = (!IS_MOVING(nextx, nexty) || + MovDir[nextx][nexty] != direction || + ABS(MovPos[nextx][nexty]) <= TILEY / 2); + + if (object_hit) + { + int i; + + CheckElementChangeBySide(nextx, nexty, touched_element, + CE_HIT_BY_SOMETHING, opposite_direction); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X)) + { + 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->has_event[CE_HITTING_X] && + change->trigger_side & touched_side && + change->trigger_element == touched_element) + { + CheckElementChangeByPage(newx, newy, hitting_element, + touched_element, CE_HITTING_X, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X)) + { + 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->has_event[CE_HIT_BY_X] && + change->trigger_side & hitting_side && + change->trigger_element == hitting_element) + { + CheckElementChangeByPage(nextx, nexty, touched_element, + hitting_element, CE_HIT_BY_X,i); + break; + } + } + } + } + } +#endif + } +#endif + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } -void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) +int AmoebeNachbarNr(int ax, int ay) { - int i, kill_x = -1, kill_y = -1; - static int test_xy[4][2] = + int i; + int element = Feld[ax][ay]; + int group_nr = 0; + static int xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int test_dir[4] = + + for (i = 0; i < NUM_DIRECTIONS; i++) { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; + } + + return group_nr; +} + +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for (i=0; i<4; i++) - { - int test_x, test_y, test_move_dir, test_element; + if (new_group_nr == 0) + return; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && + AmoebaNr[x][y] != new_group_nr) + { + int old_group_nr = AmoebaNr[x][y]; + + if (old_group_nr == 0) + return; + + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; + AmoebaCnt[old_group_nr] = 0; + AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; + AmoebaCnt2[old_group_nr] = 0; + + for (yy = 0; yy < lev_fieldy; yy++) + { + for (xx = 0; xx < lev_fieldx; xx++) + { + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; + } + } + } + } +} + +void AmoebeUmwandeln(int ax, int ay) +{ + int i, x, y; + + if (Feld[ax][ay] == EL_AMOEBA_DEAD) + { + int group_nr = AmoebaNr[ax][ay]; + +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandeln(): This should never happen!\n"); + return; + } +#endif + + for (y = 0; y < lev_fieldy; y++) + { + for (x = 0; x < lev_fieldx; x++) + { + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; + } + } + } + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(ax, ay); + } + else + { + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) + { + PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(x, y); + } + } + } +} + +void AmoebeUmwandelnBD(int ax, int ay, int new_element) +{ + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; + +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; + } +#endif + + for (y = 0; y < lev_fieldy; y++) + { + for (x = 0; x < lev_fieldx; x++) + { + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + DrawLevelField(x, y); + done = TRUE; + } + } + } + + if (done) + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); +} + +void AmoebeWaechst(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new growing cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + { +#if 1 + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); +#else + if (Store[x][y] == EL_BD_AMOEBA) + PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING); + else + PlayLevelSound(x, y, SND_AMOEBA_GROWING); +#endif + sound_delay_value = 30; + } + } + + if (MovDelay[x][y]) /* wait some time before growing bigger */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); + } + + if (!MovDelay[x][y]) + { + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + DrawLevelField(x, y); + } + } +} + +void AmoebaDisappearing(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; + } + + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); + + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } + } +} + +void AmoebeAbleger(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int newax = ax, neway = ay; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (!level.amoeba_speed) + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + DrawLevelField(ax, ay); + return; + } + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (!MovDelay[ax][ay]) /* start making new amoeba field */ + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + + if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } + + if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */ + { + int start = RND(4); + int x = ax + xy[start][0]; + int y = ay + xy[start][1]; + + if (!IN_LEV_FIELD(x, y)) + return; + +#if 1 + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + } +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (IS_FREE(x, y) || + Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + } +#endif + + if (newax == ax && neway == ay) + return; + } + else /* normal or "filled" (BD style) amoeba */ + { + int start = RND(4); + boolean waiting_for_player = FALSE; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int j = (start + i) % 4; + int x = ax + xy[j][0]; + int y = ay + xy[j][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + +#if 1 + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + break; + } +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (IS_FREE(x, y) || + Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + break; + } +#endif + else if (IS_PLAYER(x, y)) + waiting_for_player = TRUE; + } + + if (newax == ax && neway == ay) /* amoeba cannot grow */ + { +#if 1 + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) +#else + if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) +#endif + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + DrawLevelField(ax, ay); + AmoebaCnt[AmoebaNr[ax][ay]]--; + + if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ + { + if (element == EL_AMOEBA_FULL) + AmoebeUmwandeln(ax, ay); + else if (element == EL_BD_AMOEBA) + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); + } + } + return; + } + else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) + { + /* amoeba gets larger by growing in some direction */ + + int new_group_nr = AmoebaNr[ax][ay]; + +#ifdef DEBUG + if (new_group_nr == 0) + { + printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); + printf("AmoebeAbleger(): This should never happen!\n"); + return; + } +#endif + + AmoebaNr[newax][neway] = new_group_nr; + AmoebaCnt[new_group_nr]++; + AmoebaCnt2[new_group_nr]++; + + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); + + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; + } + } + } + + if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) + { + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; + } + else if (neway == ay) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ +#if 1 + PlayLevelSoundAction(newax, neway, ACTION_GROWING); +#else + PlayLevelSound(newax, neway, SND_AMOEBA_GROWING); +#endif + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; + } + + DrawLevelField(newax, neway); +} + +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; + static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + boolean changed = FALSE; + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (Stop[ax][ay]) + return; + + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; + + if (MovDelay[ax][ay]) /* wait some time before next cycle */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } + + for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) + { + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) + { + int x = xx+x2, y = yy+y2; + + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; + + if (((Feld[x][y] == element || + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; + } + + if (xx == ax && yy == ay) /* field in the middle */ + { + if (nachbarn < life[0] || nachbarn > life[1]) + { + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } +#if 1 + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } +#endif + } + + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} + +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} + +static void RunRobotWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); +} + +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +static void InitTimegateWheel(int x, int y) +{ +#if 1 + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +#else + /* another brainless, "type style" bug ... :-( */ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +#endif +} + +static void RunTimegateWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); +} + +void CheckExit(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; + } + + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); +} + +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; + } + + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} + +static void CloseAllOpenTimegates() +{ + int x, y; + + for (y = 0; y < lev_fieldy; y++) + { + for (x = 0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; +#if 1 + PlayLevelSoundAction(x, y, ACTION_CLOSING); +#else + PlayLevelSound(x, y, SND_TIMEGATE_CLOSING); +#endif + } + } + } +} + +void EdelsteinFunkeln(int x, int y) +{ + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; + + if (Feld[x][y] == EL_BD_DIAMOND) + return; + + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !SimpleRND(500); + + if (MovDelay[x][y] != 0) /* wait some time before next frame */ + { + MovDelay[x][y]--; + + if (setup.direct_draw && MovDelay[x][y]) + SetDrawtoField(DRAW_BUFFERED); + + DrawLevelElementAnimation(x, y, Feld[x][y]); + + if (MovDelay[x][y] != 0) + { + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); + + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); + + if (setup.direct_draw) + { + int dest_x, dest_y; + + dest_x = FX + SCREENX(x) * TILEX; + dest_y = FY + SCREENY(y) * TILEY; + + BlitBitmap(drawto_field, window, + dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); + SetDrawtoField(DRAW_DIRECT); + } + } + } +} + +void MauerWaechst(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); + int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } + + if (!MovDelay[x][y]) + { + if (MovDir[x][y] == MV_LEFT) + { + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) + DrawLevelField(x - 1, y); + } + else if (MovDir[x][y] == MV_RIGHT) + { + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) + DrawLevelField(x + 1, y); + } + else if (MovDir[x][y] == MV_UP) + { + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) + DrawLevelField(x, y - 1); + } + else + { + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) + DrawLevelField(x, y + 1); + } + + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; + DrawLevelField(x, y); + } + } +} + +void MauerAbleger(int ax, int ay) +{ + int element = Feld[ax][ay]; + int graphic = el2img(element); + boolean oben_frei = FALSE, unten_frei = FALSE; + boolean links_frei = FALSE, rechts_frei = FALSE; + boolean oben_massiv = FALSE, unten_massiv = FALSE; + boolean links_massiv = FALSE, rechts_massiv = FALSE; + boolean new_wall = FALSE; + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; + + if (MovDelay[ax][ay]) /* wait some time before building new wall */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } + + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) + links_frei = TRUE; + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) + rechts_frei = TRUE; + + if (element == EL_EXPANDABLE_WALL_VERTICAL || + element == EL_EXPANDABLE_WALL_ANY) + { + if (oben_frei) + { + Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay-1] = element; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay - 1), + IMG_EXPANDABLE_WALL_GROWING_UP, 0); + new_wall = TRUE; + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + Store[ax][ay+1] = element; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay + 1), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; + } + } + + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL) + { + if (links_frei) + { + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax-1][ay] = element; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax - 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; + } + + if (rechts_frei) + { + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; + } + } + + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); + + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; + + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; + + if (new_wall) +#if 1 + PlayLevelSoundAction(ax, ay, ACTION_GROWING); +#else + PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING); +#endif +} + +void CheckForDragon(int x, int y) +{ + int i, j; + boolean dragon_found = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 0; j < 4; j++) + { + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) + { + if (Feld[xx][yy] == EL_DRAGON) + dragon_found = TRUE; + } + else + break; + } + } + + if (!dragon_found) + { + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 0; j < 3; j++) + { + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) + { + Feld[xx][yy] = EL_EMPTY; + DrawLevelField(xx, yy); + } + else + break; + } + } + } +} + +static void InitBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; + + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); +} + +static void WarnBuggyBase(int x, int y) +{ + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0], yy = y + xy[i][1]; + + if (IS_PLAYER(xx, yy)) + { + PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); + + break; + } + } +} + +static void InitTrap(int x, int y) +{ + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); +} + +static void ActivateTrap(int x, int y) +{ + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); +} + +static void ChangeActiveTrap(int x, int y) +{ + int graphic = IMG_TRAP_ACTIVE; + + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawLevelFieldCrumbledSand(x, y); +} + +static void ChangeElementNowExt(int x, int y, int target_element) +{ + int previous_move_direction = MovDir[x][y]; +#if 1 + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y])); +#else + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y]) && + !IS_MOVING(x, y)); +#endif + + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) + { +#if 0 + printf("::: BOOOM! [%d, '%s']\n", target_element, + element_info[target_element].token_name); +#endif + + Bang(x, y); + return; + } + +#if 1 + if (!add_player) +#endif + { +#if 1 + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); + + Feld[x][y] = target_element; +#else + RemoveField(x, y); + Feld[x][y] = target_element; +#endif + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; + +#if 1 + InitField_WithBug1(x, y, FALSE); +#else + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +#endif + + DrawLevelField(x, y); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + +#if 0 + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 0 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif + + /* "Changed[][]" not set yet to allow "entered by player" change one time */ + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); + +#if 1 + Changed[x][y] = TRUE; /* ignore all further changes in this frame */ +#else + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 1 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif +} + +static boolean ChangeElementNow(int x, int y, int element, int page) +{ + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + int target_element; + int old_element = Feld[x][y]; + + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; + + if (ChangeEvent[x][y] == CE_DELAY) + { + /* reset actual trigger element and player */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + } + +#if 1 + /* do not change any elements that have already changed in this frame */ + if (Changed[x][y]) + return FALSE; +#else + /* do not change already changed elements with same change event */ + if (Changed[x][y] & ChangeEvent[x][y]) + return FALSE; +#endif + +#if 1 + Changed[x][y] = TRUE; /* ignore all further changes in this frame */ +#else + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 0 + /* !!! indirect change before direct change !!! */ + CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page); +#endif + + if (change->explode) + { + Bang(x, y); + + return TRUE; + } + + if (change->use_target_content) + { + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + boolean is_empty; + boolean is_walkable; + boolean is_diggable; + boolean is_collectible; + boolean is_removable; + boolean is_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element = change->target_content[xx][yy]; + int e; + + can_replace[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (content_element == EL_EMPTY_SPACE) + { + can_replace[xx][yy] = FALSE; /* do not replace border with space */ + + continue; + } + + if (!IN_LEV_FIELD(ex, ey)) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } + +#if 0 + if (Changed[ex][ey]) /* do not change already changed elements */ + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } +#endif + + e = Feld[ex][ey]; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + +#if 1 + +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || + (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && + !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); +#else + +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#else + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#endif + +#endif + + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); + + can_replace[xx][yy] = + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; +#else + empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && + IS_WALKABLE(content_element))); +#if 1 + half_destructible = (empty_for_element || IS_DIGGABLE(e)); +#else + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); +#endif + + if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) || + (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) || + (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e))) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + } +#endif + } + + if (!change->only_if_complete || complete_replace) + { + boolean something_has_changed = FALSE; + + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element; + + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + ChangeElementNowExt(ex, ey, target_element); + + something_has_changed = TRUE; + + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } + + if (something_has_changed) + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + } + } + else + { + target_element = GET_TARGET_ELEMENT(change->target_element, change); + + ChangeElementNowExt(x, y, target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + } + +#if 1 + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); +#endif + + return TRUE; +} + +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]; + +#ifdef DEBUG + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) + { + printf("\n\n"); + printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("ChangeElement(): This should never happen!\n"); + printf("\n\n"); + } +#endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif + + return; + } + + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); + } + + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + + change = &ei->change_page[page]; + } + +#if 0 + if (IS_MOVING(x, y) && !change->explode) +#else + if (IS_MOVING(x, y)) /* never change a running system ;-) */ +#endif + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ + + return; + } + + if (ChangeElementNow(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } + } +} + +static boolean CheckTriggeredElementChangeExt(int lx, int ly, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) +{ + int i, j, x, y; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); + + if (!(trigger_events[trigger_element][trigger_event])) + return FALSE; + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + boolean change_element = FALSE; + int page = 0; + + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; + + for (j = 0; j < element_info[element].num_change_pages; j++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[j]; + + if (change->can_change && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + change->trigger_page & trigger_page_bits && + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) + { +#if 0 + if (!(change->has_event[trigger_event])) + printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", + trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); +#endif + + change_element = TRUE; + page = j; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + + break; + } + } + + if (!change_element) + continue; + + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { +#if 0 + if (x == lx && y == ly) /* do not change trigger element itself */ + continue; +#endif + + if (Feld[x][y] == element) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + ChangeElement(x, y, page); + } + } + } + + return TRUE; +} + +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) +{ + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + return FALSE; + + if (Feld[x][y] == EL_BLOCKED) + { + Blocked2Moving(x, y, &x, &y); + element = Feld[x][y]; + } + +#if 1 + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif + + return FALSE; + } +#endif + +#if 1 + if (trigger_page < 0) + { + boolean change_element = FALSE; + int i; + + for (i = 0; i < element_info[element].num_change_pages; i++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[i]; + + if (change->can_change && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player) + { + change_element = TRUE; + trigger_page = i; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + + break; + } + } + + if (!change_element) + return FALSE; + } + else + { + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[trigger_page]; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1; /* unused */ + } + +#else + + /* !!! this check misses pages with same event, but different side !!! */ + + if (trigger_page < 0) + trigger_page = element_info[element].event_page_nr[trigger_event]; + + if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side)) + return FALSE; +#endif + + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + ChangeElement(x, y, trigger_page); + + return TRUE; +} + +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 (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + } + else + { + if (action != last_action) + StopSound(element_info[element].sound[last_action]); + + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); + } +} + +static void PlayAllPlayersSound() +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); +} + +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; + + player->last_action_waiting = player->action_waiting; + + if (is_waiting) + { + if (!last_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; + + 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); + + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + } + + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && + player->anim_delay_counter == 0 && + player->post_delay_counter == 0 && + FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && + FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; + + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); + + if (player->is_sleeping) + { + if (player->num_special_action_sleeping > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->element_nr, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + else 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 (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + } + else if (last_waiting) /* waiting -> not waiting */ + { + player->is_waiting = 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->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + } +} + +#if 1 +static byte PlayerActions(struct PlayerInfo *player, byte player_action) +{ +#if 0 + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; +#endif + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); + +#if 0 + stored_player_action[player->index_nr] = 0; + num_stored_actions++; +#endif + +#if 0 + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); +#endif + + if (!player->active || tape.pausing) + return 0; + +#if 0 + printf("::: [%d %d %d %d] [%d %d]\n", + left, right, up, down, button1, button2); +#endif + + if (player_action) + { +#if 0 + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); +#endif + +#if 0 + /* !!! TEST !!! */ + if (player->MovPos == 0) + CheckGravityMovement(player); +#endif + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); + } + + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + + SetPlayerWaiting(player, FALSE); + +#if 1 + return player_action; +#else + stored_player_action[player->index_nr] = player_action; +#endif + } + else + { +#if 0 + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); +#endif + + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovementWhenNotMoving(player); + + if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + + player->is_dropping = FALSE; + + return 0; + } + +#if 0 + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif +} + +#else + +static void PlayerActions(struct PlayerInfo *player, byte player_action) +{ + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; + 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); + + stored_player_action[player->index_nr] = 0; + num_stored_actions++; + + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + + if (!player->active || tape.pausing) + return; + + if (player_action) + { + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); + + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); + } + + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + + stored_player_action[player->index_nr] = player_action; + } + else + { + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovementWhenNotMoving(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + } + + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +} +#endif + +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) + { + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_frames = + MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + + if (!advance_player_counters) /* not all players may be affected */ + continue; + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + +#if USE_NEW_PUSH_DELAY + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; +#endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } +} + +void GameActions() +{ + static unsigned long game_frame_delay = 0; + unsigned long game_frame_delay_value; + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; + byte *recorded_player_action; + byte summarized_player_action = 0; +#if 1 + byte tape_action[MAX_PLAYERS]; +#endif + + if (game_status != GAME_MODE_PLAYING) + return; + + game_frame_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; + + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); + + if (network_playing && !network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); +#endif + */ + +#if defined(NETWORK_AVALIABLE) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif + + if (game_status != GAME_MODE_PLAYING) + return; + + if (!network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: failed to get network player actions in time\n"); +#endif + */ + return; + } + } + + if (tape.pausing) + return; + +#if 0 + printf("::: getting new tape action [%d]\n", FrameCounter); +#endif + + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + +#if 1 + /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ + if (recorded_player_action == NULL && tape.pausing) + return; +#endif + +#if 0 + printf("::: %d\n", stored_player[0].action); +#endif + +#if 0 + if (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].action = recorded_player_action[i]; +#endif + + for (i = 0; i < MAX_PLAYERS; i++) + { + summarized_player_action |= stored_player[i].action; + + if (!network_playing) + stored_player[i].effective_action = stored_player[i].action; + } + +#if defined(NETWORK_AVALIABLE) + if (network_playing) + SendToServer_MovePlayer(summarized_player_action); +#endif + + if (!options.network && !setup.team_mode) + local_player->effective_action = summarized_player_action; + +#if 1 + if (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = recorded_player_action[i]; +#endif + +#if 1 + for (i = 0; i < MAX_PLAYERS; i++) + { + tape_action[i] = stored_player[i].effective_action; + + if (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ + } + + /* only save actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); +#endif + + for (i = 0; i < MAX_PLAYERS; i++) + { + int actual_player_action = stored_player[i].effective_action; + +#if 1 + /* !!! THIS BREAKS THE FOLLOWING TAPES: !!! + - rnd_equinox_tetrachloride 048 + - rnd_equinox_tetrachloride_ii 096 + - rnd_emanuel_schmieg 002 + - doctor_sloan_ww 001, 020 + */ + if (stored_player[i].MovPos == 0) + CheckGravityMovement(&stored_player[i]); +#endif + +#if 1 + /* overwrite programmed action with tape action */ + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; +#endif + +#if 0 + if (stored_player[i].programmed_action) + printf("::: %d\n", stored_player[i].programmed_action); +#endif + + if (recorded_player_action) + { +#if 0 + if (stored_player[i].programmed_action && + stored_player[i].programmed_action != recorded_player_action[i]) + printf("::: %d: %d <-> %d\n", i, + stored_player[i].programmed_action, recorded_player_action[i]); +#endif + +#if 0 + actual_player_action = recorded_player_action[i]; +#endif + } + +#if 0 + /* overwrite tape action with programmed action */ + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; +#endif + +#if 0 + if (i == 0) + printf("::: action: %d: %x [%d]\n", + stored_player[i].MovPos, actual_player_action, FrameCounter); +#endif + +#if 1 + PlayerActions(&stored_player[i], actual_player_action); +#else + tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); + + if (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ +#endif + + ScrollPlayer(&stored_player[i], SCROLL_GO_ON); + } + +#if 0 + if (tape.recording) + TapeRecordAction(tape_action); +#endif + + network_player_action_received = FALSE; + + ScrollScreen(NULL, SCROLL_GO_ON); + +#if 0 + FrameCounter++; + TimeFrames++; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].Frame++; +#endif + +#if 1 + /* for backwards compatibility, the following code emulates a fixed bug that + occured when pushing elements (causing elements that just made their last + pushing step to already (if possible) make their first falling step in the + same game frame, which is bad); this code is also needed to use the famous + "spring push bug" which is used in older levels and might be wanted to be + used also in newer levels, but in this case the buggy pushing code is only + affecting the "spring" element and no other elements */ + +#if 1 + if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) +#else + if (game.engine_version < VERSION_IDENT(2,2,0,7)) +#endif + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int x = player->jx; + int y = player->jy; + +#if 1 + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y) && + (game.engine_version < VERSION_IDENT(2,2,0,7) || + Feld[x][y] == EL_SPRING)) +#else + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y)) +#endif + { + ContinueMoving(x, y); + + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif + + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) + { + Changed[x][y] = FALSE; + ChangeEvent[x][y] = -1; + +#if USE_NEW_BLOCK_STYLE + /* this must be handled before main playfield loop */ + if (Feld[x][y] == EL_PLAYER_IS_LEAVING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + RemoveField(x, y); + } +#endif + +#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"); + + ChangePage[x][y] = -1; + } +#endif + + Stop[x][y] = FALSE; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; + + GfxFrame[x][y]++; + +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements with zero push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + +#if DEBUG + if (IS_BLOCKED(x, y)) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + { + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); + printf("GameActions(): This should never happen!\n"); + } + } +#endif + } + + 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 0 + if (element == -1) + { + printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter); + + element = graphic = 0; + } +#endif + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(GfxFrame[x][y], graphic)) + ResetRandomAnimationValue(x, y); + + SetRandomAnimationValue(x, y); + +#if 1 + PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); +#endif + + if (IS_INACTIVE(element)) + { + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + continue; + } + +#if 1 + /* this may take place after moving, so 'element' may have changed */ +#if 0 + if (IS_CHANGING(x, y)) +#else + if (IS_CHANGING(x, y) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) +#endif + { +#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 (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) + { + StartMoving(x, y); + +#if 1 + element = Feld[x][y]; + 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 + + 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_TYPE_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]; + +#if 1 + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + CAN_GROW_INTO(element) || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; + } +#else + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + element == EL_SAND || + 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; + } +#endif + + 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_TYPE_NORMAL); + + ExplodeField[x][y] = EX_TYPE_NONE; + } + + 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; + TapeTime++; + + 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 (!level.use_step_counter) + { + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillHero(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + } + + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + } + + 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 USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +#else + 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; + +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } +#endif + +#if 1 + if (local_player->show_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } +#endif + +#if USE_NEW_RANDOMIZE + /* use random number generator in every frame to make it less predictable */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + RND(1); +#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; + + 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; +} + +#if 0 +static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) +{ + int nextx = x + dx, nexty = y + dy; + int element = Feld[x][y]; + + if ((dx == -1 && + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dx == +1 && + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dy == -1 && + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + (dy == +1 && + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) + return FALSE; + + return TRUE; +} +#endif + +static boolean canFallDown(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || +#if USE_NEW_BLOCK_STYLE +#if USE_GRAVITY_BUGFIX_OLD + Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING || +#endif +#endif + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; +#if 0 + int nextx = newx + dx; + int nexty = newy + dy; +#endif + +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && +#if 0 + (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) && +#endif + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && + !CAN_MOVE(Feld[newx][newy]) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); +#endif +#endif +#endif +} + +static void CheckGravityMovement(struct PlayerInfo *player) +{ + if (game.gravity && !player->programmed_action) + { +#if 1 + int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; +#else + int move_dir_horizontal = player->action & MV_HORIZONTAL; + int move_dir_vertical = player->action & MV_VERTICAL; +#endif + +#if 1 + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; +#else + boolean player_is_snapping = player->action & JOY_BUTTON_1; +#endif + + int jx = player->jx, jy = player->jy; + + boolean player_is_moving_to_valid_field = + (!player_is_snapping && + (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || + canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); + +#if 0 + int move_dir = + (player->last_move_dir & MV_HORIZONTAL ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); +#endif + +#if 0 + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + int nextx = new_jx + dx, nexty = new_jy + dy; +#endif + +#if 1 + +#if 1 + boolean player_can_fall_down = canFallDown(player); +#else + boolean player_can_fall_down = + (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid))); +#endif + +#else + boolean player_can_fall_down = + (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1))); +#endif + +#if 0 + boolean player_is_moving_to_valid_field = + ( +#if 1 + !player_is_snapping && +#endif + +#if 1 + IN_LEV_FIELD(new_jx, new_jy) && + (IS_DIGGABLE(Feld[new_jx][new_jy]) || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir && + IN_LEV_FIELD(nextx, nexty) && + element_info[Feld[nextx][nexty]].access_direction & move_dir)) +#else + IN_LEV_FIELD(new_jx, new_jy) && + (Feld[new_jx][new_jy] == EL_SP_BASE || + Feld[new_jx][new_jy] == EL_SAND || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + canEnterSupaplexPort(new_jx, new_jy, dx, dy))) + /* !!! extend EL_SAND to anything diggable !!! */ +#endif + ); +#endif + +#if 0 + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN))); +#endif + +#if 0 + printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", + player_can_fall_down, + player_is_standing_on_valid_field, + player_is_moving_to_valid_field, + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); +#endif + + if (player_can_fall_down && +#if 0 + !player_is_standing_on_valid_field && +#endif + !player_is_moving_to_valid_field) + { +#if 0 + printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n", + jx, jy, FrameCounter); +#endif + + player->programmed_action = MV_DOWN; + } + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ +#if 1 + return CheckGravityMovement(player); +#endif + + if (game.gravity && !player->programmed_action) + { + int jx = player->jx, jy = player->jy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && + !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); + + if (field_under_player_is_free && !player_is_standing_on_valid_field) + 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 trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int jx = player->jx, jy = player->jy; + int new_jx = jx + dx, new_jy = jy + dy; + int 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(new_jx, new_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, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); + if (can_move != MF_MOVING) + return can_move; + + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_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++; + +#if 0 + player->drop_delay = 0; +#endif + + PlayerVisit[jx][jy] = FrameCounter; + + ScrollPlayer(player, SCROLL_INIT); + +#if 0 + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X, + leave_side); + CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); + } + + if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) + { + CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_PLAYER_ENTERS_X, enter_side); + CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_ENTERED_BY_PLAYER, enter_side); + } +#endif + + 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 1 + if (!player->active) + return FALSE; + + if (!dx && !dy) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + + return FALSE; + } +#else + if (!player->active || (!dx && !dy)) + return FALSE; +#endif + +#if 0 + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) + return FALSE; +#else + +#if 1 + +#if 0 + printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, + player->move_delay + player->move_delay_value); +#endif + +#if USE_NEW_MOVE_DELAY + if (player->move_delay > 0) +#else + if (!FrameReached(&player->move_delay, player->move_delay_value)) +#endif + { +#if 0 + printf("::: can NOT move\n"); +#endif + + return FALSE; + } +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return FALSE; +#endif + +#endif + +#if 0 + printf("::: COULD move now\n"); +#endif + +#if USE_NEW_MOVE_DELAY + player->move_delay = -1; /* set to "uninitialized" value */ +#endif + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + + /* remove the last programmed player action */ + player->programmed_action = 0; + + if (player->MovPos) + { + /* should only happen if pre-1.2 tape recordings are played */ + /* this is only for backward compatibility */ + + int original_move_delay_value = player->move_delay_value; + +#if DEBUG + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); +#endif + + /* scroll remaining steps with finest movement resolution */ + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; + + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else + FrameCounter++; +#endif + + DrawAllPlayers(); + BackToFront(); + } + + player->move_delay_value = original_move_delay_value; + } + + if (player->last_move_dir & MV_HORIZONTAL) + { + 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 */ + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll more than one field at a time */ + scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); + + /* don't scroll against the player's moving direction */ + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) + scroll_x = old_scroll_x; + } + else /* player has moved vertically */ + { + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* 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); + } + } + } + +#if 0 +#if 1 + InitPlayerGfxAnimation(player, ACTION_DEFAULT); +#else + if (!(moved & MF_MOVING) && !player->is_pushing) + player->Frame = 0; +#endif +#endif + + player->StepFrame = 0; + + if (moved & MF_MOVING) + { +#if 0 + printf("::: REALLY moves now\n"); +#endif + + if (old_jx != jx && old_jy == jy) + player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); + else if (old_jx == jx && old_jy != jy) + player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); + + DrawLevelField(jx, jy); /* for "crumbled sand" */ + + player->last_move_dir = player->MovDir; + player->is_moving = TRUE; +#if 1 + player->is_snapping = FALSE; +#endif + +#if 1 + player->is_switching = FALSE; +#endif + + player->is_dropping = FALSE; + + +#if 0 + /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ + +#if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0)) +#endif + { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + +#if 1 + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +#endif + + } +#endif + + + } + else + { + CheckGravityMovementWhenNotMoving(player); + + /* + player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; + +#if USE_NEW_MOVE_STYLE + /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ + /* ensure that the player is also allowed to move in the next frame */ + /* (currently, the player is forced to wait eight frames before he can try + again!!!) */ + + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + player->move_delay = 0; /* allow direct movement in the next frame */ +#endif + } + +#if USE_NEW_MOVE_DELAY + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; +#endif + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } + + if (!player->active) + RemoveHero(player); + + return moved; +} + +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 || !player->MovPos) + return; + + if (mode == SCROLL_INIT) + { + player->actual_frame_counter = FrameCounter; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + +#if 0 + printf("::: %06d: %d,%d: %d (%d) [%d]\n", + FrameCounter, + last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION, + player->block_delay); +#endif + +#if USE_NEW_BLOCK_STYLE + +#if 0 + if (player->block_delay <= 0) + printf("::: ALERT! block_delay == %d\n", player->block_delay); +#endif + + if ((player->block_last_field || player->block_delay_adjustment > 0) && + Feld[last_jx][last_jy] == EL_EMPTY) + { + int last_field_block_delay = 0; /* start with no blocking at all */ + int block_delay_adjustment = player->block_delay_adjustment; + + /* if player blocks last field, add delay for exactly one move */ + if (player->block_last_field) + { + last_field_block_delay += player->move_delay_value; + +#if USE_GRAVITY_BUGFIX_NEW + /* when blocking enabled, prevent moving up despite gravity */ + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; +#endif + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; + +#if 0 +#if USE_BLOCK_DELAY_BUGFIX + /* when blocking enabled, correct block delay for fast movement */ + if (player->block_last_field && + player->move_delay_value < MOVE_DELAY_NORMAL_SPEED) + last_field_block_delay = + player->move_delay_value + player->block_delay_adjustment; +#endif +#endif + +#if 0 +#if USE_GRAVITY_BUGFIX_NEW + /* when blocking enabled, correct block delay for gravity movement */ + if (player->block_last_field && + game.gravity && player->MovDir == MV_UP) + last_field_block_delay = player->move_delay_value - 1; +#endif +#endif + + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; + } +#else +#if USE_NEW_MOVE_STYLE + if ((game.engine_version < VERSION_IDENT(3,1,1,0) || + player->block_last_field) && + Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#else + if (Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#endif +#endif + +#if 0 + DrawPlayer(player); +#endif + + return; + } + else if (!FrameReached(&player->actual_frame_counter, 1)) + return; + + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + +#if USE_NEW_BLOCK_STYLE +#else + if (!player->block_last_field && + Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else + Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif + + if (player->MovPos == 0) /* player reached destination field */ + { +#if 1 + if (player->move_delay_reset_counter > 0) + { + player->move_delay_reset_counter--; + + if (player->move_delay_reset_counter == 0) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + } +#else + if (IS_PASSABLE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } +#endif + +#if USE_NEW_BLOCK_STYLE +#else + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else + Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif + + player->last_jx = jx; + player->last_jy = jy; + + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ + { + DrawPlayer(player); /* needed here only to cleanup last field */ + RemoveHero(player); + + if (local_player->friends_still_needed == 0 || + IS_SP_ELEMENT(Feld[jx][jy])) + player->LevelSolved = player->GameOver = TRUE; + } + +#if 1 + /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ + /* this breaks one level: "machine", level 000 */ +#if 0 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif + { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int old_jx = last_jx; + int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + +#if 1 + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +#endif + + } +#endif + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#if 1 +#if 1 + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) +#endif + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#endif + + if (!player->active) + RemoveHero(player); + } + + if (level.use_step_counter) + { + int i; + + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillHero(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + } + + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + } +} + +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; + + screen_frame_counter = FrameCounter; + ScreenMovDir = player->MovDir; + ScreenMovPos = player->MovPos; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + return; + } + else if (!FrameReached(&screen_frame_counter, 1)) + return; + + if (ScreenMovPos) + { + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + redraw_mask |= REDRAW_FIELD; + } + else + ScreenMovDir = MV_NO_MOVING; +} + +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, border_side); +#else + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, border_side); + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); +#endif + } + else if (IS_PLAYER(xx, yy)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, center_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, center_side); + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); +#endif + + break; + } + } +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int border_trigger_element = EL_UNDEFINED; + int i, j; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) && + !change_center_element) + { + for (j = 0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->can_change && + change->has_event[CE_TOUCHING_X] && + change->trigger_side & border_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element) +#else + change->trigger_element == border_element +#endif + ) + { + change_center_element = TRUE; + center_element_change_page = j; + border_trigger_element = border_element; + + break; + } + } + } + + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X)) + { + for (j = 0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->can_change && + change->has_event[CE_TOUCHING_X] && + change->trigger_side & center_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element) +#else + change->trigger_element == center_element +#endif + ) + { +#if 0 + printf("::: border_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(xx, yy, border_element, center_element, + CE_TOUCHING_X, j); + break; + } + } + } + } + + if (change_center_element) + { +#if 0 + printf("::: center_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(x, y, center_element, border_trigger_element, + CE_TOUCHING_X, center_element_change_page); + } +} + +void TestIfElementHitsCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + +#if !USE_HITTING_SOMETHING_BUGFIX + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +#endif + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; +#if 0 + int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) + { + int i; + +#if !USE_HIT_BY_SOMETHING_BUGFIX + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); +#endif + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X)) + { + 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->has_event[CE_HITTING_X] && + change->trigger_side & touched_side && + +#if 1 + IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) +#else + change->trigger_element == touched_element +#endif + ) + { + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_HITTING_X, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X)) + { + 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->has_event[CE_HIT_BY_X] && + change->trigger_side & hitting_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) +#else + change->trigger_element == hitting_element +#endif + ) + { + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_HIT_BY_X, i); + break; + } + } + } + +#if USE_HIT_BY_SOMETHING_BUGFIX + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); +#endif + } + } + +#if USE_HITTING_SOMETHING_BUGFIX + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +#endif +} + +#if 0 +void TestIfElementSmashesCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + EP_CAN_SMASH_EVERYTHING, direction); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; +#if 0 + int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) + { + int i; + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->has_event[CE_OTHER_IS_SMASHING] && + change->trigger_side & touched_side && + +#if 1 + IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) +#else + change->trigger_element == touched_element +#endif + ) + { + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->has_event[CE_OTHER_GETS_SMASHED] && + change->trigger_side & hitting_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) +#else + change->trigger_element == hitting_element +#endif + ) + { + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_SMASHED,i); + break; + } + } + } + } + } +} +#endif + +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) +{ + int i, kill_x = -1, kill_y = -1; + int bad_element = -1; + static int test_xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int test_dir[4] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int test_x, test_y, test_move_dir, test_element; + + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + + if (!IN_LEV_FIELD(test_x, test_y)) + continue; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif + + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + { + kill_x = test_x; + kill_y = test_y; + bad_element = test_element; + + break; + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(kill_x, kill_y); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillHero(player); +#else + if (player->shield_deadly_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillHero(player); +#endif + } + else + Bang(good_x, good_y); + } +} + +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 + }; + + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ + return; + + for (i = 0; i < NUM_DIRECTIONS; 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)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillHero(player); +#else + if (player->shield_deadly_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillHero(player); +#endif + } + 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 < NUM_DIRECTIONS; 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; + } + } + + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); +} + +void KillHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + + if (!player->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); +} + +static void KillHeroUnlessEnemyProtected(int x, int y) +{ + if (!PLAYER_ENEMY_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + +static void KillHeroUnlessExplosionProtected(int x, int y) +{ + if (!PLAYER_EXPLOSION_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + +void BuryHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + + if (!player->active) + return; + +#if 1 + PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else + PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); +#endif + PlayLevelSound(jx, jy, SND_GAME_LOSING); + + player->GameOver = TRUE; + RemoveHero(player); +} + +void RemoveHero(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + int i, found = FALSE; + + player->present = FALSE; + player->active = FALSE; + + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + found = TRUE; + + if (!found) + AllPlayersGone = TRUE; + + ExitX = ZX = jx; + ExitY = ZY = jy; +} + +/* + ============================================================================= + checkDiagonalPushing() + ----------------------------------------------------------------------------- + check if diagonal input device direction results in pushing of object + (by checking if the alternative direction is walkable, diggable, ...) + ============================================================================= +*/ + +static boolean checkDiagonalPushing(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy) +{ + int jx, jy, dx, dy, xx, yy; + + if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); +} + +/* + ============================================================================= + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= +*/ + +int DigField(struct PlayerInfo *player, + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) +{ +#if 0 + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); +#endif + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; + int jx = oldx, jy = oldy; + int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int opposite_direction = MV_DIR_OPPOSITE(move_direction); +#if 1 + int dig_side = MV_DIR_OPPOSITE(move_direction); +#else + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(move_direction)]; +#endif + int old_element = Feld[jx][jy]; + int element; + + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; + + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else + player->push_delay = 0; +#endif + + return MF_NO_ACTION; + } + } + + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MF_NO_ACTION; + +#if 0 + +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) +#endif + { + int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); + int tube_leave_directions[][2] = + { + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + }; + + while (tube_leave_directions[i][0] != tube_element) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } + +#else + + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + +#endif + + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ + + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ + + element = Feld[x][y]; + + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; + + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + return MF_NO_ACTION; + +#if 1 + if (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + + switch (element) + { +#if 0 + case EL_SP_PORT_LEFT: + case EL_SP_PORT_RIGHT: + case EL_SP_PORT_UP: + case EL_SP_PORT_DOWN: + case EL_SP_PORT_HORIZONTAL: + case EL_SP_PORT_VERTICAL: + case EL_SP_PORT_ANY: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_GRAVITY_PORT_DOWN: +#if 1 + if (!canEnterSupaplexPort(x, y, dx, dy)) + return MF_NO_ACTION; +#else + if ((dx == -1 && + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dx == +1 && + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dy == -1 && + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + (dy == +1 && + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; +#endif + + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; +#if 1 + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ + + DOUBLE_PLAYER_SPEED(player); + } +#else + player->move_delay_reset_counter = 2; + + DOUBLE_PLAYER_SPEED(player); +#endif + +#if 0 + printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter); +#endif + + PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); + break; +#endif + +#if 0 + case EL_TUBE_ANY: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERTICAL_LEFT: + case EL_TUBE_VERTICAL_RIGHT: + case EL_TUBE_HORIZONTAL_UP: + case EL_TUBE_HORIZONTAL_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + + PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); + } + break; +#endif + + default: + +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else + if (IS_WALKABLE(element)) +#endif + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; + +#if 0 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + + if (IS_RND_GATE(element)) + { + if (!player->key[RND_GATE_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_RND_GATE_GRAY(element)) + { + if (!player->key[RND_GATE_GRAY_NR(element)]) + 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 */ + } + + /* play sound from background or player, whatever is available */ + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); + + break; + } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else + else if (IS_PASSABLE(element)) +#endif + { +#if 0 + if (!canPassField(x, y, move_direction)) + return MF_NO_ACTION; +#else + +#if 0 +#if 1 + if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || + !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || + (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) + return MF_NO_ACTION; +#else + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; +#endif +#endif + +#if 1 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#else + if (IS_CUSTOM_ELEMENT(element) && + !ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#endif + +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif + +#endif + + if (IS_EM_GATE(element)) + { + if (!player->key[EM_GATE_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_EM_GATE_GRAY(element)) + { + if (!player->key[EM_GATE_GRAY_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; + } + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; +#if 1 + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ + + DOUBLE_PLAYER_SPEED(player); + } +#else + player->move_delay_reset_counter = 2; + + DOUBLE_PLAYER_SPEED(player); +#endif + + PlayLevelSoundAction(x, y, ACTION_PASSING); + + break; + } + else if (IS_DIGGABLE(element)) + { + RemoveField(x, y); + + if (mode != DF_SNAP) + { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else + GfxElement[x][y] = + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif + player->is_digging = TRUE; + } + + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + + break; + } + else if (IS_COLLECTIBLE(element)) + { + RemoveField(x, y); + + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } + + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += 10; + DrawGameValue_Time(TimeLeft); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if (IS_KEY(element)) + { + player->key[KEY_NR(element)] = TRUE; + + DrawGameValue_Keys(player->key); + + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) + { +#if 1 + player->show_envelope = element; +#else + ShowEnvelope(element - EL_ENVELOPE_1); +#endif + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; + + if (element_info[element].collect_count == 0) + player->inventory_infinite_element = element; + else + for (i = 0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + DrawGameValue_Emeralds(local_player->gems_still_needed); + } + + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); + +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + + break; + } + else if (IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MF_NO_ACTION; + + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; + + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MF_NO_ACTION; + +#if 1 + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MF_NO_ACTION; +#endif + +#if 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; +#endif + +#if 1 - 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; +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } +#else + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } +#endif + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } - test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + /* + 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 - test_element = Feld[test_x][test_y]; -#else - test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); + printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n", + player->push_delay, player->push_delay_value, + FrameCounter, game.engine_version, + player_was_pushing, player->is_pushing, + element, element_info[element].token_name, + GET_NEW_PUSH_DELAY(element)); #endif - /* 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; - } - } + player->is_pushing = TRUE; - if (kill_x != -1 || kill_y != -1) - { - if (IS_PLAYER(good_x, good_y)) - { - struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + 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 (player->shield_active_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 (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; -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 test_dir[4] = - { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN - }; +#if USE_NEW_PUSH_DELAY - if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ - return; +#if 0 + if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) + printf("::: ALERT: %d, %d [%d / %d]\n", + player->push_delay, player->push_delay2, + FrameCounter, FrameCounter / 50); +#endif - for (i=0; i<4; i++) - { - int test_x, test_y, test_move_dir, test_element; + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; +#else + if (player->push_delay == 0) /* new pushing; restart delay */ + player->push_delay = FrameCounter; +#endif - 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; +#if USE_NEW_PUSH_DELAY +#if 0 + if ( (player->push_delay > 0) != (!xxx_fr) ) + printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", + player->push_delay, + xxx_pdv2, player->push_delay2, player->push_delay_value, + FrameCounter, FrameCounter / 50); +#endif - test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); +#if 0 + if (player->push_delay > 0 && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#else + /* !!! */ + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif - test_element = Feld[test_x][test_y]; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif + { + /* make sure that there is no move delay before next try to push */ +#if USE_NEW_MOVE_DELAY + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; +#else + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = INITIAL_MOVE_DELAY_OFF; +#endif - /* 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])) - { - /* good thing is player or penguin that does not move away */ - if (IS_PLAYER(test_x, test_y)) - { - struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + return MF_NO_ACTION; + } - if (bad_element == EL_ROBOT && player->is_moving) - continue; /* robot does not kill player if he is moving */ +#if 0 + printf("::: NOW PUSHING... [%d]\n", FrameCounter); +#endif - kill_x = test_x; - kill_y = test_y; - break; - } - else if (test_element == EL_PINGUIN) - { - kill_x = test_x; - kill_y = test_y; - break; - } - } - } + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - if (kill_x != -1 || kill_y != -1) - { - if (IS_PLAYER(kill_x, kill_y)) - { - struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } -#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); + Feld[x][y] = EL_SOKOBAN_OBJECT; - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); + if (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 (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 (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); - if (player->shield_active_time_left > 0) - Bang(bad_x, bad_y); - else if (!PLAYER_PROTECTED(kill_x, kill_y)) - KillHero(player); - } - else - Bang(kill_x, kill_y); - } -} + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; -void TestIfHeroTouchesBadThing(int x, int y) -{ - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); -} + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) -{ - TestIfGoodThingHitsBadThing(x, y, move_dir); -} + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; -void TestIfBadThingTouchesHero(int x, int y) -{ - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); -} + 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 */ -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) -{ - TestIfBadThingHitsGoodThing(x, y, move_dir); -} +#if USE_PUSH_BUGFIX + /* now: check for element change _after_ element has been pushed! */ +#if 1 + if (game.use_change_when_pushing_bug) +#else + if (game.engine_version < VERSION_IDENT(3,1,0,0)) +#endif + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } -void TestIfFriendTouchesBadThing(int x, int y) -{ - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); -} +#else -void TestIfBadThingTouchesFriend(int x, int y) -{ - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); -} +#if 1 + /* check for element change _after_ element has been pushed! */ +#else -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 } - }; +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); +#endif +#endif - for (i=0; i<4; i++) - { - int x, y, element; +#endif - x = bad_x + xy[i][0]; - y = bad_y + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) - continue; + break; + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x,y, element, + CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_LIFE || - element == EL_AMOEBING || element == EL_TROPFEN) - { - kill_x = x; - kill_y = y; - break; - } - } + return MF_ACTION; + } - if (kill_x != bad_x || kill_y != bad_y) - Bang(bad_x, bad_y); -} + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; -void KillHero(struct PlayerInfo *player) -{ - int jx = player->jx, jy = player->jy; + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); - if (!player->active) - return; + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; - if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_LEERRAUM; + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; - /* deactivate shield (else Bang()/Explode() would not work right) */ - player->shield_passive_time_left = 0; - player->shield_active_time_left = 0; + 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); - Bang(jx, jy); - BuryHero(player); -} +#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--; -static void KillHeroUnlessProtected(int x, int y) -{ - if (!PLAYER_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); -} + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawGameValue_Time(TimeLeft); -void BuryHero(struct PlayerInfo *player) -{ - int jx = player->jx, jy = player->jy; + ResetGfxAnimation(x, y); + DrawLevelField(x, y); - if (!player->active) - return; +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } - PlaySoundLevel(jx, jy, SND_AUTSCH); - PlaySoundLevel(jx, jy, SND_LACHEN); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_SWITCH_OF_X, + player->index_bit, dig_side); - player->GameOver = TRUE; - RemoveHero(player); -} + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); -void RemoveHero(struct PlayerInfo *player) -{ - int jx = player->jx, jy = player->jy; - int i, found = FALSE; + return MF_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - player->present = FALSE; - player->active = FALSE; +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_SWITCH_OF_X, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_SWITCH_OF_X, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); +#endif + } - if (!ExplodeField[jx][jy]) - StorePlayer[jx][jy] = 0; +#if 1 + /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); +#endif + } - for (i=0; ipush_delay = -1; +#else + player->push_delay = 0; +#endif - ExitX = ZX = jx; - ExitY = ZY = jy; +#if USE_PENGUIN_COLLECT_BUGFIX + if (is_player) /* function can also be called by EL_PENGUIN */ +#endif + { + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + } + + return MF_MOVING; } -int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) +boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; - int dx = x - jx, dy = y - jy; - int move_direction = (dx == -1 ? MV_LEFT : + 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); - int element; - if (!player->MovPos) - player->Pushing = FALSE; +#if 0 + if (player->MovPos != 0) + return FALSE; +#else + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) + return FALSE; +#endif - if (mode == DF_NO_PUSH) - { - player->Switching = FALSE; - player->push_delay = 0; - return MF_NO_ACTION; - } + if (!player->active || !IN_LEV_FIELD(x, y)) + return FALSE; - if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; + if (dx && dy) + return FALSE; - if (IS_TUBE(Feld[jx][jy])) + if (!dx && !dy) { - int i = 0; - int tube_leave_directions[][2] = - { - { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZ_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 } - }; + if (player->MovPos == 0) + player->is_pushing = FALSE; - while (tube_leave_directions[i][0] != Feld[jx][jy]) + player->is_snapping = FALSE; + + if (player->MovPos == 0) { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; } - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + return FALSE; } - element = Feld[x][y]; + if (player->is_snapping) + return FALSE; - switch (element) + player->MovDir = snap_direction; + +#if 1 + if (player->MovPos == 0) +#endif { - case EL_LEERRAUM: - PlaySoundLevel(x, y, SND_EMPTY); - break; + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - case EL_ERDREICH: - case EL_SAND_INVISIBLE: - case EL_TRAP_INACTIVE: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_SCHLURF); - break; + player->is_dropping = FALSE; - case EL_SP_BASE: - case EL_SP_BUG: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_SP_BASE); - break; + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + return FALSE; - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: - case EL_SP_INFOTRON: - case EL_PEARL: - case EL_CRYSTAL: - RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : - element == EL_PEARL ? 5 : - element == EL_CRYSTAL ? 8 : 1); - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; - RaiseScoreElement(element); - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), - FS_SMALL, FC_YELLOW); - if (element == EL_SP_INFOTRON) - PlaySoundLevel(x, y, SND_SP_INFOTRON); - else - PlaySoundLevel(x, y, SND_PONG); - break; + player->is_snapping = TRUE; - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_PONG); - break; +#if 1 + if (player->MovPos == 0) +#endif + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - case EL_ENVELOPE: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_PONG); - break; +#if 1 + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); +#endif - case EL_EXTRA_TIME: - RemoveField(x, y); - if (level.time > 0) - { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - } - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); - break; + DrawLevelField(x, y); - case EL_SHIELD_PASSIVE: - RemoveField(x, y); - player->shield_passive_time_left += 10; - PlaySoundLevel(x, y, SND_PONG); - break; +#if 0 + BackToFront(); +#endif - case EL_SHIELD_ACTIVE: - RemoveField(x, y); - player->shield_passive_time_left += 10; - player->shield_active_time_left += 10; - PlaySoundLevel(x, y, SND_PONG); - break; + return TRUE; +} - case EL_DYNAMITE_INACTIVE: - case EL_SP_DISK_RED: - RemoveField(x, y); - player->dynamite++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - if (element == EL_SP_DISK_RED) - PlaySoundLevel(x, y, SND_SP_INFOTRON); - else - PlaySoundLevel(x, y, SND_PONG); - break; +boolean DropElement(struct PlayerInfo *player) +{ + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; +#if 1 + int drop_side = drop_direction; +#else + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; + int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; +#endif + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + +#if USE_DROP_BUGFIX + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MF_ACTION; +#endif - case EL_DYNABOMB_NR: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_PONG); - break; + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); - case EL_DYNABOMB_SZ: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_PONG); - break; + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } - case EL_DYNABOMB_XL: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_PONG); - break; + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: - { - int key_nr = element - EL_SCHLUESSEL1; + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) + return FALSE; - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); - PlaySoundLevel(x, y, SND_PONG); - break; - } + /* check if player has anything that can be dropped */ +#if 1 + if (new_element == EL_UNDEFINED) + return FALSE; +#else + if (player->inventory_size == 0 && + player->inventory_infinite_element == EL_UNDEFINED && + player->dynabombs_left == 0) + return FALSE; +#endif - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) + return FALSE; + + /* collected custom elements can only be dropped on empty fields */ +#if 1 + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) + return FALSE; +#else + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) + return FALSE; +#endif + + if (old_element != EL_EMPTY) + Back[dropx][dropy] = old_element; /* store old element on this field */ + + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); + + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) + { + if (player->inventory_size > 0) { - int key_nr = element - EL_EM_KEY_1; + player->inventory_size--; - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1 + key_nr); - PlaySoundLevel(x, y, SND_PONG); - break; +#if 0 + new_element = player->inventory_element[player->inventory_size]; +#endif + + DrawGameValue_Dynamite(local_player->inventory_size); + + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; } - case EL_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; - ZX = x; - ZY = y; - DrawLevelField(x, y); - return MF_ACTION; - break; + Feld[dropx][dropy] = new_element; - case EL_SP_TERMINAL: - { - int xx, yy; + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - } - return MF_ACTION; - break; +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); +#else + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); +#endif - case EL_SWITCHGATE_SWITCH_1: - case EL_SWITCHGATE_SWITCH_2: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - } - return MF_ACTION; - break; + TestIfElementTouchesCustomElement(dropx, dropy); + } + else /* player is dropping a dyna bomb */ + { + player->dynabombs_left--; - case EL_LIGHT_SWITCH_OFF: - case EL_LIGHT_SWITCH_ON: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - } - return MF_ACTION; - break; +#if 0 + new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; +#endif - case EL_TIMEGATE_SWITCH_OFF: - ActivateTimegateSwitch(x, y); + Feld[dropx][dropy] = new_element; - return MF_ACTION; - break; + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - case EL_BALLOON_SEND_LEFT: - case EL_BALLOON_SEND_RIGHT: - case EL_BALLOON_SEND_UP: - case EL_BALLOON_SEND_DOWN: - case EL_BALLOON_SEND_ANY: - if (element == EL_BALLOON_SEND_ANY) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT : - element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SEND_UP ? MV_UP : - element == EL_BALLOON_SEND_DOWN ? MV_DOWN : - MV_NO_MOVING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + } - return MF_ACTION; - break; - case EL_SP_EXIT: - if (local_player->gems_still_needed > 0) - return MF_NO_ACTION; - player->LevelSolved = player->GameOver = TRUE; - PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT); - break; +#if 1 - case EL_FELSBROCKEN: - case EL_BD_ROCK: - case EL_BOMBE: - case EL_DX_SUPABOMB: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: - case EL_SP_ZONK: - case EL_SP_DISK_ORANGE: - case EL_SPRING: - if (dy || mode == DF_SNAP) - return MF_NO_ACTION; + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + { +#if 1 + InitField_WithBug1(dropx, dropy, FALSE); +#else + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); +#endif + } - player->Pushing = TRUE; + new_element = Feld[dropx][dropy]; /* element might have changed */ - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { +#if 0 + int move_stepsize = element_info[new_element].move_stepsize; +#endif + int move_direction, nextx, nexty; - if (real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } + if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) + MovDir[dropx][dropy] = drop_direction; + + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); + +#if 1 + Changed[dropx][dropy] = FALSE; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else - if (player->push_delay == 0) - player->push_delay = FrameCounter; + if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) + { #if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_SPRING) - return MF_NO_ACTION; + WasJustMoving[dropx][dropy] = 3; #else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0) && - element != EL_SPRING) - return MF_NO_ACTION; +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); #endif +#endif + } +#if 0 + /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ + else + { + Changed[dropx][dropy] = FALSE; /* allow another change */ - RemoveField(x, y); - Feld[x+dx][y+dy] = element; +#if 1 + TestIfElementHitsCustomElement(dropx, dropy, move_direction); +#else + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); +#endif + } +#endif - if (element == EL_SPRING) - { - Feld[x+dx][y+dy] = EL_SPRING_MOVING; - MovDir[x+dx][y+dy] = move_direction; - } +#endif - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); +#if 0 + player->drop_delay = 2 * TILEX / move_stepsize + 1; +#endif + } + +#if 0 + player->drop_delay = 8 + 8 + 8; +#endif + +#if 1 + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); +#endif - DrawLevelField(x+dx, y+dy); - if (element == EL_FELSBROCKEN || element == EL_BD_ROCK) - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); - else if (element == EL_KOKOSNUSS) - PlaySoundLevel(x+dx, y+dy, SND_KNURK); - else if (IS_SP_ELEMENT(element)) - PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); - else - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */ - break; +#endif - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element - EL_PFORTE1]) - return MF_NO_ACTION; - break; + player->is_dropping = TRUE; - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!player->key[element - EL_PFORTE1X]) - return MF_NO_ACTION; - break; +#if USE_DROP_BUGFIX + player->drop_x = dropx; + player->drop_y = dropy; +#endif - 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; + return TRUE; +} - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ - PlaySoundLevel(x, y, SND_GATE); +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; - break; +void InitPlayLevelSound() +{ + int num_sounds = getSoundListSize(); - case EL_EM_GATE_1X: - case EL_EM_GATE_2X: - case EL_EM_GATE_3X: - case EL_EM_GATE_4X: - if (!player->key[element - EL_EM_GATE_1X]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} - PlaySoundLevel(x, y, SND_GATE); +static void PlayLevelSound(int x, int y, int nr) +{ + int sx = SCREENX(x), sy = SCREENY(y); + int volume, stereo_position; + int max_distance = 8; + int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); - break; + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) + return; - 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; + if (!IN_LEV_FIELD(x, y) || + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) + return; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + volume = SOUND_MAX_VOLUME; - PlaySoundLevel(x, y, SND_GATE); + if (!IN_SCR_FIELD(sx, sy)) + { + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; - break; + volume -= volume * (dx > dy ? dx : dy) / max_distance; + } - case EL_SP_PORT1_LEFT: - case EL_SP_PORT2_LEFT: - case EL_SP_PORT1_RIGHT: - case EL_SP_PORT2_RIGHT: - case EL_SP_PORT1_UP: - case EL_SP_PORT2_UP: - case EL_SP_PORT1_DOWN: - case EL_SP_PORT2_DOWN: - case EL_SP_PORT_X: - case EL_SP_PORT_Y: - case EL_SP_PORT_XY: - if ((dx == -1 && - element != EL_SP_PORT1_LEFT && - element != EL_SP_PORT2_LEFT && - element != EL_SP_PORT_X && - element != EL_SP_PORT_XY) || - (dx == +1 && - element != EL_SP_PORT1_RIGHT && - element != EL_SP_PORT2_RIGHT && - element != EL_SP_PORT_X && - element != EL_SP_PORT_XY) || - (dy == -1 && - element != EL_SP_PORT1_UP && - element != EL_SP_PORT2_UP && - element != EL_SP_PORT_Y && - element != EL_SP_PORT_XY) || - (dy == +1 && - element != EL_SP_PORT1_DOWN && - element != EL_SP_PORT2_DOWN && - element != EL_SP_PORT_Y && - element != EL_SP_PORT_XY) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; + stereo_position = (SOUND_MAX_LEFT + + (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / + (SCR_FIELDX + 2 * max_distance)); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ - PlaySoundLevel(x, y, SND_GATE); - break; + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; - case EL_TUBE_CROSS: - case EL_TUBE_VERTICAL: - case EL_TUBE_HORIZONTAL: - case EL_TUBE_VERT_LEFT: - case EL_TUBE_VERT_RIGHT: - case EL_TUBE_HORIZ_UP: - case EL_TUBE_HORIZ_DOWN: - case EL_TUBE_LEFT_UP: - case EL_TUBE_LEFT_DOWN: - case EL_TUBE_RIGHT_UP: - case EL_TUBE_RIGHT_DOWN: - { - int i = 0; - int tube_enter_directions[][2] = - { - { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, - { -1, MV_NO_MOVING } - }; + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; + } - while (tube_enter_directions[i][0] != element) - { - i++; - if (tube_enter_directions[i][0] == -1) /* should not happen */ - break; - } + PlaySoundExt(nr, volume, stereo_position, type); +} - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ - } - break; +static void PlayLevelSoundNearest(int x, int y, int sound_action) +{ + 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); +} - case EL_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* door is not (yet) open */ - return MF_NO_ACTION; - break; +static void PlayLevelSoundAction(int x, int y, int action) +{ + PlayLevelSoundElementAction(x, y, Feld[x][y], action); +} - case EL_AUSGANG_AUF: - if (mode == DF_SNAP) - return MF_NO_ACTION; +static void PlayLevelSoundElementAction(int x, int y, int element, int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; - PlaySoundLevel(x, y, SND_BUING); + if (sound_effect != SND_UNDEFINED) + PlayLevelSound(x, y, sound_effect); +} - break; +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DENG); - return MF_ACTION; - break; + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} - case EL_ZEIT_VOLL: - Feld[x][y] = EL_ZEIT_LEER; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - DrawLevelField(x, y); - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); - return MF_ACTION; - break; +static void PlayLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; - case EL_SOKOBAN_FELD_LEER: - break; + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} - case EL_SOKOBAN_FELD_VOLL: - case EL_SOKOBAN_OBJEKT: - case EL_SONDE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; +static void StopLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; - player->Pushing = TRUE; + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSound(sound_effect); +} - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER - || !IS_SB_ELEMENT(element)))) - return MF_NO_ACTION; +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 */ +} - if (dx && real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } - else if (dy && real_dx) - { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) - return MF_NO_ACTION; - } +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); - 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.game_version < GAME_VERSION_2_0) && - element != EL_BALLOON) - return MF_NO_ACTION; + if (sample == SAMPLE_bug) + printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample); #endif - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FELD_VOLL) - { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - local_player->sokobanfields_still_needed++; - } - else - RemoveField(x, y); + switch (sample) + { + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) - { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_DENG); - } - else - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; - } - else - { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - } + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; - DrawLevelField(x, y); - DrawLevelField(x+dx, y+dy); - if (element == EL_BALLOON) - PlaySoundLevel(x+dx, y+dy, SND_SCHLURF); - else - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_BUING); - } + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); break; - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); break; - default: - return MF_NO_ACTION; - } + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; - player->push_delay = 0; + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; - return MF_MOVING; -} + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; -boolean SnapField(struct PlayerInfo *player, int dx, int dy) -{ - int jx = player->jx, jy = player->jy; - int x = jx + dx, y = jy + dy; + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING); + break; - if (!player->active || !IN_LEV_FIELD(x, y)) - return FALSE; + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; - if (dx && dy) - return FALSE; + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; - if (!dx && !dy) - { - player->snapped = FALSE; - return FALSE; - } + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; - if (player->snapped) - return FALSE; + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; - if (!DigField(player, x, y, 0, 0, DF_SNAP)) - return FALSE; + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif + break; - player->snapped = TRUE; - DrawLevelField(x, y); - BackToFront(); + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; - return TRUE; -} + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; -boolean PlaceBomb(struct PlayerInfo *player) -{ - int jx = player->jx, jy = player->jy; - int element; + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; - if (!player->active || player->MovPos) - return FALSE; + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; - element = Feld[jx][jy]; + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) - return FALSE; + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; - if (element != EL_LEERRAUM) - Store[jx][jy] = element; + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; - if (player->dynamite) - { - Feld[jx][jy] = EL_DYNAMITE_ACTIVE; - MovDelay[jx][jy] = 96; - player->dynamite--; - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); - } - } - else - { - Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); - MovDelay[jx][jy] = 96; - player->dynabombs_left--; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); - } + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; - return TRUE; -} + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; -void PlaySoundLevel(int x, int y, int sound_nr) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int volume, stereo; - int silence_distance = 8; + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; - if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) - return; + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; - if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) - return; + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; - volume = PSND_MAX_VOLUME; + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; -#if !defined(PLATFORM_MSDOS) - stereo = (sx - SCR_FIELDX/2) * 12; -#else - stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo > PSND_MAX_RIGHT) - stereo = PSND_MAX_RIGHT; - if (stereo < PSND_MAX_LEFT) - stereo = PSND_MAX_LEFT; -#endif + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; - if (!IN_SCR_FIELD(sx, sy)) - { - int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; - int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; - volume -= volume * (dx > dy ? dx : dy) / silence_distance; - } + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + case SAMPLE_time: + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + break; + + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; + } } void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), - FS_SMALL, FC_YELLOW); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) { switch(element) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - RaiseScore(level.score[SC_EDELSTEIN]); + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_SP_INFOTRON: + RaiseScore(level.score[SC_EMERALD]); + break; + case EL_DIAMOND: + RaiseScore(level.score[SC_DIAMOND]); break; - case EL_DIAMANT: - RaiseScore(level.score[SC_DIAMANT]); + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); + break; + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); break; - case EL_KAEFER: - case EL_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + case EL_BUG: + case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); break; - case EL_FLIEGER: - case EL_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + case EL_SPACESHIP: + case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); break; - case EL_MAMPFER: - case EL_MAMPFER2: - RaiseScore(level.score[SC_MAMPFER]); + case EL_YAMYAM: + case EL_DARK_YAMYAM: + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -6320,16 +12930,39 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: - RaiseScore(level.score[SC_KOKOSNUSS]); + case EL_NUT: + RaiseScore(level.score[SC_NUT]); + break; + case EL_DYNAMITE: + case EL_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_DYNAMITE_INACTIVE: - RaiseScore(level.score[SC_DYNAMIT]); + case EL_EXTRA_TIME: + RaiseScore(level.score[SC_TIME_BONUS]); break; - case EL_SCHLUESSEL: - RaiseScore(level.score[SC_SCHLUESSEL]); + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: + RaiseScore(level.score[SC_KEY]); break; default: + RaiseScore(element_info[element].collect_score); break; } } @@ -6342,19 +12975,31 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(); else #endif { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); } } else { + +#if 1 + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); +#endif + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + +#if 1 + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); +#endif + } } @@ -6419,9 +13064,9 @@ void CreateGameButtons() { int i; - for (i=0; icustom_id; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; switch (id) @@ -6513,7 +13166,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PAUSE: if (options.network) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else @@ -6527,7 +13180,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PLAY: if (tape.pausing) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else @@ -6548,7 +13201,10 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; - PlayMusic(level_nr); + + SetAudioMode(setup.sound); + + PlayLevelMusic(); } break; @@ -6556,14 +13212,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: