X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=b73c4dc8d1b43187cc21798d4c4ac84fcdb9dfe8;hb=37a06df577bbfd00f4b361f92cacb0d97036ba93;hp=6a771c300a535dfcf90c638b1d79970a64e4ae89;hpb=615a8c2934804dacec082ba713078d9fd7070b12;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 6a771c30..d2e58439 100644 --- a/src/game.c +++ b/src/game.c @@ -21,32 +21,45 @@ #include "tape.h" #include "network.h" -/* this switch controls how rocks move horizontally */ -#define OLD_GAME_BEHAVIOUR FALSE - /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_STUFF ( 1) + +#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) +#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1) +#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1) +#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) + /* 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() */ +/* for Bang()/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_DYNA (1 << 4) +#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 +72,8 @@ #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) */ @@ -73,7 +87,8 @@ #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) /* values for initial player move delay (initial delay counter value) */ @@ -81,20 +96,133 @@ #define INITIAL_MOVE_DELAY_ON 0 /* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 +#if 0 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#else +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) +#endif #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 MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) + +#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_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ + RND(element_info[e].ce_value_random_initial)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) +#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \ + RND((c)->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 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)))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#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) + +#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)) + +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) + +#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 @@ -109,17 +237,60 @@ /* forward declaration for internal use */ +static void CreateField(int, int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); +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 KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); -static void PlaySoundLevel(int, int, int); -static void PlaySoundLevelNearest(int, int, int); -static void PlaySoundLevelAction(int, int, int); -static void PlaySoundLevelElementAction(int, int, int, int); -static void PlaySoundLevelActionIfLoop(int, int, int); -static void StopSoundLevelActionIfLoop(int, int, int); +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif + +static void HandleElementChange(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); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) + +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 *); @@ -133,31 +304,34 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; /* ------------------------------------------------------------------------- */ /* forward declaration for changer functions */ -static void InitBuggyBase(int x, int y); -static void WarnBuggyBase(int x, int y); +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); -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, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); -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, int); +static void RunTimegateWheel(int, int); -static void InitTimegateWheel(int x, int y); -static void RunTimegateWheel(int x, int y); +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); struct ChangingElementInfo { - int base_element; - int next_element; + int element; + int target_element; int change_delay; void (*pre_change_function)(int x, int y); void (*change_function)(int x, int y); void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { { EL_NUT_BREAKING, @@ -183,6 +357,30 @@ static struct ChangingElementInfo changing_element_list[] = NULL, NULL }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -288,6 +486,14 @@ static struct ChangingElementInfo changing_element_list[] = RunTimegateWheel, NULL }, + { + EL_EMC_MAGIC_BALL_ACTIVE, + EL_EMC_MAGIC_BALL_ACTIVE, + 0, + InitMagicBallDelay, + NULL, + ActivateMagicBall + }, { EL_UNDEFINED, @@ -299,15 +505,193 @@ static struct ChangingElementInfo changing_element_list[] = } }; -static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, + + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, + + { EL_UNDEFINED, 0, 0 }, +}; + +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int direction; +} +access_direction_list[] = +{ + { 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 }, + + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NONE } +}; + +static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; + +#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY]) +#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) +#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ + IS_JUST_CHANGING(x, y)) + +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) + +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; + +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) \ + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } +} + +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; +} + +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; -#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) + player->move_delay_value_next = -1; + player->move_delay_reset_counter = 0; + } +} void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -318,7 +702,7 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); @@ -366,7 +750,7 @@ static int getBeltDirFromBeltSwitchElement(int element) static int belt_move_dir[3] = { MV_LEFT, - MV_NO_MOVING, + MV_NONE, MV_RIGHT }; @@ -375,60 +759,101 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - switch (Feld[x][y]) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } - else - { - stored_player[0].use_murphy_graphic = TRUE; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; - Feld[x][y] = EL_PLAYER_1; + return; } - /* no break! */ - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy = 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"); - } - } + /* ---------- initialize player's last field block delay --------------- */ + + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + /* 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 (!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_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; break; case EL_STONEBLOCK: @@ -496,6 +921,11 @@ static void InitField(int x, int y, boolean init_game) 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; @@ -503,34 +933,13 @@ static void InitField(int x, int y, boolean init_game) local_player->lights_still_needed++; break; - case EL_SOKOBAN_FIELD_EMPTY: - local_player->sokobanfields_still_needed++; - break; - case EL_PENGUIN: local_player->friends_still_needed++; break; case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); - break; - - case EL_SP_EMPTY: - Feld[x][y] = EL_EMPTY; - break; - - case EL_EM_KEY_1_FILE: - Feld[x][y] = EL_EM_KEY_1; - break; - case EL_EM_KEY_2_FILE: - Feld[x][y] = EL_EM_KEY_2; - break; - case EL_EM_KEY_3_FILE: - Feld[x][y] = EL_EM_KEY_3; - break; - case EL_EM_KEY_4_FILE: - Feld[x][y] = EL_EM_KEY_4; + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; case EL_CONVEYOR_BELT_1_SWITCH_LEFT: @@ -573,143 +982,705 @@ static void InitField(int x, int y, boolean init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; - default: + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; break; - } -} -void DrawGameDoorValues() -{ - int i, j; + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; - for (i=0; igems_still_needed, 3), FONT_TEXT_2); - DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); - DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FONT_TEXT_2); - DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FONT_TEXT_2); -} +#if USE_NEW_CUSTOM_VALUE + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); +#endif + } +#else + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); +#endif + 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); -/* - ============================================================================= - InitGameEngine() - ----------------------------------------------------------------------------- - initialize game engine due to level / tape version number - ============================================================================= -*/ + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); -static void InitGameEngine() -{ - int i; + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; - /* set game engine from tape file when re-playing, else from level file */ - game.engine_version = (tape.playing ? tape.engine_version : - level.game_version); + group->choice_pos++; - /* dynamically adjust element properties according to game engine version */ - InitElementPropertiesEngine(game.engine_version); + Feld[x][y] = group->element_resolved[element_pos]; -#if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); + InitField(x, y, init_game); + } + break; + } + +#if 1 + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); #endif - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : - INITIAL_MOVE_DELAY_OFF); +#if 0 - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#if USE_NEW_CUSTOM_VALUE -#if 0 - /* dynamically adjust element properties according to game engine version */ - { - static int ep_em_slippery_wall[] = - { - EL_STEELWALL, - EL_WALL, - EL_EXPANDABLE_WALL, - EL_EXPANDABLE_WALL_HORIZONTAL, - EL_EXPANDABLE_WALL_VERTICAL, - EL_EXPANDABLE_WALL_ANY - }; - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); +#if 1 + CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); +#else + CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial; +#endif - /* special EM style gems behaviour */ - for (i=0; i VERSION_IDENT(2,0,1))); - } #endif +} - /* initialize changing elements information */ - for (i=0; ibase_element; + /* 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); +} - changing_element[element].base_element = ce->base_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; +static inline void InitField_WithBug2(int x, int y, boolean init_game) +{ + 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" + */ +} - i++; - } +inline void DrawGameValue_Emeralds(int value) +{ + DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} - /* add changing elements from custom element configuration */ - for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) - { - int element = EL_CUSTOM_START + i; - struct ElementChangeInfo *change = &element_info[element].change; +inline void DrawGameValue_Dynamite(int value) +{ + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} - /* only add custom elements that change after fixed/random frame delay */ - if (!IS_CHANGEABLE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) - continue; +inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int i; - changing_element[element].base_element = element; - changing_element[element].next_element = change->successor; - changing_element[element].change_delay = (change->delay_fixed * - change->delay_frames); + /* 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)); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS, + MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS); } } +inline void DrawGameValue_Score(int value) +{ + DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); +} -/* - ============================================================================= - InitGame() +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); +} + +inline void DrawGameValue_Level(int value) +{ + if (level_nr < 100) + DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); + else + { + /* misuse area for displaying emeralds to draw bigger level number */ + DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, + int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + + /* 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); + + /* restore the area for displaying emeralds */ + DrawGameValue_Emeralds(local_player->gems_still_needed); + + /* yes, this is all really ugly :-) */ + } +} + +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; + + for (i = 0; i < MAX_NUM_KEYS; i++) + key[i] = key_bits & (1 << i); + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(emeralds); + DrawGameValue_Dynamite(dynamite); + DrawGameValue_Score(score); + DrawGameValue_Time(time); + + DrawGameValue_Keys(key); +} + +void DrawGameDoorValues() +{ + int i; + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + DrawGameDoorValues_EM(); + + return; + } + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(local_player->gems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); + + for (i = 0; i < MAX_PLAYERS; i++) + DrawGameValue_Keys(stored_player[i].key); +} + +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; + + 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); + + /* replace element which caused too deep recursion by question mark */ + group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + + return; + } + + if (recursion_depth == 0) /* initialization */ + { + group = element_info[group_element].group; + group_nr = group_element - EL_GROUP_START; + + 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; + } + } +} + + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i, j, k, l, x, y; + + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ + + /* + 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. + */ + + 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))); + + /* + Summary of bugfix/change: + Fixed handling for blocking the field the player leaves when moving. + + Fixed/changed in version: + 3.1.1 + + Description: + Before 3.1.1, when "block last field when moving" was enabled, the field + the player is leaving when moving was blocked for the time of the move, + and was directly unblocked afterwards. This resulted in the last field + being blocked for exactly one less than the number of frames of one player + move. Additionally, even when blocking was disabled, the last field was + blocked for exactly one frame. + Since 3.1.1, due to changes in player movement handling, the last field + is not blocked at all when blocking is disabled. When blocking is enabled, + the last field is blocked for exactly the number of frames of one player + move. Additionally, if the player is Murphy, the hero of Supaplex, the + last field is blocked for exactly one more than the number of frames of + one player move. + + Affected levels/tapes: + (!!! yet to be determined -- probably many !!!) + */ + + game.use_block_last_field_bug = + (game.engine_version < VERSION_IDENT(3,1,1,0)); + + /* + Summary of bugfix/change: + Changed behaviour of CE changes with multiple changes per single frame. + + Fixed/changed in version: + 3.2.0-6 + + Description: + Before 3.2.0-6, only one single CE change was allowed in each engine frame. + This resulted in race conditions where CEs seem to behave strange in some + situations (where triggered CE changes were just skipped because there was + already a CE change on that tile in the playfield in that engine frame). + Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME. + (The number of changes per frame must be limited in any case, because else + it is easily possible to define CE changes that would result in an infinite + loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value + should be set large enough so that it would only be reached in cases where + the corresponding CE change conditions run into a loop. Therefore, it seems + to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the + maximal number of change pages for custom elements.) + + Affected levels/tapes: + Probably many. + */ + +#if USE_ONLY_ONE_CHANGE_PER_FRAME + game.max_num_changes_per_frame = 1; +#else + game.max_num_changes_per_frame = + (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32); +#endif + + /* ---------------------------------------------------------------------- */ + + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#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 1 + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + get_move_delay_from_stepsize(level.initial_player_stepsize); +#else + /* 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 + + /* 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); + + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + + /* ---------- initialize changing elements ------------------------------- */ + + /* initialize changing elements information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + { + ei->has_change_event[j] = FALSE; + + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } + } + + /* 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]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; + + ei->has_change_event[CE_DELAY] = TRUE; + + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } + + /* ---------- initialize internal run-time variables ------------- */ + + 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].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } + } + + /* add change events from custom element configuration */ + 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++) + { + if (!ei->change_page[j].can_change_or_has_action) + continue; + + 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])) + { + ei->has_change_event[k] = TRUE; + + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } + } + + /* ---------- 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; + ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; + } + } + + /* ---------- 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; + + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change_or_has_action) + continue; + + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) + { + int trigger_element = ei->change_page[j].trigger_element; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + if (ei->change_page[j].has_event[k]) + { + 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; + } + } + } + } + } + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + element_info[i].push_delay_fixed = game.default_push_delay_fixed; + element_info[i].push_delay_random = game.default_push_delay_random; + } + } + + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) + { + int e = push_delay_list[i].element; + + element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; + element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + } + + /* set push delay value for Supaplex elements for newer engine versions */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_SP_ELEMENT(i)) + { + /* 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; + } + } + } + + /* ---------- 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++) + { + int e = move_stepsize_list[i].element; + + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; + } + + /* ---------- initialize collect score ----------------------------------- */ + + /* initialize collect score values for custom elements from initial value */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_score = element_info[i].collect_score_initial; + + /* ---------- initialize collect count ----------------------------------- */ + + /* initialize collect count values for non-custom elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_count_initial = 0; + + /* add collect 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_initial = + collect_count_list[i].count; + + /* ---------- initialize access direction -------------------------------- */ + + /* 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; + + /* 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; + + /* ---------- initialize explosion content ------------------------------- */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_CUSTOM_ELEMENT(i)) + continue; + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + { + /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */ + + element_info[i].content.e[x][y] = + (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW : + i == EL_PLAYER_2 ? EL_EMERALD_RED : + i == EL_PLAYER_3 ? EL_EMERALD : + i == EL_PLAYER_4 ? EL_EMERALD_PURPLE : + i == EL_MOLE ? EL_EMERALD_RED : + i == EL_PENGUIN ? EL_EMERALD_PURPLE : + i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) : + i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND : + i == EL_SP_ELECTRON ? EL_SP_INFOTRON : + i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content : + i == EL_WALL_EMERALD ? EL_EMERALD : + i == EL_WALL_DIAMOND ? EL_DIAMOND : + i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND : + i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW : + i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED : + i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE : + i == EL_WALL_PEARL ? EL_PEARL : + i == EL_WALL_CRYSTAL ? EL_CRYSTAL : + EL_EMPTY); + } + } +} + +int get_num_special_action(int element, int action_first, int action_last) +{ + int num_special_action = 0; + int i, j; + + for (i = action_first; i <= action_last; i++) + { + boolean found = FALSE; + + for (j = 0; j < NUM_DIRECTIONS; j++) + if (el_act_dir2img(element, i, j) != + el_act_dir2img(element, ACTION_DEFAULT, j)) + found = TRUE; + + if (found) + num_special_action++; + else + break; + } + + return num_special_action; +} + +/* + ============================================================================= + InitGame() ----------------------------------------------------------------------------- initialize and start new game ============================================================================= @@ -724,24 +1695,15 @@ void InitGame() InitGameEngine(); -#if 0 -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); -#else - printf("Using old amoeba code.\n"); -#endif -#endif -#endif - /* don't play tapes over network */ network_playing = (options.network && !tape.playing); - for (i=0; iindex_nr = i; + player->index_bit = (1 << i); player->element_nr = EL_PLAYER_1 + i; player->present = FALSE; @@ -757,45 +1719,95 @@ void InitGame() player->lights_still_needed = 0; player->friends_still_needed = 0; - for (j=0; j<4; j++) + for (j = 0; j < MAX_NUM_KEYS; j++) player->key[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; - player->MovDir = MV_NO_MOVING; + player->MovDir = MV_NONE; player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; player->GfxPos = 0; - player->GfxDir = MV_NO_MOVING; + player->GfxDir = MV_NONE; player->GfxAction = ACTION_DEFAULT; player->Frame = 0; player->StepFrame = 0; - player->use_murphy_graphic = FALSE; - player->use_disk_red_graphic = FALSE; + player->use_murphy = FALSE; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); + + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ + + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; - player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; + player->step_counter = 0; + + player->last_move_dir = MV_NONE; - player->is_moving = FALSE; 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; + + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + + player->anim_delay_counter = 0; + player->post_delay_counter = 0; + + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); + + player->switch_x = -1; + player->switch_y = -1; + + player->drop_x = -1; + player->drop_y = -1; + player->show_envelope = 0; + +#if 1 + SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE); +#else player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; - player->push_delay = 0; - player->push_delay_value = 5; + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; - player->snapped = FALSE; + player->cannot_move = FALSE; +#endif + + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; + + player->drop_delay = 0; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -803,7 +1815,10 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + 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; @@ -812,20 +1827,22 @@ void InitGame() network_player_action_received = FALSE; -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* initial null action */ if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); + SendToServer_MovePlayer(MV_NONE); #endif ZX = ZY = -1; + ExitX = ExitY = -1; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; TimeLeft = level.time; + TapeTime = 0; - ScreenMovDir = MV_NO_MOVING; + ScreenMovDir = MV_NONE; ScreenMovPos = 0; ScreenGfxPos = 0; @@ -839,51 +1856,79 @@ void InitGame() game.light_time_left = 0; game.timegate_time_left = 0; game.switchgate_pos = 0; - game.balloon_dir = MV_NO_MOVING; + game.wind_direction = level.wind_direction_initial; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; - for (i=0; i<4; i++) + game.lenses_time_left = 0; + game.magnify_time_left = 0; + + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; + + game.envelope_active = FALSE; + + for (i = 0; i < NUM_BELTS; i++) { - game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir[i] = MV_NONE; game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } - for (i=0; i= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } +#endif + + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= 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; + + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; + + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; + } + +#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 + } + /* correct non-moving belts to start moving left */ - for (i=0; i<4; i++) - if (game.belt_dir[i] == MV_NO_MOVING) + for (i = 0; i < NUM_BELTS; i++) + if (game.belt_dir[i] == MV_NONE) game.belt_dir_nr[i] = 3; /* not moving, next moving left */ /* check if any connected player was not found in playfield */ - for (i=0; iconnected && !player->present) { - for (j=0; jjx, jy = some_player->jy; @@ -914,7 +2007,18 @@ void InitGame() { player->present = TRUE; player->active = TRUE; + some_player->present = FALSE; + some_player->active = FALSE; + +#if 0 + player->element_nr = some_player->element_nr; +#endif + + player->artwork_element = some_player->artwork_element; + + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; StorePlayer[jx][jy] = player->element_nr; player->jx = player->last_jx = jx; @@ -928,9 +2032,9 @@ void InitGame() if (tape.playing) { - /* when playing a tape, eliminate all players who do not participate */ + /* when playing a tape, eliminate all players which do not participate */ - for (i=0; ijx, jy = player->jy; player->active = FALSE; + player->present = FALSE; + StorePlayer[jx][jy] = 0; Feld[jx][jy] = EL_EMPTY; } @@ -970,14 +2076,14 @@ void InitGame() /* when recording the game, store which players take part in the game */ if (tape.recording) { - for (i=0; ijx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; - CloseDoor(DOOR_CLOSE_1); +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; - DrawLevel(); - DrawAllPlayers(); + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + found_rating = 4; + found_element = element; + } - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + if (!IS_CUSTOM_ELEMENT(element)) + continue; - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + if (CAN_CHANGE(element)) + { + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as single target */ + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); - /* copy default game door content to main double buffer */ - BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); + found_rating = 3; + found_element = element; + } + } + } + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) + { + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[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++) + { + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[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 { - DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); - BlitBitmap(drawto, drawto, - DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - getFontWidth(FONT_LEVEL_NUMBER) * 3, - getFontHeight(FONT_LEVEL_NUMBER) - 1, - DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); + 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); } - DrawGameDoorValues(); + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); + + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + InitGameEngine_EM(); + } + else + { + DrawLevel(); + DrawAllPlayers(); - 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(); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, bitmap_db_door, - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - OpenDoor(DOOR_OPEN_ALL); + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + } + /* !!! FIX THIS (END) !!! */ - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); - if (setup.sound_music) - PlayMusic(level_nr); + if (!game.restart_level) + { + /* 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); + } - KeyboardAutoRepeatOffUnlessAutoplay(); + DrawGameDoorValues(); - if (options.debug) + if (!game.restart_level) { - for (i=0; i<4; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); + 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 ")); + } } + + game.restart_level = FALSE; +} + +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +{ + /* this is used for non-R'n'D game engines to update certain engine values */ + + /* 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) @@ -1161,35 +2381,96 @@ void InitMovDir(int x, int y) break; default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; - - for (i=0; i<4; i++) + if (IS_CUSTOM_ELEMENT(element)) { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + 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) + { + if (MovDir[x][y] != MV_NONE) + return; + + move_direction_initial = MV_START_AUTOMATIC; + } - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + 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 (element == EL_BUG || element == EL_BD_BUTTERFLY) + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); + + for (i = 0; i < NUM_DIRECTIONS; i++) { - MovDir[x][y] = direction[0][i]; - break; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + } + } + else + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i = 0; i < 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)) { - MovDir[x][y] = direction[1][i]; - break; + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } } } } break; } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1199,7 +2480,7 @@ void InitAmoebaNr(int x, int y) if (group_nr == 0) { - for (i=1; iMovPos) return; - if (tape.playing && tape.auto_play) + if (tape.auto_play) /* tape might already be stopped here */ tape.auto_play_level_solved = TRUE; local_player->LevelSolved = FALSE; @@ -1239,13 +2520,20 @@ void GameWon() { 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)) + + if (TimeLeft > 100 && TimeLeft % 10 == 0) + { TimeLeft -= 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); + } else + { TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + RaiseScore(level.score[SC_TIME_BONUS]); + } + + DrawGameValue_Time(TimeLeft); + BackToFront(); if (!tape.playing) @@ -1265,13 +2553,20 @@ void GameWon() { 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)) + + if (TimePlayed < 900 && TimePlayed % 10 == 0) + { TimePlayed += 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); + } else + { TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + RaiseScore(level.score[SC_TIME_BONUS]); + } + + DrawGameValue_Time(TimePlayed); + BackToFront(); if (!tape.playing) @@ -1282,8 +2577,23 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } - /* Hero disappears */ - DrawLevelField(ExitX, ExitY); + /* 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 = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + + /* player disappears */ + if (ExitX >= 0 && ExitY >= 0) + DrawLevelField(ExitX, ExitY); + BackToFront(); if (tape.playing) @@ -1343,7 +2653,7 @@ int NewHiScore() local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) return -1; - for (k=0; kscore > highscore[k].Score) { @@ -1354,14 +2664,14 @@ int NewHiScore() int m = MAX_SCORE_ENTRIES - 1; #ifdef ONE_PER_NAME - for (l=k; lk; l--) + for (l = m; l > k; l--) { strcpy(highscore[l].Name, highscore[l - 1].Name); highscore[l].Score = highscore[l - 1].Score; @@ -1392,6 +2702,37 @@ int NewHiScore() return position; } +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { +#if 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 + } + + return step; +} + void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) { if (player->GfxAction != action || player->GfxDir != dir) @@ -1417,30 +2758,43 @@ static void ResetGfxAnimation(int x, int y) { GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; } void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); - MovDir[newx][newy] = MovDir[x][y] = direction; + MovDir[x][y] = direction; + GfxDir[x][y] = direction; + GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; + /* this is needed for CEs with property "can move" / "not moving" */ - if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = ACTION_FALLING; - else - GfxAction[x][y] = ACTION_MOVING; + if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ + { + if (Feld[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; + MovDir[newx][newy] = MovDir[x][y]; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif + + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; + } } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1512,47 +2866,78 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { Feld[x][y] = EL_EMPTY; - GfxElement[x][y] = EL_UNDEFINED; + MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + 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_NONE; } void RemoveMovingField(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) { Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] != EL_BLOCKED) + { + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + DrawLevelField(oldx, oldy); + return; + } } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && + if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_EMPTY; + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_EMPTY; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1577,19 +2962,10 @@ void DrawDynamite(int x, int y) frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); -#if 1 if (Back[x][y] || Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else DrawGraphic(sx, sy, graphic, frame); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); - else if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic, frame); - else - DrawGraphic(sx, sy, graphic, frame); -#endif } void CheckDynamite(int x, int y) @@ -1601,126 +2977,398 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y] != 0) { DrawDynamite(x, y); - PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); return; } } -#if 1 - StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); -#else - if (Feld[x][y] == EL_DYNAMITE_ACTIVE || - Feld[x][y] == EL_SP_DISK_RED_ACTIVE) - StopSound(SND_DYNAMITE_ACTIVE); - else - StopSound(SND_DYNABOMB_ACTIVE); -#endif + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); Bang(x, y); } -void Explode(int ex, int ey, int phase, int mode) +void DrawRelocatePlayer(struct PlayerInfo *player) { - int x, y; - int num_phase = 9; - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; - - if (game.explosions_delayed) - { - ExplodeField[ex][ey] = mode; - return; - } + 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 jx = player->jx; + int jy = player->jy; - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + if (level.instant_relocation) { - int center_element = Feld[ex][ey]; + int offset = (setup.scroll_delay ? 3 : 0); - /* remove things displayed in background while burning dynamite */ - if (!IS_INDESTRUCTIBLE(Back[ex][ey])) - Back[ex][ey] = 0; + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } + else { - /* 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 ((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); } - for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = -999, scroll_yy = -999; + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) { - int element; + int dx = 0, dy = 0; + int fx = FX, fy = FY; - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && - (x != ex || y != ey))) - continue; + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - element = Feld[x][y]; + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); - if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) - { - element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); - } + 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 (IS_EXPLOSION_PROOF(element)) - continue; + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ + int el_player = GET_PLAYER_ELEMENT(el_player_raw); + int player_nr = GET_PLAYER_NR(el_player); + struct PlayerInfo *player = &stored_player[player_nr]; + 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); + 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; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + + AdvanceFrameAndPlayerCounters(player->index_nr); + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + + 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); + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); + } + + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); + + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +} + +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int last_phase; + int border_element; + + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + int artwork_element, explosion_element; /* set these values later */ + +#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 0 + /* !!! at this place, the center element may be EL_BLOCKED !!! */ + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + { + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; + } + + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ + + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); + + artwork_element = stored_player[player_nr].artwork_element; + + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + +#if 1 + last_phase = element_info[explosion_element].explosion_delay + 1; #else - if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0) || - (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + last_phase = element_info[center_element].explosion_delay + 1; +#endif + + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) + { + int xx = x - ex + 1; + int yy = y - ey + 1; + int element; + + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; + + element = Feld[x][y]; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + { + element = MovingOrBlocked2Element(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); + } + + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || element == EL_FLAMES) continue; -#endif + /* 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 */ - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); - Store[x][y] = 0; + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; } continue; } /* save walkable background elements while explosion on same tile */ - if (IS_INDESTRUCTIBLE(element)) + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) Back[x][y] = element; /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; - if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); + + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) { +#if 1 + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; + + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; +#else switch(StorePlayer[ex][ey]) { case EL_PLAYER_2: - Store[x][y] = EL_EMERALD_RED; + Store[x][y] = EL_PLAYER_IS_EXPLODING_2; break; case EL_PLAYER_3: - Store[x][y] = EL_EMERALD; + Store[x][y] = EL_PLAYER_IS_EXPLODING_3; break; case EL_PLAYER_4: - Store[x][y] = EL_EMERALD_PURPLE; + Store[x][y] = EL_PLAYER_IS_EXPLODING_4; break; case EL_PLAYER_1: default: - Store[x][y] = EL_EMERALD_YELLOW; + Store[x][y] = EL_PLAYER_IS_EXPLODING_1; break; } +#endif - if (game.emulation == EMU_SUPAPLEX) + if (PLAYERINFO(ex, ey)->use_murphy) Store[x][y] = EL_EMPTY; } +#if 1 + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; +#if 1 + /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE" + (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond + otherwise) -- FIX THIS !!! */ + else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY) + Store[x][y] = element_info[element].content.e[1][1]; +#else + else if (!CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; +#endif + else + Store[x][y] = EL_EMPTY; +#else else if (center_element == EL_MOLE) Store[x][y] = EL_EMERALD_RED; else if (center_element == EL_PENGUIN) @@ -1734,11 +3382,10 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (center_element == EL_YAMYAM) - Store[x][y] = - level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1]; - else if (IS_CUSTOM_ELEMENT(center_element)) - Store[x][y] = - element_info[center_element].content[x - ex + 1][y - ey + 1]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -1755,27 +3402,22 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; else Store[x][y] = EL_EMPTY; +#endif - if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } - Feld[x][y] = EL_EXPLOSION; - GfxElement[x][y] = EL_UNDEFINED; - MovDir[x][y] = MovPos[x][y] = 0; - AmoebaNr[x][y] = 0; + GfxElement[x][y] = artwork_element; + ExplodePhase[x][y] = 1; + ExplodeDelay[x][y] = last_phase; + Stop[x][y] = TRUE; } @@ -1792,33 +3434,66 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ + + last_phase = ExplodeDelay[x][y]; + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); - if (phase == first_phase_after_start) +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ + +#endif +#if 1 + + if (GfxElement[x][y] == EL_UNDEFINED) { - int element = Store2[x][y]; + 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"); - if (element == EL_BLACK_ORB) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } + GfxElement[x][y] = EL_EMPTY; } - else if (phase == half_phase) +#endif + + border_element = Store2[x][y]; + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; + + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) { - int element = Store2[x][y]; + boolean border_explosion = FALSE; - if (IS_PLAYER(x, y)) - KillHeroUnlessProtected(x, y); - else if (CAN_EXPLODE(element)) + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + KillPlayerUnlessExplosionProtected(x, y); + border_explosion = TRUE; + } + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; Bang(x, y); + border_explosion = TRUE; } - else if (element == EL_AMOEBA_TO_DIAMOND) + else if (border_element == EL_AMOEBA_TO_DIAMOND) + { AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; + } + + /* 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; } if (phase == last_phase) @@ -1827,27 +3502,57 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) + { + int player_nr = element - EL_PLAYER_IS_EXPLODING_1; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); + + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; + + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } + /* 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; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; - InitField(x, y, FALSE); - if (CAN_MOVE(element)) - InitMovDir(x, y); + GfxDir[x][y] = MV_NONE; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + InitField_WithBug2(x, y, FALSE); + DrawLevelField(x, y); - if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } - else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int stored = Store[x][y]; - int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : - stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : - IMG_SP_EXPLOSION); - int frame = getGraphicAnimationFrame(graphic, phase - delay); + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); if (phase == delay) DrawLevelFieldCrumbledSand(x, y); @@ -1870,6 +3575,7 @@ void Explode(int ex, int ey, int phase, int mode) void DynaExplode(int ex, int ey) { int i, j; + int dynabomb_element = Feld[ex][ey]; int dynabomb_size = 1; boolean dynabomb_xl = FALSE; struct PlayerInfo *player; @@ -1881,22 +3587,22 @@ void DynaExplode(int ex, int ey) { 0, +1 } }; - if (IS_ACTIVE_BOMB(Feld[ex][ey])) + if (IS_ACTIVE_BOMB(dynabomb_element)) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; dynabomb_size = player->dynabomb_size; dynabomb_xl = player->dynabomb_xl; player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - for (j=1; j<=dynabomb_size; j++) + for (j = 1; j <= dynabomb_size; j++) { - int x = ex + j * xy[i % 4][0]; - int y = ey + j * xy[i % 4][1]; + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; int element; if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) @@ -1908,12 +3614,10 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) break; } } @@ -1921,17 +3625,26 @@ void DynaExplode(int ex, int ey) void Bang(int x, int y) { - int element = Feld[x][y]; + int element = MovingOrBlocked2Element(x, y); + int explosion_type = EX_TYPE_NORMAL; - if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); - else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); -#if 0 - if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_EMPTY; -#endif + element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : + player->element_nr); + + if (level.use_explosion_element[player->index_nr]) + { + int explosion_element = level.explosion_element[player->index_nr]; + + if (element_info[explosion_element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[explosion_element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + } + } switch(element) { @@ -1945,8 +3658,8 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); break; + case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: case EL_DYNABOMB_PLAYER_3_ACTIVE: @@ -1954,41 +3667,46 @@ void Bang(int x, int y) case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: case EL_DYNABOMB_INCREASE_POWER: - DynaExplode(x, y); + explosion_type = EX_TYPE_DYNA; break; + case EL_PENGUIN: case EL_LAMP: case EL_LAMP_ACTIVE: - if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); - else - Explode(x, y, EX_PHASE_START, EX_CENTER); + case EL_AMOEBA_TO_DIAMOND: + if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */ + explosion_type = EX_TYPE_CENTER; break; + default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (element_info[element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; break; } + + if (explosion_type == EX_TYPE_DYNA) + DynaExplode(x, y); + else + Explode(x, y, EX_PHASE_START, explosion_type); + + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); } void SplashAcid(int x, int y) { - int element = Feld[x][y]; - - if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) - { - PlaySoundLevel(x, y, SND_ACID_SPLASHING); + if (IN_LEV_FIELD(x - 1, y - 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 (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && - (!IN_LEV_FIELD(x-1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - Feld[x-1][y] = EL_ACID_SPLASH_LEFT; + if (IN_LEV_FIELD(x + 1, y - 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; - if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && - (!IN_LEV_FIELD(x+1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; - } + PlayLevelSound(x, y, SND_ACID_SPLASHING); } static void InitBeltMovement() @@ -2011,11 +3729,11 @@ static void InitBeltMovement() int x, y, i, j; /* set frame order for belt animation graphic according to belt direction */ - for (i=0; i<4; i++) + for (i = 0; i < NUM_BELTS; i++) { int belt_nr = i; - for (j=0; j<3; j++) + for (j = 0; j < NUM_BELT_PARTS; j++) { int element = belt_base_active_element[belt_nr] + j; int graphic = el2img(element); @@ -2027,25 +3745,26 @@ static void InitBeltMovement() } } - for(y=0; y 0) { - int element = Feld[x][y]; + 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_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + 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); - if (element == EL_LIGHT_SWITCH && - game.light_time_left > 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); - DrawLevelField(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || - element == EL_INVISIBLE_WALL_ACTIVE || - element == EL_INVISIBLE_SAND_ACTIVE) - { - if (game.light_time_left == 0) - Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + /* 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); - } + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_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.lenses_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); + } + } +} + +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + element); + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + element); + DrawLevelField(x, y); } } } @@ -2271,28 +4113,29 @@ static void ActivateTimegateSwitch(int x, int y) game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; - for (yy=0; yy= 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 USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + DrawLevelField(x, y + 2); + + object_hit = TRUE; + } +#endif + if (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (last_line || object_hit); } - if (!lastline && smashed == EL_ACID) /* element falls into acid */ + if (!last_line && smashed == EL_ACID) /* element falls into acid */ { - SplashAcid(x, y); + SplashAcid(x, y + 1); return; } - if (lastline || object_hit) + /* !!! 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 ((element == EL_BOMB || - element == EL_SP_DISK_ORANGE || - element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ + if (impact && CAN_EXPLODE_IMPACT(element)) { Bang(x, y); return; } - else if (element == EL_PEARL) + else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + { + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + return; } - if (element == EL_AMOEBA_DROP && (lastline || object_hit)) + if (impact && element == EL_AMOEBA_DROP) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHeroUnlessProtected(x, y+1); + if (object_hit && IS_PLAYER(x, y + 1)) + KillPlayerUnlessEnemyProtected(x, y + 1); else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y+1); + Bang(x, y + 1); else { Feld[x][y] = EL_AMOEBA_GROWING; @@ -2360,7 +4232,7 @@ void Impact(int x, int y) return; } - if (!lastline && object_hit) /* check which object was hit */ + if (object_hit) /* check which object was hit */ { if (CAN_PASS_MAGIC_WALL(element) && (smashed == EL_MAGIC_WALL || @@ -2372,63 +4244,66 @@ void Impact(int x, int y) EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy=0; yy rnd_value/8) + else if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; else if (can_turn_right && rnd > rnd_value/8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_DRAGON) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = 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); - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) - can_move_on = TRUE; - - if (can_move_on && rnd > rnd_value/8) + if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) + else if (can_turn_right && rnd > rnd_value / 8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_MOLE) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || - Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)) - can_move_on = TRUE; - + 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) { - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(2) ? left_dir : right_dir); @@ -2774,15 +4645,15 @@ void TurnRound(int x, int y) } else if (element == EL_BALLOON) { - MovDir[x][y] = game.balloon_dir; + MovDir[x][y] = game.wind_direction; MovDelay[x][y] = 0; } else if (element == EL_SPRING) { - if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) && - (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || - (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))) - MovDir[x][y] = MV_NO_MOVING; + 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_NONE; MovDelay[x][y] = 0; } @@ -2801,7 +4672,7 @@ void TurnRound(int x, int y) { int i; - for (i=0; ijx, jy = player->jy; @@ -2809,7 +4680,8 @@ void TurnRound(int x, int y) if (!player->active) continue; - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { attr_x = jx; attr_y = jy; @@ -2817,7 +4689,9 @@ void TurnRound(int x, int y) } } - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) { attr_x = ZX; attr_y = ZY; @@ -2834,10 +4708,10 @@ void TurnRound(int x, int y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { @@ -2848,125 +4722,390 @@ void TurnRound(int x, int y) } } - MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) + else if (attr_x > x) MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) + else if (attr_y > y) MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); if (element == EL_ROBOT) { int newx, newy; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8+8*!RND(3); + MovDelay[x][y] = 8 + 8 * !RND(3); else MovDelay[x][y] = 16; } - else + else if (element == EL_PENGUIN) { int newx, newy; MovDelay[x][y] = 1; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) { boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_ACID || - (element == EL_PENGUIN && - (Feld[newx][newy] == EL_EXIT_OPEN || - IS_FOOD_PENGUIN(Feld[newx][newy]))))) + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) return; MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_ACID || - (element == EL_PENGUIN && - (Feld[newx][newy] == EL_EXIT_OPEN || - IS_FOOD_PENGUIN(Feld[newx][newy]))))) + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } - } -} + else /* (element == EL_SATELLITE) */ + { + int newx, newy; -static boolean JustBeingPushed(int x, int y) -{ - int i; + MovDelay[x][y] = 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); + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (x == next_jx && y == next_jy) - return TRUE; + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + 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); - return FALSE; -} - -void StartMoving(int x, int y) -{ - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); - boolean started_moving = FALSE; /* some elements can fall _and_ move */ - int element = Feld[x][y]; + if (element_info[element].move_stepsize == 0) /* "not moving" */ + return; - if (Stop[x][y]) - return; + 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; - GfxAction[x][y] = ACTION_DEFAULT; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) + { + if (move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - if (CAN_FALL(element) && y < lev_fieldy - 1) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_ANY_DIRECTION) { - if ((x>0 && IS_PLAYER(x-1, y)) || (xjx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + MovDir[x][y] = MV_NONE; + 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 (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; + } + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + } + } + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) + { + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NONE; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + static int test_xy[7][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN, + MV_UP, + MV_LEFT, + MV_RIGHT, + }; + boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); + int move_preference = -1000000; /* start with very low preference */ + int new_move_dir = MV_NONE; + int start_test = RND(4); + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; + + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; + + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; + + break; + } + + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) + continue; + + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; + + if (move_dir_preference > move_preference) + { + /* prefer field that has not been visited for the longest time */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + else if (move_dir_preference == move_preference && + move_dir == old_move_dir) + { + /* prefer last direction when all directions are preferred equally */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + } + + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + + TurnRoundExt(x, y); + + GfxDir[x][y] = MovDir[x][y]; + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (player->active && player->is_pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; + + if (CAN_FALL(element) && y < lev_fieldy - 1) + { + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) + if (JustBeingPushed(x, y)) + return; + + if (element == EL_QUICKSAND_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_ROCK; -#if 1 - PlaySoundLevelAction(x, y, ACTION_EMPTYING); -#else - PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); -#endif + + PlayLevelSoundAction(x, y, ACTION_EMPTYING); } - else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY) + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -2979,33 +5118,27 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_QUICKSAND_EMPTY; - Feld[x][y+1] = EL_QUICKSAND_FULL; - Store[x][y+1] = Store[x][y]; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; -#if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); -#else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); -#endif + + PlayLevelSoundAction(x, y, ACTION_FILLING); } } else if ((element == EL_ROCK || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_QUICKSAND_EMPTY) + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; -#if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); -#else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); -#endif + + PlayLevelSoundAction(x, y, ACTION_FILLING); } else if (element == EL_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -3013,7 +5146,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED(Store[x][y]); } - else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -3026,14 +5159,14 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED(Store[x][y]); + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); Store[x][y] = 0; } } else if (element == EL_BD_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -3041,7 +5174,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED2(Store[x][y]); } - else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -3054,56 +5187,68 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED2(Store[x][y]); Store[x][y] = 0; } } else if (CAN_PASS_MAGIC_WALL(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)) + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } -#if 0 - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) -#else - else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID) -#endif + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) { - SplashAcid(x, y); + SplashAcid(x, y + 1); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Store[x][y] = EL_ACID; -#if 0 - /* !!! TEST !!! better use "_FALLING" etc. !!! */ - GfxAction[x][y+1] = ACTION_ACTIVE; -#endif } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && - JustStopped[x][y]) + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (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))) { + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ + + CheckCollision[x][y] = 0; + Impact(x, y); } - else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug) + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { - if (MovDir[x][y] == MV_NO_MOVING) + if (MovDir[x][y] == MV_NONE) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; } } - else if (IS_FREE(x, y+1)) + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - if (JustStopped[x][y]) /* prevent animation from being restarted */ + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; InitMovingField(x, y, MV_DOWN); @@ -3114,83 +5259,165 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y+1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY - */ -#if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !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) + { + 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); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + +#if USE_NEW_ALL_SLIPPERY + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) + { + 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; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } #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) + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + 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); + } #endif + +#if USE_NEW_ALL_SLIPPERY #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) +#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])) + { + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; + } #endif - { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); - boolean right = (x0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; if ((belt_dir == MV_LEFT && left_is_free) || (belt_dir == MV_RIGHT && right_is_free)) { + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); + InitMovingField(x, y, belt_dir); started_moving = TRUE; + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; + GfxAction[x][y] = ACTION_DEFAULT; } + else + { + MovDir[x][y] = 0; /* if element was moving, stop it */ + } } } - /* not "else if" because of EL_SPRING */ + /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE) +#else if (CAN_MOVE(element) && !started_moving) +#endif { + int move_pattern = element_info[element].move_pattern; int newx, newy; - if ((element == EL_SATELLITE || - element == EL_BALLOON || - element == EL_SPRING) - && JustBeingPushed(x, y)) - return; - #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) +#if DEBUG + if (MovDir[x][y] == MV_NONE) { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] == EL_BLOCKED) - Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); } #endif #endif + Moving2Blocked(x, y, &newx, &newy); + + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; + + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + WasJustMoving[x][y] = 0; + CheckCollision[x][y] = 0; + + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + + if (Feld[x][y] != element) /* element has changed */ + return; + } + if (!MovDelay[x][y]) /* start new movement phase */ { /* all objects that can change their move direction after each step @@ -3198,7 +5425,13 @@ void StartMoving(int x, int y) if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && - element != EL_PACMAN) + element != EL_PACMAN && + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT && + move_pattern != MV_TURNING_LEFT_RIGHT && + move_pattern != MV_TURNING_RIGHT_LEFT && + move_pattern != MV_TURNING_RANDOM) { TurnRound(x, y); @@ -3220,7 +5453,7 @@ void StartMoving(int x, int y) element == EL_DARK_YAMYAM) { DrawLevelElementAnimationIfNeeded(x, y, element); - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) DrawLevelElementAnimationIfNeeded(x, y, element); @@ -3234,12 +5467,23 @@ void StartMoving(int x, int y) dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : dir == MV_UP ? IMG_FLAMES_1_UP : dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, -1); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); - for (i=1; i<=3; i++) + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i = 1; i <= 3; i++) { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) @@ -3249,14 +5493,30 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed)) + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif + + ChangeDelay[xx][yy] = 0; Feld[xx][yy] = EL_FLAMES; + if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); + } } else { @@ -3269,7 +5529,7 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); return; } @@ -3279,37 +5539,31 @@ void StartMoving(int x, int y) Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && - !PLAYER_PROTECTED(newx, newy)) + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && + !PLAYER_ENEMY_PROTECTED(newx, newy)) { + TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]); -#if 1 - TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; -#else - /* enemy got the player */ - MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx, newy)); - return; -#endif - } - else if ((element == EL_PENGUIN || element == EL_ROBOT || - element == EL_SATELLITE || element == EL_BALLOON) && - IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) + + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) { - SplashAcid(x, y); + 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) { - Feld[x][y] = EL_EMPTY; + RemoveField(x, y); DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING); + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); @@ -3322,17 +5576,20 @@ void StartMoving(int x, int y) } else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { - if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); else - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NONE; } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } } @@ -3348,7 +5605,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_PIG_DIGGING); + PlayLevelSound(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -3356,47 +5613,132 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } } - else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) { + int new_element = Feld[newx][newy]; + if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - else - { - boolean wanna_flame = !RND(10); - int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; - int element1 = (IN_LEV_FIELD(newx1, newy1) ? - MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); - int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + 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; - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRAGON && element2 != EL_DRAGON && - element1 != EL_FLAMES && element2 != EL_FLAMES) + if (AmoebaNr[newx][newy] && + (new_element == EL_AMOEBA_FULL || + new_element == EL_BD_AMOEBA || + new_element == EL_AMOEBA_GROWING)) { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - - PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + AmoebaCnt[AmoebaNr[newx][newy]]--; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + } - MovDelay[x][y] = 50; + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + RemoveField(newx, newy); + DrawLevelField(newx, newy); + } + + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); + } + + Store[newx][newy] = EL_EMPTY; +#if 1 + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = new_element; +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + { + int move_leave_element = element_info[element].move_leave_element; + + /* this makes it possible to leave the removed element again */ + Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? + new_element : move_leave_element); + } +#endif + + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + } + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) + { + if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + return; + } + else + { + boolean wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) + { + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); + + MovDelay[x][y] = 50; + + /* !!! */ +#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; + } + return; } } @@ -3412,7 +5754,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); } else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) @@ -3425,15 +5767,25 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } +#if 0 + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) + { + RemoveMovingField(newx, newy); + } +#else if (IS_MOVING(newx, newy)) + { RemoveMovingField(newx, newy); + } +#endif else { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); } else if ((element == EL_PACMAN || element == EL_MOLE) && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) @@ -3449,15 +5801,21 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlaySoundLevel(x, y, SND_MOLE_DIGGING); + PlayLevelSound(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ } else /* element == EL_PACMAN */ { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && @@ -3473,30 +5831,33 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK) - DrawLevelField(x, y); - else if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_MOLE) - DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SATELLITE) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimationIfNeeded(x, y, element); +#if 0 + /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */ + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); - if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); - PlaySoundLevelAction(x, y, ACTION_WAITING); + if (DONT_TOUCH(element)) + TestIfBadThingTouchesPlayer(x, y); return; } InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, ACTION_MOVING); + PlayLevelSoundAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -3506,165 +5867,271 @@ void StartMoving(int x, int y) void ContinueMoving(int x, int y) { int element = Feld[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 horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_BD_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_BD_MAGIC_WALL_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING && horiz_move) - step *= 2; + int stored = Store[x][y]; + int stored_new = Store[newx][newy]; + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); + boolean last_line = (newy == lev_fieldy - 1); -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif + MovPos[x][y] += getElementMoveStepsize(x, y); - MovPos[x][y] += step; + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) < TILEX) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; + DrawLevelField(x, y); - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + return; /* element is still moving */ + } - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); + /* element reached destination field */ - for(i=0; i<4; i++) - { - int xx, yy; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - xx = x + xy[i][0]; - yy = y + xy[i][1]; + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "crumbled sand" */ - } - } + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; - if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif + } + 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]; - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif + } + 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]; - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } + + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; - ResetGfxAnimation(x, y); /* reset animation values for old field */ + MovDelay[newx][newy] = 0; #if 1 -#if 0 - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; + if (CAN_CHANGE_OR_HAS_ACTION(element)) #else - /* - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; - */ + if (CAN_CHANGE(element)) +#endif + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + +#if 0 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif +#endif + } - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; +#if 1 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; #endif #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + /* 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; + + /* some elements can leave other elements behind after moving */ + 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))) + { + int move_leave_element = ei->move_leave_element; + +#if 1 + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#else + /* this makes it possible to leave the removed element again */ + 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 (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; + + 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); + } + + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ + + 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; + + 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 (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) - Impact(x, newy); + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + MovDir[newx][newy] = 0; + + 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; } - else /* still moving on */ + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - DrawLevelField(x, y); + TestIfBadThingTouchesPlayer(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + + /* 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); + + if (pushed_by_player && !game.use_change_when_pushing_bug) + { + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); + + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); } + + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); + + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + + TestIfElementHitsCustomElement(newx, newy, direction); + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); + +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +#endif } int AmoebeNachbarNr(int ax, int ay) @@ -3680,7 +6147,7 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x = ax + xy[i][0]; int y = ay + xy[i][1]; @@ -3710,7 +6177,7 @@ void AmoebenVereinigen(int ax, int ay) if (new_group_nr == 0) return; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -3733,13 +6200,14 @@ void AmoebenVereinigen(int ax, int ay) AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy=0; yy life[1]) + if (nachbarn < life_parameter[0] || + nachbarn > life_parameter[1]) { Feld[xx][yy] = EL_EMPTY; if (!Stop[xx][yy]) @@ -4136,9 +6604,10 @@ void Life(int ax, int ay) changed = TRUE; } } - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) { Feld[xx][yy] = element; MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); @@ -4151,18 +6620,18 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : SND_GAME_OF_LIFE_GROWING); } static void InitRobotWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunRobotWheel(int x, int y) { - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); } static void StopRobotWheel(int x, int y) @@ -4173,32 +6642,76 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; } static void RunTimegateWheel(int x, int y) { - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } -void CheckExit(int x, int y) +static void InitMagicBallDelay(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 1 + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; +#else + ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; +#endif +} - if (IS_ANIMATED(graphic)) +static void ActivateMagicBall(int bx, int by) +{ + int x, y; + + if (level.ball_random) + { + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; + + x = bx - 1 + xx; + y = by - 1 + yy; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) + { + int xx = x - bx + 1; + int yy = y - by + 1; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + } + + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; +} + +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; - PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); } void CheckExitSP(int x, int y) @@ -4214,30 +6727,31 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() { int x, y; - for (y=0; y value_max ? value_max : + value_new); +} + +static void ExecuteCustomElementAction(int x, int y, int element, int page) +{ + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int i; - if (IS_MOVING(x, y)) /* never change a running system :-) */ + if (!change->has_action) return; - if (MovDelay[x][y] == 0) /* initialize element change */ - { - MovDelay[x][y] = changing_element[element].change_delay + 1; + /* ---------- determine action paramater values -------------------------- */ + + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); + + int action_arg_element = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + EL_EMPTY); + + int action_arg_direction = + (action_arg >= CA_ARG_DIRECTION_LEFT && + action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION : + action_arg == CA_ARG_DIRECTION_TRIGGER ? + change->actual_trigger_side : + action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ? + MV_DIR_OPPOSITE(change->actual_trigger_side) : + MV_NONE); + + int action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); + + int action_arg_number_max = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : + action_type == CA_SET_LEVEL_GEMS ? 999 : + action_type == CA_SET_LEVEL_TIME ? 9999 : + action_type == CA_SET_LEVEL_SCORE ? 99999 : + action_type == CA_SET_CE_SCORE ? 9999 : + action_type == CA_SET_CE_VALUE ? 9999 : + CA_ARG_MAX); + + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : + action_type == CA_SET_CE_SCORE ? 0 : +#if 1 + action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) : +#else + action_type == CA_SET_CE_VALUE ? ei->custom_value_initial : +#endif + 0); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : +#if USE_NEW_CUSTOM_VALUE + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : +#else + action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial : +#endif + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value : + -1); + + int action_arg_number_old = + (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed : + action_type == CA_SET_LEVEL_TIME ? TimeLeft : + action_type == CA_SET_LEVEL_SCORE ? local_player->score : + action_type == CA_SET_CE_SCORE ? ei->collect_score : + action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : + 0); + + int action_arg_number_new = + getModifiedActionNumber(action_arg_number_old, + action_mode, action_arg_number, + action_arg_number_min, action_arg_number_max); + + int trigger_player_bits = + (change->actual_trigger_player >= EL_PLAYER_1 && + change->actual_trigger_player <= EL_PLAYER_4 ? + (1 << (change->actual_trigger_player - EL_PLAYER_1)) : + PLAYER_BITS_ANY); + + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + PLAYER_BITS_ANY); + + /* ---------- execute action -------------------------------------------- */ + + switch(action_type) + { + case CA_NO_ACTION: + { + return; + } + + /* ---------- level actions ------------------------------------------- */ - if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + case CA_RESTART_LEVEL: { - int max_random_delay = element_info[element].change.delay_random; - int delay_frames = element_info[element].change.delay_frames; + game.restart_level = TRUE; - MovDelay[x][y] += RND(max_random_delay * delay_frames); + break; } - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + case CA_SHOW_ENVELOPE: + { + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); - } + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - MovDelay[x][y]--; + break; + } - if (MovDelay[x][y] != 0) /* continue element change */ - { - if (IS_ANIMATED(el2img(element))) - DrawLevelElementAnimationIfNeeded(x, y, element); + case CA_SET_LEVEL_TIME: + { + if (level.time > 0) /* only modify limited time value */ + { + TimeLeft = action_arg_number_new; - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); - } - else /* finish element change */ - { - Feld[x][y] = changing_element[element].next_element; + DrawGameValue_Time(TimeLeft); - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } -#if 1 - InitField(x, y, FALSE); - if (CAN_MOVE(element)) - InitMovDir(x, y); -#endif - DrawLevelField(x, y); + break; + } - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); - } -} + case CA_SET_LEVEL_SCORE: + { + local_player->score = action_arg_number_new; -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, 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); + DrawGameValue_Score(local_player->score); - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + break; + } - if (!player->active || tape.pausing) - return; + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; - if (player_action) - { - if (button1) - snapped = SnapField(player, dx, dy); - else + DrawGameValue_Emeralds(local_player->gems_still_needed); + + break; + } + + case CA_SET_LEVEL_GRAVITY: { - if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); + game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity : + game.gravity); + break; } - if (tape.single_step && tape.recording && !tape.pausing) + case CA_SET_LEVEL_WIND: { - if (button1 || (bombed && !moved)) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } + game.wind_direction = action_arg_direction; + + break; } - stored_player_action[player->index_nr] = player_action; - } - else - { - /* no actions for this player (no input at player's configured device) */ + /* ---------- player actions ------------------------------------------ */ - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovement(player); + case CA_MOVE_PLAYER: + { + /* automatically move to the next field in specified direction */ + for (i = 0; i < MAX_PLAYERS; i++) + if (trigger_player_bits & (1 << i)) + stored_player[i].programmed_action = action_arg_direction; - if (player->MovPos == 0) + break; + } + + case CA_EXIT_PLAYER: { -#if 0 - printf("Trying... Player frame reset\n"); -#endif + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE; - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + break; } - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; - } + case CA_KILL_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillPlayer(&stored_player[i]); - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } -} + break; + } -void GameActions() -{ - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; - byte *recorded_player_action; - byte summarized_player_action = 0; + case CA_SET_PLAYER_KEYS: + { + int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); - if (game_status != GAME_MODE_PLAYING) - return; + if (IS_KEY(element)) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; - action_delay_value = - (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + DrawGameValue_Keys(stored_player[i].key); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + redraw_mask |= REDRAW_DOOR_1; + } + } + } - /* ---------- main game synchronization point ---------- */ + break; + } - WaitUntilDelayReached(&action_delay, action_delay_value); + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; - if (network_playing && !network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) + { + action_arg_number = 2; + action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : + CA_MODE_MULTIPLY); + } -#if defined(PLATFORM_UNIX) - /* last chance to get network player actions without main loop delay */ - HandleNetworking(); + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); + +#if 1 + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); +#else + /* make sure that value is power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + /* do no immediately change -- the player might just be moving */ + stored_player[i].move_delay_value_next = TILEX / move_stepsize; + + stored_player[i].cannot_move = + (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE); #endif + } + } - if (game_status != GAME_MODE_PLAYING) - return; + break; + } - if (!network_player_action_received) + case CA_SET_PLAYER_SHIELD: { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); -#endif - */ - return; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } + } + + break; } - } - if (tape.pausing) - return; + case CA_SET_PLAYER_ARTWORK: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + int artwork_element = action_arg_element; - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); - for (i=0; ieffective_action = summarized_player_action; + break; + } - for (i=0; icollect_score = action_arg_number_new; - if (recorded_player_action) - actual_player_action = recorded_player_action[i]; + break; + } - PlayerActions(&stored_player[i], actual_player_action); - ScrollFigure(&stored_player[i], SCROLL_GO_ON); - } + case CA_SET_CE_VALUE: + { +#if USE_NEW_CUSTOM_VALUE + int last_custom_value = CustomValue[x][y]; - network_player_action_received = FALSE; + CustomValue[x][y] = action_arg_number_new; - ScrollScreen(NULL, SCROLL_GO_ON); +#if 0 + printf("::: Count == %d\n", CustomValue[x][y]); +#endif + if (CustomValue[x][y] == 0 && last_custom_value > 0) + { #if 0 - FrameCounter++; - TimeFrames++; + printf("::: CE_VALUE_GETS_ZERO\n"); +#endif - for (i=0; i 0) - JustStopped[x][y]--; + break; + } - GfxFrame[x][y]++; + /* ---------- engine actions ------------------------------------------ */ -#if DEBUG - if (IS_BLOCKED(x, y)) + case CA_SET_ENGINE_SCAN_MODE: { - int oldx, oldy; + InitPlayfieldScanMode(action_arg); - 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"); - } + break; } + + default: + break; + } +} + +static void CreateFieldExt(int x, int y, int element, boolean is_change) +{ + int previous_move_direction = MovDir[x][y]; +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; #endif + boolean add_player = (ELEM_IS_PLAYER(element) && + IS_WALKABLE(Feld[x][y])); + + /* 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(element)) + { + Bang(x, y); + + return; } - for (y=0; yactual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; + } -#if 1 - /* this may take place after moving, therefore element may have changed */ - if (IS_AUTO_CHANGING(Feld[x][y])) - ChangeElement(x, y); -#endif + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) + return FALSE; - if (IS_BELT_ACTIVE(element)) - PlaySoundLevelAction(x, y, ACTION_ACTIVE); + ChangeCount[x][y]++; /* count number of changes in the same frame */ - if (game.magic_wall_active) - { - int jx = local_player->jx, jy = local_player->jy; + if (change->explode) + { + Bang(x, y); - /* 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; - } - } + return TRUE; } -#if USE_NEW_AMOEBA_CODE - /* new experimental amoeba growth stuff */ -#if 1 - if (!(FrameCounter % 8)) -#endif + if (change->use_target_content) { - static unsigned long random = 1684108901; + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; - for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { -#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]; + 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.e[xx][yy]; + int e; - 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)) + can_replace[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (content_element == EL_EMPTY_SPACE) { - 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; + can_replace[xx][yy] = FALSE; /* do not replace border with space */ + + continue; } - random = random * 129 + 1; - } - } -#endif + if (!IN_LEV_FIELD(ex, ey)) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; -#if 0 - if (game.explosions_delayed) -#endif - { - game.explosions_delayed = FALSE; + continue; + } - for (y=0; yreplace_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 (element == EL_BD_MAGIC_WALL_FULL || - element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) - PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); - else - PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); + if (!can_replace[xx][yy]) + complete_replace = FALSE; } - if (game.magic_wall_time_left > 0) + if (!change->only_if_complete || complete_replace) { - game.magic_wall_time_left--; - if (!game.magic_wall_time_left) + 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++) { - for (y=0; yuse_random_replace || + RND(100) < change->random_percentage)) { - element = Feld[x][y]; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); - 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); - } + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + CreateElementFromChange(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 */ } + } - game.magic_wall_active = FALSE; + if (something_has_changed) + { + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); } } } - - if (game.light_time_left > 0) + else { - game.light_time_left--; + target_element = GET_TARGET_ELEMENT(change->target_element, change); - if (game.light_time_left == 0) - RedrawAllLightSwitchesAndInvisibleElements(); + CreateElementFromChange(x, y, target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); } - if (game.timegate_time_left > 0) - { - game.timegate_time_left--; + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + return TRUE; +} + +#if USE_NEW_DELAYED_ACTION + +static void HandleElementChange(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_OR_HAS_ACTION(element) && + !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); } +#endif - for (i=0; ishield_deadly_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); - else if (player->shield_normal_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); - } + return; } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (ChangeDelay[x][y] == 0) /* initialize element change */ { - TimeFrames = 0; - TimePlayed++; + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; - for (i=0; ican_change) { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } + if (change->pre_change_function) + change->pre_change_function(x, y); } + } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); + ChangeDelay[x][y]--; - if (TimeLeft > 0) + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + if (change->can_change) { - TimeLeft--; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - - if (!TimeLeft && setup.time_limit) - for (i=0; ichange_function) + change->change_function(x, y); } - else if (level.time == 0 && !AllPlayersGone) /* level without time limit */ - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); } - - DrawAllPlayers(); - - if (options.debug) /* calculate frames per second */ + else /* finish element change */ { - static unsigned long fps_counter = 0; - static int fps_frames = 0; - unsigned long fps_delay_ms = Counter() - fps_counter; + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; - fps_frames++; + change = &ei->change_page[page]; + } - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + if (IS_MOVING(x, y)) /* never change a running system ;-) */ { - global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ - fps_frames = 0; - fps_counter = Counter(); + return; } - redraw_mask |= REDRAW_FPS; + if (change->can_change) + { + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } + } + + if (change->has_action) + ExecuteCustomElementAction(x, y, element, page); + } +} + +#else + +static void HandleElementChange(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("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): 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 (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); + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif -#if 1 - FrameCounter++; - TimeFrames++; + return; + } - for (i=0; ipre_change_function) + change->pre_change_function(x, y); } -#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; + ChangeDelay[x][y]--; - for (i=0; ichange_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; - return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY); + change = &ei->change_page[page]; + } + + if (IS_MOVING(x, y)) /* never change a running system ;-) */ + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ + + return; + } + + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } + } } -static boolean AllPlayersInVisibleScreen() +#endif + +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) { + boolean change_done_any = FALSE; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); int i; - for (i=0; ican_change_or_has_action && + 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)) + { + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_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 ((change->can_change && !change_done) || change->has_action) + { + int x, y; - if (dx) - { - x = (dx == 1 ? BX1 : BX2); - for (y=BY1; y<=BY2; y++) - DrawScreenField(x, y); - } +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif + } + } - if (dy) - { - y = (dy == 1 ? BY1 : BY2); - for (x=BX1; x<=BX2; x++) - DrawScreenField(x, y); + if (change->can_change) + { + change_done = TRUE; + change_done_any = TRUE; + } + } + } + } } - redraw_mask |= REDRAW_FIELD; + return change_done_any; } -static void CheckGravityMovement(struct PlayerInfo *player) +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side) { - if (level.gravity && !player->programmed_action) - { - int move_dir_vertical = player->action & (MV_UP | MV_DOWN); - int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); - int move_dir = - (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? - (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : - (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); - int jx = player->jx, jy = player->jy; - int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); - int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); - int new_jx = jx + dx, new_jy = jy + dy; - boolean field_under_player_is_free = - (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); - boolean player_is_moving_to_valid_field = - (IN_LEV_FIELD(new_jx, new_jy) && - (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND)); + boolean change_done = FALSE; + int p; - if (field_under_player_is_free && - !player_is_moving_to_valid_field && - !IS_WALKABLE_INSIDE(Feld[jx][jy])) - player->programmed_action = MV_DOWN; + if (!CAN_CHANGE_OR_HAS_ACTION(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]; } -} -/* - MoveFigureOneStep() - ----------------------------------------------------------------------------- - dx, dy: direction (non-diagonal) to try to move the player to - real_dx, real_dy: direction as read from input device (can be diagonal) -*/ + if (Feld[x][y] != element) /* check if element has already changed */ + return FALSE; -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; + for (p = 0; p < element_info[element].num_change_pages; p++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + boolean check_trigger_element = + (trigger_event == CE_TOUCHING_X || + trigger_event == CE_HITTING_X || + trigger_event == CE_HIT_BY_X); - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) + { + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; - if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) + { + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; + + change->actual_trigger_ce_value = CustomValue[xx][yy]; + } - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; -#if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); + HandleElementChange(x, y, p); + + change_done = TRUE; + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } #else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } #endif - - if (DONT_GO_TO(element)) - { - if (element == EL_ACID && dx == 0 && dy == 1) - { - SplashAcid(jx, jy); - Feld[jx][jy] = EL_PLAYER_1; - InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_ACID; - ContinueMoving(jx, jy); - BuryHero(player); } - else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - - return MF_MOVING; } - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); - if (can_move != MF_MOVING) - return can_move; - - 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; + return change_done; +} - player->MovPos = - (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); +static void PlayPlayerSound(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + int sound_element = player->artwork_element; + int last_action = player->last_action_waiting; + int action = player->action_waiting; - ScrollFigure(player, SCROLL_INIT); + if (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, sound_element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); + } + else + { + if (action != last_action) + StopSound(element_info[sound_element].sound[last_action]); - return MF_MOVING; + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); + } } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +static void PlayAllPlayersSound() { - int jx = player->jx, jy = player->jy; - int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + int i; - if (!player->active || (!dx && !dy)) - return FALSE; + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); +} -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) - return FALSE; -#else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) - return FALSE; -#endif +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; - /* remove the last programmed player action */ - player->programmed_action = 0; + player->last_action_waiting = player->action_waiting; - if (player->MovPos) + if (is_waiting) { - /* should only happen if pre-1.2 tape recordings are played */ - /* this is only for backward compatibility */ + if (!last_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; - int original_move_delay_value = player->move_delay_value; + player->frame_counter_bored = + FrameCounter + + game.player_boring_delay_fixed + + SimpleRND(game.player_boring_delay_random); + player->frame_counter_sleeping = + FrameCounter + + game.player_sleeping_delay_fixed + + SimpleRND(game.player_sleeping_delay_random); -#if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", - tape.counter); -#endif + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + } - /* scroll remaining steps with finest movement resolution */ - player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; + 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; - while (player->MovPos) + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); + + if (player->is_sleeping) { - ScrollFigure(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - DrawAllPlayers(); - BackToFront(); - } + 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->artwork_element, 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; + } - player->move_delay_value = original_move_delay_value; - } + 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->artwork_element, 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->last_move_dir & (MV_LEFT | MV_RIGHT)) - { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + 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 + else if (last_waiting) /* waiting -> not waiting */ { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); - } + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - jx = player->jx; - jy = player->jy; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - 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); + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - /* 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); + player->action_waiting = ACTION_DEFAULT; - /* don't scroll more than one field at a time */ - scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; + } +} - /* 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); +static byte PlayerActions(struct PlayerInfo *player, byte player_action) +{ + 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); - /* 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); + if (!player->active || tape.pausing) + return 0; - /* don't scroll more than one field at a time */ - scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); + if (player_action) + { + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); - /* 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; - } + moved = MovePlayer(player, dx, dy); } - if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) + if (tape.single_step && tape.recording && !tape.pausing) { - if (!options.network && !AllPlayersInVisibleScreen()) - { - scroll_x = old_scroll_x; - scroll_y = old_scroll_y; - } - else + if (button1 || (dropped && !moved)) { - ScrollScreen(player, SCROLL_INIT); - ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ } } - } - -#if 0 -#if 1 - InitPlayerGfxAnimation(player, ACTION_DEFAULT); -#else - if (!(moved & MF_MOVING) && !player->Pushing) - player->Frame = 0; -#endif -#endif - - player->StepFrame = 0; - - if (moved & MF_MOVING) - { - if (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" */ + SetPlayerWaiting(player, FALSE); - player->last_move_dir = player->MovDir; - player->is_moving = TRUE; + return player_action; } else { - CheckGravityMovement(player); + /* no actions for this player (no input at player's configured device) */ - /* - player->last_move_dir = MV_NO_MOVING; - */ - player->is_moving = FALSE; - } + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovementWhenNotMoving(player); - TestIfHeroTouchesBadThing(jx, jy); + if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); - if (!player->active) - RemoveHero(player); + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; - return moved; + player->is_dropping = FALSE; + + return 0; + } } -void ScrollFigure(struct PlayerInfo *player, int mode) +void AdvanceFrameAndPlayerCounters(int player_nr) { - 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; + int i; - if (!player->active || !player->MovPos) - return; + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; - if (mode == SCROLL_INIT) + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) { - player->actual_frame_counter = FrameCounter; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; - if (Feld[last_jx][last_jy] == EL_EMPTY) - Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + if (!advance_player_counters) /* not all players may be affected */ + continue; - DrawPlayer(player); - return; +#if USE_NEW_PLAYER_ANIM + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); + + if (count % delay == 0) + move_frames = 1; + } +#endif + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + + if (stored_player[i].move_delay > 0) + stored_player[i].move_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++; + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; } - else if (!FrameReached(&player->actual_frame_counter, 1)) +} + +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; + byte tape_action[MAX_PLAYERS]; + + if (game_status != GAME_MODE_PLAYING) return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + game_frame_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_EMPTY; + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; - /* before DrawPlayer() to draw correct player graphic for this case */ - if (player->MovPos == 0) - CheckGravityMovement(player); + /* ---------- main game synchronization point ---------- */ - DrawPlayer(player); + InitPlayfieldScanModeVars(); - if (player->MovPos == 0) + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); + + if (network_playing && !network_player_action_received) { - if (IS_PASSABLE(Feld[last_jx][last_jy])) - { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); + /* try to get network player actions in time */ - /* be able to make the next move without delay */ - player->move_delay = 0; - } +#if defined(NETWORK_AVALIABLE) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif - player->last_jx = jx; - player->last_jy = jy; + /* game was quit by network peer */ + if (game_status != GAME_MODE_PLAYING) + return; - if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) - { - RemoveHero(player); + if (!network_player_action_received) + return; /* failed to get network player actions in time */ + } - if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) - player->LevelSolved = player->GameOver = TRUE; - } + if (tape.pausing) + return; - if (tape.single_step && tape.recording && !tape.pausing && - !player->programmed_action) - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - } -} + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); -void ScrollScreen(struct PlayerInfo *player, int mode) -{ - static unsigned long screen_frame_counter = 0; +#if 1 + /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ + if (recorded_player_action == NULL && tape.pausing) + return; +#endif - if (mode == SCROLL_INIT) + for (i = 0; i < MAX_PLAYERS; i++) { - /* set scrolling step size according to actual player's moving speed */ - ScrollStepSize = TILEX / player->move_delay_value; + summarized_player_action |= stored_player[i].action; - screen_frame_counter = FrameCounter; - ScreenMovDir = player->MovDir; - ScreenMovPos = player->MovPos; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - return; + if (!network_playing) + stored_player[i].effective_action = stored_player[i].action; } - else if (!FrameReached(&screen_frame_counter, 1)) - return; - if (ScreenMovPos) +#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 (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = recorded_player_action[i]; + + for (i = 0; i < MAX_PLAYERS; i++) { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - redraw_mask |= REDRAW_FIELD; + 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 */ } - else - ScreenMovDir = MV_NO_MOVING; -} -void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) -{ - int i, kill_x = -1, kill_y = -1; - static int test_xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - static int test_dir[4] = - { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN - }; + /* only save actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); - for (i=0; i<4; i++) + for (i = 0; i < MAX_PLAYERS; i++) { - int test_x, test_y, test_move_dir, test_element; + int actual_player_action = stored_player[i].effective_action; - 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 + /* !!! 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 - test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + /* overwrite programmed action with tape action */ + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; -#if 0 - test_element = Feld[test_x][test_y]; +#if 1 + PlayerActions(&stored_player[i], actual_player_action); #else - test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); + 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 - /* 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; - } + ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } - if (kill_x != -1 || kill_y != -1) - { - if (IS_PLAYER(good_x, good_y)) + network_player_action_received = FALSE; + + ScrollScreen(NULL, SCROLL_GO_ON); + + /* 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 (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int x = player->jx; + int y = player->jy; + + 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)) + { + ContinueMoving(x, y); + + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + + /* 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); + } + +#if USE_NEW_SNAP_DELAY + if (Feld[x][y] == EL_ELEMENT_SNAPPING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + { + RemoveField(x, y); + DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + } + } +#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]++; + + /* 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); + } + +#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 + } + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + +#if 0 + printf("::: %d,%d\n", x, y); + + if (element == EL_ROCK) + printf("::: Yo man! Rocks can fall!\n"); +#endif + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + { + int old_gfx_frame = GfxFrame[x][y]; + + GfxFrame[x][y] = CustomValue[x][y]; + +#if 1 + if (GfxFrame[x][y] != old_gfx_frame) +#endif + DrawLevelGraphicAnimation(x, y, graphic); + } + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + { + int old_gfx_frame = GfxFrame[x][y]; + + GfxFrame[x][y] = element_info[element].collect_score; + +#if 1 + if (GfxFrame[x][y] != old_gfx_frame) +#endif + DrawLevelGraphicAnimation(x, y, graphic); + } + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(GfxFrame[x][y], graphic)) + ResetRandomAnimationValue(x, y); + + SetRandomAnimationValue(x, y); + + PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); + + if (IS_INACTIVE(element)) + { + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + continue; + } + + /* this may take place after moving, so 'element' may have changed */ + if (IS_CHANGING(x, y) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) + { + int page = element_info[element].event_page_nr[CE_DELAY]; +#if 0 + HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page); +#else + +#if 0 + printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); +#endif + +#if 0 + if (element == EL_CUSTOM_255) + printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); +#endif + +#if 1 + HandleElementChange(x, y, page); +#else + if (CAN_CHANGE(element)) + HandleElementChange(x, y, page); + + if (HAS_ACTION(element)) + ExecuteCustomElementAction(x, y, element, page); +#endif + +#endif + + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + } + + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) + { + StartMoving(x, y); + + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic) && + !IS_MOVING(x, y) && + !Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (IS_GEM(element) || element == EL_SP_INFOTRON) + EdelsteinFunkeln(x, y); + } + else if ((element == EL_ACID || + element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_TERMINAL || + element == EL_SP_TERMINAL_ACTIVE || + element == EL_EXTRA_TIME || + element == EL_SHIELD_NORMAL || + element == EL_SHIELD_DEADLY) && + IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + else if (IS_MOVING(x, y)) + ContinueMoving(x, y); + else if (IS_ACTIVE_BOMB(element)) + CheckDynamite(x, y); + 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); + else if (element == EL_EXPLOSION) + ; /* drawing of correct explosion animation is handled separately */ + else if (element == EL_ELEMENT_SNAPPING) + { +#if 1 + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); +#endif + } + else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + +#if 0 + if (element == EL_CUSTOM_255 || + element == EL_CUSTOM_256) + DrawLevelGraphicAnimation(x, y, graphic); +#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 (!(FrameCounter % 8)) + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { + x = RND(lev_fieldx); + y = RND(lev_fieldy); + element = Feld[x][y]; + + 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; + } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + 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) + { +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + 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(); + } + + if (game.lenses_time_left > 0) + { + game.lenses_time_left--; + + if (game.lenses_time_left == 0) + RedrawAllInvisibleElementsForLenses(); + } + + if (game.magnify_time_left > 0) + { + game.magnify_time_left--; + + if (game.magnify_time_left == 0) + RedrawAllInvisibleElementsForMagnifier(); + } + + 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++) + KillPlayer(&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; + } + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ + + if (local_player->show_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } + + /* use random number generator in every frame to make it less predictable */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + RND(1); +} + +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; +} + +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) || + (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; + + 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))); +} + +static void CheckGravityMovement(struct PlayerInfo *player) +{ + if (game.gravity && !player->programmed_action) + { + int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; + 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))); + boolean player_can_fall_down = canFallDown(player); + + if (player_can_fall_down && + !player_is_moving_to_valid_field) + player->programmed_action = MV_DOWN; + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ + return CheckGravityMovement(player); + + 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) +{ + int jx = player->jx, jy = player->jy; + int new_jx = jx + dx, new_jy = jy + dy; + int element; + int can_move; + boolean player_can_move = !player->cannot_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_NONE); + + if (!IN_LEV_FIELD(new_jx, new_jy)) + return MF_NO_ACTION; + + if (!player_can_move) + { +#if 1 + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } +#else + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); +#endif + +#if 0 + return MF_NO_ACTION; +#endif + } + + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MF_NO_ACTION; + + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + + if (player_can_move && 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); + BuryPlayer(player); + } + else + TestIfPlayerRunsIntoBadThing(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; + + if (player->move_delay_value_next != -1) + { + player->move_delay_value = player->move_delay_value_next; + player->move_delay_value_next = -1; + } + + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); + + player->step_counter++; + + PlayerVisit[jx][jy] = FrameCounter; + + ScrollPlayer(player, SCROLL_INIT); + + return MF_MOVING; +} + +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) +{ + int jx = player->jx, jy = player->jy; + int old_jx = jx, old_jy = jy; + int moved = MF_NO_ACTION; + + if (!player->active) + 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; + } + + if (player->move_delay > 0) + return FALSE; + + player->move_delay = -1; /* set to "uninitialized" value */ + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NONE); + + /* 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); + + AdvanceFrameAndPlayerCounters(player->index_nr); + + 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); + } + } + } + + player->StepFrame = 0; + + if (moved & MF_MOVING) + { + if (old_jx != jx && old_jy == jy) + player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); + else if (old_jx == jx && old_jy != jy) + player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); + + DrawLevelField(jx, jy); /* for "crumbled sand" */ + + player->last_move_dir = player->MovDir; + player->is_moving = TRUE; + player->is_snapping = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; + } + else + { + CheckGravityMovementWhenNotMoving(player); + + player->is_moving = FALSE; + + /* at this point, the player is allowed to move, but cannot move right now + (e.g. because of something blocking the way) -- ensure that the player + is also allowed to move in the next frame (in old versions before 3.1.1, + the player was forced to wait again for eight frames before next try) */ + + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + player->move_delay = 0; /* allow direct movement in the next frame */ + } + + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } + + if (!player->active) + RemovePlayer(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 USE_NEW_PLAYER_SPEED + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ + return; +#else + if (!player->active || player->MovPos == 0) + return; +#endif + + if (mode == SCROLL_INIT) + { + player->actual_frame_counter = FrameCounter; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + 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; + + /* when blocking enabled, prevent moving up despite gravity */ + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; + + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; + } + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else + return; +#endif + } + else if (!FrameReached(&player->actual_frame_counter, 1)) + return; + +#if 0 + printf("::: player->MovPos: %d -> %d\n", + player->MovPos, + player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize); +#endif + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } +#else + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); +#endif + + if (player->MovPos == 0) /* player reached destination field */ + { +#if 0 + printf("::: player reached destination field\n"); +#endif + + 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; + } + } + + 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 */ + RemovePlayer(player); + + if (local_player->friends_still_needed == 0 || + IS_SP_ELEMENT(Feld[jx][jy])) + player->LevelSolved = player->GameOver = TRUE; + } + + /* this breaks one level: "machine", level 000 */ + { + int move_direction = player->MovDir; + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; + 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 (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); + + CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, + CE_MOVE_OF_X, move_direction); + } + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + /* 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) + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ + + if (!player->active) + RemovePlayer(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++) + KillPlayer(&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_NONE; +} + +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 */ + + 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 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 */ + } + + 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); + 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 = 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 (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 (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); + + /* check for change of border element */ + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + } +} + +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 (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; + + if (object_hit) + { + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_X, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, + hitting_element, CE_HIT_BY_X, hitting_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); + } + } + + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +} + +#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); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_OTHER_GETS_SMASHED, hitting_side); + } + } +} +#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_NONE); + + test_element = MovingOrBlocked2ElementIfNotLeaving(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(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 (player->shield_deadly_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(kill_x, kill_y); - else if (!PLAYER_PROTECTED(good_x, good_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillPlayer(player); } else Bang(good_x, good_y); @@ -5650,6 +9946,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -5661,7 +9964,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; @@ -5671,15 +9974,15 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); test_element = Feld[test_x][test_y]; - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 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_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || - (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + 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)) @@ -5689,6 +9992,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + 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; @@ -5708,62 +10017,45 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - - if (player->shield_deadly_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); - else if (!PLAYER_PROTECTED(kill_x, kill_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillPlayer(player); } else Bang(kill_x, kill_y); } } -void TestIfHeroTouchesBadThing(int x, int y) +void TestIfPlayerTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir) { TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfBadThingTouchesHero(int x, int y) +void TestIfBadThingTouchesPlayer(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir) { TestIfBadThingHitsGoodThing(x, y, move_dir); } void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) @@ -5777,7 +10069,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x, y, element; @@ -5800,7 +10092,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) Bang(bad_x, bad_y); } -void KillHero(struct PlayerInfo *player) +void KillPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -5815,30 +10107,36 @@ void KillHero(struct PlayerInfo *player) player->shield_deadly_time_left = 0; Bang(jx, jy); - BuryHero(player); + BuryPlayer(player); +} + +static void KillPlayerUnlessEnemyProtected(int x, int y) +{ + if (!PLAYER_ENEMY_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -static void KillHeroUnlessProtected(int x, int y) +static void KillPlayerUnlessExplosionProtected(int x, int y) { - if (!PLAYER_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + if (!PLAYER_EXPLOSION_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -void BuryHero(struct PlayerInfo *player) +void BuryPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; - PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); - PlaySoundLevel(jx, jy, SND_GAME_LOSING); + PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); + PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; - RemoveHero(player); + RemovePlayer(player); } -void RemoveHero(struct PlayerInfo *player) +void RemovePlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; int i, found = FALSE; @@ -5849,7 +10147,10 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; - for (i=0; iis_moving) + DrawLevelField(player->last_jx, player->last_jy); + + for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) found = TRUE; @@ -5860,11 +10161,34 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +#if USE_NEW_SNAP_DELAY +static void setFieldForSnapping(int x, int y, int element, int direction) +{ + struct ElementInfo *ei = &element_info[element]; + int direction_bit = MV_DIR_BIT(direction); + int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; + int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : + IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); + + Feld[x][y] = EL_ELEMENT_SNAPPING; + MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + + ResetGfxAnimation(x, y); + + GfxElement[x][y] = element; + GfxAction[x][y] = action; + GfxDir[x][y] = direction; + GfxFrame[x][y] = -1; +} +#endif + /* + ============================================================================= 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, @@ -5887,786 +10211,653 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, } /* + ============================================================================= DigField() ----------------------------------------------------------------------------- x, y: field next to player (non-diagonal) to try to dig to real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= */ int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) { - int jx = player->jx, jy = player->jy; + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; + boolean player_can_enter = (!player->cannot_move || mode == DF_SNAP); + int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; - int move_direction = (dx == -1 ? MV_LEFT : + 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 element; - - if (player->MovPos == 0) - { - player->is_digging = FALSE; - player->is_collecting = FALSE; - } - - if (player->MovPos == 0) /* last pushing move finished */ - player->Pushing = FALSE; - - if (mode == DF_NO_PUSH) /* player just stopped pushing */ - { - player->Switching = FALSE; - player->push_delay = 0; - - return MF_NO_ACTION; - } - - if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; - -#if 0 - if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) -#else - if (IS_TUBE(Feld[jx][jy]) || - (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) -#endif - { - int i = 0; - int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); - int tube_leave_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } - }; - - while (tube_leave_directions[i][0] != tube_element) - { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; - } - - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ - } - - element = Feld[x][y]; - -#if 1 - if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0)) - return MF_NO_ACTION; -#endif - - switch (element) - { - case EL_EMPTY: - case EL_SAND: - case EL_INVISIBLE_SAND: - case EL_INVISIBLE_SAND_ACTIVE: - case EL_TRAP: - case EL_SP_BASE: - case EL_SP_BUGGY_BASE: - case EL_SP_BUGGY_BASE_ACTIVATING: - RemoveField(x, y); -#if 1 - if (mode != DF_SNAP && element != EL_EMPTY) - { - GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element); - player->is_digging = TRUE; - } -#endif - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); - break; - - case EL_EMERALD: - case EL_BD_DIAMOND: - case EL_EMERALD_YELLOW: - case EL_EMERALD_RED: - case EL_EMERALD_PURPLE: - case EL_DIAMOND: - case EL_SP_INFOTRON: - case EL_PEARL: - case EL_CRYSTAL: - RemoveField(x, y); -#if 1 - if (mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } -#endif - local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 : - element == EL_PEARL ? 5 : - element == EL_CRYSTAL ? 8 : 1); - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; - RaiseScoreElement(element); - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - break; - - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); - break; - - case EL_ENVELOPE: - Feld[x][y] = EL_EMPTY; - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); - break; - - case EL_EXTRA_TIME: - RemoveField(x, y); - if (level.time > 0) - { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - } - PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE); - break; - - case EL_SHIELD_NORMAL: - RemoveField(x, y); - player->shield_normal_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); - break; - - case EL_SHIELD_DEADLY: - RemoveField(x, y); - player->shield_normal_time_left += 10; - player->shield_deadly_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); - break; - - case EL_DYNAMITE: - case EL_SP_DISK_RED: - RemoveField(x, y); - player->dynamite++; - player->use_disk_red_graphic = (element == EL_SP_DISK_RED); - RaiseScoreElement(EL_DYNAMITE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_NUMBER: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_SIZE: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_POWER: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING); - break; - - case EL_KEY_1: - case EL_KEY_2: - case EL_KEY_3: - case EL_KEY_4: - { - int key_nr = element - EL_KEY_1; - int graphic = el2edimg(element); - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); - break; - } - - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: - { - int key_nr = element - EL_EM_KEY_1; - int graphic = el2edimg(EL_KEY_1 + key_nr); - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); - break; - } - - case EL_ROBOT_WHEEL: - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; - - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + int opposite_direction = MV_DIR_OPPOSITE(move_direction); + int dig_side = MV_DIR_OPPOSITE(move_direction); + int old_element = Feld[jx][jy]; + int element; + int collect_count; - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; + player->push_delay = -1; - return MF_ACTION; - break; + return MF_NO_ACTION; + } + } - case EL_BALLOON_SWITCH_LEFT: - case EL_BALLOON_SWITCH_RIGHT: - case EL_BALLOON_SWITCH_UP: - case EL_BALLOON_SWITCH_DOWN: - case EL_BALLOON_SWITCH_ANY: - if (element == EL_BALLOON_SWITCH_ANY) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : - element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SWITCH_UP ? MV_UP : - element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : - MV_NO_MOVING); - PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MF_NO_ACTION; - return MF_ACTION; - break; + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; - /* the following elements cannot be pushed by "snapping" */ - case EL_ROCK: - case EL_BOMB: - case EL_DX_SUPABOMB: - case EL_NUT: - case EL_TIME_ORB_EMPTY: - case EL_SP_ZONK: - case EL_SP_DISK_ORANGE: - case EL_SPRING: - if (mode == DF_SNAP) - return MF_NO_ACTION; + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; - /* no "break" -- fall through to next case */ + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ - /* the following elements can be pushed by "snapping" */ - case EL_BD_ROCK: - if (dy) - return MF_NO_ACTION; + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ - player->Pushing = TRUE; + element = Feld[x][y]; +#if USE_NEW_CUSTOM_VALUE -#if 0 - if (element == EL_ROCK) - printf("::: wanna push [%d] [%d]\n", - FrameCounter, player->push_delay_value); +#if 1 + collect_count = element_info[element].collect_count_initial; +#else + collect_count = CustomValue[x][y]; #endif - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; - - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; +#else + collect_count = element_info[element].collect_count_initial; +#endif - if (player->push_delay == 0) - player->push_delay = FrameCounter; #if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && - element != EL_SPRING) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING) - return MF_NO_ACTION; + if (element != EL_BLOCKED && + CustomValue[x][y] != element_info[element].collect_count_initial) + printf("::: %d: %d != %d\n", + element, + CustomValue[x][y], + element_info[element].collect_count_initial); #endif - if (mode == DF_SNAP) - { - InitMovingField(x, y, move_direction); - ContinueMoving(x, y); - } - else - { - RemoveField(x, y); - Feld[x + dx][y + dy] = element; - } + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; - if (element == EL_SPRING) - { - Feld[x + dx][y + dy] = EL_SPRING; - MovDir[x + dx][y + dy] = move_direction; - } + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + { + CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); + if (Feld[x][y] != element) /* field changed by snapping */ + return MF_ACTION; - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - break; + return MF_NO_ACTION; + } - case EL_GATE_1: - case EL_GATE_2: - case EL_GATE_3: - case EL_GATE_4: - if (!player->key[element - EL_GATE_1]) - return MF_NO_ACTION; - break; + 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 */ - case EL_GATE_1_GRAY: - case EL_GATE_2_GRAY: - case EL_GATE_3_GRAY: - case EL_GATE_4_GRAY: - if (!player->key[element - EL_GATE_1_GRAY]) - return MF_NO_ACTION; - break; + if (player_can_enter && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; - 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]) + 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; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + } + else if (IS_RND_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[RND_GATE_GRAY_ACTIVE_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 */ + } - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + /* 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->artwork_element, sound_action); + } + else if (player_can_enter && + IS_PASSABLE(element) && canPassField(x, y, move_direction)) + { + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ - PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING); - break; + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; - case EL_EM_GATE_1_GRAY: - case EL_EM_GATE_2_GRAY: - case EL_EM_GATE_3_GRAY: - case EL_EM_GATE_4_GRAY: - if (!player->key[element - EL_EM_GATE_1_GRAY]) + 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; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + } + else if (IS_EM_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EM_GATE_GRAY_ACTIVE_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 (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + } -#if 1 - PlaySoundLevelAction(x, y, ACTION_PASSING); + PlayLevelSoundAction(x, y, ACTION_PASSING); + } + else if (player_can_enter && IS_DIGGABLE(element)) + { + RemoveField(x, y); + + if (mode != DF_SNAP) + { + GfxElement[x][y] = GFX_ELEMENT(element); + player->is_digging = TRUE; + } + + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); + + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #else - PlaySoundLevel(x, y, SND_GATE_PASSING); + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - break; - case EL_SWITCHGATE_OPEN: - case EL_TIMEGATE_OPEN: - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_enter && IS_COLLECTIBLE(element)) + { + RemoveField(x, y); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } - PlaySoundLevelElementAction(x, y, element, ACTION_PASSING); - break; + if (element == EL_SPEED_PILL) + { + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + } + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += level.extra_time; + DrawGameValue_Time(TimeLeft); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += level.shield_normal_time; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += level.shield_deadly_time; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - case EL_SP_PORT_LEFT: - case EL_SP_PORT_RIGHT: - case EL_SP_PORT_UP: - case EL_SP_PORT_DOWN: - case EL_SP_PORT_HORIZONTAL: - case EL_SP_PORT_VERTICAL: - case EL_SP_PORT_ANY: - case EL_SP_GRAVITY_PORT_LEFT: - case EL_SP_GRAVITY_PORT_RIGHT: - case EL_SP_GRAVITY_PORT_UP: - case EL_SP_GRAVITY_PORT_DOWN: - if ((dx == -1 && - element != EL_SP_PORT_LEFT && - element != EL_SP_GRAVITY_PORT_LEFT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dx == +1 && - element != EL_SP_PORT_RIGHT && - element != EL_SP_GRAVITY_PORT_RIGHT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dy == -1 && - element != EL_SP_PORT_UP && - element != EL_SP_GRAVITY_PORT_UP && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - (dy == +1 && - element != EL_SP_PORT_DOWN && - element != EL_SP_GRAVITY_PORT_DOWN && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; + 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; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + DrawGameValue_Keys(player->key); - PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); - break; + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) + { + player->show_envelope = element; + } + else if (element == EL_EMC_LENSES) + { + game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND; - 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; - } + RedrawAllInvisibleElementsForLenses(); + } + else if (element == EL_EMC_MAGNIFIER) + { + game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND; - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + RedrawAllInvisibleElementsForMagnifier(); + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; - PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING); - } - break; + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (i = 0; i < collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - case EL_EXIT_CLOSED: - case EL_SP_EXIT_CLOSED: - case EL_EXIT_OPENING: - return MF_NO_ACTION; - break; + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (collect_count > 0) + { + local_player->gems_still_needed -= collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; - case EL_EXIT_OPEN: - case EL_SP_EXIT_OPEN: - if (mode == DF_SNAP) - return MF_NO_ACTION; + DrawGameValue_Emeralds(local_player->gems_still_needed); + } + + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - if (element == EL_EXIT_OPEN) - PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); + + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); else - PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING); + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif - break; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_enter && IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MF_NO_ACTION; - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); - return MF_ACTION; - break; + if (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; - case EL_SOKOBAN_FIELD_EMPTY: - break; + 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; - case EL_SOKOBAN_OBJECT: - case EL_SOKOBAN_FIELD_FULL: - case EL_SATELLITE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; + /* 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; + + 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(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } - player->Pushing = TRUE; + player->is_pushing = TRUE; - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY - || !IS_SB_ELEMENT(element)))) - return MF_NO_ACTION; + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) + return MF_NO_ACTION; - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; - if (player->push_delay == 0) - player->push_delay = FrameCounter; -#if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_BALLOON) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_BALLOON) - return MF_NO_ACTION; -#endif + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; + + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; + + return MF_NO_ACTION; + } - if (IS_SB_ELEMENT(element)) + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) { - if (element == EL_SOKOBAN_FIELD_FULL) - { - Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; - } - else - RemoveField(x, y); + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); + + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; + + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ + + /* check for element change _after_ element has been pushed */ + if (game.use_change_when_pushing_bug) + { + 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 if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + + return MF_ACTION; + } + + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) - { - Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJECT) -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING); -#else - PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING); -#endif - else -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); -#endif - } - else - { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT; - if (element == EL_SOKOBAN_FIELD_FULL) -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); -#endif - else #if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); + SCAN_PLAYFIELD(xx, yy) #else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) #endif - } - } - else { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + 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); + } + 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_NONE || + element == EL_BALLOON_SWITCH_ANY) + { + game.wind_direction = (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 : + element == EL_BALLOON_SWITCH_NONE ? MV_NONE : + move_direction); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); - + ResetGfxAnimation(x, y); DrawLevelField(x, y); - DrawLevelField(x + dx, y + dy); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) + if (level.time > 0 || level.use_time_orb_bug) { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + TimeLeft += level.time_orb_time; + DrawGameValue_Time(TimeLeft); } - break; - - case EL_PENGUIN: - case EL_PIG: - case EL_DRAGON: - break; + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; - default: + game.ball_state = !game.ball_state; - if (IS_WALKABLE(element)) - { - break; - } - else if (IS_DIGGABLE(element)) - { - RemoveField(x, y); #if 1 - if (mode != DF_SNAP) - { - GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); - player->is_digging = TRUE; - } + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) #endif - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); - - break; - } - else if (IS_COLLECTIBLE(element)) { - RemoveField(x, y); -#if 1 - if (mode != DF_SNAP) + int e = Feld[xx][yy]; + + if (game.ball_state) { - GfxElement[x][y] = element; - player->is_collecting = TRUE; + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); + } + else + { + if (e == EL_EMC_MAGIC_BALL_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL); + else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH); } -#endif - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - - break; } - else if (IS_PUSHABLE(element)) - { - if (mode == DF_SNAP) - return MF_NO_ACTION; - - if (CAN_FALL(element) && dy) - return MF_NO_ACTION; - - if (!player->Pushing && - game.engine_version >= RELEASE_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - - player->Pushing = TRUE; - - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; + } - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - if (player->push_delay == 0) /* new pushing; restart delay */ - player->push_delay = FrameCounter; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) - return MF_NO_ACTION; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - RemoveField(x, y); - Feld[x + dx][y + dy] = element; + return MF_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; -#if 1 - if (game.engine_version < RELEASE_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); -#else - player->push_delay_value = 2 + RND(8); -#endif + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); + } - break; - } + 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); - return MF_NO_ACTION; + return MF_NO_ACTION; } - player->push_delay = 0; + player->push_delay = -1; - if (Feld[x][y] != element) /* really digged/collected something */ - player->is_collecting = !player->is_digging; + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + } return MF_MOVING; } @@ -6675,8 +10866,12 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -6688,12 +10883,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; - player->snapped = FALSE; + player->is_snapping = FALSE; if (player->MovPos == 0) { + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; } @@ -6701,94 +10897,169 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; - if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + player->is_dropping = FALSE; + + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; - player->is_digging = FALSE; - player->is_collecting = FALSE; + player->is_snapping = TRUE; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); DrawLevelField(x, y); - BackToFront(); return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int element; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; + int drop_side = drop_direction; + 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); + + /* 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; + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } - if (!player->active || player->MovPos) - return FALSE; + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ - element = Feld[jx][jy]; + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) + return FALSE; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* check if player has anything that can be dropped */ + if (new_element == EL_UNDEFINED) return FALSE; -#if 0 - if (element != EL_EMPTY) + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; -#endif - if (element != EL_EMPTY) - { -#if 0 - Store[jx][jy] = element; -#else - Back[jx][jy] = element; -#endif - } + /* collected custom elements can only be dropped on empty fields */ + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) + return FALSE; - MovDelay[jx][jy] = 96; + if (old_element != EL_EMPTY) + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); - if (player->dynamite) + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) { - Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : - EL_DYNAMITE_ACTIVE); - player->dynamite--; - - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + if (player->inventory_size > 0) { -#if 1 - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); -#endif + player->inventory_size--; + + 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; } - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + + /* needed if previous element just changed to "empty" in the last frame */ + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + + 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); + + TestIfElementTouchesCustomElement(dropx, dropy); } - else + else /* player is dropping a dyna bomb */ { - Feld[jx][jy] = - EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); player->dynabombs_left--; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + } + + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + InitField_WithBug1(dropx, dropy, FALSE); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + new_element = Feld[dropx][dropy]; /* element might have changed */ + + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { + int move_direction, nextx, nexty; + + 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); + + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + CheckCollision[dropx][dropy] = 2; } + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); + player->is_dropping = TRUE; + + player->drop_x = dropx; + player->drop_y = dropy; + return TRUE; } @@ -6799,21 +11070,18 @@ boolean PlaceBomb(struct PlayerInfo *player) static int *loop_sound_frame = NULL; static int *loop_sound_volume = NULL; -void InitPlaySoundLevel() +void InitPlayLevelSound() { int num_sounds = getSoundListSize(); - if (loop_sound_frame != NULL) - free(loop_sound_frame); - - if (loop_sound_volume != NULL) - free(loop_sound_volume); + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); } -static void PlaySoundLevel(int x, int y, int nr) +static void PlayLevelSound(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; @@ -6858,48 +11126,223 @@ static void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -static void PlaySoundLevelNearest(int x, int y, int sound_action) +static void PlayLevelSoundNearest(int x, int y, int sound_action) { - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : x > LEVELX(BX2) ? LEVELX(BX2) : x, y < LEVELY(BY1) ? LEVELY(BY1) : y > LEVELY(BY2) ? LEVELY(BY2) : y, sound_action); } -static void PlaySoundLevelAction(int x, int y, int action) +static void PlayLevelSoundAction(int x, int y, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], action); + PlayLevelSoundElementAction(x, y, Feld[x][y], action); } -static void PlaySoundLevelElementAction(int x, int y, int element, int action) +static void PlayLevelSoundElementAction(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); } -static void PlaySoundLevelActionIfLoop(int x, int y, int action) +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); } -static void StopSoundLevelActionIfLoop(int x, int y, int action) +static void PlayLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); + PlayLevelSound(x, y, sound_effect); +} + +static void StopLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSound(sound_effect); +} + +static void PlayLevelMusic() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ +} + +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + + switch (sample) + { + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; + + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING); + break; + + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; + + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; + + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif + break; + + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; + + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; + + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; + + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; + + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; + + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + 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), FONT_TEXT_2); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) @@ -6947,6 +11390,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_SP_DISK_RED: case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: case EL_DYNABOMB_INCREASE_POWER: @@ -6957,15 +11401,24 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_SHIELD]); break; case EL_EXTRA_TIME: - RaiseScore(level.score[SC_TIME_BONUS]); + RaiseScore(level.extra_time_score); break; 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; } } @@ -6978,7 +11431,7 @@ 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 @@ -6990,7 +11443,13 @@ void RequestQuitGame(boolean ask_if_really_quit) } else { + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); } } @@ -7055,7 +11514,7 @@ void CreateGameButtons() { int i; - for (i=0; i