X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=c1691e61cb63635b48a9a71af671672b8ee2c6e5;hb=2d603d06ca862f3ca0721b66f62da188faf866c4;hp=15c379531fc488fc94a14f84cc5b0c02b7d6cc5e;hpb=cf5b3a1e9077e88eb40ce2fb59e985a0ae037c84;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 15c37953..f844675e 100644 --- a/src/game.c +++ b/src/game.c @@ -1,2939 +1,5457 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-2001 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" #include "tools.h" #include "screens.h" -#include "sound.h" #include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" -#include "joystick.h" - -extern int Gamespeed; -extern int Movemethod; -extern int Movespeed[2]; - -void GetPlayerConfig() +#include "network.h" + +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + +/* for DigField() */ +#define DF_NO_PUSH 0 +#define DF_DIG 1 +#define DF_SNAP 2 + +/* for MoveFigure() */ +#define MF_NO_ACTION 0 +#define MF_MOVING 1 +#define MF_ACTION 2 + +/* for ScrollFigure() */ +#define SCROLL_INIT 0 +#define SCROLL_GO_ON 1 + +/* for Explode() */ +#define EX_PHASE_START 0 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 + +/* special positions in the game control window (relative to control window) */ +#define XX_LEVEL 37 +#define YY_LEVEL 20 +#define XX_EMERALDS 29 +#define YY_EMERALDS 54 +#define XX_DYNAMITE 29 +#define YY_DYNAMITE 89 +#define XX_KEYS 18 +#define YY_KEYS 123 +#define XX_SCORE 15 +#define YY_SCORE 159 +#define XX_TIME 29 +#define YY_TIME 194 + +/* special positions in the game control window (relative to main window) */ +#define DX_LEVEL (DX + XX_LEVEL) +#define DY_LEVEL (DY + YY_LEVEL) +#define DX_EMERALDS (DX + XX_EMERALDS) +#define DY_EMERALDS (DY + YY_EMERALDS) +#define DX_DYNAMITE (DX + XX_DYNAMITE) +#define DY_DYNAMITE (DY + YY_DYNAMITE) +#define DX_KEYS (DX + XX_KEYS) +#define DY_KEYS (DY + YY_KEYS) +#define DX_SCORE (DX + XX_SCORE) +#define DY_SCORE (DY + YY_SCORE) +#define DX_TIME (DX + XX_TIME) +#define DY_TIME (DY + YY_TIME) + +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 + +#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define SOUND_CTRL_ID_MUSIC 3 +#define SOUND_CTRL_ID_LOOPS 4 +#define SOUND_CTRL_ID_SIMPLE 5 + +#define NUM_GAME_BUTTONS 6 + +/* forward declaration for internal use */ +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); + +void PlaySoundLevel(int, int, int); +void PlaySoundLevelAction(int, int, int); +void PlaySoundLevelElementAction(int, int, int, int); + +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + +#define SND_ACTION_UNKNOWN 0 +#define SND_ACTION_WAITING 1 +#define SND_ACTION_MOVING 2 +#define SND_ACTION_DIGGING 3 +#define SND_ACTION_COLLECTING 4 +#define SND_ACTION_PASSING 5 +#define SND_ACTION_IMPACT 6 +#define SND_ACTION_PUSHING 7 +#define SND_ACTION_ACTIVATING 8 +#define SND_ACTION_BURNING 9 + +#define NUM_SND_ACTIONS 10 + +static struct { - int old_joystick_nr = joystick_nr; - - if (sound_status==SOUND_OFF) - player.setup &= ~SETUP_SOUND; - if (!sound_loops_allowed) + char *text; + int value; + boolean is_loop; +} sound_action_properties[] = +{ + /* insert _all_ loop sound actions here */ + { ".waiting", SND_ACTION_WAITING, TRUE }, + { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ + { ".running", SND_ACTION_UNKNOWN, TRUE }, + { ".burning", SND_ACTION_BURNING, TRUE }, + { ".growing", SND_ACTION_UNKNOWN, TRUE }, + { ".attacking", SND_ACTION_UNKNOWN, TRUE }, + + /* other (non-loop) sound actions are optional */ + { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */ + { ".digging", SND_ACTION_DIGGING, FALSE }, + { ".collecting", SND_ACTION_COLLECTING, FALSE }, + { ".passing", SND_ACTION_PASSING, FALSE }, + { ".impact", SND_ACTION_IMPACT, FALSE }, + { ".pushing", SND_ACTION_PUSHING, FALSE }, + { ".activating", SND_ACTION_ACTIVATING, FALSE }, + { NULL, 0, 0 }, +}; +static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS]; +static boolean is_loop_sound[NUM_SOUND_EFFECTS]; + +#define IS_LOOP_SOUND(x) (is_loop_sound[x]) + + +#ifdef DEBUG +#if 0 +static unsigned int getStateCheckSum(int counter) +{ + int x, y; + unsigned int mult = 1; + unsigned int checksum = 0; + /* + static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; + */ + static boolean first_game = TRUE; + + for (y=0; y0 && Feld[x-1][y]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; - break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - InitMovDir(x,y); - break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: - InitAmoebaNr(x,y); - break; - case EL_TROPFEN: - if (y==lev_fieldy-1) - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - break; - case EL_DYNAMIT: - MovDelay[x][y] = 48; - break; - case EL_BIRNE_AUS: - Lights++; - break; - case EL_SOKOBAN_FELD_LEER: - SokobanFields++; - break; - case EL_MAULWURF: - case EL_PINGUIN: - Friends++; - break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1<=MIDPOSX-1) - scroll_x = - (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1); - if (JY>=MIDPOSY-1) - scroll_y = - (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1); + setup.sound_simple = setup.sound; - CloseDoor(DOOR_CLOSE_1); + SetAudioMode(setup.sound); + InitJoysticks(); +} - DrawLevel(); - DrawLevelElement(JX,JY,EL_SPIELFIGUR); - FadeToFront(); +static int getBeltNrFromElement(int element) +{ + return (element < EL_BELT2_LEFT ? 0 : + element < EL_BELT3_LEFT ? 1 : + element < EL_BELT4_LEFT ? 2 : 3); +} - XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE, - DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL, - int2str(level_nr,2),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS, - int2str(Gems,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE, - int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE, - int2str(Score,5),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME, - int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - - DrawGameButton(BUTTON_GAME_STOP); - DrawGameButton(BUTTON_GAME_PAUSE); - DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on)); - XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc, - DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS); - - OpenDoor(DOOR_OPEN_1); - - if (sound_music_on) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); - - XAutoRepeatOff(display); +static int getBeltNrFromSwitchElement(int element) +{ + return (element < EL_BELT2_SWITCH_LEFT ? 0 : + element < EL_BELT3_SWITCH_LEFT ? 1 : + element < EL_BELT4_SWITCH_LEFT ? 2 : 3); } -void InitMovDir(int x, int y) +static int getBeltDirNrFromSwitchElement(int element) { - int i, element = Feld[x][y]; - static int xy[4][2] = + static int belt_base_element[4] = { - { 0,+1 }, - { +1,0 }, - { 0,-1 }, - { -1,0 } + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT }; - static int direction[2][4] = + + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = element - belt_base_element[belt_nr]; + + return (belt_dir_nr % 3); +} + +static int getBeltDirFromSwitchElement(int element) +{ + static int belt_move_dir[3] = { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP } + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT }; - switch(element) - { - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element-EL_KAEFER_R]; - break; - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element-EL_FLIEGER_R]; - break; - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R]; - break; - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element-EL_FIREFLY_R]; - break; - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element-EL_PACMAN_R]; - break; - default: - MovDir[x][y] = 1<jx, jy = player->jy; - x1 = x+xy[i][0]; - y1 = y+xy[i][1]; + player->present = TRUE; - if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1)) + if (!options.network || player->connected) { - if (element==EL_KAEFER || element==EL_BUTTERFLY) - { - MovDir[x][y] = direction[0][i]; - break; - } - else if (element==EL_FLIEGER || element==EL_FIREFLY) + 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) { - MovDir[x][y] = direction[1][i]; - break; + 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_LEERRAUM; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; } break; - } -} -void InitAmoebaNr(int x, int y) -{ - int i; - int group_nr = AmoebeNachbarNr(x,y); + case EL_BADEWANNE: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE) + Feld[x][y] = EL_BADEWANNE1; + else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE) + Feld[x][y] = EL_BADEWANNE2; + else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1) + Feld[x][y] = EL_BADEWANNE3; + else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE) + Feld[x][y] = EL_BADEWANNE4; + else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2) + Feld[x][y] = EL_BADEWANNE5; + break; - if (group_nr==0) - { - for(i=1;ilights_still_needed++; + break; - if (TimeLeft) - { - if (sound_loops_on) - PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP); + case EL_SOKOBAN_FELD_LEER: + local_player->sokobanfields_still_needed++; + break; - while(TimeLeft>0) - { - if (!sound_loops_on) - PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) - TimeLeft -= 10; - else - TimeLeft--; - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - BackToFront(); - Delay(10000); - } + case EL_PINGUIN: + local_player->friends_still_needed++; + break; - if (sound_loops_on) - StopSound(SND_SIRR); - } + case EL_SCHWEIN: + case EL_DRACHE: + MovDir[x][y] = 1 << RND(4); + break; - FadeSounds(); + case EL_SP_EMPTY: + Feld[x][y] = EL_LEERRAUM; + break; - /* Hero disappears */ - DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]); - BackToFront(); + 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; + break; - if (tape.playing) - return; + case EL_BELT1_SWITCH_LEFT: + case EL_BELT1_SWITCH_MIDDLE: + case EL_BELT1_SWITCH_RIGHT: + case EL_BELT2_SWITCH_LEFT: + case EL_BELT2_SWITCH_MIDDLE: + case EL_BELT2_SWITCH_RIGHT: + case EL_BELT3_SWITCH_LEFT: + case EL_BELT3_SWITCH_MIDDLE: + case EL_BELT3_SWITCH_RIGHT: + case EL_BELT4_SWITCH_LEFT: + case EL_BELT4_SWITCH_MIDDLE: + case EL_BELT4_SWITCH_RIGHT: + if (init_game) + { + int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); - CloseDoor(DOOR_CLOSE_1); + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; - if (tape.recording) - { - TapeStop(); - SaveLevelTape(tape.level_nr); /* Ask to save tape */ - } + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; - if (level_nr==player.handicap && - level_nr=0) - { - game_status = HALLOFFAME; - DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) - level_nr++; - } - else - { - game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) - level_nr++; - DrawMainMenu(); + default: + break; } +} - BackToFront(); +void DrawGameDoorValues() +{ + int i, j; + + for (i=0; igems_still_needed, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); } -BOOL NewHiScore() + +/* + ============================================================================= + InitGameSound() + ----------------------------------------------------------------------------- + initialize sound effect lookup table for element actions + ============================================================================= +*/ + +void InitGameSound() { - int k,l; - int position = -1; + int sound_effect_properties[NUM_SOUND_EFFECTS]; + int i, j; - LoadScore(level_nr); +#if 0 + debug_print_timestamp(0, NULL); +#endif - if (!strcmp(player.alias_name,EMPTY_ALIAS) || - Scorehighscore[k].Score) /* Spieler kommt in Highscore-Liste */ + int len_effect_text = strlen(sound_effects[i].text); + + sound_effect_properties[i] = SND_ACTION_UNKNOWN; + is_loop_sound[i] = FALSE; + + /* determine all loop sounds and identify certain sound classes */ + + j = 0; + while (sound_action_properties[j].text) { - if (kk;l--) + for (j=0; j=0) - SaveScore(level_nr); - return(position); -} +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ -void InitMovingField(int x, int y, int direction) +static void InitGameEngine() { - int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ + boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + int i, x, y; - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; - if (Feld[newx][newy]==EL_LEERRAUM) - Feld[newx][newy] = EL_BLOCKED; -} + for(y=0; y game.engine_version == %06d\n", game.engine_version); +#endif - *goes_to_x = newx; - *goes_to_y = newy; -} + /* 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); -void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; + /* 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 (direction==MV_LEFT) - oldx++; - else if (direction==MV_RIGHT) - oldx--; - else if (direction==MV_UP) - oldy++; - else if (direction==MV_DOWN) - oldy--; - - *comes_from_x = oldx; - *comes_from_y = oldy; -} - -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; - - if (element==EL_BLOCKED) + /* dynamically adjust element properties according to game engine version */ { - int oldx,oldy; + static int ep_em_slippery_wall[] = + { + EL_BETON, + EL_MAUERWERK, + EL_MAUER_LEBT, + EL_MAUER_X, + EL_MAUER_Y, + EL_MAUER_XY + }; + static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); + + for (i=0; i VERSION_IDENT(2,0,1)) + Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL; + else + Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL; } - else - return(element); } -void RemoveMovingField(int x, int y) -{ - int oldx = x,oldy = y, newx = x,newy = y; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y)) - return; +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ - if (IS_MOVING(x,y)) - { - Moving2Blocked(x,y,&newx,&newy); - if (Feld[newx][newy] != EL_BLOCKED) - return; - } - else if (Feld[x][y]==EL_BLOCKED) - { - Blocked2Moving(x,y,&oldx,&oldy); - if (!IS_MOVING(oldx,oldy)) - return; - } +void InitGame() +{ + int i, j, x, y; - if (Feld[x][y]==EL_BLOCKED && - (Store[oldx][oldy]==EL_MORAST_LEER || - Store[oldx][oldy]==EL_SIEB_LEER || - Store[oldx][oldy]==EL_SIEB2_LEER || - Store[oldx][oldy]==EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } - else - Feld[oldx][oldy] = EL_LEERRAUM; + InitGameEngine(); - Feld[newx][newy] = EL_LEERRAUM; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; +#if DEBUG +#if USE_NEW_AMOEBA_CODE + printf("Using new amoeba code.\n"); +#else + printf("Using old amoeba code.\n"); +#endif +#endif - DrawLevelField(oldx,oldy); - DrawLevelField(newx,newy); -} + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); -void DrawDynamite(int x, int y) -{ - int sx = SCROLLX(x), sy = SCROLLY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + for (i=0; iindex_nr = i; + player->element_nr = EL_SPIELER1 + i; - if (Store[x][y]) - DrawGraphic(sx,sy, el2gfx(Store[x][y])); + player->present = FALSE; + player->active = FALSE; - if (Feld[x][y]==EL_DYNAMIT) - { - if ((phase = (48-MovDelay[x][y])/6) > 6) - phase = 6; - } - else - { - if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3) - phase = 7-phase; - } + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; - if (Store[x][y]) - DrawGraphicThruMask(sx,sy, graphic + phase); - else - DrawGraphic(sx,sy, graphic + phase); -} + player->score = 0; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; -void CheckDynamite(int x, int y) -{ - if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (!(MovDelay[x][y] % 6)) - PlaySoundLevel(x,y,SND_ZISCH); + for (j=0; j<4; j++) + player->key[j] = FALSE; - if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6)) - DrawDynamite(x,y); - else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3)) - DrawDynamite(x,y); + player->dynamite = 0; + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; - return; - } - } + player->MovDir = MV_NO_MOVING; + player->MovPos = 0; + player->Pushing = FALSE; + player->Switching = FALSE; + player->GfxPos = 0; + player->Frame = 0; - StopSound(SND_ZISCH); - Bang(x,y); -} + player->actual_frame_counter = 0; -void Explode(int ex, int ey, int phase, int mode) -{ - int x,y; - int num_phase = 9, delay = 1; - int last_phase = num_phase*delay; - int half_phase = (num_phase/2)*delay; + player->frame_reset_delay = 0; - if (phase==0) /* Feld 'Store' initialisieren */ - { - int center_element = Feld[ex][ey]; + player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; - if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey)) - { - center_element = MovingOrBlocked2Element(ex,ey); - RemoveMovingField(ex,ey); - } + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; - for(y=ey-1;ypush_delay = 0; + player->push_delay_value = 5; - if (IS_MOVING(x,y) || IS_BLOCKED(x,y)) - { - element = MovingOrBlocked2Element(x,y); - RemoveMovingField(x,y); - } + player->snapped = FALSE; - if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING) - continue; + player->last_jx = player->last_jy = 0; + player->jx = player->jy = 0; - if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) && - (x!=ex || y!=ey)) - continue; + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; - if (element==EL_EXPLODING) - element = Store2[x][y]; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); - if (IS_PLAYER(ex,ey)) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (center_element==EL_MAULWURF) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (center_element==EL_PINGUIN) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (center_element==EL_KAEFER) - Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN); - else if (center_element==EL_BUTTERFLY) - Store[x][y] = EL_EDELSTEIN_BD; - else if (center_element==EL_MAMPFER) - Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1]; - else if (center_element==EL_AMOEBA2DIAM) - Store[x][y] = level.amoebe_inhalt; - else if (element==EL_ERZ_EDEL) - Store[x][y] = EL_EDELSTEIN; - else if (element==EL_ERZ_DIAM) - Store[x][y] = EL_DIAMANT; - else if (element==EL_ERZ_EDEL_BD) - Store[x][y] = EL_EDELSTEIN_BD; - else if (element==EL_ERZ_EDEL_GELB) - Store[x][y] = EL_EDELSTEIN_GELB; - else if (element==EL_ERZ_EDEL_ROT) - Store[x][y] = EL_EDELSTEIN_ROT; - else if (element==EL_ERZ_EDEL_LILA) - Store[x][y] = EL_EDELSTEIN_LILA; - else if (!IS_PFORTE(Store[x][y])) - Store[x][y] = EL_LEERRAUM; + player->LevelSolved = FALSE; + player->GameOver = FALSE; + } - if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER) - Store2[x][y] = element; + network_player_action_received = FALSE; - if (AmoebaNr[x][y] && - (element==EL_AMOEBE_VOLL || - element==EL_AMOEBE_BD || - element==EL_AMOEBING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } +#if defined(PLATFORM_UNIX) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NO_MOVING); +#endif - Feld[x][y] = EL_EXPLODING; - MovDir[x][y] = MovPos[x][y] = 0; - AmoebaNr[x][y] = 0; - Frame[x][y] = 1; - Stop[x][y] = TRUE; - } + ZX = ZY = -1; - if (center_element==EL_MAMPFER) - MampferNr = (MampferNr+1) % 4; + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; - return; - } + ScreenMovDir = MV_NO_MOVING; + ScreenMovPos = 0; + ScreenGfxPos = 0; - if (Stop[ex][ey]) - return; + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ - x = ex; - y = ey; + AllPlayersGone = FALSE; - Frame[x][y] = (phaseconnected && !player->present) { - int x = ex+j*xy[i%4][0]; - int y = ey+j*xy[i%4][1]; - int element; + for (j=0; jjx, jy = some_player->jy; - if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y])) - break; + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) + { + player->present = TRUE; + player->active = TRUE; + some_player->present = FALSE; - element = Feld[x][y]; - Explode(x,y,0,EX_BORDER); + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; - if (element != EL_LEERRAUM && - element != EL_ERDREICH && - element != EL_EXPLODING && - !DynaBombXL) - break; + break; + } + } } } - DynaBombsLeft++; -} - -void Bang(int x, int y) -{ - int element = Feld[x][y]; - - PlaySoundLevel(x,y,SND_ROAAAR); - - switch(element) + if (tape.playing) { - case EL_KAEFER: - case EL_FLIEGER: - case EL_BUTTERFLY: - case EL_FIREFLY: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - RaiseScoreElement(element); - Explode(x,y,0,EX_NORMAL); - break; - case EL_DYNABOMB: - case EL_DYNABOMB_NR: - case EL_DYNABOMB_SZ: - case EL_DYNABOMB_XL: - DynaExplode(x,y,DynaBombSize); - break; - case EL_BIRNE_AUS: - case EL_BIRNE_EIN: - Explode(x,y,0,EX_CENTER); - break; - default: - Explode(x,y,0,EX_NORMAL); - break; - } -} - -void Blurb(int x, int y) -{ - int element = Feld[x][y]; + /* when playing a tape, eliminate all players who do not participate */ - if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */ - { - PlaySoundLevel(x,y,SND_BLURB); - if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) && - (!IN_LEV_FIELD(x-1,y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1,y-1)))) - { - Feld[x-1][y] = EL_BLURB_LEFT; - } - if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) && - (!IN_LEV_FIELD(x+1,y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1,y-1)))) + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_LEERRAUM; + } } } - else /* Blubbern */ + else if (!options.network && !setup.team_mode) /* && !tape.playing */ { - int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); - - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 5; + /* when in single player mode, eliminate all but the first active player */ - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_LEERRAUM; + } + } } } } -} - -void Impact(int x, int y) -{ - BOOL lastline = (y==lev_fieldy-1); - BOOL object_hit = FALSE; - int element = Feld[x][y]; - int smashed = 0; - /* Element darunter berührt? */ - if (!lastline) + /* when recording the game, store which players take part in the game */ + if (tape.recording) { - object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) || - MovDir[x][y+1]!=MV_DOWN || - MovPos[x][y+1]<=TILEY/2)); - if (object_hit) - smashed = MovingOrBlocked2Element(x,y+1); + for (i=0; ipresent, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); + } } - /* Auftreffendes Element ist Bombe */ - if (element==EL_BOMBE && (lastline || object_hit)) + if (BorderElement == EL_LEERRAUM) { - Bang(x,y); - return; + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; } - /* Auftreffendes Element ist Säuretropfen */ - if (element==EL_TROPFEN && (lastline || object_hit)) + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); + + CloseDoor(DOOR_CLOSE_1); + + DrawLevel(); + DrawAllPlayers(); + FadeToFront(); + + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + + /* copy default game door content to main double buffer */ + BlitBitmap(pix[PIX_DOOR], drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + + if (level_nr < 100) + DrawText(DX + XX_LEVEL, DY + YY_LEVEL, + int2str(level_nr, 2), FS_SMALL, FC_YELLOW); + else { - if (object_hit && IS_PLAYER(x,y+1)) - KillHero(); - else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN)) - Bang(x,y+1); - else - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - return; + DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3); + BlitBitmap(drawto, drawto, + DX + XX_EMERALDS, DY + YY_EMERALDS + 1, + FONT5_XSIZE * 3, FONT5_YSIZE - 1, + DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); } - /* Welches Element kriegt was auf die Rübe? */ - if (!lastline && object_hit) + DrawGameDoorValues(); + + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, pix[PIX_DB_DOOR], + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + + OpenDoor(DOOR_OPEN_ALL); + + PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT); + if (setup.sound_music) + PlayMusic(level_nr); + + KeyboardAutoRepeatOff(); + + if (options.debug) { - if (CAN_CHANGE(element) && - (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv) - SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND; + for (i=0; i<4; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); + } +} - if (IS_PLAYER(x,y+1)) - { - KillHero(); - return; +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; + static int xy[4][2] = + { + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } + }; + static int direction[3][4] = + { + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } + }; + + switch(element) + { + case EL_KAEFER_RIGHT: + case EL_KAEFER_UP: + case EL_KAEFER_LEFT: + case EL_KAEFER_DOWN: + Feld[x][y] = EL_KAEFER; + MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT]; + break; + + case EL_FLIEGER_RIGHT: + case EL_FLIEGER_UP: + case EL_FLIEGER_LEFT: + case EL_FLIEGER_DOWN: + Feld[x][y] = EL_FLIEGER; + MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT]; + break; + + case EL_BUTTERFLY_RIGHT: + case EL_BUTTERFLY_UP: + case EL_BUTTERFLY_LEFT: + case EL_BUTTERFLY_DOWN: + Feld[x][y] = EL_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT]; + break; + + case EL_FIREFLY_RIGHT: + case EL_FIREFLY_UP: + case EL_FIREFLY_LEFT: + case EL_FIREFLY_DOWN: + Feld[x][y] = EL_FIREFLY; + MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT]; + break; + + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + Feld[x][y] = EL_PACMAN; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; + break; + + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; + + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; + + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + + default: + MovDir[x][y] = 1 << RND(4); + if (element != EL_KAEFER && + element != EL_FLIEGER && + element != EL_BUTTERFLY && + element != EL_FIREFLY) + break; + + for (i=0; i<4; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element == EL_KAEFER || element == EL_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_FLIEGER || element == EL_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } + } + } + break; + } +} + +void InitAmoebaNr(int x, int y) +{ + int i; + int group_nr = AmoebeNachbarNr(x, y); + + if (group_nr == 0) + { + for (i=1; iMovPos) + return; + + local_player->LevelSolved = FALSE; + + PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); + + if (TimeLeft) + { + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); + + while (TimeLeft > 0) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + if (TimeLeft > 0 && !(TimeLeft % 10)) + RaiseScore(level.score[SC_ZEITBONUS]); + if (TimeLeft > 100 && !(TimeLeft % 10)) + TimeLeft -= 10; + else + TimeLeft--; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + BackToFront(); + + if (!tape.playing) + Delay(10); + } + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } + else if (level.time == 0) /* level without time limit */ + { + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); + + while (TimePlayed < 999) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_ZEITBONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + BackToFront(); + + if (!tape.playing) + Delay(10); + } + + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } + +#if 0 + FadeSounds(); +#endif + + /* Hero disappears */ + DrawLevelField(ExitX, ExitY); + BackToFront(); + + if (tape.playing) + return; + + CloseDoor(DOOR_CLOSE_1); + + if (tape.recording) + { + TapeStop(); + SaveTape(tape.level_nr); /* Ask to save tape */ + } + + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); + } + + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + + if ((hi_pos = NewHiScore()) >= 0) + { + game_status = HALLOFFAME; + DrawHallOfFame(hi_pos); + if (raise_level) + { + level_nr++; + TapeErase(); + } + } + else + { + game_status = MAINMENU; + if (raise_level) + { + level_nr++; + TapeErase(); + } + DrawMainMenu(); + } + + BackToFront(); +} + +int NewHiScore() +{ + int k, l; + int position = -1; + + LoadScore(level_nr); + + if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || + local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; + + for (k=0; kscore > highscore[k].Score) + { + /* player has made it to the hall of fame */ + + if (k < MAX_SCORE_ENTRIES - 1) + { + int m = MAX_SCORE_ENTRIES - 1; + +#ifdef ONE_PER_NAME + for (l=k; lk; l--) + { + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; + } + } + +#ifdef ONE_PER_NAME + put_into_list: +#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; + highscore[k].Score = local_player->score; + position = k; + break; + } + +#ifdef ONE_PER_NAME + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) + break; /* player already there with a higher score */ +#endif + + } + + if (position >= 0) + SaveScore(level_nr); + + return position; +} + +void InitMovingField(int x, int y, int direction) +{ + int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + + MovDir[x][y] = direction; + MovDir[newx][newy] = direction; + if (Feld[newx][newy] == EL_LEERRAUM) + Feld[newx][newy] = EL_BLOCKED; +} + +void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) +{ + int direction = MovDir[x][y]; + int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + + *goes_to_x = newx; + *goes_to_y = newy; +} + +void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) +{ + int oldx = x, oldy = y; + int direction = MovDir[x][y]; + + if (direction == MV_LEFT) + oldx++; + else if (direction == MV_RIGHT) + oldx--; + else if (direction == MV_UP) + oldy++; + else if (direction == MV_DOWN) + oldy--; + + *comes_from_x = oldx; + *comes_from_y = oldy; +} + +int MovingOrBlocked2Element(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return element; +} + +static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) +{ + /* like MovingOrBlocked2Element(), but if element is moving + and (x,y) is the field the moving element is just leaving, + return EL_BLOCKED instead of the element value */ + int element = Feld[x][y]; + + if (IS_MOVING(x, y)) + { + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; + } + else + return element; +} + +static void RemoveField(int x, int y) +{ + Feld[x][y] = EL_LEERRAUM; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; +} + +void RemoveMovingField(int x, int y) +{ + int oldx = x, oldy = y, newx = x, newy = y; + + if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + return; + + if (IS_MOVING(x, y)) + { + Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] != EL_BLOCKED) + return; + } + else if (Feld[x][y] == EL_BLOCKED) + { + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + return; + } + + if (Feld[x][y] == EL_BLOCKED && + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) + Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); + else + Feld[oldx][oldy] = EL_LEERRAUM; + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + Feld[newx][newy] = EL_LEERRAUM; + MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; + MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + + DrawLevelField(oldx, oldy); + DrawLevelField(newx, newy); +} + +void DrawDynamite(int x, int y) +{ + int sx = SCREENX(x), sy = SCREENY(y); + int graphic = el2gfx(Feld[x][y]); + int phase; + + if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) + return; + + if (Store[x][y]) + DrawGraphic(sx, sy, el2gfx(Store[x][y])); + + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) + { + if ((phase = (96 - MovDelay[x][y]) / 12) > 6) + phase = 6; + } + else + { + if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3) + phase = 7 - phase; + } + + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, GFX_SP_DISK_RED); + else if (Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic + phase); + else + DrawGraphic(sx, sy, graphic + phase); +} + +void CheckDynamite(int x, int y) +{ + if (MovDelay[x][y]) /* dynamite is still waiting to explode */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + { + if (!(MovDelay[x][y] % 6)) + PlaySoundLevelAction(x, y, SND_ACTION_BURNING); + + if (IS_ACTIVE_BOMB(Feld[x][y])) + { + int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); + + if (!(MovDelay[x][y] % delay)) + DrawDynamite(x, y); + } + + return; + } + } + + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) + StopSound(SND_DYNAMITE_BURNING); + else + StopSound(SND_DYNABOMB_BURNING); + + Bang(x, y); +} + +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + { + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; + } + + for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++) + { + int element; + + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) && + (x != ex || y != ey))) + continue; + + element = Feld[x][y]; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + { + element = MovingOrBlocked2Element(x, y); + RemoveMovingField(x, y); + } + + if (IS_MASSIVE(element) || element == EL_BURNING) + continue; + + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM); + Store[x][y] = 0; + } + + continue; + } + + if (element == EL_EXPLODING) + element = Store2[x][y]; + + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) + { + switch(StorePlayer[ex][ey]) + { + case EL_SPIELER2: + Store[x][y] = EL_EDELSTEIN_ROT; + break; + case EL_SPIELER3: + Store[x][y] = EL_EDELSTEIN; + break; + case EL_SPIELER4: + Store[x][y] = EL_EDELSTEIN_LILA; + break; + case EL_SPIELER1: + default: + Store[x][y] = EL_EDELSTEIN_GELB; + break; + } + + if (game.emulation == EMU_SUPAPLEX) + Store[x][y] = EL_LEERRAUM; + } + else if (center_element == EL_MOLE) + Store[x][y] = EL_EDELSTEIN_ROT; + else if (center_element == EL_PINGUIN) + Store[x][y] = EL_EDELSTEIN_LILA; + else if (center_element == EL_KAEFER) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN); + else if (center_element == EL_BUTTERFLY) + Store[x][y] = EL_EDELSTEIN_BD; + else if (center_element == EL_SP_ELECTRON) + Store[x][y] = EL_SP_INFOTRON; + else if (center_element == EL_MAMPFER) + Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; + else if (center_element == EL_AMOEBA2DIAM) + Store[x][y] = level.amoeba_content; + else if (element == EL_ERZ_EDEL) + Store[x][y] = EL_EDELSTEIN; + else if (element == EL_ERZ_DIAM) + Store[x][y] = EL_DIAMANT; + else if (element == EL_ERZ_EDEL_BD) + Store[x][y] = EL_EDELSTEIN_BD; + else if (element == EL_ERZ_EDEL_GELB) + Store[x][y] = EL_EDELSTEIN_GELB; + else if (element == EL_ERZ_EDEL_ROT) + Store[x][y] = EL_EDELSTEIN_ROT; + else if (element == EL_ERZ_EDEL_LILA) + Store[x][y] = EL_EDELSTEIN_LILA; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; + else if (!IS_PFORTE(Store[x][y])) + Store[x][y] = EL_LEERRAUM; + + if (x != ex || y != ey || + center_element == EL_AMOEBA2DIAM || mode == EX_BORDER) + Store2[x][y] = element; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBE_VOLL || + element == EL_AMOEBE_BD || + element == EL_AMOEBING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + Feld[x][y] = EL_EXPLODING; + MovDir[x][y] = MovPos[x][y] = 0; + AmoebaNr[x][y] = 0; + Frame[x][y] = 1; + Stop[x][y] = TRUE; + } + + if (center_element == EL_MAMPFER) + game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; + + return; + } + + if (Stop[ex][ey]) + return; + + x = ex; + y = ey; + + Frame[x][y] = (phase < last_phase ? phase + 1 : 0); + + if (phase == first_phase_after_start) + { + int element = Store2[x][y]; + + if (element == EL_BLACK_ORB) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + } + else if (phase == half_phase) + { + int element = Store2[x][y]; + + if (IS_PLAYER(x, y)) + KillHeroUnlessProtected(x, y); + else if (IS_EXPLOSIVE(element)) + { + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + } + else if (element == EL_AMOEBA2DIAM) + AmoebeUmwandeln(x, y); + } + + if (phase == last_phase) + { + int element; + + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + InitField(x, y, FALSE); + if (CAN_MOVE(element) || COULD_MOVE(element)) + InitMovDir(x, y); + DrawLevelField(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + StorePlayer[x][y] = 0; + } + else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = GFX_EXPLOSION; + + if (game.emulation == EMU_SUPAPLEX) + graphic = (Store[x][y] == EL_SP_INFOTRON ? + GFX_SP_EXPLODE_INFOTRON : + GFX_SP_EXPLODE_EMPTY); + + if (phase == delay) + ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + + graphic += (phase / delay - 1); + + if (IS_PFORTE(Store[x][y])) + { + DrawLevelElement(x, y, Store[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + } + else + DrawGraphic(SCREENX(x), SCREENY(y), graphic); + } +} + +void DynaExplode(int ex, int ey) +{ + int i, j; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (IS_ACTIVE_BOMB(Feld[ex][ey])) + { + player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } + + Explode(ex, ey, EX_PHASE_START, EX_CENTER); + + for (i=0; i<4; i++) + { + for (j=1; j<=dynabomb_size; j++) + { + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; + int element; + + if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) + break; + + element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + + Explode(x, y, EX_PHASE_START, EX_BORDER); + + if (element != EL_LEERRAUM && + element != EL_ERDREICH && + element != EL_EXPLODING && + !dynabomb_xl) + break; + } + } +} + +void Bang(int x, int y) +{ + int element = Feld[x][y]; + + if (game.emulation == EMU_SUPAPLEX) + PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + else + PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + +#if 0 + if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ + element = EL_LEERRAUM; +#endif + + switch(element) + { + case EL_KAEFER: + case EL_FLIEGER: + case EL_BUTTERFLY: + case EL_FIREFLY: + case EL_MAMPFER: + case EL_MAMPFER2: + case EL_ROBOT: + case EL_PACMAN: + case EL_MOLE: + RaiseScoreElement(element); + Explode(x, y, EX_PHASE_START, EX_NORMAL); + break; + case EL_DYNABOMB_ACTIVE_1: + case EL_DYNABOMB_ACTIVE_2: + case EL_DYNABOMB_ACTIVE_3: + case EL_DYNABOMB_ACTIVE_4: + case EL_DYNABOMB_NR: + case EL_DYNABOMB_SZ: + case EL_DYNABOMB_XL: + DynaExplode(x, y); + break; + case EL_PINGUIN: + case EL_BIRNE_AUS: + case EL_BIRNE_EIN: + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); + break; + default: + Explode(x, y, EX_PHASE_START, EX_NORMAL); + break; + } +} + +void Blurb(int x, int y) +{ + int element = Feld[x][y]; + + if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ + { + PlaySoundLevel(x, y, SND_ACID_SPLASHING); + if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && + (!IN_LEV_FIELD(x-1, y-1) || + !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) + { + Feld[x-1][y] = EL_BLURB_LEFT; + } + if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && + (!IN_LEV_FIELD(x+1, y-1) || + !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) + { + Feld[x+1][y] = EL_BLURB_RIGHT; + } + } + else /* go on */ + { + int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); + + if (!MovDelay[x][y]) /* initialize animation counter */ + MovDelay[x][y] = 9; + + if (MovDelay[x][y]) /* continue animation */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2); + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + } + } + } +} + +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_LEFT, + EL_BELT2_SWITCH_LEFT, + EL_BELT3_SWITCH_LEFT, + EL_BELT4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; + + int element = Feld[x][y]; + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy; + + if (!IS_BELT_SWITCH(element)) + return; + + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + for (yy=0; yy 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ON; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(x, y); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(x, y); + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH_OFF ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy rnd_value/8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && + !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_DRACHE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) + can_turn_right = TRUE; + if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) + can_move_on = TRUE; + + if (can_move_on && rnd > rnd_value/8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value/8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_MOLE) + { + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_DEAMOEBING)) + can_move_on = TRUE; + + if (!can_move_on) + { + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) + can_turn_left = TRUE; + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) + can_turn_right = TRUE; + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING_MOVING) + { + if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || + (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1))) + { + Feld[x][y] = EL_SPRING; + MovDir[x][y] = MV_NO_MOVING; + } + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) + { + int attr_x = -1, attr_y = -1; + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i=0; ijx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + if (element == EL_ROBOT && ZX>=0 && ZY>=0) + { + attr_x = ZX; + attr_y = ZY; + } + + if (element == EL_PINGUIN) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i=0; i<4; i++) + { + int ex = x + xy[i%4][0]; + int ey = y + xy[i%4][1]; + + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_xx) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_yy) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (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)); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8+8*!RND(3); + else + MovDelay[x][y] = 16; + } + else + { + int newx, newy; + + MovDelay[x][y] = 1; + + if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && + (IS_FREE(newx, newy) || + Feld[newx][newy] == EL_SALZSAEURE || + (element == EL_PINGUIN && + (Feld[newx][newy] == EL_AUSGANG_AUF || + IS_MAMPF3(Feld[newx][newy]))))) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && + (IS_FREE(newx, newy) || + Feld[newx][newy] == EL_SALZSAEURE || + (element == EL_PINGUIN && + (Feld[newx][newy] == EL_AUSGANG_AUF || + IS_MAMPF3(Feld[newx][newy]))))) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + } +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i=0; iactive && player->Pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (x EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER + */ +#if 0 +#if OLD_GAME_BEHAVIOUR + else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) +#else + else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y+1]) || + (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) +#endif + { + boolean left = (x>0 && IS_FREE(x-1, y) && + (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); + boolean right = (x0 && IS_FREE(x-1, y)); + boolean right_is_free = (x 3) + phase = 7 - phase; + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); + + if (MovDelay[x][y] % 4 == 3) + { + if (element == EL_MAMPFER) + PlaySoundLevel(x, y, SND_YAMYAM_WAITING); + else if (element == EL_MAMPFER2) + PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING); + } + } + else if (element == EL_SP_ELECTRON) + DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + else if (element == EL_DRACHE) + { + int i; + int dir = MovDir[x][y]; + int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT : + dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : + dir == MV_UP ? GFX_FLAMMEN_UP : + dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); + int phase = FrameCounter % 2; + + for (i=1; i<=3; i++) + { + int xx = x + i*dx, yy = y + i*dy; + int sx = SCREENX(xx), sy = SCREENY(yy); + + if (!IN_LEV_FIELD(xx, yy) || + IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) + break; + + if (MovDelay[x][y]) + { + int flamed = MovingOrBlocked2Element(xx, yy); + + if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) + Bang(xx, yy); + else + RemoveMovingField(xx, yy); + + Feld[xx][yy] = EL_BURNING; + if (IN_SCR_FIELD(sx, sy)) + DrawGraphic(sx, sy, graphic + phase*3 + i-1); + } + else + { + if (Feld[xx][yy] == EL_BURNING) + Feld[xx][yy] = EL_LEERRAUM; + DrawLevelField(xx, yy); + } + } + } + + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + + return; + } } - else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN) + + /* now make next step */ + + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + + if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + !PLAYER_PROTECTED(newx, newy)) { - Bang(x,y+1); + +#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_EDELSTEIN_BD) + else if ((element == EL_PINGUIN || element == EL_ROBOT || + element == EL_SONDE || element == EL_BALLOON) && + IN_LEV_FIELD(newx, newy) && + MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) { - if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + Blurb(x, y); + Store[x][y] = EL_SALZSAEURE; + } + else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) + { + if (Feld[newx][newy] == EL_AUSGANG_AUF) { - Bang(x,y+1); + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); + + PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); + + local_player->friends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + local_player->LevelSolved = local_player->GameOver = TRUE; + return; } - } - else if (element==EL_FELSBROCKEN) - { - if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE || - smashed==EL_SCHWEIN || smashed==EL_DRACHE) + else if (IS_MAMPF3(Feld[newx][newy])) + { + if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + DrawLevelField(newx, newy); + else + MovDir[x][y] = MV_NO_MOVING; + } + else if (!IS_FREE(newx, newy)) { - Bang(x,y+1); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); return; } - else if (!IS_MOVING(x,y+1)) + } + else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) + { + if (IS_GEM(Feld[newx][newy])) { - if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN) - { - Bang(x,y+1); - return; - } - else if (smashed==EL_KOKOSNUSS) + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else { - Feld[x][y+1] = EL_CRACKINGNUT; - PlaySoundLevel(x,y,SND_KNACK); - RaiseScoreElement(EL_KOKOSNUSS); - return; + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); } - else if (smashed==EL_DIAMANT) + + PlaySoundLevel(x, y, SND_PIG_EATING_GEM); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + return; + } + } + else if (element == EL_DRACHE && 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_BETON); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_BETON); + + if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + element1 != EL_DRACHE && element2 != EL_DRACHE && + element1 != EL_BURNING && element2 != EL_BURNING) { - Feld[x][y+1] = EL_LEERRAUM; - PlaySoundLevel(x,y,SND_QUIRK); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + + MovDelay[x][y] = 50; + Feld[newx][newy] = EL_BURNING; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) + Feld[newx1][newy1] = EL_BURNING; + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM) + Feld[newx2][newy2] = EL_BURNING; return; } } } - } + else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMANT) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); + } - /* Geräusch beim Durchqueren des Siebes */ - if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER)) - { - PlaySoundLevel(x,y,SND_QUIRK); - return; - } + PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND); + } + else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && + IS_MAMPF2(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBE_VOLL || + Feld[newx][newy] == EL_AMOEBE_BD) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } - /* Geräusch beim Auftreffen */ - if (lastline || object_hit) - { - int sound; + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); + } - switch(element) + PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY); + } + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: - sound = SND_PLING; - break; - case EL_KOKOSNUSS: - sound = SND_KLUMPF; - break; - case EL_FELSBROCKEN: - sound = SND_KLOPF; - break; - case EL_SCHLUESSEL: - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: - sound = SND_KINK; - break; - case EL_ZEIT_VOLL: - case EL_ZEIT_LEER: - sound = SND_DENG; - break; - default: - sound = -1; - break; + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBE_VOLL || + Feld[newx][newy] == EL_AMOEBE_BD) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_DEAMOEBING; + PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_LEERRAUM; + DrawLevelField(newx, newy); + PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_DEAMOEBING || + (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ + + TurnRound(x, y); + + if (element == EL_KAEFER || element == EL_FLIEGER || + element == EL_SP_SNIKSNAK || element == EL_MOLE) + DrawLevelField(x, y); + else if (element == EL_BUTTERFLY || element == EL_FIREFLY) + DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); + else if (element == EL_SONDE) + DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); + else if (element == EL_SP_ELECTRON) + DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); + + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + + return; } - if (sound>=0) - PlaySoundLevel(x,y,sound); + InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, SND_ACTION_MOVING); } + + if (MovDir[x][y]) + ContinueMoving(x, y); } -void TurnRound(int x, int y) +void ContinueMoving(int x, int y) { - static struct - { - int x,y; - } move_xy[] = - { - { 0,0 }, - {-1,0 }, - {+1,0 }, - { 0,0 }, - { 0,-1 }, - { 0,0 }, { 0,0 }, { 0,0 }, - { 0,+1 } - }; - static struct - { - int left,right,back; - } turn[] = - { - { 0, 0, 0 }, - { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } - }; - int element = Feld[x][y]; - int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; - int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx!=0); + int newx = x + dx, newy = y + dy; + int step = (horiz_move ? dx : dy) * TILEX / 8; + + if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) + step /= 2; + else if (element == EL_QUICKSAND_FILLING || + element == EL_QUICKSAND_EMPTYING) + step /= 4; + else if (element == EL_MAGIC_WALL_FILLING || + element == EL_MAGIC_WALL_BD_FILLING || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_MAGIC_WALL_BD_EMPTYING) + step /= 2; + else if (CAN_FALL(element) && horiz_move && + y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) + step /= 2; + else if (element == EL_SPRING_MOVING) + step*=2; - int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y; - int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y; - int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y; +#if OLD_GAME_BEHAVIOUR + else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) + step*=2; +#endif - int left_x = x+left_dx, left_y = y+left_dy; - int right_x = x+right_dx, right_y = y+right_dy; - int move_x = x+move_dx, move_y = y+move_dy; + MovPos[x][y] += step; - if (element==EL_KAEFER || element==EL_BUTTERFLY) + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { - TestIfBadThingHitsOtherBadThing(x,y); + Feld[x][y] = EL_LEERRAUM; + Feld[newx][newy] = element; - if (IN_LEV_FIELD(right_x,right_y) && - IS_FREE_OR_PLAYER(right_x,right_y)) - MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) - MovDir[x][y] = left_dir; + if (element == EL_MOLE) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (element==EL_KAEFER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 5; - else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */ - MovDelay[x][y] = 1; - } - else if (element==EL_FLIEGER || element==EL_FIREFLY) - { - TestIfBadThingHitsOtherBadThing(x,y); + Feld[x][y] = EL_ERDREICH; + DrawLevelField(x, y); - if (IN_LEV_FIELD(left_x,left_y) && - IS_FREE_OR_PLAYER(left_x,left_y)) - MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) - MovDir[x][y] = right_dir; + for(i=0; i<4; i++) + { + int xx, yy; - if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 5; - else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */ - MovDelay[x][y] = 1; - } - else if (element==EL_MAMPFER) - { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + xx = x + xy[i][0]; + yy = y + xy[i][1]; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - Feld[left_x][left_y] == EL_DIAMANT)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - Feld[right_x][right_y] == EL_DIAMANT)) - can_turn_right = TRUE; + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) + DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ + } + } - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_BD_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_BD_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DRIPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (Store[x][y] == EL_SALZSAEURE) + { + element = Feld[newx][newy] = EL_SALZSAEURE; + } - MovDelay[x][y] = 8+8*RND(3); - } - else if (element==EL_MAMPFER2) - { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + Store[x][y] = 0; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - IS_MAMPF2(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - IS_MAMPF2(Feld[right_x][right_y]))) - can_turn_right = TRUE; + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; - 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; + DrawLevelField(x, y); + DrawLevelField(newx, newy); - MovDelay[x][y] = 8+8*RND(3); - } - else if (element==EL_PACMAN) - { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + Stop[newx][newy] = TRUE; + JustStopped[newx][newy] = 3; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || - IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || - IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PINGUIN) + TestIfFriendTouchesBadThing(newx, newy); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); - else if (can_turn_left) - MovDir[x][y] = (RND(2) ? left_dir : back_dir); - else if (can_turn_right) - MovDir[x][y] = (RND(2) ? right_dir : back_dir); - else - MovDir[x][y] = back_dir; + if (CAN_SMASH(element) && direction == MV_DOWN && + (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + Impact(x, newy); + } + else /* still moving on */ + DrawLevelField(x, y); +} + +int AmoebeNachbarNr(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int group_nr = 0; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - MovDelay[x][y] = 3+RND(20); - } - else if (element==EL_SCHWEIN) + for (i=0; i<4; i++) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - BOOL should_turn_left = FALSE, should_turn_right = FALSE; - BOOL should_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y]))) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x,move_y) && - (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y]))) - can_move_on = TRUE; + if (!IN_LEV_FIELD(x, y)) + continue; - if (can_turn_left && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy)))) - should_turn_left = TRUE; - if (can_turn_right && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy)))) - should_turn_right = TRUE; - if (can_move_on && - (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy)))) - should_move_on = TRUE; + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; + } - if (should_turn_left || should_turn_right || should_move_on) - { - if (should_turn_left && should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/3 ? left_dir : - rnd < 2*rnd_value/3 ? right_dir : - old_move_dir); - else if (should_turn_left && should_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (should_turn_left && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir); - else if (should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir); - else if (should_turn_left) - MovDir[x][y] = left_dir; - else if (should_turn_right) - MovDir[x][y] = right_dir; - else if (should_move_on) - MovDir[x][y] = old_move_dir; - } - else if (can_move_on && rnd > rnd_value/8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + return group_nr; +} - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) - MovDir[x][y] = old_move_dir; +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - MovDelay[x][y] = 0; - } - else if (element==EL_DRACHE) + if (new_group_nr == 0) + return; + + for (i=0; i<4; i++) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + x = ax + xy[i][0]; + y = ay + xy[i][1]; - 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 (!IN_LEV_FIELD(x, y)) + continue; - if (can_move_on && rnd > rnd_value/8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; + if ((Feld[x][y] == EL_AMOEBE_VOLL || + Feld[x][y] == EL_AMOEBE_BD || + Feld[x][y] == EL_AMOEBE_TOT) && + AmoebaNr[x][y] != new_group_nr) + { + int old_group_nr = AmoebaNr[x][y]; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y)) - MovDir[x][y] = old_move_dir; + if (old_group_nr == 0) + return; - MovDelay[x][y] = 0; + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; + AmoebaCnt[old_group_nr] = 0; + AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; + AmoebaCnt2[old_group_nr] = 0; + + for (yy=0; yy=0 && ZY>=0) + for (y=0; yx) - MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT); - if (attr_yy) - MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN); +void AmoebeUmwandelnBD(int ax, int ay, int new_element) +{ + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; - if (element==EL_ROBOT) +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; + } +#endif + + for (y=0; y0 && IS_FREE(x-1,y) && - (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE)); - BOOL right = (x= 200) { - TurnRound(x,y); - if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER)) - DrawLevelField(x,y); + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; } } + } - if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */ - { - MovDelay[x][y]--; + if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) + { + Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ + Store[newax][neway] = element; + } + else if (neway == ay) + { + Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ + PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING); + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ + Feld[ax][ay] = EL_AMOEBA_DRIPPING; + Store[ax][ay] = EL_TROPFEN; + ContinueMoving(ax, ay); + return; + } - if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2) - { - int phase = MovDelay[x][y] % 8; + DrawLevelField(newax, neway); +} - if (phase>3) - phase = 7-phase; +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; + static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ + int life_time = 40; + int element = Feld[ax][ay]; + boolean changed = FALSE; - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase); + if (Stop[ax][ay]) + return; - if ((element==EL_MAMPFER || element==EL_MAMPFER2) - && MovDelay[x][y]%4==3) - PlaySoundLevel(x,y,SND_NJAM); - } - else if (element==EL_DRACHE) - { - int i; - int dir = MovDir[x][y]; - int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT : - dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : - dir == MV_UP ? GFX_FLAMMEN_UP : - dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); - int phase = FrameCounter % 2; + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; - for(i=1;i<=3;i++) - { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCROLLX(xx), sy = SCROLLY(yy); + if (MovDelay[ax][ay]) /* wait some time before next cycle */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - if (!IN_LEV_FIELD(xx,yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING) - break; + for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++) + { + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx,yy); + if (!IN_LEV_FIELD(xx, yy)) + continue; - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) - Bang(xx,yy); - else - RemoveMovingField(xx,yy); + for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++) + { + int x = xx+x2, y = yy+y2; - Feld[xx][yy] = EL_BURNING; - if (IN_SCR_FIELD(sx,sy)) - DrawGraphic(sx,sy, graphic + phase*3 + i-1); - } - else - { - if (Feld[xx][yy] == EL_BURNING) - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); - } - } - } + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; - if (MovDelay[x][y]) - return; + if (((Feld[x][y] == element || + (element == EL_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; } - if (element==EL_KAEFER || element==EL_BUTTERFLY) + if (xx == ax && yy == ay) /* field in the middle */ { - PlaySoundLevel(x,y,SND_KLAPPER); + if (nachbarn < life[0] || nachbarn > life[1]) + { + Feld[xx][yy] = EL_LEERRAUM; + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } } - else if (element==EL_FLIEGER || element==EL_FIREFLY) - { - PlaySoundLevel(x,y,SND_ROEHR); + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } } + } - /* neuer Schritt / Wartezustand beendet */ + if (changed) + PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING : + SND_BIOMAZE_CREATING); +} - Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */ +void RobotWheel(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; - if (IS_ENEMY(element) && IS_PLAYER(newx,newy)) + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) { - /* Spieler erwischt */ - MovDir[x][y] = 0; - KillHero(); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); + if (!(MovDelay[x][y]%4)) + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING); return; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element==EL_ROBOT || element==EL_SONDE) && - IN_LEV_FIELD(newx,newy) && - MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE) + } + + Feld[x][y] = EL_ABLENK_AUS; + DrawLevelField(x, y); + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +void TimegateWheel(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) { - Blurb(x,y); - Store[x][y] = EL_SALZSAEURE; + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); + if (!(MovDelay[x][y]%4)) + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING); + return; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx,newy)) - { - if (Feld[newx][newy] == EL_AUSGANG_AUF) - { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x,y); + } - PlaySoundLevel(newx,newy,SND_BUING); - if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy))) - DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element)); + Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; + DrawLevelField(x, y); + if (ZX == x && ZY == y) + ZX = ZY = -1; +} - Friends--; - if (!Friends && PlayerGone && !GameOver) - LevelSolved = GameOver = TRUE; +void Birne(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 800; - return; - } - else if (IS_MAMPF3(Feld[newx][newy])) - { - if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING) - DrawLevelField(newx,newy); - else - MovDir[x][y] = MV_NO_MOVING; - } - else if (!IS_FREE(newx,newy)) - { - if (IS_PLAYER(x,y)) - DrawPlayerField(); - else - DrawLevelField(x,y); - return; - } - } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy)) + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) { - if (IS_GEM(Feld[newx][newy])) - { - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); - } - } - else if (!IS_FREE(newx,newy)) + if (!(MovDelay[x][y]%5)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(); + if (!(MovDelay[x][y]%10)) + Feld[x][y]=EL_ABLENK_EIN; else - DrawLevelField(x,y); - return; + Feld[x][y]=EL_ABLENK_AUS; + DrawLevelField(x, y); + Feld[x][y]=EL_ABLENK_EIN; } + return; } - else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy)) - { - if (!IS_FREE(newx,newy)) - { - if (IS_PLAYER(x,y)) - DrawPlayerField(); - else - DrawLevelField(x,y); - return; - } - else - { - BOOL wanna_flame = !RND(10); - int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; - int element1 = (IN_LEV_FIELD(newx1,newy1) ? - MovingOrBlocked2Element(newx1,newy1) : EL_BETON); - int element2 = (IN_LEV_FIELD(newx2,newy2) ? - MovingOrBlocked2Element(newx2,newy2) : EL_BETON); + } - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) - { - if (IS_PLAYER(x,y)) - DrawPlayerField(); - else - DrawLevelField(x,y); + Feld[x][y]=EL_ABLENK_AUS; + DrawLevelField(x, y); + if (ZX == x && ZY == y) + ZX=ZY=-1; +} - MovDelay[x][y] = 25; - Feld[newx][newy] = EL_BURNING; - if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM) - Feld[newx1][newy1] = EL_BURNING; - if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM) - Feld[newx2][newy2] = EL_BURNING; - return; - } - } - } - else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) && - Feld[newx][newy]==EL_DIAMANT) +void Blubber(int x, int y) +{ + if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN) + DrawLevelField(x, y-1); + else + DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); +} + +void NussKnacken(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 7; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2); + + if (!MovDelay[x][y]) { - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); - } + Feld[x][y] = EL_EDELSTEIN; + DrawLevelField(x, y); } - else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) && - IS_MAMPF2(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + } +} - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); - } - } - else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) && - IS_AMOEBOID(Feld[newx][newy])) - { - if (AmoebaNr[newx][newy]) - { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } +void BreakingPearl(int x, int y) +{ + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 9; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2); - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_LEERRAUM; + DrawLevelField(x, y); } - else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy)) - { /* gegen Wand gelaufen */ - TurnRound(x,y); + } +} - if (element == EL_KAEFER || element == EL_FLIEGER) - DrawLevelField(x,y); - else if (element == EL_BUTTERFLY || element == EL_FIREFLY) - DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL); - else if (element==EL_SONDE) - DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL); +void SiebAktivieren(int x, int y, int typ) +{ + int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; - return; - } + DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); +} - if (element==EL_ROBOT && IN_SCR_FIELD(x,y)) - PlaySoundLevel(x,y,SND_SCHLURF); +void AusgangstuerPruefen(int x, int y) +{ + if (!local_player->gems_still_needed && + !local_player->sokobanfields_still_needed && + !local_player->lights_still_needed) + { + Feld[x][y] = EL_AUSGANG_ACT; - InitMovingField(x,y,MovDir[x][y]); + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_EXIT_OPENING); } - - if (MovDir[x][y]) - ContinueMoving(x,y); } -void ContinueMoving(int x, int y) +void AusgangstuerOeffnen(int x, int y) { - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); - int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy)*TILEX/4; - - if (CAN_FALL(element) && horiz_move) - step*=2; - else if (element==EL_TROPFEN) - step/=2; - else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER) - step/=4; + int delay = 6; - MovPos[x][y] += step; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5*delay; - if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */ + if (MovDelay[x][y]) /* wait some time before next frame */ { - Feld[x][y] = EL_LEERRAUM; - Feld[newx][newy] = element; + int tuer; - if (Store[x][y]==EL_MORAST_VOLL) - { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; - } - else if (Store[x][y]==EL_MORAST_LEER) - { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; - } - else if (Store[x][y]==EL_SIEB_VOLL) - { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); - } - else if (Store[x][y]==EL_SIEB_LEER) - { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); - } - else if (Store[x][y]==EL_SIEB2_VOLL) - { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); - } - else if (Store[x][y]==EL_SIEB2_LEER) + MovDelay[x][y]--; + tuer = MovDelay[x][y]/delay; + if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer); + + if (!MovDelay[x][y]) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + Feld[x][y] = EL_AUSGANG_AUF; + DrawLevelField(x, y); } - else if (Store[x][y]==EL_SALZSAEURE) + } +} + +void AusgangstuerBlinken(int x, int y) +{ + DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); +} + +void OpenSwitchgate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase); + + if (!MovDelay[x][y]) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[x][y] = EL_SWITCHGATE_OPEN; + DrawLevelField(x, y); } - else if (Store[x][y]==EL_AMOEBE_NASS) + } +} + +void CloseSwitchgate(int x, int y) +{ + int delay = 6; + + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; + + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase); + + if (!MovDelay[x][y]) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_SWITCHGATE_CLOSED; + DrawLevelField(x, y); } + } +} - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; +void OpenTimegate(int x, int y) +{ + int delay = 6; - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; - DrawLevelField(x,y); - DrawLevelField(newx,newy); + if (MovDelay[x][y]) /* wait some time before next frame */ + { + int phase; - Stop[newx][newy] = TRUE; - JustHit[x][newy] = 3; + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase); - if (DONT_TOUCH(element)) /* Käfer oder Flieger */ + if (!MovDelay[x][y]) { - TestIfBadThingHitsHero(); - TestIfBadThingHitsFriend(newx,newy); - TestIfBadThingHitsOtherBadThing(newx,newy); + Feld[x][y] = EL_TIMEGATE_OPEN; + DrawLevelField(x, y); } - else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx,newy); - - if (CAN_SMASH(element) && direction==MV_DOWN && - (newy==lev_fieldy-1 || !IS_FREE(x,newy+1))) - Impact(x,newy); } - else /* noch in Bewegung */ - DrawLevelField(x,y); } -int AmoebeNachbarNr(int ax, int ay) +void CloseTimegate(int x, int y) { - int i; - int element = Feld[ax][ay]; - int group_nr = 0; - static int xy[4][2] = - { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } - }; + int delay = 6; - for(i=0;i<4;i++) + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5 * delay; + + if (MovDelay[x][y]) /* wait some time before next frame */ { - int x = ax+xy[i%4][0]; - int y = ay+xy[i%4][1]; + int phase; - if (!IN_LEV_FIELD(x,y)) - continue; + MovDelay[x][y]--; + phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase); - if (Feld[x][y]==element && AmoebaNr[x][y]>0) - group_nr = AmoebaNr[x][y]; + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_TIMEGATE_CLOSED; + DrawLevelField(x, y); + } } - - return(group_nr); } -void AmoebenVereinigen(int ax, int ay) +static void CloseAllOpenTimegates() { - int i,x,y,xx,yy; - int new_group_nr = AmoebaNr[ax][ay]; - static int xy[4][2] = + int x, y; + + for (y=0; y 2) + phase = 4-phase; + + DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase); + + if (setup.direct_draw) + { + int dest_x, dest_y; + + dest_x = FX + SCREENX(x)*TILEX; + dest_y = FY + SCREENY(y)*TILEY; - for(yy=0;yy= num_frames/2) + phase = num_frames - phase; - if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */ - { - if (element==EL_AMOEBE_VOLL) - AmoebeUmwandeln(ax,ay); - else if (element==EL_AMOEBE_BD) - AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); + ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + } } - } - return; - } - else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD) - { - int new_group_nr = AmoebaNr[ax][ay]; - - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; - AmoebenVereinigen(newax,neway); - if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD) - { - AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN); return; } - } - } - if (element!=EL_AMOEBE_NASS || newayindex_nr] = 0; + num_stored_actions++; + + if (!player->active || tape.pausing) + return; - if (!IN_LEV_FIELD(xx,yy)) - continue; + if (player_action) + { +#if 0 + save_tape_entry = TRUE; +#endif + player->frame_reset_delay = 0; - for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++) + if (button1) + snapped = SnapField(player, dx, dy); + else { - int x = xx+x2, y = yy+y2; - - if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy)) - continue; - - if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) && - !Stop[x][y]) || - (IS_FREE(x,y) && Stop[x][y])) - nachbarn++; + if (button2) + bombed = PlaceBomb(player); + moved = MoveFigure(player, dx, dy); } - if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */ + if (tape.single_step && tape.recording && !tape.pausing) { - if (nachbarnlife[1]) - { - Feld[xx][yy] = EL_LEERRAUM; - if (!Stop[xx][yy]) - DrawLevelField(xx,yy); - Stop[xx][yy] = TRUE; - } - } - else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH) - { /* Randfeld ohne Amoebe */ - if (nachbarn>=life[2] && nachbarn<=life[3]) + if (button1 || (bombed && !moved)) { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx,yy); - Stop[xx][yy] = TRUE; + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ } } - } -} -void Ablenk(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; - - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) +#if 0 + if (tape.recording && (moved || snapped || bombed)) { - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x,y,SND_MIEP); - return; + if (bombed && !moved) + player_action &= JOY_BUTTON; + + stored_player_action[player->index_nr] = player_action; + save_tape_entry = TRUE; } + else if (tape.playing && snapped) + SnapField(player, 0, 0); /* stop snapping */ +#else + stored_player_action[player->index_nr] = player_action; +#endif } + else + { + /* no actions for this player (no input at player's configured device) */ - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) - ZX = ZY = -1; -} + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); -void Birne(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 400; +#if 1 + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; +#endif +#if 0 + if (player->MovPos == 0) /* needed for tape.playing */ + player->last_move_dir = MV_NO_MOVING; + + /* !!! CHECK THIS AGAIN !!! + (Seems to be needed for some EL_ROBOT stuff, but breaks + tapes when walking through pipes!) + */ + + /* it seems that "player->last_move_dir" is misused as some sort of + "player->is_just_moving_in_this_moment", which is needed for the + robot stuff (robots don't kill players when they are moving) + */ +#endif + + if (++player->frame_reset_delay > player->move_delay_value) + player->Frame = 0; + } - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ +#if 0 + if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + save_tape_entry = FALSE; + } +#else + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif + +#if 0 + if (tape.playing && !tape.pausing && !player_action && + tape.counter < tape.length) + { + int jx = player->jx, jy = player->jy; + int next_joy = + tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); + + if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && + (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) { - if (!(MovDelay[x][y]%5)) + int dx = (next_joy == JOY_LEFT ? -1 : +1); + + if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) { - if (!(MovDelay[x][y]%10)) - Feld[x][y]=EL_ABLENK_EIN; - else - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - Feld[x][y]=EL_ABLENK_EIN; + int el = Feld[jx+dx][jy]; + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : + (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10); + + if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) + { + player->MovDir = next_joy; + player->Frame = FrameCounter % 4; + player->Pushing = TRUE; + } } - return; } } - - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) - ZX=ZY=-1; +#endif } -void Blubber(int x, int y) +void GameActions() { - DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL); -} + static unsigned long action_delay = 0; + unsigned long action_delay_value; + int sieb_x = 0, sieb_y = 0; + int i, x, y, element; + byte *recorded_player_action; + byte summarized_player_action = 0; -void NussKnacken(int x, int y) -{ - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 4; + if (game_status != PLAYING) + return; + + action_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&action_delay, action_delay_value); + + if (network_playing && !network_player_action_received) { - MovDelay[x][y]--; - if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]); + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); +#endif + */ - if (!MovDelay[x][y]) +#if defined(PLATFORM_UNIX) + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif + + if (game_status != PLAYING) + return; + + if (!network_player_action_received) { - Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x,y); + /* +#ifdef DEBUG + printf("DEBUG: failed to get network player actions in time\n"); +#endif + */ + return; } } -} -void SiebAktivieren(int x, int y, int typ) -{ - if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), - (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2); -} + if (tape.pausing) + return; -void AusgangstuerPruefen(int x, int y) -{ - if (!Gems && !SokobanFields && !Lights) + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + + for (i=0; ieffective_action = summarized_player_action; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + for (i=0; iactive) { - const int delay = 2; - const int frames = 4; - int phase = (FrameCounter % (delay*frames)) / delay; + extern unsigned int last_RND(); - if (!(FrameCounter % delay)) - DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase); + printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", + TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); } - else - { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 6*!SimpleRND(500); +#endif +#endif - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ - { - MovDelay[x][y]--; +#ifdef DEBUG +#if 0 + if (GameFrameDelay >= 500) + printf("FrameCounter == %d\n", FrameCounter); +#endif +#endif - if (direct_draw_on && MovDelay[x][y]) - drawto_field = backbuffer; - DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y])); - if (MovDelay[x][y]) - { - int src_x,src_y, dest_x,dest_y; - int phase = MovDelay[x][y]-1; + FrameCounter++; + TimeFrames++; - src_x = SX+GFX_PER_LINE*TILEX; - src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY; - dest_x = SX+SCROLLX(x)*TILEX; - dest_y = SY+SCROLLY(y)*TILEY; + for (y=0; y 0) + JustStopped[x][y]--; - XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y); - XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK], - src_x,src_y, TILEX,TILEY, dest_x,dest_y); +#if DEBUG + if (IS_BLOCKED(x, y)) + { + int oldx, oldy; - if (direct_draw_on) - { - XCopyArea(display,backbuffer,window,gc, - dest_x,dest_y, TILEX,TILEY, dest_x,dest_y); - drawto_field = window; - } + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + { + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); + printf("GameActions(): This should never happen!\n"); } } +#endif } -} -void MauerWaechst(int x, int y) -{ - int speed = 3; + for (y=0; yjx, jy = local_player->jy; + + if (element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_EMPTYING) { - if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1,y); + SiebAktivieren(x, y, 1); + sieb = TRUE; } - else + else if (element == EL_MAGIC_WALL_BD_FULL || + element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_EMPTYING) { - if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1,y); + SiebAktivieren(x, y, 2); + sieb = TRUE; } - Feld[x][y] = EL_MAUER_LEBT; - Store[x][y] = 0; - DrawLevelField(x,y); + /* play the element sound at the position nearest to the player */ + if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) + { + sieb_x = x; + sieb_y = y; + } } } -} -void MauerAbleger(int ax, int ay) -{ - BOOL links_frei = FALSE, rechts_frei = FALSE; - BOOL links_massiv = FALSE, rechts_massiv = FALSE; +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; - if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */ - MovDelay[ax][ay] = 3; + if (!IS_PLAYER(x,y) && + (element == EL_LEERRAUM || + element == EL_ERDREICH || + element == EL_MORAST_LEER || + element == EL_BLURB_LEFT || + element == EL_BLURB_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) + Feld[x][y] = EL_TROPFEN; + } - if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; + random = random * 129 + 1; + } } +#endif - if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay)) - links_frei = TRUE; - if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay)) - rechts_frei = TRUE; - - if (links_frei) - { - Feld[ax-1][ay] = EL_MAUERND; - Store[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay))) - DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1); - } - if (rechts_frei) +#if 0 + if (game.explosions_delayed) +#endif { - Feld[ax+1][ay] = EL_MAUERND; - Store[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay))) - DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1); - } + game.explosions_delayed = FALSE; - if (links_frei || rechts_frei) - DrawLevelField(ax,ay); + for (y=0; y 0) { - for(j=0;j<3;j++) + game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - - if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING) - { - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); - } - else - break; + for (y=0; y 0) + { + game.light_time_left--; -/* - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY); -*/ + if (game.light_time_left == 0) + { + for (y=0; y 0) { - int x,y,element; - int sieb_x = 0, sieb_y = 0; + game.timegate_time_left--; - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } - FrameCounter++; - TimeFrames++; + if (TimeFrames >= (1000 / GameFrameDelay)) + { + TimeFrames = 0; + TimePlayed++; - for(y=0;y0) - JustHit[x][y]--; - -#if DEBUG - if (IS_BLOCKED(x,y)) + if (SHIELD_ON(&stored_player[i])) { - int oldx,oldy; + stored_player[i].shield_passive_time_left--; - 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"); - } + if (stored_player[i].shield_active_time_left > 0) + stored_player[i].shield_active_time_left--; } -#endif - } - for(y=0;y 0) { - element = Feld[x][y]; + TimeLeft--; - if (IS_INACTIVE(element)) - continue; + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); - if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element))) - { - StartMoving(x,y); - - if (IS_GEM(element)) - EdelsteinFunkeln(x,y); - } - else if (IS_MOVING(x,y)) - ContinueMoving(x,y); - else if (element==EL_DYNAMIT || element==EL_DYNABOMB) - CheckDynamite(x,y); - else if (element==EL_EXPLODING) - Explode(x,y,Frame[x][y],EX_NORMAL); - else if (element==EL_AMOEBING) - AmoebeWaechst(x,y); - else if (IS_AMOEBALIVE(element)) - AmoebeAbleger(x,y); - else if (element==EL_LIFE || element==EL_LIFE_ASYNC) - Life(x,y); - else if (element==EL_ABLENK_EIN) - Ablenk(x,y); - else if (element==EL_SALZSAEURE) - Blubber(x,y); - else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT) - Blurb(x,y); - else if (element==EL_CRACKINGNUT) - NussKnacken(x,y); - else if (element==EL_AUSGANG_ZU) - AusgangstuerPruefen(x,y); - else if (element==EL_AUSGANG_ACT) - AusgangstuerOeffnen(x,y); - else if (element==EL_AUSGANG_AUF) - AusgangstuerBlinken(x,y); - else if (element==EL_MAUERND) - MauerWaechst(x,y); - else if (element==EL_MAUER_LEBT) - MauerAbleger(x,y); - else if (element==EL_BURNING) - CheckForDragon(x,y); - - if (SiebAktiv) - { - BOOL sieb = FALSE; - - if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL || - Store[x][y]==EL_SIEB_LEER) - { - SiebAktivieren(x, y, 1); - sieb = TRUE; - } - else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL || - Store[x][y]==EL_SIEB2_LEER) - { - SiebAktivieren(x, y, 2); - sieb = TRUE; - } + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY)) - { - sieb_x = x; - sieb_y = y; - } - } + if (!TimeLeft && setup.time_limit) + for (i=0; i= 500) /* calculate fps every 0.5 seconds */ { - if (!(SiebAktiv%4)) - PlaySoundLevel(sieb_x,sieb_y,SND_MIEP); - SiebAktiv--; - if (!SiebAktiv) - { - for(y=0;y0 && TimeFrames>=25 && !tape.pausing) +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; iprogrammed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + int move_dir = + (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); + int jx = player->jx, jy = player->jy; + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_moving_to_valid_field = + (IN_LEV_FIELD(new_jx, new_jy) && + (Feld[new_jx][new_jy] == EL_SP_BASE || + Feld[new_jx][new_jy] == EL_ERDREICH)); + + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_TUBE(Feld[jx][jy])) + player->programmed_action = MV_DOWN; + } +} + +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; -/* - int old_move_dir = PlayerMovDir; -*/ + if (!player->active || (!dx && !dy)) + return MF_NO_ACTION; - if (PlayerGone || (!dx && !dy)) - return(MF_NO_ACTION); + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); - PlayerMovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); -/* - if (old_move_dir != PlayerMovDir) - PlayerFrame = 0; - else - PlayerFrame = (PlayerFrame + 1) % 4; -*/ + if (!IN_LEV_FIELD(new_jx, new_jy)) + return MF_NO_ACTION; - if (!IN_LEV_FIELD(newJX,newJY)) - return(MF_NO_ACTION); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MF_NO_ACTION; - element = MovingOrBlocked2Element(newJX,newJY); +#if 0 + element = MovingOrBlocked2Element(new_jx, new_jy); +#else + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); +#endif if (DONT_GO_TO(element)) { - if (element==EL_SALZSAEURE && dx==0 && dy==1) + if (element == EL_SALZSAEURE && dx == 0 && dy == 1) { - Blurb(JX,JY); - Feld[JX][JY] = EL_SPIELFIGUR; - InitMovingField(JX,JY,MV_DOWN); - Store[JX][JY] = EL_SALZSAEURE; - ContinueMoving(JX,JY); - BuryHero(); + Blurb(jx, jy); + Feld[jx][jy] = EL_SPIELFIGUR; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_SALZSAEURE; + ContinueMoving(jx, jy); + BuryHero(player); } else - KillHero(); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); - return(MF_MOVING); + return MF_MOVING; } - can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG); + can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); if (can_move != MF_MOVING) - return(can_move); - - oldJX = JX; - oldJY = JY; - JX = newJX; - JY = newJY; + 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; - JX2 = oldJX; - JY2 = oldJY; + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - PlayerMovPos = TILEX/4; - PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 3*TILEX/4; - - ScrollFigure(-1); - - if (Store[oldJX][oldJY]) - { - DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY])); - DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY), - el2gfx(Feld[oldJX][oldJY])); - } - else if (Feld[oldJX][oldJY]==EL_DYNAMIT) - DrawDynamite(oldJX,oldJY); - else - DrawLevelField(oldJX,oldJY); + ScrollFigure(player, SCROLL_INIT); - return(MF_MOVING); + return MF_MOVING; } -BOOL MoveFigure(int dx, int dy) +boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { - static long move_delay = 0; + int jx = player->jx, jy = player->jy; + int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - int oldJX = JX, oldJY = JY; - if (PlayerGone || (!dx && !dy)) - return(FALSE); + if (!player->active || (!dx && !dy)) + return FALSE; + +#if 0 + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) + return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + return FALSE; +#endif -/* - if (!DelayReached(&move_delay,8) && !tape.playing) - return(FALSE); -*/ + /* remove the last programmed player action */ + player->programmed_action = 0; -/* - if (!DelayReached(&move_delay,10) && !tape.playing) - return(FALSE); -*/ + if (player->MovPos) + { + /* should only happen if pre-1.2 tape recordings are played */ + /* this is only for backward compatibility */ -/* - if (!FrameReached(&move_delay,2) && !tape.playing) - return(FALSE); -*/ + int original_move_delay_value = player->move_delay_value; - if (Movemethod == 0) - { - if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing) - return(FALSE); +#if DEBUG + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); +#endif + + /* scroll remaining steps with finest movement resolution */ + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; + + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + player->move_delay_value = original_move_delay_value; } - else + + if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing) - return(FALSE); + if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) + moved |= MoveFigureOneStep(player, dx, 0, dx, dy); } - - if (moved |= MoveFigureOneStep(dx,0, dx,dy)) - moved |= MoveFigureOneStep(0,dy, dx,dy); else { - moved |= MoveFigureOneStep(0,dy, dx,dy); - moved |= MoveFigureOneStep(dx,0, dx,dy); + if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) + moved |= MoveFigureOneStep(player, 0, dy, dx, dy); } - if (moved & MF_MOVING) + 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 = (scroll_delay_on ? 3 : 0); + 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); - if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) && - JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset)) - scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset); - if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) && - JY>=MIDPOSY-1-offset && JY<=lev_fieldy-(MIDPOSY-offset)) - scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset); + /* don't scroll against the player's moving direction */ + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) + scroll_y = old_scroll_y; + } + } - if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y) - ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y); + if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) + { + if (!options.network && !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else + { + ScrollScreen(player, SCROLL_INIT); + ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + } + } } - if (!(moved & MF_MOVING) && !PlayerPushing) - PlayerFrame = 0; + if (!(moved & MF_MOVING) && !player->Pushing) + player->Frame = 0; else - PlayerFrame = (PlayerFrame + 1) % 4; + player->Frame = (player->Frame + 1) % 4; if (moved & MF_MOVING) { - if (oldJX != JX && oldJY == JY) - PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT); - else if (oldJX == JX && oldJY != JY) - PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP); + if (old_jx != jx && old_jy == jy) + player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); + else if (old_jx == jx && old_jy != jy) + player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); + + DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ - DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */ + player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } + else + { + CheckGravityMovement(player); - TestIfHeroHitsBadThing(); + /* + player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; + } - BackToFront(); + TestIfHeroTouchesBadThing(jx, jy); - if (PlayerGone) - RemoveHero(); + if (!player->active) + RemoveHero(player); - return(moved); + return moved; } -void ScrollFigure(int init) +void ScrollFigure(struct PlayerInfo *player, int mode) { - static long actual_frame_counter; + int jx = player->jx, jy = player->jy; + int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; + + if (!player->active || !player->MovPos) + return; - if (init) + if (mode == SCROLL_INIT) { - actual_frame_counter = FrameCounter; + player->actual_frame_counter = FrameCounter; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + if (Feld[last_jx][last_jy] == EL_LEERRAUM) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + + DrawPlayer(player); return; } - else if (!FrameReached(&actual_frame_counter,1)) + else if (!FrameReached(&player->actual_frame_counter, 1)) return; - PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/4; + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + Feld[last_jx][last_jy] = EL_LEERRAUM; + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + + DrawPlayer(player); + + if (player->MovPos == 0) + { + if (IS_QUICK_GATE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + + player->last_jx = jx; + player->last_jy = jy; + + if (Feld[jx][jy] == EL_AUSGANG_AUF) + { + RemoveHero(player); + + if (!local_player->friends_still_needed) + player->LevelSolved = player->GameOver = TRUE; + } - DrawLevelElement(JX2,JY2, Feld[JX2][JY2]); - DrawPlayerField(); + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + } } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void ScrollScreen(struct PlayerInfo *player, int mode) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + static unsigned long screen_frame_counter = 0; + + if (mode == SCROLL_INIT) + { + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; + + screen_frame_counter = FrameCounter; + ScreenMovDir = player->MovDir; + ScreenMovPos = player->MovPos; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + return; + } + else if (!FrameReached(&screen_frame_counter, 1)) + return; + + if (ScreenMovPos) + { + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + redraw_mask |= REDRAW_FIELD; + } + else + ScreenMovDir = MV_NO_MOVING; +} + +void 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 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -2941,48 +5459,64 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) MV_DOWN }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int test_x, test_y, test_move_dir, test_element; - x = goodx+xy[i][0]; - y = goody+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (DONT_TOUCH(element)) - { - if (MovDir[x][y]==harmless[i]) - continue; +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif - killx = x; - killy = y; + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + { + kill_x = test_x; + kill_y = test_y; break; } } - if (killx!=goodx || killy!=goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx,goody)) - KillHero(); + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + + if (player->shield_active_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); + } else - Bang(goodx,goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -2990,147 +5524,274 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; - for(i=0;i<4;i++) + if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ + return; + + for (i=0; i<4; i++) { - int x,y,element; + int test_x, test_y, test_move_dir, test_element; - x = badx+xy[i][0]; - y = bady+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + + test_element = Feld[test_x][test_y]; + + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + { + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PINGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 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 (element==EL_PINGUIN) - { - if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y)) - continue; + 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 - killx = x; - killy = y; - break; + if (player->shield_active_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) + KillHero(player); } + else + Bang(kill_x, kill_y); } +} - if (killx!=badx || killy!=bady) - Bang(killx,killy); +void TestIfHeroTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +{ + TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfHeroHitsBadThing() +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(JX,JY); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero() +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfGoodThingHitsBadThing(JX,JY); - /* (no typo!) */ + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x,y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x,y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx=badx, killy=bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int x, y, element; - x=badx+xy[i][0]; - y=bady+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; + if (!IN_LEV_FIELD(x, y)) continue; - element=Feld[x][y]; - if (IS_AMOEBOID(element) || element==EL_LIFE || - element==EL_AMOEBING || element==EL_TROPFEN) + element = Feld[x][y]; + if (IS_AMOEBOID(element) || element == EL_LIFE || + element == EL_AMOEBING || element == EL_TROPFEN) { - killx=x; - killy=y; + kill_x = x; + kill_y = y; break; } } - if (killx!=badx || killy!=bady) - Bang(badx,bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } -void KillHero() +void KillHero(struct PlayerInfo *player) { - if (PlayerGone) + int jx = player->jx, jy = player->jy; + + if (!player->active) return; - if (IS_PFORTE(Feld[JX][JY])) - Feld[JX][JY] = EL_LEERRAUM; + if (IS_PFORTE(Feld[jx][jy])) + Feld[jx][jy] = EL_LEERRAUM; + + /* deactivate shield (else Bang()/Explode() would not work right) */ + player->shield_passive_time_left = 0; + player->shield_active_time_left = 0; + + Bang(jx, jy); + BuryHero(player); +} - Bang(JX,JY); - BuryHero(); +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); } -void BuryHero() +void BuryHero(struct PlayerInfo *player) { - if (PlayerGone) + int jx = player->jx, jy = player->jy; + + if (!player->active) return; - PlaySoundLevel(JX,JY,SND_AUTSCH); - PlaySoundLevel(JX,JY,SND_LACHEN); + PlaySoundLevel(jx, jy, SND_PLAYER_DYING); + PlaySoundLevel(jx, jy, SND_GAME_LOSING); - GameOver = TRUE; - RemoveHero(); + player->GameOver = TRUE; + RemoveHero(player); } -void RemoveHero() +void RemoveHero(struct PlayerInfo *player) { - PlayerGone = TRUE; + int jx = player->jx, jy = player->jy; + int i, found = FALSE; + + player->present = FALSE; + player->active = FALSE; - ExitX = ZX = JX; - ExitY = ZY = JY; - JX = JY = -1; + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; + + for (i=0; ijx, jy = player->jy; + int dx = x - jx, dy = y - jy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; - static long push_delay = 0; - static int push_delay_value = 5; - PlayerPushing = FALSE; + if (player->MovPos == 0) + player->Pushing = FALSE; if (mode == DF_NO_PUSH) { - push_delay = 0; - return(MF_NO_ACTION); + player->Switching = FALSE; + player->push_delay = 0; + return MF_NO_ACTION; } - if (IS_MOVING(x,y)) - return(MF_NO_ACTION); + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MF_NO_ACTION; + + if (IS_TUBE(Feld[jx][jy])) + { + int i = 0; + int tube_leave_directions[][2] = + { + { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + }; + + while (tube_leave_directions[i][0] != Feld[jx][jy]) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } element = Feld[x][y]; - switch(element) + switch (element) { case EL_LEERRAUM: - break; - case EL_ERDREICH: - Feld[x][y] = EL_LEERRAUM; + case EL_SAND_INVISIBLE: + case EL_TRAP_INACTIVE: + case EL_SP_BASE: + case EL_SP_BUG: + RemoveField(x, y); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); break; case EL_EDELSTEIN: @@ -3138,53 +5799,88 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) case EL_EDELSTEIN_GELB: case EL_EDELSTEIN_ROT: case EL_EDELSTEIN_LILA: - Feld[x][y] = EL_LEERRAUM; - MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */ - if (Gems>0) - Gems--; - RaiseScoreElement(EL_EDELSTEIN); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + case EL_DIAMANT: + case EL_SP_INFOTRON: + case EL_PEARL: + case EL_CRYSTAL: + RemoveField(x, y); + local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : + element == EL_PEARL ? 5 : + element == EL_CRYSTAL ? 8 : 1); + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + RaiseScoreElement(element); + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), + FS_SMALL, FC_YELLOW); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; - case EL_DIAMANT: - Feld[x][y] = EL_LEERRAUM; - Gems -= 3; - if (Gems<0) - Gems=0; - RaiseScoreElement(EL_DIAMANT); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + case EL_SPEED_PILL: + RemoveField(x, y); + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); break; - case EL_DYNAMIT_AUS: + case EL_ENVELOPE: Feld[x][y] = EL_LEERRAUM; - Dynamite++; - RaiseScoreElement(EL_DYNAMIT); - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + 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), FS_SMALL, FC_YELLOW); + } + PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); + break; + + case EL_SHIELD_PASSIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING); + break; + + case EL_SHIELD_ACTIVE: + RemoveField(x, y); + player->shield_passive_time_left += 10; + player->shield_active_time_left += 10; + PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING); + break; + + case EL_DYNAMITE_INACTIVE: + case EL_SP_DISK_RED: + RemoveField(x, y); + player->dynamite++; + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->dynamite, 3), + FS_SMALL, FC_YELLOW); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_DYNABOMB_NR: - Feld[x][y] = EL_LEERRAUM; - DynaBombCount++; - DynaBombsLeft++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + RemoveField(x, y); + player->dynabomb_count++; + player->dynabombs_left++; + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); break; - case EL_DYNABOMB_SZ: - Feld[x][y] = EL_LEERRAUM; - DynaBombSize++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + case EL_DYNABOMB_SZ: + RemoveField(x, y); + player->dynabomb_size++; + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); break; case EL_DYNABOMB_XL: - Feld[x][y] = EL_LEERRAUM; - DynaBombXL = TRUE; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + RemoveField(x, y); + player->dynabomb_xl = TRUE; + RaiseScoreElement(EL_DYNAMITE_INACTIVE); + PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); break; case EL_SCHLUESSEL1: @@ -3192,18 +5888,34 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) case EL_SCHLUESSEL3: case EL_SCHLUESSEL4: { - int key_nr = element-EL_SCHLUESSEL1; + int key_nr = element - EL_SCHLUESSEL1; - Feld[x][y] = EL_LEERRAUM; - Key[key_nr] = TRUE; + RemoveField(x, y); + player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExtHiRes(drawto,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExtHiRes(window,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - PlaySoundLevel(x,y,SND_PONG); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + PlaySoundLevel(x, y, SND_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; + + RemoveField(x, y); + player->key[key_nr] = TRUE; + RaiseScoreElement(EL_SCHLUESSEL); + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1 + key_nr); + PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -3211,289 +5923,608 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) Feld[x][y] = EL_ABLENK_EIN; ZX = x; ZY = y; - DrawLevelField(x,y); - return(MF_ACTION); + 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_CONVEYOR_BELT_SWITCH_ACTIVATING); + } + return MF_ACTION; + break; + + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING); + } + return MF_ACTION; + break; + + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); + } + return MF_ACTION; + break; + + case EL_TIMEGATE_SWITCH_OFF: + ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING); + + return MF_ACTION; break; + case EL_BALLOON_SEND_LEFT: + case EL_BALLOON_SEND_RIGHT: + case EL_BALLOON_SEND_UP: + case EL_BALLOON_SEND_DOWN: + case EL_BALLOON_SEND_ANY: + if (element == EL_BALLOON_SEND_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT : + element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SEND_UP ? MV_UP : + element == EL_BALLOON_SEND_DOWN ? MV_DOWN : + MV_NO_MOVING); + PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING); + + return MF_ACTION; + break; + + case EL_SP_EXIT: + if (local_player->gems_still_needed > 0) + return MF_NO_ACTION; + + player->LevelSolved = player->GameOver = TRUE; + PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT); + break; + + /* the following elements cannot be pushed by "snapping" */ case EL_FELSBROCKEN: case EL_BOMBE: + case EL_DX_SUPABOMB: case EL_KOKOSNUSS: case EL_ZEIT_LEER: - if (dy || mode==DF_SNAP) - return(MF_NO_ACTION); - - PlayerPushing = TRUE; - - if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) - return(MF_NO_ACTION); + case EL_SP_ZONK: + case EL_SP_DISK_ORANGE: + case EL_SPRING: + if (mode == DF_SNAP) + return MF_NO_ACTION; + /* no "break" -- fall through to next case */ + /* the following elements can be pushed by "snapping" */ + case EL_BD_ROCK: + if (dy) + return MF_NO_ACTION; + + player->Pushing = TRUE; + + if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + return MF_NO_ACTION; if (real_dy) { - if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; } - if (push_delay == 0) - push_delay = FrameCounter; - if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) - return(MF_NO_ACTION); + if (player->push_delay == 0) + player->push_delay = FrameCounter; +#if 0 + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing && element != EL_SPRING) + return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_SPRING) + return MF_NO_ACTION; +#endif - Feld[x][y] = EL_LEERRAUM; - Feld[x+dx][y+dy] = element; + if (mode == DF_SNAP) + { + InitMovingField(x, y, move_direction); + ContinueMoving(x, y); + } + else + { + RemoveField(x, y); + Feld[x+dx][y+dy] = element; + } - push_delay_value = 2+RND(8); + if (element == EL_SPRING) + { + Feld[x+dx][y+dy] = EL_SPRING_MOVING; + MovDir[x+dx][y+dy] = move_direction; + } - DrawLevelField(x+dx,y+dy); - if (element==EL_FELSBROCKEN) - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); - else if (element==EL_KOKOSNUSS) - PlaySoundLevel(x+dx,y+dy,SND_KNURK); - else - PlaySoundLevel(x+dx,y+dy,SND_KLOPF); + player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); + + DrawLevelField(x+dx, y+dy); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); break; case EL_PFORTE1: case EL_PFORTE2: case EL_PFORTE3: case EL_PFORTE4: - if (!Key[element-EL_PFORTE1]) - return(MF_NO_ACTION); + if (!player->key[element - EL_PFORTE1]) + return MF_NO_ACTION; break; case EL_PFORTE1X: case EL_PFORTE2X: case EL_PFORTE3X: case EL_PFORTE4X: - if (!Key[element-EL_PFORTE1X]) - return(MF_NO_ACTION); + if (!player->key[element - EL_PFORTE1X]) + return MF_NO_ACTION; + break; + + case EL_EM_GATE_1: + case EL_EM_GATE_2: + case EL_EM_GATE_3: + case EL_EM_GATE_4: + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE_PASSING); + break; + + case EL_EM_GATE_1X: + case EL_EM_GATE_2X: + case EL_EM_GATE_3X: + case EL_EM_GATE_4X: + if (!player->key[element - EL_EM_GATE_1X]) + return MF_NO_ACTION; + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE_PASSING); + break; + + case EL_SWITCHGATE_OPEN: + case EL_TIMEGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING); + break; + + case EL_SP_PORT1_LEFT: + case EL_SP_PORT2_LEFT: + case EL_SP_PORT1_RIGHT: + case EL_SP_PORT2_RIGHT: + case EL_SP_PORT1_UP: + case EL_SP_PORT2_UP: + case EL_SP_PORT1_DOWN: + case EL_SP_PORT2_DOWN: + case EL_SP_PORT_X: + case EL_SP_PORT_Y: + case EL_SP_PORT_XY: + if ((dx == -1 && + element != EL_SP_PORT1_LEFT && + element != EL_SP_PORT2_LEFT && + element != EL_SP_PORT_X && + element != EL_SP_PORT_XY) || + (dx == +1 && + element != EL_SP_PORT1_RIGHT && + element != EL_SP_PORT2_RIGHT && + element != EL_SP_PORT_X && + element != EL_SP_PORT_XY) || + (dy == -1 && + element != EL_SP_PORT1_UP && + element != EL_SP_PORT2_UP && + element != EL_SP_PORT_Y && + element != EL_SP_PORT_XY) || + (dy == +1 && + element != EL_SP_PORT1_DOWN && + element != EL_SP_PORT2_DOWN && + element != EL_SP_PORT_Y && + element != EL_SP_PORT_XY) || + !IN_LEV_FIELD(x + dx, y + dy) || + !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_SP_PORT_PASSING); + break; + + case EL_TUBE_CROSS: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERT_LEFT: + case EL_TUBE_VERT_RIGHT: + case EL_TUBE_HORIZ_UP: + case EL_TUBE_HORIZ_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + + PlaySoundLevel(x, y, SND_TUBE_PASSING); + } break; case EL_AUSGANG_ZU: case EL_AUSGANG_ACT: - /* Tür ist (noch) nicht offen! */ - return(MF_NO_ACTION); + /* door is not (yet) open */ + return MF_NO_ACTION; break; case EL_AUSGANG_AUF: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + if (mode == DF_SNAP) + return MF_NO_ACTION; - PlayerGone = TRUE; - PlaySoundLevel(x,y,SND_BUING); - - if (!Friends) - LevelSolved = GameOver = TRUE; + PlaySoundLevel(x, y, SND_EXIT_ENTERING); break; case EL_BIRNE_AUS: Feld[x][y] = EL_BIRNE_EIN; - Lights--; - DrawLevelField(x,y); - PlaySoundLevel(x,y,SND_DENG); - return(MF_ACTION); + local_player->lights_still_needed--; + DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); + return MF_ACTION; break; case EL_ZEIT_VOLL: Feld[x][y] = EL_ZEIT_LEER; TimeLeft += 10; - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - DrawLevelField(x,y); - PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); - return(MF_ACTION); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawLevelField(x, y); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); + return MF_ACTION; break; case EL_SOKOBAN_FELD_LEER: break; - case EL_SOKOBAN_FELD_VOLL: case EL_SOKOBAN_OBJEKT: + case EL_SOKOBAN_FELD_VOLL: case EL_SONDE: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + case EL_SP_DISK_YELLOW: + case EL_BALLOON: + if (mode == DF_SNAP) + return MF_NO_ACTION; - PlayerPushing = TRUE; + player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx,y+dy) - || (Feld[x+dx][y+dy] != EL_LEERRAUM + if (!IN_LEV_FIELD(x+dx, y+dy) + || (!IS_FREE(x+dx, y+dy) && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER || !IS_SB_ELEMENT(element)))) - return(MF_NO_ACTION); + return MF_NO_ACTION; if (dx && real_dy) { - if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; } else if (dy && real_dx) { - if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + return MF_NO_ACTION; } - if (push_delay == 0) - push_delay = FrameCounter; - if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) - return(MF_NO_ACTION); + if (player->push_delay == 0) + player->push_delay = FrameCounter; +#if 0 + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing && element != EL_BALLOON) + return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_BALLOON) + return MF_NO_ACTION; +#endif if (IS_SB_ELEMENT(element)) { if (element == EL_SOKOBAN_FELD_VOLL) { Feld[x][y] = EL_SOKOBAN_FELD_LEER; - SokobanFields++; + local_player->sokobanfields_still_needed++; } else - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) { Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - SokobanFields--; + local_player->sokobanfields_still_needed--; if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x,y,SND_DENG); + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); } else + { Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; + if (element == EL_SOKOBAN_FELD_VOLL) + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + } } else { - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); Feld[x+dx][y+dy] = element; + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); } - push_delay_value = 2; + player->push_delay_value = (element == EL_BALLOON ? 0 : 2); - DrawLevelField(x,y); - DrawLevelField(x+dx,y+dy); - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); + DrawLevelField(x, y); + DrawLevelField(x+dx, y+dy); if (IS_SB_ELEMENT(element) && - SokobanFields == 0 && game_emulation == EMU_SOKOBAN) + local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) { - LevelSolved = GameOver = TRUE; - PlaySoundLevel(x,y,SND_BUING); + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); } break; - case EL_MAULWURF: case EL_PINGUIN: case EL_SCHWEIN: case EL_DRACHE: break; default: - return(MF_NO_ACTION); - break; + return MF_NO_ACTION; } - push_delay = 0; + player->push_delay = 0; - return(MF_MOVING); + return MF_MOVING; } -BOOL SnapField(int dx, int dy) +boolean SnapField(struct PlayerInfo *player, int dx, int dy) { - int x = JX+dx, y = JY+dy; - static int snapped = FALSE; + int jx = player->jx, jy = player->jy; + int x = jx + dx, y = jy + dy; + + if (!player->active || !IN_LEV_FIELD(x, y)) + return FALSE; - if (PlayerGone || !IN_LEV_FIELD(x,y)) - return(FALSE); if (dx && dy) - return(FALSE); + return FALSE; + if (!dx && !dy) { - snapped = FALSE; - return(FALSE); + if (player->MovPos == 0) + player->Pushing = FALSE; + + player->snapped = FALSE; + return FALSE; } - if (snapped) - return(FALSE); - PlayerMovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (player->snapped) + return FALSE; + + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); - if (!DigField(x,y, 0,0, DF_SNAP)) - return(FALSE); + if (!DigField(player, x, y, 0, 0, DF_SNAP)) + return FALSE; - snapped = TRUE; - DrawLevelField(x,y); + player->snapped = TRUE; + DrawLevelField(x, y); BackToFront(); - return(TRUE); + return TRUE; } -BOOL PlaceBomb(void) +boolean PlaceBomb(struct PlayerInfo *player) { + int jx = player->jx, jy = player->jy; int element; - if (PlayerGone) - return(FALSE); + if (!player->active || player->MovPos) + return FALSE; - element = Feld[JX][JY]; + element = Feld[jx][jy]; - if ((Dynamite==0 && DynaBombsLeft==0) || - element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING) - return(FALSE); + if ((player->dynamite == 0 && player->dynabombs_left == 0) || + IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) + return FALSE; if (element != EL_LEERRAUM) - Store[JX][JY] = element; + Store[jx][jy] = element; - if (Dynamite) + if (player->dynamite) { - Feld[JX][JY] = EL_DYNAMIT; - MovDelay[JX][JY] = 48; - Dynamite--; - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT); + Feld[jx][jy] = EL_DYNAMITE_ACTIVE; + MovDelay[jx][jy] = 96; + player->dynamite--; + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), + FS_SMALL, FC_YELLOW); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + { + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); + else + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + } + + PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); } else { - Feld[JX][JY] = EL_DYNABOMB; - MovDelay[JX][JY] = 48; - DynaBombsLeft--; - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB); + Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); + MovDelay[jx][jy] = 96; + player->dynabombs_left--; + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); + + PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING); } - return(TRUE); + return TRUE; } -void PlaySoundLevel(int x, int y, int sound_nr) +void PlaySoundLevel(int x, int y, int nr) { - int sx = SCROLLX(x), sy = SCROLLY(y); - int volume, stereo; - int silence_distance = 8; - - if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) || - (!sound_loops_on && IS_LOOP_SOUND(sound_nr))) + static int loop_sound_frame[NUM_SOUND_EFFECTS]; + static int loop_sound_volume[NUM_SOUND_EFFECTS]; + int sx = SCREENX(x), sy = SCREENY(y); + int volume, stereo_position; + int max_distance = 8; + int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); + + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) return; - if (!IN_LEV_FIELD(x,y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) + if (!IN_LEV_FIELD(x, y) || + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) return; - volume = PSND_MAX_VOLUME; - stereo = (sx-SCR_FIELDX/2)*12; + volume = SOUND_MAX_VOLUME; - if (!IN_SCR_FIELD(sx,sy)) + if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; - int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; - volume -= volume*(dx > dy ? dx : dy)/silence_distance; + volume -= volume * (dx > dy ? dx : dy) / max_distance; } - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + stereo_position = (SOUND_MAX_LEFT + + (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / + (SCR_FIELDX + 2 * max_distance)); + + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ + + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; + + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; + } + + PlaySoundExt(nr, volume, stereo_position, type); +} + +void PlaySoundLevelAction(int x, int y, int sound_action) +{ + PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); +} + +void PlaySoundLevelElementAction(int x, int y, int element, int sound_action) +{ + int sound_effect = element_action_sound[element][sound_action]; + + if (sound_effect != -1) + PlaySoundLevel(x, y, sound_effect); } void RaiseScore(int value) { - Score += value; - DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW); - BackToFront(); + local_player->score += value; + DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), + FS_SMALL, FC_YELLOW); } void RaiseScoreElement(int element) @@ -3501,6 +6532,10 @@ void RaiseScoreElement(int element) switch(element) { case EL_EDELSTEIN: + case EL_EDELSTEIN_BD: + case EL_EDELSTEIN_GELB: + case EL_EDELSTEIN_ROT: + case EL_EDELSTEIN_LILA: RaiseScore(level.score[SC_EDELSTEIN]); break; case EL_DIAMANT: @@ -3527,7 +6562,7 @@ void RaiseScoreElement(int element) case EL_KOKOSNUSS: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMIT: + case EL_DYNAMITE_INACTIVE: RaiseScore(level.score[SC_DYNAMIT]); break; case EL_SCHLUESSEL: @@ -3537,3 +6572,240 @@ void RaiseScoreElement(int element) break; } } + +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + RequestQuitGame(TRUE); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#if defined(PLATFORM_UNIX) + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(TAPE_TOGGLE_MANUAL); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeMusic(); + } + else if (audio.music_available) + { + setup.sound = setup.sound_music = TRUE; + PlayMusic(level_nr); + } + break; + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (audio.loops_available) + setup.sound = setup.sound_loops = TRUE; + break; + + case SOUND_CTRL_ID_SIMPLE: + if (setup.sound_simple) + setup.sound_simple = FALSE; + else if (audio.sound_available) + setup.sound = setup.sound_simple = TRUE; + break; + + default: + break; + } +}