X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d60f158a4404d9f6a443f6d91568cedc835c1e07;hb=37a06df577bbfd00f4b361f92cacb0d97036ba93;hp=d096ac20d4e1f6492ba149ab8345ca157947a4af;hpb=9a7426789c04bf396df78eb915522f9e57af985e;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index d096ac20..d2e58439 100644 --- a/src/game.c +++ b/src/game.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2001 Artsoft Entertainment * +* (c) 1995-2002 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -14,39 +14,52 @@ #include "libgame/libgame.h" #include "game.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "init.h" #include "files.h" #include "tape.h" #include "network.h" -/* this switch controls how rocks move horizontally */ -#define OLD_GAME_BEHAVIOUR FALSE - /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_STUFF ( 1) + +#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) +#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1) +#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1) +#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 -/* for Explode() */ +/* for Bang()/Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_DYNA (1 << 4) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -59,7 +72,8 @@ #define YY_KEYS 123 #define XX_SCORE 15 #define YY_SCORE 159 -#define XX_TIME 29 +#define XX_TIME1 29 +#define XX_TIME2 30 #define YY_TIME 194 /* special positions in the game control window (relative to main window) */ @@ -73,41 +87,143 @@ #define DY_KEYS (DY + YY_KEYS) #define DX_SCORE (DX + XX_SCORE) #define DY_SCORE (DY + YY_SCORE) -#define DX_TIME (DX + XX_TIME) +#define DX_TIME1 (DX + XX_TIME1) +#define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) -#define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \ - (s) == SND_BD_BUTTERFLY_MOVING || \ - (s) == SND_BD_FIREFLY_MOVING || \ - (s) == SND_SP_SNIKSNAK_MOVING || \ - (s) == SND_SP_ELECTRON_MOVING || \ - (s) == SND_DYNAMITE_BURNING || \ - (s) == SND_BUG_MOVING || \ - (s) == SND_SPACESHIP_MOVING || \ - (s) == SND_YAMYAM_MOVING || \ - (s) == SND_YAMYAM_WAITING || \ - (s) == SND_ROBOT_WHEEL_RUNNING || \ - (s) == SND_MAGIC_WALL_RUNNING || \ - (s) == SND_BALLOON_MOVING || \ - (s) == SND_MOLE_MOVING || \ - (s) == SND_TIMEGATE_WHEEL_RUNNING || \ - (s) == SND_CONVEYOR_BELT_RUNNING || \ - (s) == SND_DYNABOMB_BURNING || \ - (s) == SND_PACMAN_MOVING || \ - (s) == SND_PENGUIN_MOVING || \ - (s) == SND_PIG_MOVING || \ - (s) == SND_DRAGON_MOVING || \ - (s) == SND_DRAGON_BREATHING_FIRE) +/* 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_MIN_SPEED 32 #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 +#if 0 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#else +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) +#endif #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + +#define INIT_GFX_RANDOM() (SimpleRND(1000000)) + +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) +#define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ + RND(element_info[e].ce_value_random_initial)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) +#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \ + RND((c)->delay_random)) + +#define GET_TARGET_ELEMENT(e, ch) \ + ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) + +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) + +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) + +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define GROUP_NR(e) ((e) - EL_GROUP_START) +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) +#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) +#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) + +#define IS_EQUAL_OR_IN_GROUP(e, ge) \ + (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) + +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -118,10 +234,63 @@ #define NUM_GAME_BUTTONS 6 + /* forward declaration for internal use */ + +static void CreateField(int, int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); +static void AdvanceFrameAndPlayerCounters(int); + +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + +int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); + +static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); -static void KillHeroUnlessProtected(int, int); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); + +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif + +static void HandleElementChange(int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) + +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -129,64 +298,400 @@ static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ -#ifdef DEBUG -#if 0 -static unsigned int getStateCheckSum(int counter) +/* forward declaration for changer functions */ +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); + +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); + +static void InitTimegateWheel(int, int); +static void RunTimegateWheel(int, int); + +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); + +struct ChangingElementInfo { - int x, y; - unsigned int mult = 1; - unsigned int checksum = 0; - /* - static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; - */ - static boolean first_game = TRUE; + int element; + int target_element; + int change_delay; + void (*pre_change_function)(int x, int y); + void (*change_function)(int x, int y); + void (*post_change_function)(int x, int y); +}; + +static struct ChangingElementInfo change_delay_list[] = +{ + { + EL_NUT_BREAKING, + EL_EMERALD, + 6, + NULL, + NULL, + NULL + }, + { + EL_PEARL_BREAKING, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_EXIT_OPENING, + EL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_OPENING, + EL_SWITCHGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_CLOSING, + EL_SWITCHGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_OPENING, + EL_TIMEGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_CLOSING, + EL_TIMEGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, - for (y=0; y= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) \ + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; } +} - if (counter == 3 && first_game) - first_game = FALSE; +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); - return checksum; + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; } -#endif -#endif +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; + player->move_delay_value_next = -1; + player->move_delay_reset_counter = 0; + } +} void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -197,149 +702,199 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); } -static int getBeltNrFromElement(int element) +static int getBeltNrFromBeltElement(int element) +{ + return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 : + element < EL_CONVEYOR_BELT_3_LEFT ? 1 : + element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3); +} + +static int getBeltNrFromBeltActiveElement(int element) { - return (element < EL_BELT2_LEFT ? 0 : - element < EL_BELT3_LEFT ? 1 : - element < EL_BELT4_LEFT ? 2 : 3); + return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 : + element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 : + element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3); } -static int getBeltNrFromSwitchElement(int element) +static int getBeltNrFromBeltSwitchElement(int element) { - return (element < EL_BELT2_SWITCH_LEFT ? 0 : - element < EL_BELT3_SWITCH_LEFT ? 1 : - element < EL_BELT4_SWITCH_LEFT ? 2 : 3); + return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 : + element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 : + element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3); } -static int getBeltDirNrFromSwitchElement(int element) +static int getBeltDirNrFromBeltSwitchElement(int element) { static int belt_base_element[4] = { - EL_BELT1_SWITCH_LEFT, - EL_BELT2_SWITCH_LEFT, - EL_BELT3_SWITCH_LEFT, - EL_BELT4_SWITCH_LEFT + EL_CONVEYOR_BELT_1_SWITCH_LEFT, + EL_CONVEYOR_BELT_2_SWITCH_LEFT, + EL_CONVEYOR_BELT_3_SWITCH_LEFT, + EL_CONVEYOR_BELT_4_SWITCH_LEFT }; - int belt_nr = getBeltNrFromSwitchElement(element); + int belt_nr = getBeltNrFromBeltSwitchElement(element); int belt_dir_nr = element - belt_base_element[belt_nr]; return (belt_dir_nr % 3); } -static int getBeltDirFromSwitchElement(int element) +static int getBeltDirFromBeltSwitchElement(int element) { static int belt_move_dir[3] = { MV_LEFT, - MV_NO_MOVING, + MV_NONE, MV_RIGHT }; - int belt_dir_nr = getBeltDirNrFromSwitchElement(element); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - switch (Feld[x][y]) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; + + return; } - /* no break! */ - case EL_SPIELFIGUR: - if (init_game) - Feld[x][y] = EL_SPIELER1; - /* no break! */ - case EL_SPIELER1: - case EL_SPIELER2: - case EL_SPIELER3: - case EL_SPIELER4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + player->block_last_field = (element == EL_SP_MURPHY ? + level.sp_block_last_field : + level.block_last_field); - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + /* ---------- initialize player's last field block delay --------------- */ + + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; + + /* special case 1: in Supaplex, Murphy blocks last field one more frame */ + if (player->block_last_field && element == EL_SP_MURPHY) + player->block_delay_adjustment = 1; + + /* special case 2: in game engines before 3.1.1, blocking was different */ + if (game.use_block_last_field_bug) + player->block_delay_adjustment = (player->block_last_field ? -1 : 1); + + if (!options.network || player->connected) + { + player->active = TRUE; + + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; - Feld[x][y] = EL_LEERRAUM; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); break; - case EL_BADEWANNE: - if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE1; - else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; + case EL_SOKOBAN_FIELD_PLAYER: + element = Feld[x][y] = EL_PLAYER_1; + InitField(x, y, init_game); + + element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; + InitField(x, y, init_game); + break; + + case EL_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; break; - case EL_KAEFER_RIGHT: - case EL_KAEFER_UP: - case EL_KAEFER_LEFT: - case EL_KAEFER_DOWN: - case EL_KAEFER: - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - case EL_FLIEGER: - case EL_BUTTERFLY_RIGHT: - case EL_BUTTERFLY_UP: - case EL_BUTTERFLY_LEFT: - case EL_BUTTERFLY_DOWN: - case EL_BUTTERFLY: - case EL_FIREFLY_RIGHT: - case EL_FIREFLY_UP: - case EL_FIREFLY_LEFT: - case EL_FIREFLY_DOWN: - case EL_FIREFLY: + case EL_STONEBLOCK: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPLEFT; + else if (x > 0 && Feld[x-1][y] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_TOPRIGHT; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT) + Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT; + else if (y > 0 && Feld[x][y-1] == EL_ACID) + Feld[x][y] = EL_ACID_POOL_BOTTOM; + else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT) + Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; + break; + + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + case EL_BUG: + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + case EL_BD_FIREFLY: case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: @@ -352,74 +907,58 @@ static void InitField(int x, int y, boolean init_game) InitMovDir(x, y); break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: InitAmoebaNr(x, y); break; - case EL_TROPFEN: + case EL_AMOEBA_DROP: if (y == lev_fieldy - 1) { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; } break; case EL_DYNAMITE_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: MovDelay[x][y] = 96; break; - case EL_BIRNE_AUS: + case EL_LAMP: local_player->lights_still_needed++; break; - case EL_SOKOBAN_FELD_LEER: - local_player->sokobanfields_still_needed++; - break; - - case EL_PINGUIN: + case EL_PENGUIN: local_player->friends_still_needed++; break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1 << RND(4); - break; - - case EL_SP_EMPTY: - Feld[x][y] = EL_LEERRAUM; - break; - - case EL_EM_KEY_1_FILE: - Feld[x][y] = EL_EM_KEY_1; - break; - case EL_EM_KEY_2_FILE: - Feld[x][y] = EL_EM_KEY_2; - break; - case EL_EM_KEY_3_FILE: - Feld[x][y] = EL_EM_KEY_3; - break; - case EL_EM_KEY_4_FILE: - Feld[x][y] = EL_EM_KEY_4; + case EL_PIG: + case EL_DRAGON: + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; - case EL_BELT1_SWITCH_LEFT: - case EL_BELT1_SWITCH_MIDDLE: - case EL_BELT1_SWITCH_RIGHT: - case EL_BELT2_SWITCH_LEFT: - case EL_BELT2_SWITCH_MIDDLE: - case EL_BELT2_SWITCH_RIGHT: - case EL_BELT3_SWITCH_LEFT: - case EL_BELT3_SWITCH_MIDDLE: - case EL_BELT3_SWITCH_RIGHT: - case EL_BELT4_SWITCH_LEFT: - case EL_BELT4_SWITCH_MIDDLE: - case EL_BELT4_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: if (init_game) { - int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); - int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); - int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); + int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]); if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ { @@ -433,3054 +972,6055 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) - Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; - case EL_LIGHT_SWITCH_ON: + case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; - default: + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; break; - } -} - -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); -} + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; -void InitGame() -{ - int i, j, x, y; - boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ - boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + default: +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + { + if (CAN_MOVE(element)) + InitMovDir(x, y); -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); -#else - printf("Using old amoeba code.\n"); +#if USE_NEW_CUSTOM_VALUE + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); #endif + } +#else + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); #endif + else if (IS_GROUP_ELEMENT(element)) + { + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; - /* don't play tapes over network */ - network_playing = (options.network && !tape.playing); - - for (i=0; ichoice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); - player->index_nr = i; - player->element_nr = EL_SPIELER1 + i; + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); - player->present = FALSE; - player->active = FALSE; + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; - player->action = 0; - player->effective_action = 0; - player->programmed_action = 0; + group->choice_pos++; - 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; + Feld[x][y] = group->element_resolved[element_pos]; - for (j=0; j<4; j++) - player->key[j] = FALSE; + InitField(x, y, init_game); + } + break; + } - player->dynamite = 0; - player->dynabomb_count = 0; - player->dynabomb_size = 1; - player->dynabombs_left = 0; - player->dynabomb_xl = FALSE; +#if 1 + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); +#endif - player->MovDir = MV_NO_MOVING; - player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; - player->GfxPos = 0; - player->Frame = 0; +#if 0 - player->actual_frame_counter = 0; +#if USE_NEW_CUSTOM_VALUE - player->frame_reset_delay = 0; +#if 1 + CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); +#else + CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial; +#endif - player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; +#endif + +#endif +} - player->move_delay = -1; /* no initial move delay */ - player->move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +static inline void InitField_WithBug1(int x, int y, boolean init_game) +{ + InitField(x, y, init_game); - player->push_delay = 0; - player->push_delay_value = 5; + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +} - player->snapped = FALSE; +static inline void InitField_WithBug2(int x, int y, boolean init_game) +{ + int old_element = Feld[x][y]; + + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); + + /* this case is in fact a combination of not less than three bugs: + first, it calls InitMovDir() for elements that can move, although this is + already done by InitField(); then, it checks the element that was at this + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ +} - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; +inline void DrawGameValue_Emeralds(int value) +{ + DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} - player->shield_passive_time_left = 0; - player->shield_active_time_left = 0; +inline void DrawGameValue_Dynamite(int value) +{ + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); +inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int i; - player->LevelSolved = FALSE; - player->GameOver = FALSE; + /* currently only 4 of 8 possible keys are displayed */ + for (i = 0; i < STD_NUM_KEYS; i++) + { + if (key[i]) + DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + i)); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS, + MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS); } +} - network_player_action_received = FALSE; +inline void DrawGameValue_Score(int value) +{ + DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); +} -#if defined(PLATFORM_UNIX) - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); -#endif +inline void DrawGameValue_Time(int value) +{ + if (value < 1000) + DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); + else + DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); +} - ZX = ZY = -1; +inline void DrawGameValue_Level(int value) +{ + if (level_nr < 100) + DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); + else + { + /* misuse area for displaying emeralds to draw bigger level number */ + DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, + int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); - FrameCounter = 0; - TimeFrames = 0; - TimePlayed = 0; - TimeLeft = level.time; + /* now copy it to the area for displaying level number */ + BlitBitmap(drawto, drawto, + DX_EMERALDS, DY_EMERALDS + 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, + DX_LEVEL - 1, DY_LEVEL + 1); - ScreenMovDir = MV_NO_MOVING; - ScreenMovPos = 0; - ScreenGfxPos = 0; + /* restore the area for displaying emeralds */ + DrawGameValue_Emeralds(local_player->gems_still_needed); - ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + /* yes, this is all really ugly :-) */ + } +} - AllPlayersGone = FALSE; +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; - game.yam_content_nr = 0; - game.magic_wall_active = FALSE; - game.magic_wall_time_left = 0; - game.light_time_left = 0; - game.timegate_time_left = 0; - game.switchgate_pos = 0; - game.balloon_dir = MV_NO_MOVING; - game.explosions_delayed = TRUE; + for (i = 0; i < MAX_NUM_KEYS; i++) + key[i] = key_bits & (1 << i); + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(emeralds); + DrawGameValue_Dynamite(dynamite); + DrawGameValue_Score(score); + DrawGameValue_Time(time); + + DrawGameValue_Keys(key); +} - for (i=0; i<4; i++) +void DrawGameDoorValues() +{ + int i; + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - game.belt_dir[i] = MV_NO_MOVING; - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + DrawGameDoorValues_EM(); + + return; } - for (i=0; igems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); + + for (i = 0; i < MAX_PLAYERS; i++) + DrawGameValue_Keys(stored_player[i].key); +} + +static void resolve_group_element(int group_element, int recursion_depth) +{ + static int group_nr; + static struct ElementGroupInfo *group; + struct ElementGroupInfo *actual_group = element_info[group_element].group; + int i; + + if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ + { + Error(ERR_WARN, "recursion too deep when resolving group element %d", + group_element - EL_GROUP_START + 1); - for (x=0; xelement_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + + return; + } + + if (recursion_depth == 0) /* initialization */ + { + group = element_info[group_element].group; + group_nr = group_element - EL_GROUP_START; + + group->num_elements_resolved = 0; + group->choice_pos = 0; + } + + for (i = 0; i < actual_group->num_elements; i++) { - for (y=0; yelement[i]; + + if (group->num_elements_resolved == NUM_FILE_ELEMENTS) + break; + + if (IS_GROUP_ELEMENT(element)) + resolve_group_element(element, recursion_depth + 1); + else { - Feld[x][y] = Ur[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0; - Frame[x][y] = 0; - AmoebaNr[x][y] = 0; - JustStopped[x][y] = 0; - Stop[x][y] = FALSE; - ExplodeField[x][y] = EX_NO_EXPLOSION; + group->element_resolved[group->num_elements_resolved++] = element; + element_info[element].in_group[group_nr] = TRUE; } } +} + + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i, j, k, l, x, y; + + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ + + /* + Summary of bugfix/change: + Fixed handling for custom elements that change when pushed by the player. + + Fixed/changed in version: + 3.1.0 + + Description: + Before 3.1.0, custom elements that "change when pushing" changed directly + after the player started pushing them (until then handled in "DigField()"). + Since 3.1.0, these custom elements are not changed until the "pushing" + move of the element is finished (now handled in "ContinueMoving()"). + + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 3.1.0, which might use the old behaviour before it was changed; known tapes + that are affected are some tapes from the level set "Walpurgis Gardens" by + Jamie Cullen. + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 3.1.0 or + above (including some development versions of 3.1.0), but before it was + known that this change would break tapes like the above and was fixed in + 3.1.1, so that the changed behaviour was active although the engine version + while recording maybe was before 3.1.0. There is at least one tape that is + affected by this exception, which is the tape for the one-level set "Bug + Machine" by Juergen Bonhagen. + */ + + game.use_change_when_pushing_bug = + (game.engine_version < VERSION_IDENT(3,1,0,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(3,1,0,0) && + tape.game_version < VERSION_IDENT(3,1,1,0))); + + /* + Summary of bugfix/change: + Fixed handling for blocking the field the player leaves when moving. + + Fixed/changed in version: + 3.1.1 + + Description: + Before 3.1.1, when "block last field when moving" was enabled, the field + the player is leaving when moving was blocked for the time of the move, + and was directly unblocked afterwards. This resulted in the last field + being blocked for exactly one less than the number of frames of one player + move. Additionally, even when blocking was disabled, the last field was + blocked for exactly one frame. + Since 3.1.1, due to changes in player movement handling, the last field + is not blocked at all when blocking is disabled. When blocking is enabled, + the last field is blocked for exactly the number of frames of one player + move. Additionally, if the player is Murphy, the hero of Supaplex, the + last field is blocked for exactly one more than the number of frames of + one player move. + + Affected levels/tapes: + (!!! yet to be determined -- probably many !!!) + */ + + game.use_block_last_field_bug = + (game.engine_version < VERSION_IDENT(3,1,1,0)); + + /* + Summary of bugfix/change: + Changed behaviour of CE changes with multiple changes per single frame. + + Fixed/changed in version: + 3.2.0-6 + + Description: + Before 3.2.0-6, only one single CE change was allowed in each engine frame. + This resulted in race conditions where CEs seem to behave strange in some + situations (where triggered CE changes were just skipped because there was + already a CE change on that tile in the playfield in that engine frame). + Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME. + (The number of changes per frame must be limited in any case, because else + it is easily possible to define CE changes that would result in an infinite + loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value + should be set large enough so that it would only be reached in cases where + the corresponding CE change conditions run into a loop. Therefore, it seems + to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the + maximal number of change pages for custom elements.) + + Affected levels/tapes: + Probably many. + */ + +#if USE_ONLY_ONE_CHANGE_PER_FRAME + game.max_num_changes_per_frame = 1; +#else + game.max_num_changes_per_frame = + (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32); +#endif + + /* ---------------------------------------------------------------------- */ + + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#endif + + /* ---------- recursively resolve group elements ------------------------- */ + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_GROUP_ELEMENTS; j++) + element_info[i].in_group[j] = FALSE; + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + resolve_group_element(EL_GROUP_START + i, 0); + + /* ---------- initialize player's initial move delay --------------------- */ + +#if 1 + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + get_move_delay_from_stepsize(level.initial_player_stepsize); +#else + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); + + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); - for(y=0; ychange = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + for (j = 0; j < NUM_CHANGE_EVENTS; j++) { - if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) - emulate_bd = FALSE; - if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) - emulate_sb = FALSE; - if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) - emulate_sp = FALSE; + ei->has_change_event[j] = FALSE; - InitField(x, y, TRUE); + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; } } - /* correct non-moving belts to start moving left */ - for (i=0; i<4; i++) - if (game.belt_dir[i] == MV_NO_MOVING) - game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + /* add changing elements from pre-defined list */ + for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; - /* check if any connected player was not found in playfield */ - for (i=0; ichange->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; + + ei->has_change_event[CE_DELAY] = TRUE; + + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } + + /* ---------- initialize internal run-time variables ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - struct PlayerInfo *player = &stored_player[i]; + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - if (player->connected && !player->present) + for (j = 0; j < ei->num_change_pages; j++) { - for (j=0; jjx, jy = some_player->jy; + ei->change_page[j].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } + } - /* 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; + /* add change events from custom element configuration */ + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - StorePlayer[jx][jy] = player->element_nr; - player->jx = player->last_jx = jx; - player->jy = player->last_jy = jy; + for (j = 0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change_or_has_action) + continue; - break; + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k])) + { + ei->has_change_event[k] = TRUE; + + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; } } } } - if (tape.playing) + /* ---------- initialize run-time trigger player and element ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - /* when playing a tape, eliminate all players who do not participate */ + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - for (i=0; inum_change_pages; j++) { - if (stored_player[i].active && !tape.player_participates[i]) - { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; - - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; - } + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_PLAYER_1; + ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; } } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; + + /* add trigger events from element change event properties */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - /* when in single player mode, eliminate all but the first active player */ + struct ElementInfo *ei = &element_info[i]; - for (i=0; inum_change_pages; j++) { - if (stored_player[i].active) + if (!ei->change_page[j].can_change_or_has_action) + continue; + + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) { - for (j=i+1; jchange_page[j].trigger_element; + + for (k = 0; k < NUM_CHANGE_EVENTS; k++) { - if (stored_player[j].active) + if (ei->change_page[j].has_event[k]) { - struct PlayerInfo *player = &stored_player[j]; - int jx = player->jx, jy = player->jy; - - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = + element_info[trigger_element].group; + + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; + } + else + trigger_events[trigger_element][k] = TRUE; } } } } } - /* when recording the game, store which players take part in the game */ - if (tape.recording) - { - for (i=0; ipresent, - player->connected, - player->active); - if (local_player == player) - printf("Player %d is local player.\n", i+1); + element_info[i].push_delay_fixed = game.default_push_delay_fixed; + element_info[i].push_delay_random = game.default_push_delay_random; } } - game.version = (tape.playing ? tape.game_version : level.game_version); - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - - /* dynamically adjust element properties according to game engine version */ + /* set push delay value for certain elements from pre-defined list */ + for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++) { - static int ep_em_slippery_wall[] = - { - EL_BETON, - EL_MAUERWERK, - EL_MAUER_LEBT, - EL_MAUER_X, - EL_MAUER_Y, - EL_MAUER_XY - }; -#if 1 - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); -#else - static int ep_em_slippery_wall_num = - sizeof(ep_em_slippery_wall) / sizeof(int); -#endif + int e = push_delay_list[i].element; - /* - printf("level %d: game.version == %06d\n", level_nr, level.game_version); - printf(" file_version == %06d\n", level.file_version); - */ + element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; + element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + } - for (i=0; i= VERSION_IDENT(3,1,0,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { -#if 1 - if (level.em_slippery_gems) /* special EM style gems behaviour */ -#else - if (game.version >= GAME_VERSION_2_0) -#endif - Elementeigenschaften2[ep_em_slippery_wall[i]] |= - EP_BIT_EM_SLIPPERY_WALL; - else - Elementeigenschaften2[ep_em_slippery_wall[i]] &= - ~EP_BIT_EM_SLIPPERY_WALL; + if (IS_SP_ELEMENT(i)) + { + /* set SP push delay to just enough to push under a falling zonk */ + int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + + element_info[i].push_delay_fixed = delay; + element_info[i].push_delay_random = 0; + } } } - if (BorderElement == EL_LEERRAUM) - { - SBX_Left = 0; - SBX_Right = lev_fieldx - SCR_FIELDX; - SBY_Upper = 0; - SBY_Lower = lev_fieldy - SCR_FIELDY; - } - else + /* ---------- initialize move stepsize ----------------------------------- */ + + /* initialize move stepsize values to default */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL; + + /* set move stepsize value for certain elements from pre-defined list */ + for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++) { - SBX_Left = -1; - SBX_Right = lev_fieldx - SCR_FIELDX + 1; - SBY_Upper = -1; - SBY_Lower = lev_fieldy - SCR_FIELDY + 1; - } + int e = move_stepsize_list[i].element; - if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) - SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; + } - if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) - SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + /* ---------- initialize collect score ----------------------------------- */ - 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); + /* initialize collect score values for custom elements from initial value */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_score = element_info[i].collect_score_initial; - CloseDoor(DOOR_CLOSE_1); + /* ---------- initialize collect count ----------------------------------- */ - DrawLevel(); - DrawAllPlayers(); - FadeToFront(); + /* initialize collect count values for non-custom elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_count_initial = 0; - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + /* add collect count values for all elements from pre-defined list */ + for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) + element_info[collect_count_list[i].element].collect_count_initial = + collect_count_list[i].count; - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + /* ---------- initialize access direction -------------------------------- */ - redraw_mask |= REDRAW_FROM_BACKBUFFER; + /* initialize access direction values to default (access from every side) */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].access_direction = MV_ALL_DIRECTIONS; - /* copy default game door content to main double buffer */ - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + /* set access direction value for certain elements from pre-defined list */ + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); - else + /* ---------- initialize explosion content ------------------------------- */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - 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); - } - - 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(); + if (IS_CUSTOM_ELEMENT(i)) + continue; - /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, pix[PIX_DB_DOOR], - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + { + /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */ + + element_info[i].content.e[x][y] = + (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW : + i == EL_PLAYER_2 ? EL_EMERALD_RED : + i == EL_PLAYER_3 ? EL_EMERALD : + i == EL_PLAYER_4 ? EL_EMERALD_PURPLE : + i == EL_MOLE ? EL_EMERALD_RED : + i == EL_PENGUIN ? EL_EMERALD_PURPLE : + i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) : + i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND : + i == EL_SP_ELECTRON ? EL_SP_INFOTRON : + i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content : + i == EL_WALL_EMERALD ? EL_EMERALD : + i == EL_WALL_DIAMOND ? EL_DIAMOND : + i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND : + i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW : + i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED : + i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE : + i == EL_WALL_PEARL ? EL_PEARL : + i == EL_WALL_CRYSTAL ? EL_CRYSTAL : + EL_EMPTY); + } + } +} - OpenDoor(DOOR_OPEN_ALL); +int get_num_special_action(int element, int action_first, int action_last) +{ + int num_special_action = 0; + int i, j; - PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT); - if (setup.sound_music) - PlayMusic(level_nr); + for (i = action_first; i <= action_last; i++) + { + boolean found = FALSE; - KeyboardAutoRepeatOff(); + for (j = 0; j < NUM_DIRECTIONS; j++) + if (el_act_dir2img(element, i, j) != + el_act_dir2img(element, ACTION_DEFAULT, j)) + found = TRUE; - if (options.debug) - { - for (i=0; i<4; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); + if (found) + num_special_action++; + else + break; } + + return num_special_action; } -void InitMovDir(int x, int y) +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ + +void InitGame() { - 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 } - }; + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ + boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + int i, j, x, y; - switch(element) + InitGameEngine(); + + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); + + for (i = 0; i < MAX_PLAYERS; i++) { - 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; + struct PlayerInfo *player = &stored_player[i]; - case EL_FLIEGER_RIGHT: - case EL_FLIEGER_UP: - case EL_FLIEGER_LEFT: - case EL_FLIEGER_DOWN: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT]; - break; + player->index_nr = i; + player->index_bit = (1 << i); + player->element_nr = EL_PLAYER_1 + i; - case EL_BUTTERFLY_RIGHT: - case EL_BUTTERFLY_UP: - case EL_BUTTERFLY_LEFT: - case EL_BUTTERFLY_DOWN: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT]; - break; + player->present = FALSE; + player->active = FALSE; - case EL_FIREFLY_RIGHT: - case EL_FIREFLY_UP: - case EL_FIREFLY_LEFT: - case EL_FIREFLY_DOWN: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT]; - break; + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; - case EL_PACMAN_RIGHT: - case EL_PACMAN_UP: - case EL_PACMAN_LEFT: - case EL_PACMAN_DOWN: - Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; - break; + player->score = 0; + player->gems_still_needed = level.gems_needed; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; - case EL_SP_SNIKSNAK: - MovDir[x][y] = MV_UP; - break; + for (j = 0; j < MAX_NUM_KEYS; j++) + player->key[j] = FALSE; - case EL_SP_ELECTRON: - MovDir[x][y] = MV_LEFT; - break; + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; - case EL_MOLE_LEFT: - case EL_MOLE_RIGHT: - case EL_MOLE_UP: - case EL_MOLE_DOWN: - Feld[x][y] = EL_MOLE; - MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; - break; + player->MovDir = MV_NONE; + player->MovPos = 0; + player->GfxPos = 0; + player->GfxDir = MV_NONE; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; - default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_KAEFER && - element != EL_FLIEGER && - element != EL_BUTTERFLY && - element != EL_FIREFLY) - break; + player->use_murphy = FALSE; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); - for (i=0; i<4; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) - { - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - MovDir[x][y] = direction[0][i]; - break; - } - else if (element == EL_FLIEGER || element == EL_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - MovDir[x][y] = direction[1][i]; - break; - } - } - } - break; - } -} + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); -void InitAmoebaNr(int x, int y) -{ - int i; - int group_nr = AmoebeNachbarNr(x, y); + player->actual_frame_counter = 0; - if (group_nr == 0) - { - for (i=1; istep_counter = 0; - AmoebaNr[x][y] = group_nr; - AmoebaCnt[group_nr]++; - AmoebaCnt2[group_nr]++; -} + player->last_move_dir = MV_NONE; -void GameWon() -{ - int hi_pos; - boolean raise_level = FALSE; + player->is_waiting = FALSE; + player->is_moving = FALSE; + player->is_auto_moving = FALSE; + player->is_digging = FALSE; + player->is_snapping = FALSE; + player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; - if (local_player->MovPos) - return; + player->is_bored = FALSE; + player->is_sleeping = FALSE; - local_player->LevelSolved = FALSE; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT); + player->anim_delay_counter = 0; + player->post_delay_counter = 0; - if (TimeLeft) - { - if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, - SND_CTRL_PLAY_LOOP); + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; - while (TimeLeft > 0) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); - if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) - TimeLeft -= 10; - else - TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - BackToFront(); + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); - if (!tape.playing) - Delay(10); - } + player->switch_x = -1; + player->switch_y = -1; - 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, PSND_MAX_VOLUME, PSND_MAX_RIGHT, - SND_CTRL_PLAY_LOOP); + player->drop_x = -1; + player->drop_y = -1; - while (TimePlayed < 999) - { - if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); - if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); - if (TimePlayed < 900 && !(TimePlayed % 10)) - TimePlayed += 10; - else - TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); - BackToFront(); + player->show_envelope = 0; - if (!tape.playing) - Delay(10); - } +#if 1 + SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE); +#else + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; - if (!tape.playing && setup.sound_loops) - StopSound(SND_GAME_LEVELTIME_BONUS); + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + + player->cannot_move = FALSE; +#endif + + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; + + player->drop_delay = 0; + + player->last_jx = player->last_jy = 0; + player->jx = player->jy = 0; + + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; + + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + + player->LevelSolved = FALSE; + player->GameOver = FALSE; } -#if 0 - FadeSounds(); + network_player_action_received = FALSE; + +#if defined(NETWORK_AVALIABLE) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NONE); #endif - /* Hero disappears */ - DrawLevelField(ExitX, ExitY); - BackToFront(); + ZX = ZY = -1; + ExitX = ExitY = -1; - if (tape.playing) - return; + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + TapeTime = 0; - CloseDoor(DOOR_CLOSE_1); + ScreenMovDir = MV_NONE; + ScreenMovPos = 0; + ScreenGfxPos = 0; - if (tape.recording) + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ + + AllPlayersGone = FALSE; + + game.yamyam_content_nr = 0; + game.magic_wall_active = FALSE; + game.magic_wall_time_left = 0; + game.light_time_left = 0; + game.timegate_time_left = 0; + game.switchgate_pos = 0; + game.wind_direction = level.wind_direction_initial; + game.gravity = level.initial_gravity; + game.explosions_delayed = TRUE; + + game.lenses_time_left = 0; + game.magnify_time_left = 0; + + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; + + game.envelope_active = FALSE; + + for (i = 0; i < NUM_BELTS; i++) { - TapeStop(); - SaveTape(tape.level_nr); /* Ask to save tape */ + game.belt_dir[i] = MV_NONE; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } - if (level_nr == leveldir_current->handicap_level) + for (i = 0; i < MAX_NUM_AMOEBA; i++) + AmoebaCnt[i] = AmoebaCnt2[i] = 0; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++) +#endif { - leveldir_current->handicap_level++; - SaveLevelSetup_SeriesInfo(); + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; /* initialized in InitField() */ +#endif + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; + + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; + + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; + + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; } - 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 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) + emulate_bd = FALSE; + if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) + emulate_sb = FALSE; + if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) + emulate_sp = FALSE; - if ((hi_pos = NewHiScore()) >= 0) + InitField(x, y, TRUE); + } + + InitBeltMovement(); + + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + +#if USE_NEW_ALL_SLIPPERY + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - game_status = HALLOFFAME; - DrawHallOfFame(hi_pos); - if (raise_level) + if (!IS_CUSTOM_ELEMENT(i)) { - level_nr++; - TapeErase(); + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; + + /* SP style elements prefer to slip down on the left side */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; } } - else +#endif + + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) { - game_status = MAINMENU; - if (raise_level) + if (!IS_CUSTOM_ELEMENT(i)) { - level_nr++; - TapeErase(); - } - DrawMainMenu(); - } + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; - BackToFront(); -} + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; -int NewHiScore() -{ - int k, l; - int position = -1; + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; + } - LoadScore(level_nr); +#if 0 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; - if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || - local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) - return -1; + if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ + element_info[i].ignition_delay = 1; +#endif + } + + /* correct non-moving belts to start moving left */ + for (i = 0; i < NUM_BELTS; i++) + if (game.belt_dir[i] == MV_NONE) + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ - for (k=0; kscore > highscore[k].Score) - { - /* player has made it to the hall of fame */ + struct PlayerInfo *player = &stored_player[i]; - if (k < MAX_SCORE_ENTRIES - 1) + if (player->connected && !player->present) + { + for (j = 0; j < MAX_PLAYERS; j++) { - int m = MAX_SCORE_ENTRIES - 1; - -#ifdef ONE_PER_NAME - for (l=k; ljx, jy = some_player->jy; - for (l=m; l>k; l--) + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) { - strcpy(highscore[l].Name, highscore[l - 1].Name); - highscore[l].Score = highscore[l - 1].Score; - } - } + player->present = TRUE; + player->active = TRUE; -#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; - } + some_player->present = FALSE; + some_player->active = FALSE; -#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 */ +#if 0 + player->element_nr = some_player->element_nr; #endif - } - - if (position >= 0) - SaveScore(level_nr); + player->artwork_element = some_player->artwork_element; - return position; -} + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; -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); + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_LEERRAUM) - Feld[newx][newy] = EL_BLOCKED; -} + break; + } + } + } + } -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); + if (tape.playing) + { + /* when playing a tape, eliminate all players which do not participate */ - *goes_to_x = newx; - *goes_to_y = newy; -} + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && !tape.player_participates[i]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; -void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + else if (!options.network && !setup.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active) + { + for (j = i + 1; j < MAX_PLAYERS; j++) + { + if (stored_player[j].active) + { + struct PlayerInfo *player = &stored_player[j]; + int jx = player->jx, jy = player->jy; - *comes_from_x = oldx; - *comes_from_y = oldy; -} + player->active = FALSE; + player->present = FALSE; -int MovingOrBlocked2Element(int x, int y) -{ - int element = Feld[x][y]; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + } + } - if (element == EL_BLOCKED) + /* when recording the game, store which players take part in the game */ + if (tape.recording) { - int oldx, oldy; - - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + tape.player_participates[i] = TRUE; } - 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 (options.debug) { - if (element == EL_BLOCKED) + for (i = 0; i < MAX_PLAYERS; i++) { - int oldx, oldy; + struct PlayerInfo *player = &stored_player[i]; - Blocked2Moving(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + printf("Player %d: present == %d, connected == %d, active == %d.\n", + i+1, + player->present, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); } - 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)) + if (BorderElement == EL_EMPTY) { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] != EL_BLOCKED) - return; + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; } - else if (Feld[x][y] == EL_BLOCKED) + else { - Blocked2Moving(x, y, &oldx, &oldy); - if (!IS_MOVING(oldx, oldy)) - return; + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; } - if (Feld[x][y] == EL_BLOCKED && - (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || - Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_LEERRAUM; + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; - Feld[newx][newy] = EL_LEERRAUM; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; - DrawLevelField(oldx, oldy); - DrawLevelField(newx, newy); -} +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; -void DrawDynamite(int x, int y) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; - if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) - return; + found_rating = 4; + found_element = element; + } - if (Store[x][y]) - DrawGraphic(sx, sy, el2gfx(Store[x][y])); + if (!IS_CUSTOM_ELEMENT(element)) + continue; - 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 (CAN_CHANGE(element)) + { + for (i = 0; i < element_info[element].num_change_pages; i++) + { + /* check for player created from custom element as single target */ + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); - 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); -} + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; -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] % 12)) - { - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - PlaySoundLevel(x, y, SND_DYNAMITE_BURNING); - else - PlaySoundLevel(x, y, SND_DYNABOMB_BURNING); + found_rating = 3; + found_element = element; + } + } } - if (IS_ACTIVE_BOMB(Feld[x][y])) + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) { - int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[xx][yy]; + is_player = ELEM_IS_PLAYER(content); - if (!(MovDelay[x][y] % delay)) - DrawDynamite(x, y); - } + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; - 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; + found_rating = 2; + found_element = element; } - continue; - } - - if (element == EL_EXPLODING) - element = Store2[x][y]; + if (!CAN_CHANGE(element)) + continue; - if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) - { - switch(StorePlayer[ex][ey]) + for (i = 0; i < element_info[element].num_change_pages; i++) { - case EL_SPIELER2: - Store[x][y] = EL_EDELSTEIN_ROT; - break; - case EL_SPIELER3: - Store[x][y] = EL_EDELSTEIN; - break; - case EL_SPIELER4: - Store[x][y] = EL_EDELSTEIN_LILA; - break; - case EL_SPIELER1: - default: - Store[x][y] = EL_EDELSTEIN_GELB; - break; - } + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[xx][yy]; - 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; + is_player = ELEM_IS_PLAYER(content); - if (x != ex || y != ey || - center_element == EL_AMOEBA2DIAM || mode == EX_BORDER) - Store2[x][y] = element; + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; - if (AmoebaNr[x][y] && - (element == EL_AMOEBE_VOLL || - element == EL_AMOEBE_BD || - element == EL_AMOEBING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; + found_rating = 1; + found_element = element; + } + } } - - 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; + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); - return; + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); } + else + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - if (Stop[ex][ey]) - return; - - x = ex; - y = ey; + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } - Frame[x][y] = (phase < last_phase ? phase + 1 : 0); + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); - if (phase == first_phase_after_start) + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - int element = Store2[x][y]; - - if (element == EL_BLACK_ORB) - { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); - } + InitGameEngine_EM(); } - else if (phase == half_phase) + else { - int element = Store2[x][y]; + DrawLevel(); + DrawAllPlayers(); - 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); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); } + /* !!! FIX THIS (END) !!! */ - if (phase == last_phase) + if (!game.restart_level) { - int element; + /* copy default game door content to main double buffer */ + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + } - 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); + DrawGameDoorValues(); - if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) - StorePlayer[x][y] = 0; - } - else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + if (!game.restart_level) { - int graphic = GFX_EXPLOSION; + 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(); - if (game.emulation == EMU_SUPAPLEX) - graphic = (Store[x][y] == EL_SP_INFOTRON ? - GFX_SP_EXPLODE_INFOTRON : - GFX_SP_EXPLODE_EMPTY); + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - if (phase == delay) - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + OpenDoor(DOOR_OPEN_ALL); + + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + + if (setup.sound_music) + PlayLevelMusic(); - graphic += (phase / delay - 1); + KeyboardAutoRepeatOffUnlessAutoplay(); - if (IS_PFORTE(Store[x][y])) + if (options.debug) { - DrawLevelElement(x, y, Store[x][y]); - DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + for (i = 0; i < MAX_PLAYERS; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); } - else - DrawGraphic(SCREENX(x), SCREENY(y), graphic); } + + game.restart_level = FALSE; } -void DynaExplode(int ex, int ey) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) { - int i, j; - int dynabomb_size = 1; - boolean dynabomb_xl = FALSE; - struct PlayerInfo *player; + /* this is used for non-R'n'D game engines to update certain engine values */ + + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; +} + +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; static int xy[4][2] = { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } + }; + static int direction[3][4] = + { + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; - if (IS_ACTIVE_BOMB(Feld[ex][ey])) + switch(element) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1]; - dynabomb_size = player->dynabomb_size; - dynabomb_xl = player->dynabomb_xl; - player->dynabombs_left++; - } + case EL_BUG_RIGHT: + case EL_BUG_UP: + case EL_BUG_LEFT: + case EL_BUG_DOWN: + Feld[x][y] = EL_BUG; + MovDir[x][y] = direction[0][element - EL_BUG_RIGHT]; + break; - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + case EL_SPACESHIP_RIGHT: + case EL_SPACESHIP_UP: + case EL_SPACESHIP_LEFT: + case EL_SPACESHIP_DOWN: + Feld[x][y] = EL_SPACESHIP; + MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT]; + break; - for (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; + case EL_BD_BUTTERFLY_RIGHT: + case EL_BD_BUTTERFLY_UP: + case EL_BD_BUTTERFLY_LEFT: + case EL_BD_BUTTERFLY_DOWN: + Feld[x][y] = EL_BD_BUTTERFLY; + MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT]; + break; - if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) - break; + case EL_BD_FIREFLY_RIGHT: + case EL_BD_FIREFLY_UP: + case EL_BD_FIREFLY_LEFT: + case EL_BD_FIREFLY_DOWN: + Feld[x][y] = EL_BD_FIREFLY; + MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT]; + break; - element = Feld[x][y]; + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: + Feld[x][y] = EL_PACMAN; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; + break; - /* do not restart explosions of fields with active bombs */ - if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) - continue; + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; - Explode(x, y, EX_PHASE_START, EX_BORDER); + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; - if (element != EL_LEERRAUM && - element != EL_ERDREICH && - element != EL_EXPLODING && - !dynabomb_xl) - 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; -void Bang(int x, int y) -{ - int element = Feld[x][y]; + default: + if (IS_CUSTOM_ELEMENT(element)) + { + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; - if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); - else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + if (move_direction_initial == MV_START_PREVIOUS) + { + if (MovDir[x][y] != MV_NONE) + return; -#if 0 - if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_LEERRAUM; -#endif + move_direction_initial = MV_START_AUTOMATIC; + } - 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); + if (move_direction_initial == MV_START_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_direction_initial & MV_ANY_DIRECTION) + MovDir[x][y] = move_direction_initial; + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (move_pattern == MV_ALONG_LEFT_SIDE || + move_pattern == MV_ALONG_RIGHT_SIDE) + { + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } + } + } + } else - Explode(x, y, EX_PHASE_START, EX_CENTER); - break; - default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } + } + } + } break; } + + GfxDir[x][y] = MovDir[x][y]; } -void Blurb(int x, int y) +void InitAmoebaNr(int x, int y) { - int element = Feld[x][y]; + int i; + int group_nr = AmoebeNachbarNr(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 */ + if (group_nr == 0) { - 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 */ + for (i = 1; i < MAX_NUM_AMOEBA; i++) { - 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]) + if (AmoebaCnt[i] == 0) { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); + group_nr = i; + break; } } } + + AmoebaNr[x][y] = group_nr; + AmoebaCnt[group_nr]++; + AmoebaCnt2[group_nr]++; } -static void ToggleBeltSwitch(int x, int y) +void GameWon() { - 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; + int hi_pos; + boolean raise_level = FALSE; - if (!IS_BELT_SWITCH(element)) + if (local_player->MovPos) return; - game.belt_dir_nr[belt_nr] = belt_dir_nr; - game.belt_dir[belt_nr] = belt_dir; + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; - if (belt_dir_nr == 3) - belt_dir_nr = 1; + local_player->LevelSolved = FALSE; - for (yy=0; yy 0) { - int element = Feld[xx][yy]; + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (IS_BELT_SWITCH(element)) + if (TimeLeft > 100 && TimeLeft % 10 == 0) { - int e_belt_nr = getBeltNrFromSwitchElement(element); - - if (e_belt_nr == belt_nr) - { - Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr; - DrawLevelField(xx, yy); - } + TimeLeft -= 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); } - else if (belt_dir == MV_NO_MOVING && IS_BELT(element)) + else { - int e_belt_nr = getBeltNrFromElement(element); - - if (e_belt_nr == belt_nr) - DrawLevelField(xx, yy); /* set belt to parking position */ + TimeLeft--; + RaiseScore(level.score[SC_TIME_BONUS]); } - } - } -} -static void ToggleSwitchgateSwitch(int x, int y) -{ - int xx, yy; - - game.switchgate_pos = !game.switchgate_pos; + DrawGameValue_Time(TimeLeft); - for (yy=0; yy 0) + if (TimePlayed < 900 && TimePlayed % 10 == 0) { - Feld[x][y] = EL_LIGHT_SWITCH_ON; - DrawLevelField(x, y); + TimePlayed += 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); } - else if (element == EL_LIGHT_SWITCH_ON && - game.light_time_left == 0) + else { - Feld[x][y] = EL_LIGHT_SWITCH_OFF; - DrawLevelField(x, y); + TimePlayed++; + RaiseScore(level.score[SC_TIME_BONUS]); } - 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); + DrawGameValue_Time(TimePlayed); - RedrawAllLightSwitchesAndInvisibleElements(); -} + BackToFront(); -static void ActivateTimegateSwitch(int x, int y) -{ - int xx, yy; + if (!tape.playing) + Delay(10); + } - game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } - for (yy=0; yy= 0 && ExitY >= 0 && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) { - for (xx=0; xx= 0 && ExitY >= 0) + DrawLevelField(ExitX, ExitY); -void Impact(int x, int y) -{ - boolean lastline = (y == lev_fieldy-1); - boolean object_hit = FALSE; - int element = Feld[x][y]; - int smashed = 0; + BackToFront(); - if (!lastline) /* check if element below was hit */ - { - if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING) - return; + if (tape.playing) + return; - 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); - } + CloseDoor(DOOR_CLOSE_1); - if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */ + if (tape.recording) { - Blurb(x, y); - return; + TapeStop(); + SaveTape(tape.level_nr); /* Ask to save tape */ } - if ((element == EL_BOMBE || - element == EL_SP_DISK_ORANGE || - element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ - { - Bang(x, y); - return; - } - else if (element == EL_PEARL) + if (level_nr == leveldir_current->handicap_level) { - Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); - return; + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); } - if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ + 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) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHeroUnlessProtected(x, y+1); - else if (object_hit && smashed == EL_PINGUIN) - Bang(x, y+1); - else + game_status = GAME_MODE_SCORES; + DrawHallOfFame(hi_pos); + if (raise_level) { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + level_nr++; + TapeErase(); } - return; } - - if (!lastline && object_hit) /* check which object was hit */ + else { - if (CAN_CHANGE(element) && - (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF)) + game_status = GAME_MODE_MAIN; + if (raise_level) { - int xx, yy; - int activated_magic_wall = - (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY : - EL_MAGIC_WALL_BD_EMPTY); + level_nr++; + TapeErase(); + } + DrawMainMenu(); + } - /* activate magic wall / mill */ - for (yy=0; yyscore < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; + + for (k = 0; k < MAX_SCORE_ENTRIES; k++) + { + if (local_player->score > highscore[k].Score) { - if (IS_ENEMY(smashed) || - smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE || - smashed == EL_DX_SUPABOMB || - smashed == EL_SONDE || smashed == EL_SCHWEIN || - smashed == EL_DRACHE || smashed == EL_MOLE) - { - Bang(x, y+1); - return; - } - else if (!IS_MOVING(x, y+1)) + /* player has made it to the hall of fame */ + + if (k < MAX_SCORE_ENTRIES - 1) { - if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN) - { - Bang(x, y+1); - return; - } - else if (smashed == EL_KOKOSNUSS) - { - Feld[x][y+1] = EL_CRACKINGNUT; - PlaySoundLevel(x, y, SND_NUT_CRACKING); - RaiseScoreElement(EL_KOKOSNUSS); - return; - } - else if (smashed == EL_PEARL) - { - Feld[x][y+1] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); - return; - } - else if (smashed == EL_DIAMANT) - { - Feld[x][y+1] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_DIAMOND_BREAKING); - return; - } - else if (IS_BELT_SWITCH(smashed)) - { - ToggleBeltSwitch(x, y+1); - } - else if (smashed == EL_SWITCHGATE_SWITCH_1 || - smashed == EL_SWITCHGATE_SWITCH_2) - { - ToggleSwitchgateSwitch(x, y+1); - } - else if (smashed == EL_LIGHT_SWITCH_OFF || - smashed == EL_LIGHT_SWITCH_ON) + int m = MAX_SCORE_ENTRIES - 1; + +#ifdef ONE_PER_NAME + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (!strcmp(setup.player_name, highscore[l].Name)) + m = l; + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; +#endif + + for (l = m; l > k; l--) { - ToggleLightSwitch(x, y+1); + 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; } - } - /* play sound of magic wall / mill */ - if (!lastline && - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || - Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) - { - if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) - PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING); - else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) - PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING); +#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 - return; } - /* play sound of object that hits the ground */ - if (lastline || object_hit) - { - int sound; + if (position >= 0) + SaveScore(level_nr); - switch (element) - { - case EL_EDELSTEIN_BD: - sound = SND_BD_DIAMOND_IMPACT; - break; - case EL_EDELSTEIN: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - sound = SND_EMERALD_IMPACT; - break; - case EL_DIAMANT: - sound = SND_DIAMOND_IMPACT; - break; - case EL_PEARL: - sound = SND_PEARL_IMPACT; - break; - case EL_CRYSTAL: - sound = SND_CRYSTAL_IMPACT; - break; - case EL_SP_INFOTRON: - sound = SND_SP_INFOTRON_IMPACT; - break; - case EL_KOKOSNUSS: - sound = SND_NUT_IMPACT; - break; - case EL_BD_ROCK: - sound = SND_BD_ROCK_IMPACT; - break; - case EL_FELSBROCKEN: - sound = SND_ROCK_IMPACT; - break; - case EL_SP_ZONK: - sound = SND_SP_ZONK_IMPACT; - break; - case EL_ZEIT_VOLL: - sound = SND_TIME_ORB_FULL_IMPACT; - break; - case EL_ZEIT_LEER: - sound = SND_TIME_ORB_EMPTY_IMPACT; - break; - case EL_SPRING: - sound = SND_SPRING_IMPACT; - break; - default: - sound = -1; - break; - } + return position; +} + +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; - if (sound >= 0) - PlaySoundLevel(x, y, sound); + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { +#if 0 + if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + else if (CAN_FALL(element) && !CAN_MOVE(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; +#else + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; +#endif } + + return step; } -void TurnRound(int x, int y) +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) { - static struct - { - int x, y; - } move_xy[] = - { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } - }; - static struct + if (player->GfxAction != action || player->GfxDir != dir) { - 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 } - }; +#if 0 + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif - 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; + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; + } +} - 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; +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} - 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; +static void ResetGfxAnimation(int x, int y) +{ + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; +} - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - TestIfBadThingTouchesOtherBadThing(x, y); +void InitMovingField(int x, int y, int direction) +{ + int element = Feld[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; - if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE(right_x, right_y)) - MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) - MovDir[x][y] = left_dir; + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) + ResetGfxAnimation(x, y); - if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_FLIEGER || element == EL_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - { - TestIfBadThingTouchesOtherBadThing(x, y); + MovDir[x][y] = direction; + GfxDir[x][y] = direction; + GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); - if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE(left_x, left_y)) - MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) - MovDir[x][y] = right_dir; + /* this is needed for CEs with property "can move" / "not moving" */ - if ((element == EL_FLIEGER || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) - && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 9; - else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */ - MovDelay[x][y] = 1; - } - else if (element == EL_MAMPFER) + if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ { - boolean can_turn_left = FALSE, can_turn_right = FALSE; + if (Feld[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; - 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; + MovDir[newx][newy] = MovDir[x][y]; - 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 USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif - MovDelay[x][y] = 16+16*RND(3); + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } - else if (element == EL_MAMPFER2) - { - boolean can_turn_left = FALSE, can_turn_right = FALSE; +} - 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; +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); - 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; + *goes_to_x = newx; + *goes_to_y = newy; +} - MovDelay[x][y] = 16+16*RND(3); - } - else if (element == EL_PACMAN) - { - boolean can_turn_left = FALSE, can_turn_right = FALSE; +void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) +{ + int oldx = x, oldy = y; + int direction = MovDir[x][y]; - if (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 (direction == MV_LEFT) + oldx++; + else if (direction == MV_RIGHT) + oldx--; + else if (direction == MV_UP) + oldy++; + else if (direction == MV_DOWN) + oldy--; - 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; + *comes_from_x = oldx; + *comes_from_y = oldy; +} - MovDelay[x][y] = 6+RND(40); - } - else if (element == EL_SCHWEIN) +int MovingOrBlocked2Element(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_BLOCKED) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - boolean should_turn_left = FALSE, should_turn_right = FALSE; - boolean should_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return element; +} - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y]))) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y]))) - can_move_on = TRUE; - - if (can_turn_left && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy)))) - should_turn_left = TRUE; - if (can_turn_right && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy)))) - should_turn_right = TRUE; - if (can_move_on && - (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy)))) - should_move_on = TRUE; +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 (should_turn_left || should_turn_right || should_move_on) + if (IS_MOVING(x, y)) + { + if (element == EL_BLOCKED) { - 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; + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; } - else if (can_move_on && rnd > rnd_value/8) - MovDir[x][y] = old_move_dir; - else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) - MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) - MovDir[x][y] = right_dir; else - MovDir[x][y] = back_dir; - - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) - MovDir[x][y] = old_move_dir; - - MovDelay[x][y] = 0; + return EL_BLOCKED; } - 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); + else + return element; +} - 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; +static void RemoveField(int x, int y) +{ + Feld[x][y] = EL_EMPTY; - 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; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) - MovDir[x][y] = old_move_dir; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif - MovDelay[x][y] = 0; - } - else if (element == EL_MOLE) - { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Pushed[x][y] = 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 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif - if (!can_move_on) - { - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; +} - 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; - } +void RemoveMovingField(int x, int y) +{ + int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (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 (element != EL_BLOCKED && !IS_MOVING(x, y)) + return; + + if (IS_MOVING(x, y)) { - 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))) + Moving2Blocked(x, y, &newx, &newy); + + if (Feld[newx][newy] != EL_BLOCKED) { - Feld[x][y] = EL_SPRING; - MovDir[x][y] = MV_NO_MOVING; + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + DrawLevelField(oldx, oldy); + + return; } - MovDelay[x][y] = 0; } - else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN) + else if (element == EL_BLOCKED) { - int attr_x = -1, attr_y = -1; + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + return; + } - if (AllPlayersGone) - { - attr_x = ExitX; - attr_y = ExitY; - } - else - { - int i; + if (element == EL_BLOCKED && + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) + next_element = get_next_element(Feld[oldx][oldy]); - for (i=0; ijx, jy = player->jy; + RemoveField(oldx, oldy); + RemoveField(newx, newy); - if (!player->active) - continue; + Store[oldx][oldy] = Store2[oldx][oldy] = 0; - 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 (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; - if (element == EL_ROBOT && ZX>=0 && ZY>=0) + DrawLevelField(oldx, oldy); + DrawLevelField(newx, newy); +} + +void DrawDynamite(int x, int y) +{ + int sx = SCREENX(x), sy = SCREENY(y); + int graphic = el2img(Feld[x][y]); + int frame; + + if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) + return; + + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) + DrawGraphic(sx, sy, el2img(Store[x][y]), 0); + + frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + if (Back[x][y] || Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +} + +void CheckDynamite(int x, int y) +{ + if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ + { + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) { - attr_x = ZX; - attr_y = ZY; + DrawDynamite(x, y); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); + + return; } + } - if (element == EL_PINGUIN) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); - for (i=0; i<4; i++) - { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; + Bang(x, y); +} - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) - { - attr_x = ex; - attr_y = ey; - break; - } - } - } +void DrawRelocatePlayer(struct PlayerInfo *player) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int jx = player->jx; + int jy = player->jy; - 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 (level.instant_relocation) + { + int offset = (setup.scroll_delay ? 3 : 0); - if (element == EL_ROBOT) + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { - 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); + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8+8*!RND(3); - else - MovDelay[x][y] = 16; + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); } else { - int newx, newy; + 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); - MovDelay[x][y] = 1; + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); - if ((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]; + /* 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); - MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } - if (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; + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = -999, scroll_yy = -999; - MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - 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; + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - MovDir[x][y] = old_move_dir; - return; - } + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); } } -static boolean JustBeingPushed(int x, int y) +void RelocatePlayer(int jx, int jy, int el_player_raw) { - int i; + int el_player = GET_PLAYER_ELEMENT(el_player_raw); + int player_nr = GET_PLAYER_NR(el_player); + struct PlayerInfo *player = &stored_player[player_nr]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; - for (i=0; iactive && player->Pushing && player->MovPos) + if (player->present) + { + while (player->MovPos) { - int next_jx = player->jx + (player->jx - player->last_jx); - int next_jy = player->jy + (player->jy - player->last_jy); + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); - if (x == next_jx && y == next_jy) - return TRUE; + AdvanceFrameAndPlayerCounters(player->index_nr); + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; } - return FALSE; + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); + } + + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); + + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); } -void StartMoving(int x, int y) +void Explode(int ex, int ey, int phase, int mode) { - int element = Feld[x][y]; + int x, y; + int last_phase; + int border_element; - if (Stop[x][y]) + /* !!! eliminate this variable !!! */ + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; return; + } - if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (x= VERSION_IDENT(2,2,0,7) && + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) + return; +#endif - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } +#if 0 + /* !!! at this place, the center element may be EL_BLOCKED !!! */ + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif - Feld[x][y] = EL_MORAST_LEER; - Feld[x][y+1] = EL_MORAST_VOLL; - Store[x][y+1] = Store[x][y]; - Store[x][y] = 0; - PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH); - } - } - else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_MORAST_LEER) + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { - InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_QUICKSAND_FILLING; - Store[x][y] = element; - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - else if (element == EL_MAGIC_WALL_FULL) - { - if (IS_FREE(x, y+1)) - { - InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_MAGIC_WALL_EMPTYING; - Store[x][y] = EL_CHANGED(Store[x][y]); - } - else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) - { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ - Feld[x][y] = EL_MAGIC_WALL_EMPTY; - Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED(Store[x][y]); - Store[x][y] = 0; - } - } - else if (element == EL_MAGIC_WALL_BD_FULL) + if (IS_PLAYER(ex, ey)) { - if (IS_FREE(x, y+1)) - { - InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; - Store[x][y] = EL_CHANGED2(Store[x][y]); - } - else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) - { - if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; - } + artwork_element = stored_player[player_nr].artwork_element; - Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; - Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); - Store[x][y] = 0; + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; } } - else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY || - Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) - { - InitMovingField(x, y, MV_DOWN); - Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : - EL_MAGIC_WALL_BD_FILLING); - Store[x][y] = element; - } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) - { - Blurb(x, y); - InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_SALZSAEURE; - } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && - JustStopped[x][y]) - { - Impact(x, y); - } - else if (IS_FREE(x, y+1)) - { - InitMovingField(x, y, MV_DOWN); - } - else if (element == EL_TROPFEN) - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - /* Store[x][y+1] must be zero, because: - (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER - */ -#if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) -#else - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && - element != EL_DX_SUPABOMB) + +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); #endif + +#if 1 + last_phase = element_info[explosion_element].explosion_delay + 1; #else - 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) + last_phase = element_info[center_element].explosion_delay + 1; #endif + + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) { - 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= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */ +#if 0 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif + { + if (IS_ACTIVE_BOMB(element)) + { + /* re-activate things under the bomb like gate or penguin */ + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; + } + + continue; } - } - if (MovDelay[x][y]) /* wait some time before next movement */ - { - MovDelay[x][y]--; + /* save walkable background elements while explosion on same tile */ + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; - if (element == EL_ROBOT || - element == EL_MAMPFER || element == EL_MAMPFER2) + /* ignite explodable elements reached by other explosion */ + if (element == EL_EXPLOSION) + element = Store2[x][y]; + + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) { - int phase = MovDelay[x][y] % 8; + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } - if (phase > 3) - phase = 7 - phase; + RemoveField(x, y); - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) + { +#if 1 + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; - if (MovDelay[x][y] % 4 == 3) + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; +#else + switch(StorePlayer[ex][ey]) { - if (element == EL_MAMPFER) - PlaySoundLevel(x, y, SND_YAMYAM_WAITING); - else if (element == EL_MAMPFER2) - PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING); + case EL_PLAYER_2: + Store[x][y] = EL_PLAYER_IS_EXPLODING_2; + break; + case EL_PLAYER_3: + Store[x][y] = EL_PLAYER_IS_EXPLODING_3; + break; + case EL_PLAYER_4: + Store[x][y] = EL_PLAYER_IS_EXPLODING_4; + break; + case EL_PLAYER_1: + default: + Store[x][y] = EL_PLAYER_IS_EXPLODING_1; + break; } +#endif + + if (PLAYERINFO(ex, ey)->use_murphy) + Store[x][y] = EL_EMPTY; } - else if (element == EL_SP_ELECTRON) - DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); - else if (element == EL_DRACHE) - { - int i; - int dir = MovDir[x][y]; - int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT : - dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT : - dir == MV_UP ? GFX_FLAMMEN_UP : - dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); - int phase = FrameCounter % 2; +#if 1 + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; +#if 1 + /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE" + (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond + otherwise) -- FIX THIS !!! */ + else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY) + Store[x][y] = element_info[element].content.e[1][1]; +#else + else if (!CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; +#endif + else + Store[x][y] = EL_EMPTY; +#else + else if (center_element == EL_MOLE) + Store[x][y] = EL_EMERALD_RED; + else if (center_element == EL_PENGUIN) + Store[x][y] = EL_EMERALD_PURPLE; + else if (center_element == EL_BUG) + Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD); + else if (center_element == EL_BD_BUTTERFLY) + Store[x][y] = EL_BD_DIAMOND; + else if (center_element == EL_SP_ELECTRON) + Store[x][y] = EL_SP_INFOTRON; + else if (center_element == EL_AMOEBA_TO_DIAMOND) + Store[x][y] = level.amoeba_content; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; + else if (element == EL_WALL_EMERALD) + Store[x][y] = EL_EMERALD; + else if (element == EL_WALL_DIAMOND) + Store[x][y] = EL_DIAMOND; + else if (element == EL_WALL_BD_DIAMOND) + Store[x][y] = EL_BD_DIAMOND; + else if (element == EL_WALL_EMERALD_YELLOW) + Store[x][y] = EL_EMERALD_YELLOW; + else if (element == EL_WALL_EMERALD_RED) + Store[x][y] = EL_EMERALD_RED; + else if (element == EL_WALL_EMERALD_PURPLE) + Store[x][y] = EL_EMERALD_PURPLE; + else if (element == EL_WALL_PEARL) + Store[x][y] = EL_PEARL; + else if (element == EL_WALL_CRYSTAL) + Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; + else + Store[x][y] = EL_EMPTY; +#endif - for (i=1; i<=3; i++) - { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) + Store2[x][y] = element; - if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) - break; + Feld[x][y] = EL_EXPLOSION; + GfxElement[x][y] = artwork_element; - if (MovDelay[x][y]) - { - int flamed = MovingOrBlocked2Element(xx, yy); + ExplodePhase[x][y] = 1; + ExplodeDelay[x][y] = last_phase; - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) - Bang(xx, yy); - else - RemoveMovingField(xx, yy); + Stop[x][y] = TRUE; + } - 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 (center_element == EL_YAMYAM) + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; - if (MovDelay[x][y]) - return; - } + return; + } - if (element == EL_KAEFER) - PlaySoundLevel(x, y, SND_BUG_MOVING); - else if (element == EL_FLIEGER) - PlaySoundLevel(x, y, SND_SPACESHIP_MOVING); - else if (element == EL_BUTTERFLY) - PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING); - else if (element == EL_FIREFLY) - PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING); - else if (element == EL_SP_SNIKSNAK) - PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING); - else if (element == EL_SP_ELECTRON) - PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING); - else if (element == EL_MAMPFER) - PlaySoundLevel(x, y, SND_YAMYAM_MOVING); - else if (element == EL_MAMPFER2) - PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING); - else if (element == EL_BALLOON) - PlaySoundLevel(x, y, SND_BALLOON_MOVING); - else if (element == EL_SPRING_MOVING) - PlaySoundLevel(x, y, SND_SPRING_MOVING); - else if (element == EL_MOLE) - PlaySoundLevel(x, y, SND_MOLE_MOVING); - else if (element == EL_SONDE) - PlaySoundLevel(x, y, SND_SATELLITE_MOVING); - else if (element == EL_PACMAN) - PlaySoundLevel(x, y, SND_PACMAN_MOVING); - else if (element == EL_PINGUIN) - PlaySoundLevel(x, y, SND_PENGUIN_MOVING); - else if (element == EL_SCHWEIN) - PlaySoundLevel(x, y, SND_PIG_MOVING); - else if (element == EL_DRACHE) - PlaySoundLevel(x, y, SND_DRAGON_MOVING); + if (Stop[ex][ey]) + return; - /* now make next step */ + x = ex; + y = ey; - Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && - !PLAYER_PROTECTED(newx, newy)) - { + last_phase = ExplodeDelay[x][y]; + + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); + +#ifdef DEBUG + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ + +#endif #if 1 - TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); - return; -#else - /* enemy got the player */ - MovDir[x][y] = 0; - KillHero(PLAYERINFO(newx, newy)); - return; + + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } #endif + border_element = Store2[x][y]; + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; + + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) + { + boolean border_explosion = FALSE; + + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + KillPlayerUnlessExplosionProtected(x, y); + border_explosion = TRUE; } - 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) + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { - Blurb(x, y); - Store[x][y] = EL_SALZSAEURE; + Feld[x][y] = Store2[x][y]; + Store2[x][y] = 0; + Bang(x, y); + border_explosion = TRUE; } - else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy)) + else if (border_element == EL_AMOEBA_TO_DIAMOND) { - if (Feld[newx][newy] == EL_AUSGANG_AUF) - { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); + AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; + } - PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT); - if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); + /* if an element just explodes due to another explosion (chain-reaction), + do not immediately end the new explosion when it was the last frame of + the explosion (as it would be done in the following "if"-statement!) */ + if (border_explosion && phase == last_phase) + return; + } - local_player->friends_still_needed--; - if (!local_player->friends_still_needed && - !local_player->GameOver && AllPlayersGone) - local_player->LevelSolved = local_player->GameOver = TRUE; + if (phase == last_phase) + { + int element; - return; - } - else if (IS_MAMPF3(Feld[newx][newy])) - { - if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) - DrawLevelField(newx, newy); - else - MovDir[x][y] = MV_NO_MOVING; - } - else if (!IS_FREE(newx, newy)) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); - return; - } - } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) + element = Feld[x][y] = Store[x][y]; + Store[x][y] = Store2[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) { - if (IS_GEM(Feld[newx][newy])) - { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); - } + int player_nr = element - EL_PLAYER_IS_EXPLODING_1; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); - 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; - } + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; + + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } + + /* restore probably existing indestructible background element */ + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NONE; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + InitField_WithBug2(x, y, FALSE); + + DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); + } + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + if (phase == delay) + DrawLevelFieldCrumbledSand(x, y); + + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) + { + DrawLevelElement(x, y, Back[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy)) + else if (IS_WALKABLE_UNDER(Back[x][y])) { - 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); + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + } +} - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) - { - if (IS_PLAYER(x, y)) - DrawPlayerField(x, y); - else - DrawLevelField(x, y); +void DynaExplode(int ex, int ey) +{ + int i, j; + int dynabomb_element = Feld[ex][ey]; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (IS_ACTIVE_BOMB(dynabomb_element)) + { + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } - PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - 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; - } - } + for (i = 0; i < NUM_DIRECTIONS; i++) + { + for (j = 1; j <= dynabomb_size; j++) + { + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; + int element; + + if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) + break; + + element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); + + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; } - else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMANT) + } +} + +void Bang(int x, int y) +{ + int element = MovingOrBlocked2Element(x, y); + int explosion_type = EX_TYPE_NORMAL; + + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : + player->element_nr); + + if (level.use_explosion_element[player->index_nr]) { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else - { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); - } + int explosion_element = level.explosion_element[player->index_nr]; + + if (element_info[explosion_element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[explosion_element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + } + } + + switch(element) + { + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_MOLE: + RaiseScoreElement(element); + break; + + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + explosion_type = EX_TYPE_DYNA; + break; + + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: + case EL_AMOEBA_TO_DIAMOND: + if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */ + explosion_type = EX_TYPE_CENTER; + break; + + default: + if (element_info[element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + break; + } + + if (explosion_type == EX_TYPE_DYNA) + DynaExplode(x, y); + else + Explode(x, y, EX_PHASE_START, explosion_type); + + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); +} + +void SplashAcid(int x, int y) +{ + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; + + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; + + PlayLevelSound(x, y, SND_ACID_SPLASHING); +} + +static void InitBeltMovement() +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + + int x, y, i, j; + + /* set frame order for belt animation graphic according to belt direction */ + for (i = 0; i < NUM_BELTS; i++) + { + int belt_nr = i; + + for (j = 0; j < NUM_BELT_PARTS; j++) + { + int element = belt_base_active_element[belt_nr] + j; + int graphic = el2img(element); + + if (game.belt_dir[i] == MV_LEFT) + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + } + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + for (i = 0; i < NUM_BELTS; i++) + { + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + + Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; + } + } + } + } +} + +static void ToggleBeltSwitch(int x, int y) +{ + static int belt_base_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT, + EL_CONVEYOR_BELT_2_LEFT, + EL_CONVEYOR_BELT_3_LEFT, + EL_CONVEYOR_BELT_4_LEFT + }; + static int belt_base_active_element[4] = + { + EL_CONVEYOR_BELT_1_LEFT_ACTIVE, + EL_CONVEYOR_BELT_2_LEFT_ACTIVE, + EL_CONVEYOR_BELT_3_LEFT_ACTIVE, + EL_CONVEYOR_BELT_4_LEFT_ACTIVE + }; + static int belt_base_switch_element[4] = + { + EL_CONVEYOR_BELT_1_SWITCH_LEFT, + EL_CONVEYOR_BELT_2_SWITCH_LEFT, + EL_CONVEYOR_BELT_3_SWITCH_LEFT, + EL_CONVEYOR_BELT_4_SWITCH_LEFT + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NONE, + MV_RIGHT, + MV_NONE, + }; + + int element = Feld[x][y]; + int belt_nr = getBeltNrFromBeltSwitchElement(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, i; + + 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; + + /* set frame order for belt animation graphic according to belt direction */ + for (i = 0; i < NUM_BELT_PARTS; i++) + { + int element = belt_base_active_element[belt_nr] + i; + int graphic = el2img(element); + + if (belt_dir == MV_LEFT) + graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + else + graphic_info[graphic].anim_mode |= ANIM_REVERSE; + } + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int element = Feld[xx][yy]; + + if (IS_BELT_SWITCH(element)) + { + int e_belt_nr = getBeltNrFromBeltSwitchElement(element); + + if (e_belt_nr == belt_nr) + { + Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; + DrawLevelField(xx, yy); + } + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + + Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); + } + } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); + + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); + } + } + } +} + +static void ToggleSwitchgateSwitch(int x, int y) +{ + int xx, yy; + + game.switchgate_pos = !game.switchgate_pos; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int element = Feld[xx][yy]; + + if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) + { + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; + + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; + + PlayLevelSoundAction(xx, yy, ACTION_OPENING); + } + } +} + +static int getInvisibleActiveFromInvisibleElement(int element) +{ + return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : + element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); +} + +static int getInvisibleFromInvisibleActiveElement(int element) +{ + return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : + element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); +} + +static void RedrawAllLightSwitchesAndInvisibleElements() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_LIGHT_SWITCH && + game.light_time_left > 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.lenses_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + element); + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + element); + DrawLevelField(x, y); + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; + + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} + +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int element = Feld[xx][yy]; + + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); + } + + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + DrawLevelField(xx, yy); + } + */ + + } + + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; +} + +void Impact(int x, int y) +{ + boolean last_line = (y == lev_fieldy - 1); + boolean object_hit = FALSE; + boolean impact = (last_line || object_hit); + int element = Feld[x][y]; + int smashed = EL_STEELWALL; + + if (!last_line) /* check if element below was hit */ + { + if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) + return; + + object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || + MovDir[x][y + 1] != MV_DOWN || + MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + +#if USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + DrawLevelField(x, y + 2); + + object_hit = TRUE; + } +#endif + + if (object_hit) + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (last_line || object_hit); + } + + if (!last_line && smashed == EL_ACID) /* element falls into acid */ + { + SplashAcid(x, y + 1); + return; + } + + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + + if (impact && CAN_EXPLODE_IMPACT(element)) + { + Bang(x, y); + return; + } + else if (impact && element == EL_PEARL) + { + ResetGfxAnimation(x, y); + + Feld[x][y] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) + { + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + + return; + } + + if (impact && element == EL_AMOEBA_DROP) + { + if (object_hit && IS_PLAYER(x, y + 1)) + KillPlayerUnlessEnemyProtected(x, y + 1); + else if (object_hit && smashed == EL_PENGUIN) + Bang(x, y + 1); + else + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + + ResetRandomAnimationValue(x, y); + } + return; + } + + if (object_hit) /* check which object was hit */ + { + if (CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) + { + int xx, yy; + int activated_magic_wall = + (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : + EL_BD_MAGIC_WALL_ACTIVE); + + /* activate magic wall / mill */ +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; + + game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; + game.magic_wall_active = TRUE; + + PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? + SND_MAGIC_WALL_ACTIVATING : + SND_BD_MAGIC_WALL_ACTIVATING)); + } + + if (IS_PLAYER(x, y + 1)) + { + if (CAN_SMASH_PLAYER(element)) + { + KillPlayerUnlessEnemyProtected(x, y + 1); + return; + } + } + else if (smashed == EL_PENGUIN) + { + if (CAN_SMASH_PLAYER(element)) + { + Bang(x, y + 1); + return; + } + } + else if (element == EL_BD_DIAMOND) + { + if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + { + Bang(x, y + 1); + return; + } + } + else if (((element == EL_SP_INFOTRON || + element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || + smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) || + (element == EL_SP_INFOTRON && + smashed == EL_SP_DISK_YELLOW)) + { + Bang(x, y + 1); + return; + } + else if (CAN_SMASH_EVERYTHING(element)) + { + if (IS_CLASSIC_ENEMY(smashed) || + CAN_EXPLODE_SMASHED(smashed)) + { + Bang(x, y + 1); + return; + } + else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) + { + if (smashed == EL_LAMP || + smashed == EL_LAMP_ACTIVE) + { + Bang(x, y + 1); + return; + } + else if (smashed == EL_NUT) + { + Feld[x][y + 1] = EL_NUT_BREAKING; + PlayLevelSound(x, y, SND_NUT_BREAKING); + RaiseScoreElement(EL_NUT); + return; + } + else if (smashed == EL_PEARL) + { + ResetGfxAnimation(x, y); + + Feld[x][y + 1] = EL_PEARL_BREAKING; + PlayLevelSound(x, y, SND_PEARL_BREAKING); + return; + } + else if (smashed == EL_DIAMOND) + { + Feld[x][y + 1] = EL_DIAMOND_BREAKING; + PlayLevelSound(x, y, SND_DIAMOND_BREAKING); + return; + } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y + 1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_UP || + smashed == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y + 1); + } + else if (smashed == EL_LIGHT_SWITCH || + smashed == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y + 1); + } + else + { +#if 0 + TestIfElementSmashesCustomElement(x, y, MV_DOWN); +#endif + + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X, + CH_SIDE_TOP); + } + } + else + { + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + } + } + } + + /* play sound of magic wall / mill */ + if (!last_line && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + { + if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + + return; + } + + /* play sound of object that hits the ground */ + if (last_line || object_hit) + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); +} + +inline static void TurnRoundExt(int x, int y) +{ + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + 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 move_pattern = element_info[element].move_pattern; + + 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 left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy; + int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy; + int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy; + int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy; + + 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; + + int xx, yy; + + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (element == EL_BUG && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_YAMYAM) + { + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = 16 + 16 * RND(3); + } + else if (element == EL_DARK_YAMYAM) + { + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, + left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, + right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = 16 + 16 * RND(3); + } + else if (element == EL_PACMAN) + { + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = 6 + RND(40); + } + else if (element == EL_PIG) + { + boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; + int rnd_value = 24; + int rnd = RND(rnd_value); + + should_turn_left = (can_turn_left && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, + y + back_dy + left_dy))); + should_turn_right = (can_turn_right && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, + y + back_dy + right_dy))); + should_move_on = (can_move_on && + (!can_turn_left || + !can_turn_right || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, + y + move_dy + left_dy) || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, + y + move_dy + right_dy))); + + if (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; + + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_DRAGON) + { + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (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; + + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; + + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_MOLE) + { + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); + if (!can_move_on) + { + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + 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.wind_direction; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { + if (MovDir[x][y] & MV_HORIZONTAL && + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) + MovDir[x][y] = MV_NONE; + + MovDelay[x][y] = 0; + } + else if (element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_PENGUIN) + { + int attr_x = -1, attr_y = -1; + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) + { + attr_x = ZX; + attr_y = ZY; + } + + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; + + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NONE; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (element == EL_ROBOT) + { + int newx, newy; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8 + 8 * !RND(3); + else + MovDelay[x][y] = 16; + } + else if (element == EL_PENGUIN) + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else /* (element == EL_SATELLITE) */ + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + } + else if (move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM || + move_pattern == MV_ALL_DIRECTIONS) + { + boolean can_turn_left = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + return; + + if (move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (move_pattern == MV_TURNING_LEFT_RIGHT) + MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); + else if (move_pattern == MV_TURNING_RIGHT_LEFT) + MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); + else if (move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : + can_turn_right && !can_turn_left ? right_dir : + RND(2) ? left_dir : right_dir); + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_HORIZONTAL || + move_pattern == MV_VERTICAL) + { + if (move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern & MV_WIND_DIRECTION) + { + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_LEFT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (move_pattern == MV_TOWARDS_PLAYER || + move_pattern == MV_AWAY_FROM_PLAYER) + { + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER); + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + MovDir[x][y] = MV_NONE; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + { + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + + return; + } + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + } + } + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) + { + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NONE; + + MovDelay[x][y] = 0; + } + else if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + static int test_xy[7][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 }, + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + }; + static int test_dir[7] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN, + MV_UP, + MV_LEFT, + MV_RIGHT, + }; + boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); + int move_preference = -1000000; /* start with very low preference */ + int new_move_dir = MV_NONE; + int start_test = RND(4); + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int move_dir = test_dir[start_test + i]; + int move_dir_preference; + + xx = x + test_xy[start_test + i][0]; + yy = y + test_xy[start_test + i][1]; + + if (hunter_mode && IN_LEV_FIELD(xx, yy) && + (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING)) + { + new_move_dir = move_dir; + + break; + } + + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) + continue; + + move_dir_preference = -1 * RunnerVisit[xx][yy]; + if (hunter_mode && PlayerVisit[xx][yy] > 0) + move_dir_preference = PlayerVisit[xx][yy]; + + if (move_dir_preference > move_preference) + { + /* prefer field that has not been visited for the longest time */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + else if (move_dir_preference == move_preference && + move_dir == old_move_dir) + { + /* prefer last direction when all directions are preferred equally */ + move_preference = move_dir_preference; + new_move_dir = move_dir; + } + } + + MovDir[x][y] = new_move_dir; + if (old_move_dir != new_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } +} + +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + + TurnRoundExt(x, y); + + GfxDir[x][y] = MovDir[x][y]; + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (player->active && player->is_pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; + + if (Stop[x][y]) + return; + + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; + + if (CAN_FALL(element) && y < lev_fieldy - 1) + { + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) + if (JustBeingPushed(x, y)) + return; + + if (element == EL_QUICKSAND_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_ROCK; + + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + else if (element == EL_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; + } + } + else if (element == EL_BD_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; + } + } + else if (CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + EL_BD_MAGIC_WALL_FILLING); + Store[x][y] = element; + } + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) + { + SplashAcid(x, y + 1); + + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Store[x][y] = EL_ACID; + } + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) + { + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ + + CheckCollision[x][y] = 0; + + Impact(x, y); + } + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) + { + if (MovDir[x][y] == MV_NONE) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + } + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) + { + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ + MovDir[x][y] = MV_DOWN; + + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + else if (element == EL_AMOEBA_DROP) + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + } + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) + { + boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + +#if USE_NEW_ALL_SLIPPERY + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) + { + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } +#else + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } +#endif + +#if USE_NEW_ALL_SLIPPERY +#else +#if USE_NEW_SP_SLIPPERY + /* !!! better use the same properties as for custom elements here !!! */ + else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && + can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) + { + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; + } +#endif +#endif + +#if USE_NEW_ALL_SLIPPERY + if (can_fall_both) + { + if (element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; + } +#else + if (can_fall_both) + { + if (game.emulation == EMU_BOULDERDASH || + element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; + } +#endif + + if (can_fall_any) + { + /* if not determined otherwise, prefer left side for slipping down */ + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); + started_moving = TRUE; + } + } +#if 0 + else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element)) +#else + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) +#endif + { + boolean left_is_free = (x > 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); + int belt_dir = game.belt_dir[belt_nr]; + + if ((belt_dir == MV_LEFT && left_is_free) || + (belt_dir == MV_RIGHT && right_is_free)) + { + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); + + InitMovingField(x, y, belt_dir); + started_moving = TRUE; + + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; + + GfxAction[x][y] = ACTION_DEFAULT; + } + else + { + MovDir[x][y] = 0; /* if element was moving, stop it */ + } + } + } + + /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE) +#else + if (CAN_MOVE(element) && !started_moving) +#endif + { + int move_pattern = element_info[element].move_pattern; + int newx, newy; + +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NONE) + { + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); + } +#endif +#endif + + Moving2Blocked(x, y, &newx, &newy); + + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; + + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + WasJustMoving[x][y] = 0; + CheckCollision[x][y] = 0; + + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + + if (Feld[x][y] != element) /* element has changed */ + return; + } + + if (!MovDelay[x][y]) /* start new movement phase */ + { + /* all objects that can change their move direction after each step + (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ + + if (element != EL_YAMYAM && + element != EL_DARK_YAMYAM && + element != EL_PACMAN && + !(move_pattern & MV_ANY_DIRECTION) && + move_pattern != MV_TURNING_LEFT && + move_pattern != MV_TURNING_RIGHT && + move_pattern != MV_TURNING_LEFT_RIGHT && + move_pattern != MV_TURNING_RIGHT_LEFT && + move_pattern != MV_TURNING_RANDOM) + { + TurnRound(x, y); + + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) + DrawLevelField(x, y); + } + } + + if (MovDelay[x][y]) /* wait some time before next movement */ + { + MovDelay[x][y]--; + + if (element == EL_ROBOT || + element == EL_YAMYAM || + element == EL_DARK_YAMYAM) + { + DrawLevelElementAnimationIfNeeded(x, y, element); + PlayLevelSoundAction(x, y, ACTION_WAITING); + } + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_DRAGON) + { + 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 ? IMG_FLAMES_1_LEFT : + dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : + dir == MV_UP ? IMG_FLAMES_1_UP : + dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i = 1; i <= 3; i++) + { + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); + + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) + break; + + if (MovDelay[x][y]) + { + int flamed = MovingOrBlocked2Element(xx, yy); + + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else + RemoveMovingField(xx, yy); +#endif + + ChangeDelay[xx][yy] = 0; + + Feld[xx][yy] = EL_FLAMES; + + if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); + DrawGraphic(sx, sy, flame_graphic, frame); + } + } + else + { + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; + DrawLevelField(xx, yy); + } + } + } + + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlayLevelSoundAction(x, y, ACTION_WAITING); + + return; + } + } + + /* now make next step */ + + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ + + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && + !PLAYER_ENEMY_PROTECTED(newx, newy)) + { + TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]); + + return; + } + + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) + { + SplashAcid(newx, newy); + Store[x][y] = EL_ACID; + } + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) + { + if (Feld[newx][newy] == EL_EXIT_OPEN) + { + RemoveField(x, y); + DrawLevelField(x, y); + + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + + 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 (IS_FOOD_PENGUIN(Feld[newx][newy])) + { + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) + DrawLevelField(newx, newy); + else + GfxDir[x][y] = MovDir[x][y] = MV_NONE; + } + else if (!IS_FREE(newx, newy)) + { + GfxAction[x][y] = ACTION_WAITING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + return; + } + } + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) + { + if (IS_FOOD_PIG(Feld[newx][newy])) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_PIG_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + return; + } + } + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + { + int new_element = Feld[newx][newy]; + + if (!IS_FREE(newx, newy)) + { + int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : + IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(new_element) && + !IS_DIGGABLE(new_element) && + !IS_COLLECTIBLE(new_element)) + return; + + if (AmoebaNr[newx][newy] && + (new_element == EL_AMOEBA_FULL || + new_element == EL_BD_AMOEBA || + new_element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[newx][newy]]--; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + } + + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + RemoveField(newx, newy); + DrawLevelField(newx, newy); + } + + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); + } + + Store[newx][newy] = EL_EMPTY; +#if 1 + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = new_element; +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + { + int move_leave_element = element_info[element].move_leave_element; + + /* this makes it possible to leave the removed element again */ + Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? + new_element : move_leave_element); + } +#endif + + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } + } + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) + { + if (!IS_FREE(newx, newy)) + { + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + return; + } + else + { + boolean wanna_flame = !RND(10); + int dx = newx - x, dy = newy - y; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); + + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) + { + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); + + MovDelay[x][y] = 50; + + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif + Feld[newx][newy] = EL_FLAMES; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif + Feld[newx1][newy1] = EL_FLAMES; + } + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif + Feld[newx2][newy2] = EL_FLAMES; + } + + return; + } + } + } + else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMOND) + { + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); + } + else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + +#if 0 + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) + { + RemoveMovingField(newx, newy); + } +#else + if (IS_MOVING(newx, newy)) + { + RemoveMovingField(newx, newy); + } +#endif + else + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + } + + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); + } + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) + { + if (AmoebaNr[newx][newy]) + { + AmoebaCnt2[AmoebaNr[newx][newy]]--; + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) + AmoebaCnt[AmoebaNr[newx][newy]]--; + } + + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlayLevelSound(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); + } + } + else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_AMOEBA_SHRINKING || + (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy]))) + { + /* wait for shrinking amoeba to completely disappear */ + return; + } + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ + + TurnRound(x, y); + +#if 0 + /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */ + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesPlayer(x, y); + + return; + } + + InitMovingField(x, y, MovDir[x][y]); + + PlayLevelSoundAction(x, y, ACTION_MOVING); + } + + if (MovDir[x][y]) + ContinueMoving(x, y); +} + +void ContinueMoving(int x, int y) +{ + int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx, newy = y + dy; + int stored = Store[x][y]; + int stored_new = Store[newx][newy]; + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); + boolean last_line = (newy == lev_fieldy - 1); + + MovPos[x][y] += getElementMoveStepsize(x, y); + + if (pushed_by_player) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + + if (ABS(MovPos[x][y]) < TILEX) + { + DrawLevelField(x, y); + + return; /* element is still moving */ + } + + /* element reached destination field */ + + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; + + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; + + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } + + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + + MovDelay[newx][newy] = 0; + +#if 1 + if (CAN_CHANGE_OR_HAS_ACTION(element)) +#else + if (CAN_CHANGE(element)) +#endif + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + +#if 0 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif +#endif + } + +#if 1 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif +#endif + + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ + + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + /* some elements can leave other elements behind after moving */ + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) + { + int move_leave_element = ei->move_leave_element; + +#if 1 + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#else + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_type == LEAVE_TYPE_LIMITED && + ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif + + Feld[x][y] = move_leave_element; + + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; + + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } + + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; + + DrawLevelField(x, y); + DrawLevelField(newx, newy); + + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + + /* prevent pushed element from moving on in pushed direction */ + if (pushed_by_player && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); + + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + MovDir[newx][newy] = 0; + + if (!pushed_by_player) + { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + + WasJustMoving[newx][newy] = 3; + + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; + } + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesPlayer(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); + + if (pushed_by_player && !game.use_change_when_pushing_bug) + { + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); + + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); + } + + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); + + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + + TestIfElementHitsCustomElement(newx, newy, direction); + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); + +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +#endif +} + +int AmoebeNachbarNr(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int group_nr = 0; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) + group_nr = AmoebaNr[x][y]; + } + + return group_nr; +} + +void AmoebenVereinigen(int ax, int ay) +{ + int i, x, y, xx, yy; + int new_group_nr = AmoebaNr[ax][ay]; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (new_group_nr == 0) + return; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && + AmoebaNr[x][y] != new_group_nr) + { + int old_group_nr = AmoebaNr[x][y]; + + if (old_group_nr == 0) + return; + + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; + AmoebaCnt[old_group_nr] = 0; + AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; + AmoebaCnt2[old_group_nr] = 0; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; + } + } + } +} + +void AmoebeUmwandeln(int ax, int ay) +{ + int i, x, y; + + if (Feld[ax][ay] == EL_AMOEBA_DEAD) + { + int group_nr = AmoebaNr[ax][ay]; + +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandeln(): This should never happen!\n"); + return; + } +#endif + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; + } + } + + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(ax, ay); + } + else + { + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + x = ax + xy[i][0]; + y = ay + xy[i][1]; + + if (!IN_LEV_FIELD(x, y)) + continue; + + if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) + { + PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); + Bang(x, y); + } + } + } +} + +void AmoebeUmwandelnBD(int ax, int ay, int new_element) +{ + int x, y; + int group_nr = AmoebaNr[ax][ay]; + boolean done = FALSE; + +#ifdef DEBUG + if (group_nr == 0) + { + printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay); + printf("AmoebeUmwandelnBD(): This should never happen!\n"); + return; + } +#endif + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) + { + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + DrawLevelField(x, y); + done = TRUE; + } + } + + if (done) + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); +} + +void AmoebeWaechst(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new growing cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + { + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); + sound_delay_value = 30; + } + } + + if (MovDelay[x][y]) /* wait some time before growing bigger */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame); + } + + if (!MovDelay[x][y]) + { + Feld[x][y] = Store[x][y]; + Store[x][y] = 0; + DrawLevelField(x, y); + } + } +} + +void AmoebaDisappearing(int x, int y) +{ + static unsigned long sound_delay = 0; + static unsigned long sound_delay_value = 0; + + if (!MovDelay[x][y]) /* start new shrinking cycle */ + { + MovDelay[x][y] = 7; + + if (DelayReached(&sound_delay, sound_delay_value)) + sound_delay_value = 30; + } + + if (MovDelay[x][y]) /* wait some time before shrinking */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + { + int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING, + 6 - MovDelay[x][y]); + + DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame); + } + + if (!MovDelay[x][y]) + { + Feld[x][y] = EL_EMPTY; + DrawLevelField(x, y); + + /* don't let mole enter this field in this cycle; + (give priority to objects falling to this field from above) */ + Stop[x][y] = TRUE; + } + } +} + +void AmoebeAbleger(int ax, int ay) +{ + int i; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int newax = ax, neway = ay; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (!level.amoeba_speed) + { + Feld[ax][ay] = EL_AMOEBA_DEAD; + DrawLevelField(ax, ay); + return; + } + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (!MovDelay[ax][ay]) /* start making new amoeba field */ + MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed)); + + if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } + + if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */ + { + int start = RND(4); + int x = ax + xy[start][0]; + int y = ay + xy[start][1]; + + if (!IN_LEV_FIELD(x, y)) + return; + + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + } + + if (newax == ax && neway == ay) + return; + } + else /* normal or "filled" (BD style) amoeba */ + { + int start = RND(4); + boolean waiting_for_player = FALSE; - PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND); - } - else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && - IS_MAMPF2(Feld[newx][newy])) + for (i = 0; i < NUM_DIRECTIONS; i++) { - 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]]--; - } + int j = (start + i) % 4; + int x = ax + xy[j][0]; + int y = ay + xy[j][1]; - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); - else + if (!IN_LEV_FIELD(x, y)) + continue; + + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) { - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); + newax = x; + neway = y; + break; } - - PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY); + else if (IS_PLAYER(x, y)) + waiting_for_player = TRUE; } - else if ((element == EL_PACMAN || element == EL_MOLE) - && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) + + if (newax == ax && neway == ay) /* amoeba cannot grow */ { - if (AmoebaNr[newx][newy]) + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) { - AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) - AmoebaCnt[AmoebaNr[newx][newy]]--; - } + Feld[ax][ay] = EL_AMOEBA_DEAD; + DrawLevelField(ax, ay); + AmoebaCnt[AmoebaNr[ax][ay]]--; - 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); + if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ + { + if (element == EL_AMOEBA_FULL) + AmoebeUmwandeln(ax, ay); + else if (element == EL_BD_AMOEBA) + AmoebeUmwandelnBD(ax, ay, level.amoeba_content); + } } - } - 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)) + else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA) { - /* object was running against a wall */ + /* amoeba gets larger by growing in some direction */ - TurnRound(x, y); + int new_group_nr = AmoebaNr[ax][ay]; - 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); +#ifdef DEBUG + if (new_group_nr == 0) + { + printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); + printf("AmoebeAbleger(): This should never happen!\n"); + return; + } +#endif - if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); + AmoebaNr[newax][neway] = new_group_nr; + AmoebaCnt[new_group_nr]++; + AmoebaCnt2[new_group_nr]++; - return; + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); + + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; + } } + } - if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) - PlaySoundLevel(x, y, SND_ROBOT_MOVING); + if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) + { + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; + } + else if (neway == ay) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ - InitMovingField(x, y, MovDir[x][y]); + PlayLevelSoundAction(newax, neway, ACTION_GROWING); + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; } - if (MovDir[x][y]) - ContinueMoving(x, y); + DrawLevelField(newax, neway); } -void ContinueMoving(int x, int y) +void Life(int ax, int ay) { - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); - int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_BD_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_MAGIC_WALL_BD_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING_MOVING) - step*=2; - -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; + int x1, y1, x2, y2; +#if 0 + static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ #endif + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : + level.biomaze); + boolean changed = FALSE; + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (Stop[ax][ay]) + return; - MovPos[x][y] += step; + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; - if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */ + if (MovDelay[ax][ay]) /* wait some time before next cycle */ { - Feld[x][y] = EL_LEERRAUM; - Feld[newx][newy] = element; + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++) + { + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; - Feld[x][y] = EL_ERDREICH; - DrawLevelField(x, y); + if (!IN_LEV_FIELD(xx, yy)) + continue; - for(i=0; i<4; i++) - { - int xx, yy; + for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++) + { + int x = xx+x2, y = yy+y2; - xx = x + xy[i][0]; - yy = y + xy[i][1]; + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH) - DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */ - } + if (((Feld[x][y] == element || + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; } - if (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) + if (xx == ax && yy == ay) /* field in the middle */ { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; + if (nachbarn < life_parameter[0] || + nachbarn > life_parameter[1]) + { + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } } - else if (Store[x][y] == EL_SALZSAEURE) - { - element = Feld[newx][newy] = EL_SALZSAEURE; + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } } + } - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + if (changed) + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} + +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; +static void RunRobotWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); +} - DrawLevelField(x, y); - DrawLevelField(newx, newy); +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +static void InitTimegateWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +} + +static void RunTimegateWheel(int x, int y) +{ + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); +} + +static void InitMagicBallDelay(int x, int y) +{ +#if 1 + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; +#else + ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; +#endif +} - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; +static void ActivateMagicBall(int bx, int by) +{ + int x, y; + + if (level.ball_random) + { + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + x = bx - 1 + xx; + y = by - 1 + yy; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PINGUIN) - TestIfFriendTouchesBadThing(newx, newy); + int xx = x - bx + 1; + int yy = y - by + 1; - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) - Impact(x, newy); + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } } - else /* still moving on */ - DrawLevelField(x, y); + + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; } -int AmoebeNachbarNr(int ax, int ay) +void CheckExit(int x, int y) { - int i; - int element = Feld[ax][ay]; - int group_nr = 0; - static int xy[4][2] = + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - for (i=0; i<4; i++) + return; + } + + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); +} + +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) { - int x = ax + xy[i][0]; - int y = ay + xy[i][1]; + int element = Feld[x][y]; + int graphic = el2img(element); - if (!IN_LEV_FIELD(x, y)) - continue; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (Feld[x][y] == element && AmoebaNr[x][y] > 0) - group_nr = AmoebaNr[x][y]; + return; } - return group_nr; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; + + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} + +static void CloseAllOpenTimegates() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; + + PlayLevelSoundAction(x, y, ACTION_CLOSING); + } + } } -void AmoebenVereinigen(int ax, int ay) +void EdelsteinFunkeln(int x, int y) { - int i, x, y, xx, yy; - int new_group_nr = AmoebaNr[ax][ay]; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + return; - if (new_group_nr == 0) + if (Feld[x][y] == EL_BD_DIAMOND) return; - for (i=0; i<4; i++) + if (MovDelay[x][y] == 0) /* next animation frame */ + MovDelay[x][y] = 11 * !SimpleRND(500); + + if (MovDelay[x][y] != 0) /* wait some time before next frame */ { - x = ax + xy[i][0]; - y = ay + xy[i][1]; + MovDelay[x][y]--; - if (!IN_LEV_FIELD(x, y)) - continue; + if (setup.direct_draw && MovDelay[x][y]) + SetDrawtoField(DRAW_BUFFERED); - 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]; + DrawLevelElementAnimation(x, y, Feld[x][y]); - if (old_group_nr == 0) - return; + if (MovDelay[x][y] != 0) + { + int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE, + 10 - MovDelay[x][y]); - AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; - AmoebaCnt[old_group_nr] = 0; - AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; - AmoebaCnt2[old_group_nr] = 0; + DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame); - for (yy=0; yy value_max ? value_max : + value_new); +} - if (MovDelay[ax][ay]) /* wait some time before making new amoeba */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } +static void ExecuteCustomElementAction(int x, int y, int element, int page) +{ + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int i; - if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */ - { - int start = RND(4); - int x = ax + xy[start][0]; - int y = ay + xy[start][1]; + if (!change->has_action) + return; - if (!IN_LEV_FIELD(x, y)) + /* ---------- determine action paramater values -------------------------- */ + + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); + + int action_arg_element = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + EL_EMPTY); + + int action_arg_direction = + (action_arg >= CA_ARG_DIRECTION_LEFT && + action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION : + action_arg == CA_ARG_DIRECTION_TRIGGER ? + change->actual_trigger_side : + action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ? + MV_DIR_OPPOSITE(change->actual_trigger_side) : + MV_NONE); + + int action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); + + int action_arg_number_max = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : + action_type == CA_SET_LEVEL_GEMS ? 999 : + action_type == CA_SET_LEVEL_TIME ? 9999 : + action_type == CA_SET_LEVEL_SCORE ? 99999 : + action_type == CA_SET_CE_SCORE ? 9999 : + action_type == CA_SET_CE_VALUE ? 9999 : + CA_ARG_MAX); + + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : + action_type == CA_SET_CE_SCORE ? 0 : +#if 1 + action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) : +#else + action_type == CA_SET_CE_VALUE ? ei->custom_value_initial : +#endif + 0); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : +#if USE_NEW_CUSTOM_VALUE + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : +#else + action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial : +#endif + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value : + -1); + + int action_arg_number_old = + (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed : + action_type == CA_SET_LEVEL_TIME ? TimeLeft : + action_type == CA_SET_LEVEL_SCORE ? local_player->score : + action_type == CA_SET_CE_SCORE ? ei->collect_score : + action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : + 0); + + int action_arg_number_new = + getModifiedActionNumber(action_arg_number_old, + action_mode, action_arg_number, + action_arg_number_min, action_arg_number_max); + + int trigger_player_bits = + (change->actual_trigger_player >= EL_PLAYER_1 && + change->actual_trigger_player <= EL_PLAYER_4 ? + (1 << (change->actual_trigger_player - EL_PLAYER_1)) : + PLAYER_BITS_ANY); + + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + PLAYER_BITS_ANY); + + /* ---------- execute action -------------------------------------------- */ + + switch(action_type) + { + case CA_NO_ACTION: + { return; + } - if (IS_FREE(x, y) || - Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER) + /* ---------- level actions ------------------------------------------- */ + + case CA_RESTART_LEVEL: { - newax = x; - neway = y; - } + game.restart_level = TRUE; - if (newax == ax && neway == ay) - return; - } - else /* normal or "filled" (BD style) amoeba */ - { - int start = RND(4); - boolean waiting_for_player = FALSE; + break; + } - for (i=0; i<4; i++) + case CA_SHOW_ENVELOPE: { - int j = (start + i) % 4; - int x = ax + xy[j][0]; - int y = ay + xy[j][1]; + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); - if (!IN_LEV_FIELD(x, y)) - continue; + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - if (IS_FREE(x, y) || - Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER) - { - newax = x; - neway = y; - break; - } - else if (IS_PLAYER(x, y)) - waiting_for_player = TRUE; + break; } - if (newax == ax && neway == ay) /* amoeba cannot grow */ + case CA_SET_LEVEL_TIME: { - if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) + if (level.time > 0) /* only modify limited time value */ { - Feld[ax][ay] = EL_AMOEBE_TOT; - DrawLevelField(ax, ay); - AmoebaCnt[AmoebaNr[ax][ay]]--; + TimeLeft = action_arg_number_new; - if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */ - { - if (element == EL_AMOEBE_VOLL) - AmoebeUmwandeln(ax, ay); - else if (element == EL_AMOEBE_BD) - AmoebeUmwandelnBD(ax, ay, level.amoeba_content); - } + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); } - return; + + break; } - else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD) + + case CA_SET_LEVEL_SCORE: { - /* amoeba gets larger by growing in some direction */ + local_player->score = action_arg_number_new; - int new_group_nr = AmoebaNr[ax][ay]; + DrawGameValue_Score(local_player->score); -#ifdef DEBUG - if (new_group_nr == 0) - { - printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway); - printf("AmoebeAbleger(): This should never happen!\n"); - return; - } -#endif + break; + } - AmoebaNr[newax][neway] = new_group_nr; - AmoebaCnt[new_group_nr]++; - AmoebaCnt2[new_group_nr]++; + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; - /* if amoeba touches other amoeba(s) after growing, unify them */ - AmoebenVereinigen(newax, neway); + DrawGameValue_Emeralds(local_player->gems_still_needed); - if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200) - { - AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); - return; - } + break; } - } - 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; - } + case CA_SET_LEVEL_GRAVITY: + { + game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity : + game.gravity); + break; + } - DrawLevelField(newax, neway); -} + case CA_SET_LEVEL_WIND: + { + game.wind_direction = action_arg_direction; -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; + break; + } - if (Stop[ax][ay]) - return; + /* ---------- player actions ------------------------------------------ */ - if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ - MovDelay[ax][ay] = life_time; + case CA_MOVE_PLAYER: + { + /* automatically move to the next field in specified direction */ + for (i = 0; i < MAX_PLAYERS; i++) + if (trigger_player_bits & (1 << i)) + stored_player[i].programmed_action = action_arg_direction; - if (MovDelay[ax][ay]) /* wait some time before next cycle */ - { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; - } + break; + } - for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++) - { - int xx = ax+x1, yy = ay+y1; - int nachbarn = 0; + case CA_EXIT_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE; - if (!IN_LEV_FIELD(xx, yy)) - continue; + break; + } - for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++) + case CA_KILL_PLAYER: { - int x = xx+x2, y = yy+y2; - - if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) - continue; + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillPlayer(&stored_player[i]); - if (((Feld[x][y] == element || - (element == EL_LIFE && IS_PLAYER(x, y))) && - !Stop[x][y]) || - (IS_FREE(x, y) && Stop[x][y])) - nachbarn++; + break; } - if (xx == ax && yy == ay) /* field in the middle */ + case CA_SET_PLAYER_KEYS: { - if (nachbarn < life[0] || nachbarn > life[1]) + int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); + + if (IS_KEY(element)) { - Feld[xx][yy] = EL_LEERRAUM; - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - changed = TRUE; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; + + DrawGameValue_Keys(stored_player[i].key); + + redraw_mask |= REDRAW_DOOR_1; + } + } } + + break; } - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) - { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) + + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) { - 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; - } - } - } + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; - if (changed) - PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING : - SND_BIOMAZE_GROWING); -} + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) + { + action_arg_number = 2; + action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : + CA_MODE_MULTIPLY); + } -void RobotWheel(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING); - return; - } - } +#if 1 + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); +#else + /* make sure that value is power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; -} + /* do no immediately change -- the player might just be moving */ + stored_player[i].move_delay_value_next = TILEX / move_stepsize; -void TimegateWheel(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + stored_player[i].cannot_move = + (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE); +#endif + } + } - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) - { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING); - return; + break; } - } - Feld[x][y] = EL_TIMEGATE_SWITCH_OFF; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; -} + case CA_SET_PLAYER_SHIELD: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } + } -void Birne(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; + break; + } - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; - if (MovDelay[x][y]) + case CA_SET_PLAYER_ARTWORK: { - if (!(MovDelay[x][y]%5)) + for (i = 0; i < MAX_PLAYERS; i++) { - 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; + if (trigger_player_bits & (1 << i)) + { + int artwork_element = action_arg_element; + + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); + + stored_player[i].artwork_element = artwork_element; + + SetPlayerWaiting(&stored_player[i], FALSE); + + /* set number of special actions for bored and sleeping animation */ + stored_player[i].num_special_action_bored = + get_num_special_action(artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + stored_player[i].num_special_action_sleeping = + get_num_special_action(artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); + } } - return; + + break; } - } - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX=ZY=-1; -} + /* ---------- CE actions ---------------------------------------------- */ + + case CA_SET_CE_SCORE: + { + ei->collect_score = action_arg_number_new; + + break; + } + + case CA_SET_CE_VALUE: + { +#if USE_NEW_CUSTOM_VALUE + int last_custom_value = CustomValue[x][y]; + + CustomValue[x][y] = action_arg_number_new; -void Blubber(int x, int y) -{ - if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN) - DrawLevelField(x, y-1); - else - DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); -} +#if 0 + printf("::: Count == %d\n", CustomValue[x][y]); +#endif -void NussKnacken(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 7; + if (CustomValue[x][y] == 0 && last_custom_value > 0) + { +#if 0 + printf("::: CE_VALUE_GETS_ZERO\n"); +#endif - 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); + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); + } +#endif - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x, y); + break; } - } -} - -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); + /* ---------- engine actions ------------------------------------------ */ - if (!MovDelay[x][y]) + case CA_SET_ENGINE_SCAN_MODE: { - Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x, y); + InitPlayfieldScanMode(action_arg); + + break; } + + default: + break; } } -void SiebAktivieren(int x, int y, int typ) +static void CreateFieldExt(int x, int y, int element, boolean is_change) { - int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3; - - DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); -} + int previous_move_direction = MovDir[x][y]; +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; +#endif + boolean add_player = (ELEM_IS_PLAYER(element) && + IS_WALKABLE(Feld[x][y])); -void AusgangstuerPruefen(int x, int y) -{ - if (!local_player->gems_still_needed && - !local_player->sokobanfields_still_needed && - !local_player->lights_still_needed) + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element)) { - Feld[x][y] = EL_AUSGANG_ACT; + Bang(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); + return; } -} -void AusgangstuerOeffnen(int x, int y) -{ - int delay = 6; + if (!add_player) + { + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5*delay; + Feld[x][y] = element; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int tuer; + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - MovDelay[x][y]--; - tuer = MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer); + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x, y); - } +#if USE_NEW_CUSTOM_VALUE + if (element_info[Feld[x][y]].use_last_ce_value) + CustomValue[x][y] = last_ce_value; +#endif + + InitField_WithBug1(x, y, FALSE); + + DrawLevelField(x, y); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); } + + /* "ChangeCount" not set yet to allow "entered by player" change one time */ + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); + + if (is_change) + ChangeCount[x][y]++; /* count number of changes in the same frame */ + + TestIfBadThingTouchesPlayer(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); } -void AusgangstuerBlinken(int x, int y) +static void CreateField(int x, int y, int element) { - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); + CreateFieldExt(x, y, element, FALSE); } -void OpenSwitchgate(int x, int y) +static void CreateElementFromChange(int x, int y, int element) { - int delay = 6; - - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + CreateFieldExt(x, y, element, TRUE); +} - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; +static boolean ChangeElement(int x, int y, int element, int page) +{ + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + int target_element; + int old_element = Feld[x][y]; - 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); + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_SWITCHGATE_OPEN; - DrawLevelField(x, y); - } + if (ChangeEvent[x][y] == CE_DELAY) + { + /* reset actual trigger element, trigger player and action element */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; } -} -void CloseSwitchgate(int x, int y) -{ - int delay = 6; + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) + return FALSE; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + ChangeCount[x][y]++; /* count number of changes in the same frame */ - if (MovDelay[x][y]) /* wait some time before next frame */ + if (change->explode) { - int phase; + Bang(x, y); - 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); + return TRUE; + } - if (!MovDelay[x][y]) + if (change->use_target_content) + { + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { - Feld[x][y] = EL_SWITCHGATE_CLOSED; - DrawLevelField(x, y); - } - } -} + boolean is_empty; + boolean is_walkable; + boolean is_diggable; + boolean is_collectible; + boolean is_removable; + boolean is_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element = change->target_content.e[xx][yy]; + int e; -void OpenTimegate(int x, int y) -{ - int delay = 6; + can_replace[xx][yy] = TRUE; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + if (ex == x && ey == y) /* do not check changing element itself */ + continue; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; + if (content_element == EL_EMPTY_SPACE) + { + can_replace[xx][yy] = FALSE; /* do not replace border with space */ - 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); + continue; + } - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_TIMEGATE_OPEN; - DrawLevelField(x, y); - } - } -} + if (!IN_LEV_FIELD(ex, ey)) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; -void CloseTimegate(int x, int y) -{ - int delay = 6; + continue; + } - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5 * delay; + e = Feld[ex][ey]; - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); - 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); + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_TIMEGATE_CLOSED; - DrawLevelField(x, y); - } - } -} + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); -static void CloseAllOpenTimegates() -{ - int x, y; + can_replace[xx][yy] = + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); - for (y=0; yonly_if_complete || complete_replace) { - int element = Feld[x][y]; + boolean something_has_changed = FALSE; + + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element; + + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + CreateElementFromChange(ex, ey, target_element); + + something_has_changed = TRUE; - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } + + if (something_has_changed) { - Feld[x][y] = EL_TIMEGATE_CLOSING; - PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING); + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); } } } + else + { + target_element = GET_TARGET_ELEMENT(change->target_element, change); + + CreateElementFromChange(x, y, target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } + + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); + + return TRUE; } -void EdelsteinFunkeln(int x, int y) +#if USE_NEW_DELAYED_ACTION + +static void HandleElementChange(int x, int y, int page) { - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) - return; + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; - if (Feld[x][y] == EL_EDELSTEIN_BD) - DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); - else +#ifdef DEBUG + if (!CAN_CHANGE_OR_HAS_ACTION(element) && + !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif - if (MovDelay[x][y]) /* wait some time before next frame */ - { - MovDelay[x][y]--; + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE_OR_HAS_ACTION(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + return; + } - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y])); + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; - if (MovDelay[x][y]) - { - int phase = (MovDelay[x][y]-1)/2; + if (change->can_change) + { + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (phase > 2) - phase = 4-phase; + if (change->pre_change_function) + change->pre_change_function(x, y); + } + } - DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase); + ChangeDelay[x][y]--; - if (setup.direct_draw) - { - int dest_x, dest_y; + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + if (change->can_change) + { + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - dest_x = FX + SCREENX(x)*TILEX; - dest_y = FY + SCREENY(y)*TILEY; + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - BlitBitmap(drawto_field, window, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); - } - } + if (change->change_function) + change->change_function(x, y); } } -} - -void MauerWaechst(int x, int y) -{ - int delay = 6; + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3*delay; + change = &ei->change_page[page]; + } - if (MovDelay[x][y]) /* wait some time before next frame */ - { - int phase; + if (IS_MOVING(x, y)) /* never change a running system ;-) */ + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ - MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/delay; - if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT : - MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT : - MovDir[x][y] == MV_UP ? GFX_MAUER_UP : - GFX_MAUER_DOWN ) + phase); + return; + } - if (!MovDelay[x][y]) + if (change->can_change) { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1, y); - } - else if (MovDir[x][y] == MV_RIGHT) + if (ChangeElement(x, y, element, page)) { - if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1, y); + if (change->post_change_function) + change->post_change_function(x, y); } - else if (MovDir[x][y] == MV_UP) - { - if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1])) - DrawLevelField(x, y-1); - } - else - { - if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1])) - DrawLevelField(x, y+1); - } - - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); } + + if (change->has_action) + ExecuteCustomElementAction(x, y, element, page); } } -void MauerAbleger(int ax, int ay) +#else + +static void HandleElementChange(int x, int y, int page) { - int element = Feld[ax][ay]; - boolean oben_frei = FALSE, unten_frei = FALSE; - boolean links_frei = FALSE, rechts_frei = FALSE; - boolean oben_massiv = FALSE, unten_massiv = FALSE; - boolean links_massiv = FALSE, rechts_massiv = FALSE; - boolean new_wall = FALSE; + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; +#ifdef DEBUG + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif - if (MovDelay[ax][ay]) /* wait some time before building new wall */ + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif + + return; } - if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) - oben_frei = TRUE; - if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) - unten_frei = TRUE; - if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) - links_frei = TRUE; - if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) - rechts_frei = TRUE; + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (element == EL_MAUER_Y || element == EL_MAUER_XY) + if (change->pre_change_function) + change->pre_change_function(x, y); + } + + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ { - if (oben_frei) - { - Feld[ax][ay-1] = EL_MAUERND; - Store[ax][ay-1] = element; - MovDir[ax][ay-1] = MV_UP; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) - DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP); - new_wall = TRUE; - } - if (unten_frei) + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ { - Feld[ax][ay+1] = EL_MAUERND; - Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN); - new_wall = TRUE; + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + + change = &ei->change_page[page]; } - } - if (element == EL_MAUER_X || element == EL_MAUER_XY || - element == EL_MAUER_LEBT) - { - if (links_frei) + if (IS_MOVING(x, y)) /* never change a running system ;-) */ { - Feld[ax-1][ay] = EL_MAUERND; - Store[ax-1][ay] = element; - MovDir[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) - DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT); - new_wall = TRUE; + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ + + return; } - if (rechts_frei) + + if (ChangeElement(x, y, element, page)) { - Feld[ax+1][ay] = EL_MAUERND; - Store[ax+1][ay] = element; - MovDir[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) - DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT); - new_wall = TRUE; + if (change->post_change_function) + change->post_change_function(x, y); } } +} - if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); - - if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) - oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) - unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) - links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) - rechts_massiv = TRUE; +#endif - if (((oben_massiv && unten_massiv) || - element == EL_MAUER_X || element == EL_MAUER_LEBT) && - ((links_massiv && rechts_massiv) || - element == EL_MAUER_Y)) - Feld[ax][ay] = EL_MAUERWERK; +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) +{ + boolean change_done_any = FALSE; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); + int i; - if (new_wall) - PlaySoundLevel(ax, ay, SND_WALL_GROWING); -} + if (!(trigger_events[trigger_element][trigger_event])) + return FALSE; -void CheckForDragon(int x, int y) -{ - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + int element = EL_CUSTOM_START + i; + boolean change_done = FALSE; + int p; - for (i=0; i<4; i++) - { - for (j=0; j<4; j++) + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; + + for (p = 0; p < element_info[element].num_change_pages; p++) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + change->trigger_page & trigger_page_bits && + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) { - if (Feld[xx][yy] == EL_DRACHE) - dragon_found = TRUE; - } - else - break; - } - } + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; - if (!dragon_found) - { - for (i=0; i<4; i++) - { - for (j=0; j<3; j++) - { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING) - { - Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx, yy); - } - else - break; + if ((change->can_change && !change_done) || change->has_action) + { + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif + } + } + + if (change->can_change) + { + change_done = TRUE; + change_done_any = TRUE; + } + } } } } + + return change_done_any; } -static void CheckBuggyBase(int x, int y) +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side) { - int element = Feld[x][y]; + boolean change_done = FALSE; + int p; + + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + return FALSE; - if (element == EL_SP_BUG) + if (Feld[x][y] == EL_BLOCKED) { - if (!MovDelay[x][y]) /* wait some time before activating base */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + Blocked2Moving(x, y, &x, &y); + element = Feld[x][y]; + } - if (MovDelay[x][y]) - { - MovDelay[x][y]--; - if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING); - if (MovDelay[x][y]) - return; + if (Feld[x][y] != element) /* check if element has already changed */ + return FALSE; - Feld[x][y] = EL_SP_BUG_ACTIVE; - } - } - else if (element == EL_SP_BUG_ACTIVE) + for (p = 0; p < element_info[element].num_change_pages; p++) { - if (!MovDelay[x][y]) /* start activating buggy base */ - MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); + struct ElementChangeInfo *change = &element_info[element].change_page[p]; + + boolean check_trigger_element = + (trigger_event == CE_TOUCHING_X || + trigger_event == CE_HITTING_X || + trigger_event == CE_HIT_BY_X); - if (MovDelay[x][y]) + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; + + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) { - int i; - static int xy[4][2] = + static struct { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4)); + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; + + change->actual_trigger_ce_value = CustomValue[xx][yy]; + } - for (i=0; i<4; i++) - { - int xx = x + xy[i][0], yy = y + xy[i][1]; + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; - if (IS_PLAYER(xx, yy)) - { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING); - break; - } - } + HandleElementChange(x, y, p); - return; + change_done = TRUE; } - - Feld[x][y] = EL_SP_BUG; - DrawLevelField(x, y); +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif } } + + return change_done; } -static void CheckTrap(int x, int y) +static void PlayPlayerSound(struct PlayerInfo *player) { - int element = Feld[x][y]; + int jx = player->jx, jy = player->jy; + int sound_element = player->artwork_element; + int last_action = player->last_action_waiting; + int action = player->action_waiting; - if (element == EL_TRAP_INACTIVE) + if (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, sound_element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); + } + else { - if (!MovDelay[x][y]) /* wait some time before activating trap */ - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + if (action != last_action) + StopSound(element_info[sound_element].sound[last_action]); + + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); + } +} + +static void PlayAllPlayersSound() +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); +} + +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; + + player->last_action_waiting = player->action_waiting; - if (MovDelay[x][y]) + if (is_waiting) + { + if (!last_waiting) /* not waiting -> waiting */ { - MovDelay[x][y]--; - if (MovDelay[x][y]) - return; + player->is_waiting = TRUE; + + player->frame_counter_bored = + FrameCounter + + game.player_boring_delay_fixed + + SimpleRND(game.player_boring_delay_random); + player->frame_counter_sleeping = + FrameCounter + + game.player_sleeping_delay_fixed + + SimpleRND(game.player_sleeping_delay_random); - Feld[x][y] = EL_TRAP_ACTIVE; - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); } - } - else if (element == EL_TRAP_ACTIVE) - { - int delay = 4; - int num_frames = 8; - if (!MovDelay[x][y]) /* start activating trap */ - MovDelay[x][y] = num_frames * delay; + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && + player->anim_delay_counter == 0 && + player->post_delay_counter == 0 && + FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && + FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; - if (MovDelay[x][y]) - { - MovDelay[x][y]--; + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); - if (MovDelay[x][y]) + if (player->is_sleeping) + { + if (player->num_special_action_sleeping > 0) { - if (!(MovDelay[x][y] % delay)) + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) { - int phase = MovDelay[x][y]/delay; - - if (phase >= num_frames/2) - phase = num_frames - phase; - - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - { - DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1); - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - } + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->artwork_element, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; } - return; + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } } + } + else if (player->is_bored) + { + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->artwork_element, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_bored = special_action; + } - Feld[x][y] = EL_TRAP_INACTIVE; - DrawLevelField(x, y); + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } } } -} + else if (last_waiting) /* waiting -> not waiting */ + { + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; -static void DrawBeltAnimation(int x, int y, int element) -{ - int belt_nr = getBeltNrFromElement(element); - int belt_dir = game.belt_dir[belt_nr]; + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; - if (belt_dir != MV_NO_MOVING) - { - int delay = 2; - int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE); - int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7); + player->anim_delay_counter = 0; + player->post_delay_counter = 0; + + player->action_waiting = ACTION_DEFAULT; - DrawGraphicAnimation(x, y, graphic, 8, delay, mode); + player->special_action_bored = ACTION_DEFAULT; + player->special_action_sleeping = ACTION_DEFAULT; } } -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static byte PlayerActions(struct PlayerInfo *player, byte player_action) { - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; -#if 0 - static boolean save_tape_entry = FALSE; -#endif - boolean moved = FALSE, snapped = FALSE, bombed = FALSE; + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; @@ -4378,176 +8228,142 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) int dx = (left ? -1 : right ? 1 : 0); int dy = (up ? -1 : down ? 1 : 0); - stored_player_action[player->index_nr] = 0; - num_stored_actions++; - if (!player->active || tape.pausing) - return; + return 0; if (player_action) { -#if 0 - save_tape_entry = TRUE; -#endif - player->frame_reset_delay = 0; - if (button1) snapped = SnapField(player, dx, dy); else { if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) { - if (button1 || (bombed && !moved)) + if (button1 || (dropped && !moved)) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ } } -#if 0 - if (tape.recording && (moved || snapped || bombed)) - { - if (bombed && !moved) - player_action &= JOY_BUTTON; + SetPlayerWaiting(player, FALSE); - 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 + return player_action; } else { /* no actions for this player (no input at player's configured device) */ - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); + + if (player->MovPos == 0) + SetPlayerWaiting(player, TRUE); -#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 + player->is_dropping = FALSE; - if (++player->frame_reset_delay > player->move_delay_value) - player->Frame = 0; + return 0; } +} -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - save_tape_entry = FALSE; - } -#else - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } -#endif +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; -#if 0 - if (tape.playing && !tape.pausing && !player_action && - tape.counter < tape.length) + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) { - int jx = player->jx, jy = player->jy; - int next_joy = - tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; - if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && - (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) - { - int dx = (next_joy == JOY_LEFT ? -1 : +1); + if (!advance_player_counters) /* not all players may be affected */ + continue; - if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) - { - 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 USE_NEW_PLAYER_ANIM + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); - if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) - { - player->MovDir = next_joy; - player->Frame = FrameCounter % 4; - player->Pushing = TRUE; - } - } + if (count % delay == 0) + move_frames = 1; } - } #endif + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; + + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } } void GameActions() { - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int sieb_x = 0, sieb_y = 0; - int i, x, y, element; + static unsigned long game_frame_delay = 0; + unsigned long game_frame_delay_value; + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; + byte tape_action[MAX_PLAYERS]; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; - action_delay_value = + game_frame_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; /* ---------- main game synchronization point ---------- */ - WaitUntilDelayReached(&action_delay, action_delay_value); + InitPlayfieldScanModeVars(); + + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); if (network_playing && !network_player_action_received) { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + /* try to get network player actions in time */ -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif - if (game_status != PLAYING) + /* game was quit by network peer */ + if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); -#endif - */ - return; - } + return; /* failed to get network player actions in time */ } if (tape.pausing) @@ -4555,7 +8371,13 @@ void GameActions() recorded_player_action = (tape.playing ? TapePlayAction() : NULL); - for (i=0; ieffective_action = summarized_player_action; - for (i=0; ijx; + int y = player->jy; + + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y) && + (game.engine_version < VERSION_IDENT(2,2,0,7) || + Feld[x][y] == EL_SPRING)) + { + ContinueMoving(x, y); + + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + /* this must be handled before main playfield loop */ + if (Feld[x][y] == EL_PLAYER_IS_LEAVING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + RemoveField(x, y); + } -#ifdef DEBUG -#if 0 - if (TimeFrames == 0 && local_player->active) - { - extern unsigned int last_RND(); +#if USE_NEW_SNAP_DELAY + if (Feld[x][y] == EL_ELEMENT_SNAPPING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + { + RemoveField(x, y); + DrawLevelField(x, y); - printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", - TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); - } -#endif + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + } + } #endif -#ifdef DEBUG -#if 0 - if (GameFrameDelay >= 500) - printf("FrameCounter == %d\n", FrameCounter); -#endif -#endif +#if DEBUG + if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) + { + printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y); + printf("GameActions(): This should never happen!\n"); + ChangePage[x][y] = -1; + } +#endif + Stop[x][y] = FALSE; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; - FrameCounter++; - TimeFrames++; + GfxFrame[x][y]++; - for (y=0; y 0) - JustStopped[x][y]--; + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements with zero push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } #if DEBUG if (IS_BLOCKED(x, y)) @@ -4638,31 +8552,129 @@ void GameActions() #endif } - for (y=0; yjx, jy = local_player->jy; - if (element == EL_MAGIC_WALL_FULL || - element == EL_MAGIC_WALL_EMPTY || - element == EL_MAGIC_WALL_EMPTYING) - { - SiebAktivieren(x, y, 1); - sieb = TRUE; - } - else if (element == EL_MAGIC_WALL_BD_FULL || - element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_EMPTYING) - { - SiebAktivieren(x, y, 2); - sieb = TRUE; - } - /* play the element sound at the position nearest to the player */ - if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) + if ((element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_ACTIVE || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) && + ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { - sieb_x = x; - sieb_y = y; + magic_wall_x = x; + magic_wall_y = y; } } } #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ -#if 1 if (!(FrameCounter % 8)) -#endif { static unsigned long random = 1684108901; for (i = 0; i < level.amoeba_speed * 28 / 8; i++) { -#if 0 - x = (random >> 10) % lev_fieldx; - y = (random >> 20) % lev_fieldy; -#else x = RND(lev_fieldx); y = RND(lev_fieldy); -#endif element = Feld[x][y]; if (!IS_PLAYER(x,y) && - (element == EL_LEERRAUM || - element == EL_ERDREICH || - element == EL_MORAST_LEER || - element == EL_BLURB_LEFT || - element == EL_BLURB_RIGHT)) + (element == EL_EMPTY || + CAN_GROW_INTO(element) || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) { - if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_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 ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; } random = random * 129 + 1; @@ -4809,16 +8775,20 @@ void GameActions() { game.explosions_delayed = FALSE; - for (y=0; y 0) @@ -4843,20 +8813,24 @@ void GameActions() game.magic_wall_time_left--; if (!game.magic_wall_time_left) { - for (y=0; y 0) @@ -4897,43 +8856,80 @@ void GameActions() CloseAllOpenTimegates(); } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (game.lenses_time_left > 0) + { + game.lenses_time_left--; + + if (game.lenses_time_left == 0) + RedrawAllInvisibleElementsForLenses(); + } + + if (game.magnify_time_left > 0) + { + game.magnify_time_left--; + + if (game.magnify_time_left == 0) + RedrawAllInvisibleElementsForMagnifier(); + } + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (SHIELD_ON(player)) + { + if (player->shield_deadly_time_left) + PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + } + } + + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; - TimePlayed++; + TapeTime++; - for (i=0; ishield_normal_time_left--; - if (stored_player[i].shield_active_time_left > 0) - stored_player[i].shield_active_time_left--; + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; } } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - - if (TimeLeft > 0) + if (!level.use_step_counter) { - TimeLeft--; + TimePlayed++; - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT); + if (TimeLeft > 0) + { + TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - if (!TimeLeft && setup.time_limit) - for (i=0; ishow_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } + + /* use random number generator in every frame to make it less predictable */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + RND(1); } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -4960,7 +8969,7 @@ 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; ijx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; + + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +} + static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.gravity && !player->programmed_action) + { + int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; + int jx = player->jx, jy = player->jy; + boolean player_is_moving_to_valid_field = + (!player_is_snapping && + (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || + canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); + boolean player_can_fall_down = canFallDown(player); + + if (player_can_fall_down && + !player_is_moving_to_valid_field) + player->programmed_action = MV_DOWN; + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ + return CheckGravityMovement(player); + + if (game.gravity && !player->programmed_action) { - int 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)); + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && + !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); - if (field_under_player_is_free && !player_is_moving_to_valid_field) + if (field_under_player_is_free && !player_is_standing_on_valid_field) player->programmed_action = MV_DOWN; } } -boolean MoveFigureOneStep(struct PlayerInfo *player, +/* + MovePlayerOneStep() + ----------------------------------------------------------------------------- + dx, dy: direction (non-diagonal) to try to move the player to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; + int new_jx = jx + dx, new_jy = jy + dy; int element; int can_move; + boolean player_can_move = !player->cannot_move; if (!player->active || (!dx && !dy)) return MF_NO_ACTION; @@ -5063,74 +9136,117 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + dy > 0 ? MV_DOWN : MV_NONE); if (!IN_LEV_FIELD(new_jx, new_jy)) return MF_NO_ACTION; + if (!player_can_move) + { +#if 1 + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } +#else + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); +#endif + +#if 0 + return MF_NO_ACTION; +#endif + } + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) return MF_NO_ACTION; -#if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); -#else element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); -#endif - if (DONT_GO_TO(element)) + if (player_can_move && DONT_RUN_INTO(element)) { - if (element == EL_SALZSAEURE && dx == 0 && dy == 1) + if (element == EL_ACID && dx == 0 && dy == 1) { - Blurb(jx, jy); - Feld[jx][jy] = EL_SPIELFIGUR; + SplashAcid(new_jx, new_jy); + Feld[jx][jy] = EL_PLAYER_1; InitMovingField(jx, jy, MV_DOWN); - Store[jx][jy] = EL_SALZSAEURE; + Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); - BuryHero(player); + BuryPlayer(player); } else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); return MF_MOVING; } - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); + can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */ + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; - jx = player->jx = new_jx; - jy = player->jy = new_jy; - StorePlayer[jx][jy] = player->element_nr; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; + + if (player->move_delay_value_next != -1) + { + player->move_delay_value = player->move_delay_value_next; + player->move_delay_value_next = -1; + } player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(player, SCROLL_INIT); + player->step_counter++; + + PlayerVisit[jx][jy] = FrameCounter; + + ScrollPlayer(player, SCROLL_INIT); return MF_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - if (!player->active || (!dx && !dy)) + if (!player->active) return FALSE; -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) + if (!dx && !dy) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + return FALSE; -#else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + } + + if (player->move_delay > 0) return FALSE; -#endif + + player->move_delay = -1; /* set to "uninitialized" value */ + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NONE); /* remove the last programmed player action */ player->programmed_action = 0; @@ -5143,7 +9259,8 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) int original_move_delay_value = player->move_delay_value; #if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); #endif /* scroll remaining steps with finest movement resolution */ @@ -5151,9 +9268,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; + + AdvanceFrameAndPlayerCounters(player->index_nr); + DrawAllPlayers(); BackToFront(); } @@ -5161,15 +9280,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->move_delay_value = original_move_delay_value; } - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) + if (player->last_move_dir & MV_HORIZONTAL) { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } jx = player->jx; @@ -5193,7 +9312,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + 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); @@ -5205,13 +9324,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) 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) || + 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) || + 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); @@ -5223,7 +9342,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -5244,10 +9363,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } } - if (!(moved & MF_MOVING) && !player->Pushing) - player->Frame = 0; - else - player->Frame = (player->Frame + 1) % 4; + player->StepFrame = 0; if (moved & MF_MOVING) { @@ -5256,86 +9372,227 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) 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); /* for "crumbled sand" */ player->last_move_dir = player->MovDir; player->is_moving = TRUE; + player->is_snapping = FALSE; + player->is_switching = FALSE; + player->is_dropping = FALSE; } else { - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); - /* - player->last_move_dir = MV_NO_MOVING; - */ player->is_moving = FALSE; + + /* at this point, the player is allowed to move, but cannot move right now + (e.g. because of something blocking the way) -- ensure that the player + is also allowed to move in the next frame (in old versions before 3.1.1, + the player was forced to wait again for eight frames before next try) */ + + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + player->move_delay = 0; /* allow direct movement in the next frame */ } - TestIfHeroTouchesBadThing(jx, jy); + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) - RemoveHero(player); + RemovePlayer(player); return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) +#if USE_NEW_PLAYER_SPEED + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ + return; +#else + if (!player->active || player->MovPos == 0) return; +#endif if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_LEERRAUM) + if ((player->block_last_field || player->block_delay_adjustment > 0) && + Feld[last_jx][last_jy] == EL_EMPTY) + { + int last_field_block_delay = 0; /* start with no blocking at all */ + int block_delay_adjustment = player->block_delay_adjustment; + + /* if player blocks last field, add delay for exactly one move */ + if (player->block_last_field) + { + last_field_block_delay += player->move_delay_value; + + /* when blocking enabled, prevent moving up despite gravity */ + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; + } - DrawPlayer(player); +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else return; +#endif } else if (!FrameReached(&player->actual_frame_counter, 1)) return; +#if 0 + printf("::: player->MovPos: %d -> %d\n", + player->MovPos, + player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize); +#endif + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } +#else player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - 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); +#endif - DrawPlayer(player); - - if (player->MovPos == 0) + if (player->MovPos == 0) /* player reached destination field */ { - if (IS_QUICK_GATE(Feld[last_jx][last_jy])) +#if 0 + printf("::: player reached destination field\n"); +#endif + + if (player->move_delay_reset_counter > 0) { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); + player->move_delay_reset_counter--; + + if (player->move_delay_reset_counter == 0) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); - /* be able to make the next move without delay */ - player->move_delay = 0; + /* 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) + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { - RemoveHero(player); + DrawPlayer(player); /* needed here only to cleanup last field */ + RemovePlayer(player); - if (!local_player->friends_still_needed) + if (local_player->friends_still_needed == 0 || + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + /* this breaks one level: "machine", level 000 */ + { + int move_direction = player->MovDir; + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; + int old_jx = last_jx; + int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); + + CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, + CE_MOVE_OF_X, move_direction); + } + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ + + if (!player->active) + RemovePlayer(player); + } + + if (level.use_step_counter) + { + int i; + + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -5367,12 +9624,256 @@ void ScrollScreen(struct PlayerInfo *player, int mode) redraw_mask |= REDRAW_FIELD; } else - ScreenMovDir = MV_NO_MOVING; + ScreenMovDir = MV_NONE; +} + +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, border_side); + } + else if (IS_PLAYER(xx, yy)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, center_side); + break; + } + } +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); + + /* check for change of border element */ + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + } +} + +void TestIfElementHitsCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; + + if (object_hit) + { + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_X, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, + hitting_element, CE_HIT_BY_X, hitting_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); + } + } + + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +} + +#if 0 +void TestIfElementSmashesCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + EP_CAN_SMASH_EVERYTHING, direction); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; +#if 0 + int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) + { + int i; + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_OTHER_GETS_SMASHED, hitting_side); + } + } } +#endif void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { { 0, -1 }, @@ -5388,32 +9889,31 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) MV_DOWN }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); -#if 0 - test_element = Feld[test_x][test_y]; -#else test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); -#endif - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || - (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -5424,10 +9924,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); - if (player->shield_active_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(kill_x, kill_y); - else if (!PLAYER_PROTECTED(good_x, good_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillPlayer(player); } else Bang(good_x, good_y); @@ -5445,6 +9946,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -5453,10 +9961,10 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) MV_DOWN }; - if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; @@ -5466,15 +9974,15 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); test_element = Feld[test_x][test_y]; - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || - (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { /* good thing is player or penguin that does not move away */ if (IS_PLAYER(test_x, test_y)) @@ -5484,11 +9992,17 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + kill_x = test_x; kill_y = test_y; break; } - else if (test_element == EL_PINGUIN) + else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; @@ -5503,62 +10017,45 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - - if (player->shield_active_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); - else if (!PLAYER_PROTECTED(kill_x, kill_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillPlayer(player); } else Bang(kill_x, kill_y); } } -void TestIfHeroTouchesBadThing(int x, int y) +void TestIfPlayerTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir) { TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfBadThingTouchesHero(int x, int y) +void TestIfBadThingTouchesPlayer(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir) { TestIfBadThingHitsGoodThing(x, y, move_dir); } void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) @@ -5572,7 +10069,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i=0; i<4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x, y, element; @@ -5582,8 +10079,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) continue; element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_LIFE || - element == EL_AMOEBING || element == EL_TROPFEN) + if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE || + element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) { kill_x = x; kill_y = y; @@ -5595,45 +10092,51 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) Bang(bad_x, bad_y); } -void KillHero(struct PlayerInfo *player) +void KillPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; - if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_LEERRAUM; + /* remove accessible field at the player's position */ + Feld[jx][jy] = EL_EMPTY; /* deactivate shield (else Bang()/Explode() would not work right) */ - player->shield_passive_time_left = 0; - player->shield_active_time_left = 0; + player->shield_normal_time_left = 0; + player->shield_deadly_time_left = 0; Bang(jx, jy); - BuryHero(player); + BuryPlayer(player); +} + +static void KillPlayerUnlessEnemyProtected(int x, int y) +{ + if (!PLAYER_ENEMY_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -static void KillHeroUnlessProtected(int x, int y) +static void KillPlayerUnlessExplosionProtected(int x, int y) { - if (!PLAYER_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + if (!PLAYER_EXPLOSION_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -void BuryHero(struct PlayerInfo *player) +void BuryPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; - PlaySoundLevel(jx, jy, SND_PLAYER_DYING); - PlaySoundLevel(jx, jy, SND_GAME_LOSING); + PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); + PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; - RemoveHero(player); + RemovePlayer(player); } -void RemoveHero(struct PlayerInfo *player) +void RemovePlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; int i, found = FALSE; @@ -5644,7 +10147,10 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; - for (i=0; iis_moving) + DrawLevelField(player->last_jx, player->last_jy); + + for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) found = TRUE; @@ -5655,689 +10161,703 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +#if USE_NEW_SNAP_DELAY +static void setFieldForSnapping(int x, int y, int element, int direction) +{ + struct ElementInfo *ei = &element_info[element]; + int direction_bit = MV_DIR_BIT(direction); + int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; + int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : + IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); + + Feld[x][y] = EL_ELEMENT_SNAPPING; + MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + + ResetGfxAnimation(x, y); + + GfxElement[x][y] = element; + GfxAction[x][y] = action; + GfxDir[x][y] = direction; + GfxFrame[x][y] = -1; +} +#endif + +/* + ============================================================================= + checkDiagonalPushing() + ----------------------------------------------------------------------------- + check if diagonal input device direction results in pushing of object + (by checking if the alternative direction is walkable, diggable, ...) + ============================================================================= +*/ + +static boolean checkDiagonalPushing(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy) +{ + int jx, jy, dx, dy, xx, yy; + + if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); +} + +/* + ============================================================================= + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= +*/ + int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) { - int jx = player->jx, jy = player->jy; + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; + boolean player_can_enter = (!player->cannot_move || mode == DF_SNAP); + int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; - int move_direction = (dx == -1 ? MV_LEFT : + int nextx = x + dx, nexty = y + dy; + int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + int opposite_direction = MV_DIR_OPPOSITE(move_direction); + int dig_side = MV_DIR_OPPOSITE(move_direction); + int old_element = Feld[jx][jy]; int element; + int collect_count; - if (!player->MovPos) - player->Pushing = FALSE; - - if (mode == DF_NO_PUSH) + if (is_player) /* function can also be called by EL_PENGUIN */ { - player->Switching = FALSE; - player->push_delay = 0; - return MF_NO_ACTION; + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; + + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; + player->push_delay = -1; + + 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 } - }; + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ + + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ + + element = Feld[x][y]; +#if USE_NEW_CUSTOM_VALUE + +#if 1 + collect_count = element_info[element].collect_count_initial; +#else + collect_count = CustomValue[x][y]; +#endif + +#else + collect_count = element_info[element].collect_count_initial; +#endif + +#if 0 + if (element != EL_BLOCKED && + CustomValue[x][y] != element_info[element].collect_count_initial) + printf("::: %d: %d != %d\n", + element, + CustomValue[x][y], + element_info[element].collect_count_initial); +#endif + + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; + + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + { + CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + + if (Feld[x][y] != element) /* field changed by snapping */ + return MF_ACTION; + + return MF_NO_ACTION; + } + + if (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ + + if (player_can_enter && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; + + if (IS_RND_GATE(element)) + { + if (!player->key[RND_GATE_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_RND_GATE_GRAY(element)) + { + if (!player->key[RND_GATE_GRAY_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_RND_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)]) + return MF_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } + + /* play sound from background or player, whatever is available */ + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action); + } + else if (player_can_enter && + IS_PASSABLE(element) && canPassField(x, y, move_direction)) + { + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ + + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; + + if (IS_EM_GATE(element)) + { + if (!player->key[EM_GATE_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_EM_GATE_GRAY(element)) + { + if (!player->key[EM_GATE_GRAY_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_EM_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)]) + return MF_NO_ACTION; + } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; + } + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; - while (tube_leave_directions[i][0] != Feld[jx][jy]) + if (player->move_delay_reset_counter == 0) { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; + player->move_delay_reset_counter = 2; /* two double speed steps */ + + DOUBLE_PLAYER_SPEED(player); } - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + PlayLevelSoundAction(x, y, ACTION_PASSING); } - - element = Feld[x][y]; - - switch (element) + else if (player_can_enter && IS_DIGGABLE(element)) { - case EL_LEERRAUM: - case EL_ERDREICH: - case EL_SAND_INVISIBLE: - case EL_TRAP_INACTIVE: - case EL_SP_BASE: - case EL_SP_BUG: - RemoveField(x, y); - - if (element == EL_LEERRAUM) - PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING); - else if (element == EL_ERDREICH) - PlaySoundLevel(x, y, SND_SAND_DIGGING); - else if (element == EL_SAND_INVISIBLE) - PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING); - else if (element == EL_TRAP_INACTIVE) - PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING); - else if (element == EL_SP_BASE) - PlaySoundLevel(x, y, SND_SP_BASE_DIGGING); - else if (element == EL_SP_BUG) - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING); - break; + RemoveField(x, y); - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - case EL_DIAMANT: - case EL_SP_INFOTRON: - case EL_PEARL: - case EL_CRYSTAL: - RemoveField(x, y); - local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : - element == EL_PEARL ? 5 : - element == EL_CRYSTAL ? 8 : 1); - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; - RaiseScoreElement(element); - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), - FS_SMALL, FC_YELLOW); - - if (element == EL_EDELSTEIN_BD) - PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING); - else if (element == EL_DIAMANT) - PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING); - else if (element == EL_SP_INFOTRON) - PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING); - else if (element == EL_PEARL) - PlaySoundLevel(x, y, SND_PEARL_COLLECTING); - else if (element == EL_CRYSTAL) - PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING); - else /* EL_EDELSTEIN style element */ - PlaySoundLevel(x, y, SND_EMERALD_COLLECTING); - break; + if (mode != DF_SNAP) + { + GfxElement[x][y] = GFX_ELEMENT(element); + player->is_digging = TRUE; + } - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); - break; + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - case EL_ENVELOPE: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); - break; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); - 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, PSND_MAX_RIGHT); - break; + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif - case EL_SHIELD_PASSIVE: - RemoveField(x, y); - player->shield_passive_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING); - break; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_enter && IS_COLLECTIBLE(element)) + { + RemoveField(x, y); - 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; + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } - case EL_DYNAMITE_INACTIVE: - case EL_SP_DISK_RED: - RemoveField(x, y); - player->dynamite++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - if (element == EL_SP_DISK_RED) - PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING); - else - PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING); - break; + if (element == EL_SPEED_PILL) + { + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + } + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += level.extra_time; + DrawGameValue_Time(TimeLeft); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += level.shield_normal_time; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += level.shield_deadly_time; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - case EL_DYNABOMB_NR: - RemoveField(x, y); + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); - break; - - case EL_DYNABOMB_SZ: - RemoveField(x, y); + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); - break; - - case EL_DYNABOMB_XL: - RemoveField(x, y); + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); - break; - - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: + } + else if (IS_KEY(element)) { - int key_nr = element - EL_SCHLUESSEL1; + player->key[KEY_NR(element)] = TRUE; - 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; - } + DrawGameValue_Keys(player->key); - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) { - 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; + player->show_envelope = element; } + else if (element == EL_EMC_LENSES) + { + game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND; - case EL_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; - - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_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); + RedrawAllInvisibleElementsForLenses(); + } + else if (element == EL_EMC_MAGNIFIER) + { + game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND; - return MF_ACTION; - break; + RedrawAllInvisibleElementsForMagnifier(); + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; - 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; + if (collect_count == 0) + player->inventory_infinite_element = element; 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); - - return MF_ACTION; - break; + for (i = 0; i < collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - 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, PSND_MAX_RIGHT); - break; - - case EL_FELSBROCKEN: - case EL_BD_ROCK: - case EL_BOMBE: - case EL_DX_SUPABOMB: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: - case EL_SP_ZONK: - case EL_SP_DISK_ORANGE: - case EL_SPRING: - if (dy || mode == DF_SNAP) - return MF_NO_ACTION; + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (collect_count > 0) + { + local_player->gems_still_needed -= collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; - player->Pushing = TRUE; + DrawGameValue_Emeralds(local_player->gems_still_needed); + } - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - if (real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); - 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; + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #else - 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; + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - - if (element == EL_SPRING) - { - Feld[x+dx][y+dy] = EL_SPRING_MOVING; - MovDir[x+dx][y+dy] = move_direction; - } - - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - - DrawLevelField(x+dx, y+dy); - if (element == EL_FELSBROCKEN) - PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING); - else if (element == EL_BD_ROCK) - PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING); - else if (element == EL_BOMBE) - PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING); - else if (element == EL_DX_SUPABOMB) - PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING); - else if (element == EL_KOKOSNUSS) - PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING); - else if (element == EL_ZEIT_LEER) - PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING); - else if (element == EL_SP_ZONK) - PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING); - else if (element == EL_SP_DISK_ORANGE) - PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING); - else if (element == EL_SPRING) - PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING); - break; - - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element - EL_PFORTE1]) - return MF_NO_ACTION; - break; - - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - 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; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_enter && IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MF_NO_ACTION; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_GATE_PASSING); + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MF_NO_ACTION; - break; + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MF_NO_ACTION; - case EL_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; + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } - PlaySoundLevel(x, y, SND_GATE_PASSING); + player->is_pushing = TRUE; - break; + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) + return MF_NO_ACTION; - case EL_SWITCHGATE_OPEN: - case EL_TIMEGATE_OPEN: - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; - if (element == EL_SWITCHGATE_OPEN) - PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING); - else - PlaySoundLevel(x, y, SND_TIMEGATE_PASSING); + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; - break; + return MF_NO_ACTION; + } - 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; + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } - PlaySoundLevel(x, y, SND_SP_PORT_PASSING); - break; + Feld[x][y] = EL_SOKOBAN_OBJECT; - 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 (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); } - break; + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - case EL_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* door is not (yet) open */ - return MF_NO_ACTION; - break; + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; - case EL_AUSGANG_AUF: - if (mode == DF_SNAP) - return MF_NO_ACTION; + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - PlaySoundLevel(x, y, SND_EXIT_ENTERING); + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; - break; + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; + /* check for element change _after_ element has been pushed */ + if (game.use_change_when_pushing_bug) + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - 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_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT); return MF_ACTION; - break; + } - case EL_SOKOBAN_FELD_LEER: - break; + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - case EL_SOKOBAN_OBJEKT: - case EL_SOKOBAN_FELD_VOLL: - case EL_SONDE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); - player->Pushing = TRUE; + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; - 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; + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_NONE || + element == EL_BALLOON_SWITCH_ANY) + { + game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + element == EL_BALLOON_SWITCH_NONE ? MV_NONE : + move_direction); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; + + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; - if (dx && real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } - else if (dy && real_dx) + if (level.time > 0 || level.use_time_orb_bug) { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) - return MF_NO_ACTION; + TimeLeft += level.time_orb_time; + DrawGameValue_Time(TimeLeft); } - 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; + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; + + game.ball_state = !game.ball_state; + +#if 1 + SCAN_PLAYFIELD(xx, yy) #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; + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) #endif - - if (IS_SB_ELEMENT(element)) { - if (element == EL_SOKOBAN_FELD_VOLL) - { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - local_player->sokobanfields_still_needed++; - } - else - RemoveField(x, y); + int e = Feld[xx][yy]; - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) + if (game.ball_state) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); - else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); } else { - 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); + if (e == EL_EMC_MAGIC_BALL_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL); + else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH); } } - else - { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - } + } - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - DrawLevelField(x, y); - DrawLevelField(x+dx, y+dy); - if (element == EL_SONDE) - PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING); - else if (element == EL_SP_DISK_YELLOW) - PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING); - else if (element == EL_BALLOON) - PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING); - - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); - } + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); - break; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: - break; + return MF_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - default: - return MF_NO_ACTION; + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); + + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); + } + + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + + return MF_NO_ACTION; } - player->push_delay = 0; + player->push_delay = -1; + + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + } return MF_MOVING; } @@ -6346,6 +10866,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) + return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; @@ -6355,146 +10882,503 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { - player->snapped = FALSE; + if (player->MovPos == 0) + player->is_pushing = FALSE; + + player->is_snapping = FALSE; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - if (!DigField(player, x, y, 0, 0, DF_SNAP)) + player->is_dropping = FALSE; + + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; + player->is_snapping = TRUE; + + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); + DrawLevelField(x, y); - BackToFront(); return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int element; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; + int drop_side = drop_direction; + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MF_ACTION; + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } + + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ + + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) + return FALSE; - if (!player->active || player->MovPos) + /* check if player has anything that can be dropped */ + if (new_element == EL_UNDEFINED) return FALSE; - element = Feld[jx][jy]; + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) + return FALSE; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) + /* collected custom elements can only be dropped on empty fields */ + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) return FALSE; - if (element != EL_LEERRAUM) - Store[jx][jy] = element; + if (old_element != EL_EMPTY) + Back[dropx][dropy] = old_element; /* store old element on this field */ + + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); - if (player->dynamite) + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) { - 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 (player->inventory_size > 0) { - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + player->inventory_size--; + + DrawGameValue_Dynamite(local_player->inventory_size); + + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; } - PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + + /* needed if previous element just changed to "empty" in the last frame */ + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); + + TestIfElementTouchesCustomElement(dropx, dropy); } - else + else /* player is dropping a dyna bomb */ { - Feld[jx][jy] = EL_DYNABOMB_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); + Feld[dropx][dropy] = new_element; + + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); + + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); + } + + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + InitField_WithBug1(dropx, dropy, FALSE); + + new_element = Feld[dropx][dropy]; /* element might have changed */ + + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { + int move_direction, nextx, nexty; + + if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) + MovDir[dropx][dropy] = drop_direction; + + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); + + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + CheckCollision[dropx][dropy] = 2; } + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); + player->is_dropping = TRUE; + + player->drop_x = dropx; + player->drop_y = dropy; + return TRUE; } -void PlaySoundLevel(int x, int y, int sound_nr) +/* ------------------------------------------------------------------------- */ +/* game sound playing functions */ +/* ------------------------------------------------------------------------- */ + +static int *loop_sound_frame = NULL; +static int *loop_sound_volume = NULL; + +void InitPlayLevelSound() +{ + int num_sounds = getSoundListSize(); + + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); + + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} + +static void PlayLevelSound(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); - int volume, stereo; - int silence_distance = 8; + 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(sound_nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(nr))) return; if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) return; - volume = PSND_MAX_VOLUME; - -#if !defined(PLATFORM_MSDOS) - stereo = (sx - SCR_FIELDX/2) * 12; -#else - stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo > PSND_MAX_RIGHT) - stereo = PSND_MAX_RIGHT; - if (stereo < PSND_MAX_LEFT) - stereo = PSND_MAX_LEFT; -#endif + volume = SOUND_MAX_VOLUME; if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; - int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; + 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) / max_distance; + } + + 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; - volume -= volume * (dx > dy ? dx : dy) / silence_distance; + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; } - PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND); + PlaySoundExt(nr, volume, stereo_position, type); +} + +static void PlayLevelSoundNearest(int x, int y, int sound_action) +{ + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : + x > LEVELX(BX2) ? LEVELX(BX2) : x, + y < LEVELY(BY1) ? LEVELY(BY1) : + y > LEVELY(BY2) ? LEVELY(BY2) : y, + sound_action); +} + +static void PlayLevelSoundAction(int x, int y, int action) +{ + PlayLevelSoundElementAction(x, y, Feld[x][y], action); +} + +static void PlayLevelSoundElementAction(int x, int y, int element, int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + + if (sound_effect != SND_UNDEFINED) + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} + +static void StopLevelSoundActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSound(sound_effect); +} + +static void PlayLevelMusic() +{ + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ +} + +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + + switch (sample) + { + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; + + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING); + break; + + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; + + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; + + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif + break; + + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; + + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; + + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; + + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; + + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; + + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + case SAMPLE_time: + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + break; + + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; + } } void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), - FS_SMALL, FC_YELLOW); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) { switch(element) { - case EL_EDELSTEIN: - case EL_EDELSTEIN_BD: - case EL_EDELSTEIN_GELB: - case EL_EDELSTEIN_ROT: - case EL_EDELSTEIN_LILA: - RaiseScore(level.score[SC_EDELSTEIN]); + case EL_EMERALD: + case EL_BD_DIAMOND: + case EL_EMERALD_YELLOW: + case EL_EMERALD_RED: + case EL_EMERALD_PURPLE: + case EL_SP_INFOTRON: + RaiseScore(level.score[SC_EMERALD]); + break; + case EL_DIAMOND: + RaiseScore(level.score[SC_DIAMOND]); + break; + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); break; - case EL_DIAMANT: - RaiseScore(level.score[SC_DIAMANT]); + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); break; - case EL_KAEFER: - case EL_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + case EL_BUG: + case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); break; - case EL_FLIEGER: - case EL_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + case EL_SPACESHIP: + case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); break; - case EL_MAMPFER: - case EL_MAMPFER2: - RaiseScore(level.score[SC_MAMPFER]); + case EL_YAMYAM: + case EL_DARK_YAMYAM: + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -6502,16 +11386,39 @@ void RaiseScoreElement(int element) case EL_PACMAN: RaiseScore(level.score[SC_PACMAN]); break; - case EL_KOKOSNUSS: - RaiseScore(level.score[SC_KOKOSNUSS]); + case EL_NUT: + RaiseScore(level.score[SC_NUT]); + break; + case EL_DYNAMITE: + case EL_SP_DISK_RED: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: + RaiseScore(level.score[SC_DYNAMITE]); + break; + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + RaiseScore(level.score[SC_SHIELD]); break; - case EL_DYNAMITE_INACTIVE: - RaiseScore(level.score[SC_DYNAMIT]); + case EL_EXTRA_TIME: + RaiseScore(level.extra_time_score); break; - case EL_SCHLUESSEL: - RaiseScore(level.score[SC_SCHLUESSEL]); + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: + RaiseScore(level.score[SC_KEY]); break; default: + RaiseScore(element_info[element].collect_score); break; } } @@ -6524,19 +11431,25 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(); else #endif { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); } } else { + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); } } @@ -6601,9 +11514,9 @@ void CreateGameButtons() { int i; - for (i=0; icustom_id; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; switch (id) @@ -6695,7 +11616,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PAUSE: if (options.network) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else @@ -6709,7 +11630,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PLAY: if (tape.pausing) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else @@ -6730,7 +11651,10 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; - PlayMusic(level_nr); + + SetAudioMode(setup.sound); + + PlayLevelMusic(); } break; @@ -6738,14 +11662,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: