X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d97223df2d51350d88ea3ade8ebdcdb3de0dd6e1;hb=7a821f79cb735d048869b503279c402800afa44a;hp=9897b56d78778dfa99cbe9dea30f99315560e1cf;hpb=cd47bf969c6d8c602b8f5dfa100f0be944bd0e46;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 9897b56d..0f2aff31 100644 --- a/src/game.c +++ b/src/game.c @@ -1,28 +1,32 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.c * +* game.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "game.h" -#include "misc.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "sound.h" -#include "init.h" -#include "buttons.h" #include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -39,9 +43,10 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NORMAL 0 -#define EX_CENTER 1 -#define EX_BORDER 2 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -71,493 +76,1333 @@ #define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) -#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \ - (s)==SND_NJAM || (s)==SND_MIEP) -#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \ - (s)==SND_NETWORK || (s)==SND_CZARDASZ || \ - (s)==SND_TYGER || (s)==SND_VOYAGER || \ - (s)==SND_TWILIGHT) +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 -/* score for elements */ -#define SC_EDELSTEIN 0 -#define SC_DIAMANT 1 -#define SC_KAEFER 2 -#define SC_FLIEGER 3 -#define SC_MAMPFER 4 -#define SC_ROBOT 5 -#define SC_PACMAN 6 -#define SC_KOKOSNUSS 7 -#define SC_DYNAMIT 8 -#define SC_SCHLUESSEL 9 -#define SC_ZEITBONUS 10 +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 -/* values for game_emulation */ -#define EMU_NONE 0 -#define EMU_BOULDERDASH 1 -#define EMU_SOKOBAN 2 +#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) -/* to control special behaviour of certain game elements */ -int game_emulation = EMU_NONE; +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define INIT_GFX_RANDOM() (SimpleRND(1000000)) +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) +#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_FREE_OR_PLAYER(x, y)))) -#ifdef DEBUG -#if 0 -static unsigned int getStateCheckSum(int counter) -{ - int x, y; - unsigned int mult = 1; - unsigned int checksum = 0; - /* - static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; - */ - static boolean first_game = TRUE; +#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) - for (y=0; yindex_nr = i; - player->element_nr = EL_SPIELER1 + i; +static void InitBeltMovement(void); +static void CloseAllOpenTimegates(void); +static void CheckGravityMovement(struct PlayerInfo *); +static void KillHeroUnlessProtected(int, int); - player->present = FALSE; - player->active = FALSE; +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); - player->action = 0; - player->effective_action = 0; +static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementChange(int, int, int, int); - player->score = 0; - player->gems_still_needed = level.edelsteine; - player->sokobanfields_still_needed = 0; - player->lights_still_needed = 0; - player->friends_still_needed = 0; +static void PlaySoundLevel(int, int, int); +static void PlaySoundLevelNearest(int, int, int); +static void PlaySoundLevelAction(int, int, int); +static void PlaySoundLevelElementAction(int, int, int, int); +static void PlaySoundLevelActionIfLoop(int, int, int); +static void StopSoundLevelActionIfLoop(int, int, int); - for (j=0; j<4; j++) - player->key[j] = FALSE; +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); - player->dynamite = 0; - player->dynabomb_count = 0; - player->dynabomb_size = 0; - player->dynabombs_left = 0; - player->dynabomb_xl = FALSE; +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; - player->MovDir = MV_NO_MOVING; - player->MovPos = 0; - player->Pushing = FALSE; - player->GfxPos = 0; - player->Frame = 0; - player->actual_frame_counter = 0; +/* ------------------------------------------------------------------------- */ +/* definition of elements that automatically change to other elements after */ +/* a specified time, eventually calling a function when changing */ +/* ------------------------------------------------------------------------- */ - player->frame_reset_delay = 0; +/* forward declaration for changer functions */ +static void InitBuggyBase(int x, int y); +static void WarnBuggyBase(int x, int y); - player->push_delay = 0; - player->push_delay_value = 5; +static void InitTrap(int x, int y); +static void ActivateTrap(int x, int y); +static void ChangeActiveTrap(int x, int y); - player->move_delay = 0; - player->last_move_dir = MV_NO_MOVING; +static void InitRobotWheel(int x, int y); +static void RunRobotWheel(int x, int y); +static void StopRobotWheel(int x, int y); - player->snapped = FALSE; +static void InitTimegateWheel(int x, int y); +static void RunTimegateWheel(int x, int y); - player->gone = FALSE; +struct ChangingElementInfo +{ + 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_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 + }, + + { + EL_ACID_SPLASH_LEFT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_ACID_SPLASH_RIGHT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE, + EL_SP_BUGGY_BASE_ACTIVATING, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVATING, + EL_SP_BUGGY_BASE_ACTIVE, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVE, + EL_SP_BUGGY_BASE, + 0, + InitBuggyBase, + WarnBuggyBase, + NULL + }, + { + EL_TRAP, + EL_TRAP_ACTIVE, + 0, + InitTrap, + NULL, + ActivateTrap + }, + { + EL_TRAP_ACTIVE, + EL_TRAP, + 31, + NULL, + ChangeActiveTrap, + NULL + }, + { + EL_ROBOT_WHEEL_ACTIVE, + EL_ROBOT_WHEEL, + 0, + InitRobotWheel, + RunRobotWheel, + StopRobotWheel + }, + { + EL_TIMEGATE_SWITCH_ACTIVE, + EL_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, + + { + EL_UNDEFINED, + EL_UNDEFINED, + -1, + NULL, + NULL, + NULL + } +}; - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, - player->LevelSolved = FALSE; - player->GameOver = FALSE; - } + { EL_UNDEFINED, 0, 0 }, +}; - network_player_action_received = FALSE; +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, -#ifndef MSDOS - /* initial null action */ - if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); -#endif + { EL_UNDEFINED, 0 }, +}; - ZX = ZY = -1; +static unsigned long trigger_events[MAX_NUM_ELEMENTS]; - MampferNr = 0; - FrameCounter = 0; - TimeFrames = 0; - TimeLeft = level.time; +#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ + CH_EVENT_BIT(CE_DELAY)) +#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) +#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ + IS_JUST_CHANGING(x, y)) - ScreenMovDir = MV_NO_MOVING; - ScreenMovPos = 0; - ScreenGfxPos = 0; +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) - AllPlayersGone = SiebAktiv = FALSE; - for (i=0; ijx, jy = player->jy; + if (!video.fullscreen_available) + setup.fullscreen = FALSE; - player->present = TRUE; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); - /* - if (!network_playing || player->connected) - */ + SetAudioMode(setup.sound); + InitJoysticks(); +} - if (!options.network || player->connected) - { - player->active = TRUE; +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); +} - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; +static int getBeltNrFromBeltActiveElement(int element) +{ + 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); +} - StorePlayer[x][y] = Feld[x][y]; +static int getBeltNrFromBeltSwitchElement(int element) +{ + 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); +} - if (options.verbose) - { - 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"); - } - } +static int getBeltDirNrFromBeltSwitchElement(int element) +{ + static int belt_base_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 + }; - Feld[x][y] = EL_LEERRAUM; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + int belt_nr = getBeltNrFromBeltSwitchElement(element); + int belt_dir_nr = element - belt_base_element[belt_nr]; - 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; - break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - InitMovDir(x, y); - break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: - InitAmoebaNr(x, y); - break; - case EL_TROPFEN: - if (y == lev_fieldy - 1) - { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; - } - break; - case EL_DYNAMIT: - MovDelay[x][y] = 96; - break; - case EL_BIRNE_AUS: - local_player->lights_still_needed++; - break; - case EL_SOKOBAN_FELD_LEER: - local_player->sokobanfields_still_needed++; - break; - case EL_MAULWURF: - case EL_PINGUIN: - local_player->friends_still_needed++; - break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1 << RND(4); - break; - default: - break; - } - } + return (belt_dir_nr % 3); +} - /* check if any connected player was not found in playfield */ - for (i=0; iconnected && !player->present) - { - for (j=0; jjx, jy = some_player->jy; + int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); - /* 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; + return belt_move_dir[belt_dir_nr]; +} - StorePlayer[jx][jy] = player->element_nr; - player->jx = player->last_jx = jx; - player->jy = player->last_jy = jy; +static void InitPlayerField(int x, int y, int element, boolean init_game) +{ + if (element == EL_SP_MURPHY) + { + if (init_game) + { + if (stored_player[0].present) + { + Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } + return; + } + else + { + stored_player[0].use_murphy_graphic = TRUE; } + + Feld[x][y] = EL_PLAYER_1; } } - if (tape.playing) + if (init_game) { - /* when playing a tape, eliminate all players who do not participate */ + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - for (i=0; ipresent = TRUE; + + if (!options.network || player->connected) { - if (stored_player[i].active && !tape.player_participates[i]) - { - struct PlayerInfo *player = &stored_player[i]; - int jx = player->jx, jy = player->jy; + player->active = TRUE; - player->active = FALSE; + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; - } - } - } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ - { - /* when in single player mode, eliminate all but the first active player */ - for (i=0; ijx, jy = player->jy; + StorePlayer[x][y] = Feld[x][y]; - player->active = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_LEERRAUM; - } - } + 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"); } } - } - /* when recording the game, store which players take part in the game */ - if (tape.recording) - { - for (i=0; ijx = player->last_jx = x; + player->jy = player->last_jy = y; } +} - if (options.verbose) +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) { - for (i=0; ipresent, - player->connected, - player->active); - if (local_player == player) - printf("Player %d is local player.\n", i+1); - } - } + 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; - game_emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : EMU_NONE); + 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_YAMYAM: + case EL_DARK_YAMYAM: + case EL_ROBOT: + case EL_PACMAN: + case EL_SP_SNIKSNAK: + case EL_SP_ELECTRON: + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + case EL_MOLE: + InitMovDir(x, y); + break; - scroll_x = scroll_y = -1; - if (local_player->jx >= MIDPOSX-1) - scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ? - local_player->jx - MIDPOSX : - lev_fieldx - SCR_FIELDX + 1); - if (local_player->jy >= MIDPOSY-1) - scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ? - local_player->jy - MIDPOSY : - lev_fieldy - SCR_FIELDY + 1); + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: + InitAmoebaNr(x, y); + break; - CloseDoor(DOOR_CLOSE_1); + case EL_AMOEBA_DROP: + if (y == lev_fieldy - 1) + { + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + } + break; - DrawLevel(); - DrawAllPlayers(); - FadeToFront(); + case EL_DYNAMITE_ACTIVE: + MovDelay[x][y] = 96; + break; - XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, - DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS, - int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - - DrawGameButton(BUTTON_GAME_STOP); - DrawGameButton(BUTTON_GAME_PAUSE); - DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0)); - XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc, - DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS); - - OpenDoor(DOOR_OPEN_1); + case EL_LAMP: + local_player->lights_still_needed++; + break; - if (setup.sound_music) - PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + case EL_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; + break; + + case EL_PENGUIN: + local_player->friends_still_needed++; + break; + + case EL_PIG: + case EL_DRAGON: + MovDir[x][y] = 1 << RND(4); + break; + + case EL_SP_EMPTY: + Feld[x][y] = EL_EMPTY; + break; + + case EL_EM_KEY_1_FILE: + Feld[x][y] = EL_EM_KEY_1; + break; + case EL_EM_KEY_2_FILE: + Feld[x][y] = EL_EM_KEY_2; + break; + case EL_EM_KEY_3_FILE: + Feld[x][y] = EL_EM_KEY_3; + break; + case EL_EM_KEY_4_FILE: + Feld[x][y] = EL_EM_KEY_4; + break; + + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: + if (init_game) + { + 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 */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; + break; + + case EL_LIGHT_SWITCH_ACTIVE: + if (init_game) + game.light_time_left = level.time_light * FRAMES_PER_SECOND; + break; + + default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); + break; + } +} + +void DrawGameDoorValues() +{ + int i, j; + + for (i=0; igems_still_needed, 3), FONT_TEXT_2); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FONT_TEXT_2); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FONT_TEXT_2); +} + + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i, j, k; + + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + + /* 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 + + /* ---------- initialize player's initial move delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = + (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + INITIAL_MOVE_DELAY_OFF); + + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* ---------- initialize changing elements ------------------------------- */ + + /* initialize changing elements information */ + for (i=0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) + { + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + ei->change_events = CE_BITMASK_DEFAULT; + for (j=0; j < NUM_CHANGE_EVENTS; j++) + { + ei->event_page_num[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } + } + + /* add changing elements from pre-defined list */ + for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change_events |= CH_EVENT_BIT(CE_DELAY); + } + +#if 1 + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j=0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + for (k=0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_num[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } + } + +#else + + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + /* only add custom elements that change after fixed/random frame delay */ + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); + } +#endif + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i=0; inum_change_pages; j++) + { + if (!ei->change_page->can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER)) + { + int trigger_element = ei->change_page[j].trigger_element; + + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else + /* add trigger events from element change event properties */ + for (i=0; itrigger_element] |= + element_info[i].change->events; +#endif + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ + for (i=0; iindex_nr = i; + player->element_nr = EL_PLAYER_1 + i; + + player->present = FALSE; + player->active = FALSE; + + player->action = 0; + player->effective_action = 0; + player->programmed_action = 0; + + 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; + + for (j=0; j<4; j++) + player->key[j] = FALSE; + + player->dynabomb_count = 0; + player->dynabomb_size = 1; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; + + player->MovDir = MV_NO_MOVING; + player->MovPos = 0; + player->Pushing = FALSE; + player->Switching = FALSE; + player->GfxPos = 0; + player->GfxDir = MV_NO_MOVING; + player->GfxAction = ACTION_DEFAULT; + player->Frame = 0; + player->StepFrame = 0; + + player->use_murphy_graphic = FALSE; + player->use_disk_red_graphic = FALSE; + + player->actual_frame_counter = 0; + + player->last_move_dir = MV_NO_MOVING; + + player->is_moving = FALSE; + player->is_waiting = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; + + player->push_delay = 0; + player->push_delay_value = 5; + + player->snapped = FALSE; + + player->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_size = 0; + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + + player->LevelSolved = FALSE; + player->GameOver = FALSE; + } + + network_player_action_received = FALSE; + +#if defined(PLATFORM_UNIX) + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NO_MOVING); +#endif + + ZX = ZY = -1; + + FrameCounter = 0; + TimeFrames = 0; + TimePlayed = 0; + TimeLeft = level.time; + + ScreenMovDir = MV_NO_MOVING; + ScreenMovPos = 0; + ScreenGfxPos = 0; + + 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.balloon_dir = MV_NO_MOVING; + game.explosions_delayed = TRUE; + + for (i=0; i<4; i++) + { + game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } + + for (i=0; iconnected && !player->present) + { + for (j=0; jjx, jy = some_player->jy; + + /* 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; + + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; + + break; + } + } + } + } + + if (tape.playing) + { + /* when playing a tape, eliminate all players who do not participate */ + + for (i=0; ijx, jy = player->jy; + + 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 */ + + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } + } + } + } + + /* 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); + } + } + + if (BorderElement == EL_EMPTY) + { + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } + + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + + /* 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; + + for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; + + if (!IS_CUSTOM_ELEMENT(element)) + continue; + + if (CAN_CHANGE(element)) + { + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); + } + else + { +#if 1 + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } + + CloseDoor(DOOR_CLOSE_1); + + DrawLevel(); + DrawAllPlayers(); + + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + + /* copy default game door content to main double buffer */ + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + + if (level_nr < 100) + DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); + else + { + DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + BlitBitmap(drawto, drawto, + DX + XX_EMERALDS, DY + YY_EMERALDS + 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, + DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); + } + + DrawGameDoorValues(); + + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + + OpenDoor(DOOR_OPEN_ALL); + + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + if (setup.sound_music) + PlayMusic(level_nr); - XAutoRepeatOff(display); + KeyboardAutoRepeatOffUnlessAutoplay(); - if (options.verbose) + if (options.debug) { for (i=0; i<4; i++) - printf("Spieler %d %saktiv.\n", - i+1, (stored_player[i].active ? "" : "nicht ")); + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); } } @@ -571,73 +1416,134 @@ void InitMovDir(int x, int y) { 0, -1 }, { -1, 0 } }; - static int direction[2][4] = + static int direction[3][4] = { { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP } + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; switch(element) { - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element - EL_KAEFER_R]; + 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; - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element - EL_FLIEGER_R]; + + 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; - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R]; + + 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; - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element - EL_FIREFLY_R]; + + 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; - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: + + 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_R]; + MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; - default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_KAEFER && - element != EL_FLIEGER && - element != EL_BUTTERFLY && - element != EL_FIREFLY) - break; - for (i=0; i<4; i++) - { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; + + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; + break; - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + case EL_MOLE_LEFT: + case EL_MOLE_RIGHT: + case EL_MOLE_UP: + case EL_MOLE_DOWN: + Feld[x][y] = EL_MOLE; + MovDir[x][y] = direction[2][element - EL_MOLE_LEFT]; + break; + + default: + if (IS_CUSTOM_ELEMENT(element)) + { + if (element_info[element].move_direction_initial != MV_NO_MOVING) + MovDir[x][y] = element_info[element].move_direction_initial; + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = 1 << RND(4); + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE || + element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) { - if (element == EL_KAEFER || element == EL_BUTTERFLY) + for (i=0; i<4; i++) { - MovDir[x][y] = direction[0][i]; - break; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } } - else if (element == EL_FLIEGER || element == EL_FIREFLY) + } + } + else + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i=0; i<4; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - MovDir[x][y] = direction[1][i]; - break; + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } } } } @@ -670,38 +1576,70 @@ void InitAmoebaNr(int x, int y) void GameWon() { int hi_pos; - int bumplevel = FALSE; + boolean raise_level = FALSE; if (local_player->MovPos) return; + if (tape.playing && tape.auto_play) + tape.auto_play_level_solved = TRUE; + local_player->LevelSolved = FALSE; + PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE); + if (TimeLeft) { - if (setup.sound_loops) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); - while(TimeLeft > 0) + while (TimeLeft > 0) { - if (!setup.sound_loops) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + if (TimeLeft > 0 && !(TimeLeft % 10)) + RaiseScore(level.score[SC_TIME_BONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) - StopSound(SND_SIRR); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } + else if (level.time == 0) /* level without time limit */ + { + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE, + SND_CTRL_PLAY_LOOP); + + while (TimePlayed < 999) + { + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_TIME_BONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + BackToFront(); + + if (!tape.playing) + Delay(10); + } - FadeSounds(); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); + } /* Hero disappears */ DrawLevelField(ExitX, ExitY); @@ -718,25 +1656,42 @@ void GameWon() SaveTape(tape.level_nr); /* Ask to save tape */ } + if (level_nr == leveldir_current->handicap_level) + { + leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); + } + + if (level_editor_test_game) + local_player->score = -1; /* no highscore when playing from editor */ + else if (level_nr < leveldir_current->last_level) + raise_level = TRUE; /* advance to next level */ + if ((hi_pos = NewHiScore()) >= 0) { - game_status = HALLOFFAME; + game_status = GAME_MODE_SCORES; DrawHallOfFame(hi_pos); - if (bumplevel && TAPE_IS_EMPTY(tape)) + if (raise_level) + { level_nr++; + TapeErase(); + } } else { - game_status = MAINMENU; - if (bumplevel && TAPE_IS_EMPTY(tape)) + game_status = GAME_MODE_MAIN; + if (raise_level) + { level_nr++; + TapeErase(); + } DrawMainMenu(); } BackToFront(); } -boolean NewHiScore() +int NewHiScore() { int k, l; int position = -1; @@ -775,15 +1730,16 @@ boolean NewHiScore() #ifdef ONE_PER_NAME put_into_list: #endif - strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1); - highscore[k].Name[MAX_NAMELEN - 1] = '\0'; + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ #endif @@ -795,15 +1751,57 @@ boolean NewHiScore() return position; } +void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) +{ + if (player->GfxAction != action || player->GfxDir != dir) + { +#if 0 + printf("Player frame reset! (%d => %d, %d => %d)\n", + player->GfxAction, action, player->GfxDir, dir); +#endif + + player->GfxAction = action; + player->GfxDir = dir; + player->Frame = 0; + player->StepFrame = 0; + } +} + +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); +} + +static void ResetGfxAnimation(int x, int y) +{ + GfxFrame[x][y] = 0; + GfxAction[x][y] = ACTION_DEFAULT; +} + 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); + 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 (!JustStopped[x][y] || direction != MovDir[x][y]) + ResetGfxAnimation(x, y); + + MovDir[newx][newy] = MovDir[x][y] = direction; - MovDir[x][y] = direction; - MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_LEERRAUM) + if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; + + if (direction == MV_DOWN && CAN_FALL(element)) + GfxAction[x][y] = ACTION_FALLING; + else + GfxAction[x][y] = ACTION_MOVING; + + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -849,19 +1847,52 @@ int MovingOrBlocked2Element(int x, int y) return element; } +static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) +{ + /* like MovingOrBlocked2Element(), but if element is moving + and (x,y) is the field the moving element is just leaving, + return EL_BLOCKED instead of the element value */ + int element = Feld[x][y]; + + if (IS_MOVING(x, y)) + { + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; + } + else + return element; +} + static void RemoveField(int x, int y) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; + MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + Pushed[x][y] = FALSE; + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; } void RemoveMovingField(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) @@ -870,28 +1901,27 @@ void RemoveMovingField(int x, int y) if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && - (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_SIEB_LEER || - Store[oldx][oldy] == EL_SIEB2_LEER || - Store[oldx][oldy] == EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } - else - Feld[oldx][oldy] = EL_LEERRAUM; + 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]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_LEERRAUM; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -900,160 +1930,344 @@ void RemoveMovingField(int x, int y) void DrawDynamite(int x, int y) { int sx = SCREENX(x), sy = SCREENY(y); - int graphic = el2gfx(Feld[x][y]); - int phase; + int graphic = el2img(Feld[x][y]); + int frame; if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; - if (Store[x][y]) - DrawGraphic(sx, sy, el2gfx(Store[x][y])); + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; - if (Feld[x][y] == EL_DYNAMIT) - { - if ((phase = (96 - MovDelay[x][y]) / 12) > 6) - phase = 6; - } + 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 1 + if (Back[x][y] || Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); + else + DrawGraphic(sx, sy, graphic, frame); +#else + if (game.emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); + else if (Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic, frame); else + DrawGraphic(sx, sy, graphic, frame); +#endif +} + +void CheckDynamite(int x, int y) +{ + if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */ { - if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3) - phase = 7 - phase; + MovDelay[x][y]--; + + if (MovDelay[x][y] != 0) + { + DrawDynamite(x, y); + PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + + return; + } } - if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic + phase); +#if 1 + StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); +#else + if (Feld[x][y] == EL_DYNAMITE_ACTIVE || + Feld[x][y] == EL_SP_DISK_RED_ACTIVE) + StopSound(SND_DYNAMITE_ACTIVE); else - DrawGraphic(sx, sy, graphic + phase); + StopSound(SND_DYNABOMB_ACTIVE); +#endif + + Bang(x, 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)) - PlaySoundLevel(x, y, SND_ZISCH); +void RelocatePlayer(int x, int y, int element) +{ + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + + if (player->present) + { + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + RemoveField(player->jx, player->jy); + DrawLevelField(player->jx, player->jy); + } + + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); - if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x, y); - else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x, y); + /* scroll in to steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(GAME_FRAME_DELAY); - return; + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); } } - - StopSound(SND_ZISCH); - Bang(x, y); } void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = 2; + int num_phase = 9; + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { + /* put moving element to center field (and let it explode there) */ center_element = MovingOrBlocked2Element(ex, ey); RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for (y=ey-1; ypresent) + StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } - else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { +#if 1 + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); +#else + int stored = Store[x][y]; + int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : + stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : + IMG_SP_EXPLOSION); +#endif + int frame = getGraphicAnimationFrame(graphic, phase - delay); + if (phase == delay) - ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); + DrawLevelFieldCrumbledSand(x, y); - DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1)); + 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 (IS_WALKABLE_UNDER(Back[x][y])) + { + 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); } } void DynaExplode(int ex, int ey) { int i, j; - struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1]; + int dynabomb_size = 1; + boolean dynabomb_xl = FALSE; + struct PlayerInfo *player; static int xy[4][2] = { { 0, -1 }, @@ -1114,266 +2378,690 @@ void DynaExplode(int ex, int ey) { 0, +1 } }; - Store2[ex][ey] = 0; /* delete player information */ + if (IS_ACTIVE_BOMB(Feld[ex][ey])) + { + player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; + dynabomb_size = player->dynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } Explode(ex, ey, EX_PHASE_START, EX_CENTER); for (i=0; i<4; i++) { - for (j=1; j<=player->dynabomb_size; j++) + for (j=1; j<=dynabomb_size; j++) { - int x = ex+j*xy[i%4][0]; - int y = ey+j*xy[i%4][1]; + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; int element; - if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y])) + 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_BORDER); - if (element != EL_LEERRAUM && - element != EL_ERDREICH && - element != EL_EXPLODING && - !player->dynabomb_xl) + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (element != EL_EMPTY && + element != EL_SAND && + element != EL_EXPLOSION && + !dynabomb_xl) break; } } - - player->dynabombs_left++; } void Bang(int x, int y) { +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else int element = Feld[x][y]; +#endif + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + + element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + player->element_nr); + } - PlaySoundLevel(x, y, SND_ROAAAR); +#if 0 +#if 1 + PlaySoundLevelAction(x, y, ACTION_EXPLODING); +#else + if (game.emulation == EMU_SUPAPLEX) + PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + else + PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); +#endif +#endif +#if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_LEERRAUM; + element = EL_EMPTY; +#endif switch(element) { - case EL_KAEFER: - case EL_FLIEGER: - case EL_BUTTERFLY: - case EL_FIREFLY: - case EL_MAMPFER: - case EL_MAMPFER2: + case EL_BUG: + case EL_SPACESHIP: + case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: + case EL_YAMYAM: + case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: + case EL_MOLE: RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB: - case EL_DYNABOMB_NR: - case EL_DYNABOMB_SZ: - case EL_DYNABOMB_XL: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: DynaExplode(x, y); break; - case EL_MAULWURF: - case EL_PINGUIN: - case EL_BIRNE_AUS: - case EL_BIRNE_EIN: - Explode(x, y, EX_PHASE_START, EX_CENTER); + case EL_PENGUIN: + case EL_LAMP: + case EL_LAMP_ACTIVE: + if (IS_PLAYER(x, y)) + Explode(x, y, EX_PHASE_START, EX_NORMAL); + else + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } + + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } -void Blurb(int x, int y) +void SplashAcid(int x, int y) { int element = Feld[x][y]; - if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ + if (element != EL_ACID_SPLASH_LEFT && + element != EL_ACID_SPLASH_RIGHT) { - PlaySoundLevel(x, y, SND_BLURB); + 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; - } + Feld[x-1][y] = EL_ACID_SPLASH_LEFT; + if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && (!IN_LEV_FIELD(x+1, y-1) || !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) + Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; + } +} + +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<4; i++) + { + int belt_nr = i; + + for (j=0; j<3; 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; + } + } + + for(y=0; y 0) + { + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + } + 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); + } + } + } +} + +static void ToggleLightSwitch(int x, int y) +{ + int element = Feld[x][y]; - if (!MovDelay[x][y]) /* initialize animation counter */ - MovDelay[x][y] = 9; + game.light_time_left = + (element == EL_LIGHT_SWITCH ? + level.time_light * FRAMES_PER_SECOND : 0); + + RedrawAllLightSwitchesAndInvisibleElements(); +} - if (MovDelay[x][y]) /* continue animation */ +static void ActivateTimegateSwitch(int x, int y) +{ + int xx, yy; + + game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; + + for (yy=0; yy= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (lastline || object_hit); } - if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */ + if (!lastline && smashed == EL_ACID) /* element falls into acid */ { - Blurb(x, y); + SplashAcid(x, y); return; } - if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */ + /* 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) + { + Feld[x][y] = EL_PEARL_BREAKING; + PlaySoundLevel(x, y, SND_PEARL_BREAKING); + return; + } + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + { + PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); + + return; + } - if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ + if (impact && element == EL_AMOEBA_DROP) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHero(PLAYERINFO(x, y+1)); - else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN)) - Bang(x, y+1); + if (object_hit && IS_PLAYER(x, y + 1)) + KillHeroUnlessProtected(x, y + 1); + else if (object_hit && smashed == EL_PENGUIN) + Bang(x, y + 1); else { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + Feld[x][y] = EL_AMOEBA_GROWING; + Store[x][y] = EL_AMOEBA_WET; + + ResetRandomAnimationValue(x, y); } return; } - if (!lastline && object_hit) /* check which object was hit */ + if (object_hit) /* check which object was hit */ { - if (CAN_CHANGE(element) && - (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv) - SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND; + 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 */ + for (yy=0; yy=0) - PlaySoundLevel(x, y, sound); - } + PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); } void TurnRound(int x, int y) @@ -1383,87 +3071,83 @@ void TurnRound(int x, int y) int x, y; } move_xy[] = { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } + { 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 }, + { 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 } + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } }; int element = Feld[x][y]; int old_move_dir = MovDir[x][y]; - int left_dir = turn[old_move_dir].left; + int left_dir = turn[old_move_dir].left; int right_dir = turn[old_move_dir].right; - int back_dir = turn[old_move_dir].back; + int back_dir = turn[old_move_dir].back; - 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; + 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; - 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 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; - if (element == EL_KAEFER || element == EL_BUTTERFLY) + int xx, yy; + + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE_OR_PLAYER(right_x, right_y)) + if (ENEMY_CAN_ENTER_FIELD(right_x, right_y)) MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) MovDir[x][y] = left_dir; - if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) + if (element == EL_BUG && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; - else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ + else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_FLIEGER || element == EL_FIREFLY) + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE_OR_PLAYER(left_x, left_y)) + if (ENEMY_CAN_ENTER_FIELD(left_x, left_y)) MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE_OR_PLAYER(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) MovDir[x][y] = right_dir; - if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir) + if ((element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON) + && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; - else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */ + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_MAMPFER) + else if (element == EL_YAMYAM) { - 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) || - 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; + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -1474,20 +3158,12 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 16+16*RND(3); + MovDelay[x][y] = 16 + 16 * RND(3); } - else if (element == EL_MAMPFER2) + else if (element == EL_DARK_YAMYAM) { - 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; + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -1498,20 +3174,12 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 16+16*RND(3); + MovDelay[x][y] = 16 + 16 * RND(3); } else if (element == EL_PACMAN) { - 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_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; + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -1522,56 +3190,45 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 6+RND(40); + MovDelay[x][y] = 6 + RND(40); } - else if (element == EL_SCHWEIN) + else if (element == EL_PIG) { - 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; + boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; int rnd_value = 24; int rnd = RND(rnd_value); - 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; + 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 : + 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); + 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); + 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); + 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) @@ -1579,56 +3236,304 @@ void TurnRound(int x, int y) else if (should_move_on) MovDir[x][y] = old_move_dir; } - else if (can_move_on && rnd > rnd_value/8) + else if (can_move_on && rnd > rnd_value / 8) + MovDir[x][y] = old_move_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) + MovDir[x][y] = 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]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) + MovDir[x][y] = old_move_dir; + + MovDelay[x][y] = 0; + } + else if (element == EL_DRAGON) + { + boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y); + boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y); + boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y); + int rnd_value = 24; + int rnd = RND(rnd_value); + + if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) + MovDir[x][y] = left_dir; + else if (can_turn_right && rnd > rnd_value / 8) + MovDir[x][y] = right_dir; + else + MovDir[x][y] = back_dir; + + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!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(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(left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(2) ? left_dir : right_dir); + else if (can_turn_left) + MovDir[x][y] = left_dir; + else + MovDir[x][y] = right_dir; + } + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_BALLOON) + { + MovDir[x][y] = game.balloon_dir; + MovDelay[x][y] = 0; + } + else if (element == EL_SPRING) + { + if (MovDir[x][y] & MV_HORIZONTAL && + (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) || + IN_LEV_FIELD_AND_IS_FREE(x, y + 1))) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } + 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; ijx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) + { + attr_x = ZX; + attr_y = ZY; + } + + if (element == EL_PENGUIN) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + for (i=0; i<4; i++) + { + int ex = x + xy[i % 4][0]; + int ey = y + xy[i % 4][1]; + + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) + { + attr_x = ex; + attr_y = ey; + break; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); + + if (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(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + else /* (element == EL_SATELLITE) */ + { + int newx, newy; + + MovDelay[x][y] = 1; + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + } + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + { + boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (element_info[element].move_pattern == MV_TURNING_LEFT) MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) + else if (element_info[element].move_pattern == MV_TURNING_RIGHT) MovDir[x][y] = right_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); else MovDir[x][y] = back_dir; - 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; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_DRACHE) + else if (element_info[element].move_pattern == MV_HORIZONTAL || + element_info[element].move_pattern == MV_VERTICAL) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - int rnd_value = 24; - int rnd = RND(rnd_value); - - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) - can_move_on = TRUE; + if (element_info[element].move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - 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) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = element_info[element].move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) + else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = right_dir; - else - MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) - MovDir[x][y] = old_move_dir; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; - MovDelay[x][y] = 0; + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } - else if (element == EL_ROBOT || element == EL_SONDE || - element == EL_MAULWURF || element == EL_PINGUIN) + else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER || + element_info[element].move_pattern == MV_AWAY_FROM_PLAYER) { int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = + (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER); if (AllPlayersGone) { @@ -1644,10 +3549,11 @@ void TurnRound(int x, int y) struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; - if (!player->active || player->gone) + if (!player->active) continue; - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { attr_x = jx; attr_y = jy; @@ -1655,98 +3561,38 @@ void TurnRound(int x, int y) } } - if (element == EL_ROBOT && ZX>=0 && ZY>=0) - { - attr_x = ZX; - attr_y = ZY; - } - - if (element == EL_MAULWURF || element == EL_PINGUIN) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - - for (i=0; i<4; i++) - { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; - - if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) - { - attr_x = ex; - attr_y = ey; - break; - } - } - } - MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) - MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) - MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); - - if (element == EL_ROBOT) + 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) { - int newx, newy; + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; - 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)); + MovDir[x][y] = + new_move_dir & (first_horiz ? 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 - { - int newx, newy; - - MovDelay[x][y] = 1; - - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - { - boolean first_horiz = RND(2); - int new_move_dir = MovDir[x][y]; - - MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); - - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && - (Feld[newx][newy] == EL_AUSGANG_AUF || - IS_MAMPF3(Feld[newx][newy]))))) - return; - - MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x, y, &newx, &newy); + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element == EL_PINGUIN) && - (Feld[newx][newy] == EL_AUSGANG_AUF || - IS_MAMPF3(Feld[newx][newy]))))) - return; + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - MovDir[x][y] = old_move_dir; + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) return; - } + + MovDir[x][y] = old_move_dir; } } } @@ -1759,8 +3605,7 @@ static boolean JustBeingPushed(int x, int y) { struct PlayerInfo *player = &stored_player[i]; - if (player->active && !player->gone && - player->Pushing && player->MovPos) + if (player->active && player->Pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -1775,26 +3620,40 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; - if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; - if (element == EL_MORAST_VOLL) + if (element == EL_QUICKSAND_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_FELSBROCKEN; - Store[x][y] = EL_MORAST_LEER; + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_ROCK; +#if 1 + PlaySoundLevelAction(x, y, ACTION_EMPTYING); +#else + PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); +#endif } - else if (Feld[x][y+1] == EL_MORAST_LEER) + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -1806,24 +3665,42 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_MORAST_LEER; - Feld[x][y+1] = EL_MORAST_VOLL; + Feld[x][y] = EL_QUICKSAND_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; +#if 1 + PlaySoundLevelAction(x, y, ACTION_FILLING); +#else + PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); +#endif } } - else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER) + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_MORAST_VOLL; + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; +#if 1 + PlaySoundLevelAction(x, y, ACTION_FILLING); +#else + PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); +#endif } - else if (element == EL_SIEB_VOLL) + else if (element == EL_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED(Store2[x][y]); - Store[x][y] = EL_SIEB_LEER; + 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_SIEB_LEER) + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -1835,21 +3712,23 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB_LEER; - Feld[x][y+1] = EL_SIEB_VOLL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Feld[x][y] = EL_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; } } - else if (element == EL_SIEB2_VOLL) + else if (element == EL_BD_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_SIEB2_LEER; + 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_SIEB2_LEER) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -1861,71 +3740,199 @@ void StartMoving(int x, int y) return; } - Feld[x][y] = EL_SIEB2_LEER; - Feld[x][y+1] = EL_SIEB2_VOLL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; + 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 (SiebAktiv && CAN_CHANGE(element) && - (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER)) + 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); - Store[x][y] = - (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL); - Store2[x][y+1] = element; + 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_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) +#if 0 + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) +#else + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) +#endif { - Blurb(x, y); + SplashAcid(x, y); + InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_SALZSAEURE; + started_moving = TRUE; + + Store[x][y] = EL_ACID; +#if 0 + /* !!! TEST !!! better use "_FALLING" etc. !!! */ + GfxAction[x][y + 1] = ACTION_ACTIVE; +#endif } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y]) +#if 1 +#if 1 + else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + JustStopped[x][y] && !Pushed[x][y + 1]) +#else + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + JustStopped[x][y]) +#endif { + /* calling "Impact()" here is not only completely unneccessary + (because it already gets called from "ContinueMoving()" in + all relevant situations), but also completely bullshit, because + "JustStopped" also indicates a finished *horizontal* movement; + we must keep this trash for backwards compatibility with older + tapes */ + Impact(x, y); } - else if (IS_FREE(x, y+1)) +#endif + else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) + { + if (MovDir[x][y] == MV_NO_MOVING) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + } + } + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { + if (JustStopped[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 (element == EL_TROPFEN) + /* Store[x][y + 1] must be zero, because: + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY + */ +#if 0 +#if OLD_GAME_BEHAVIOUR + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) +#else + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + element != EL_DX_SUPABOMB) +#endif +#else + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) +#endif { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } + + if (can_fall_any) + { + if (can_fall_both && + (game.emulation != EMU_BOULDERDASH && + element != EL_BD_ROCK && element != EL_BD_DIAMOND)) + can_fall_left = !(can_fall_right = RND(2)); + + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); + started_moving = TRUE; + } } - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); - boolean right = (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 (left || right) + if ((belt_dir == MV_LEFT && left_is_free) || + (belt_dir == MV_RIGHT && right_is_free)) { - if (left && right && game_emulation != EMU_BOULDERDASH) - left = !(right = RND(2)); + InitMovingField(x, y, belt_dir); + started_moving = TRUE; - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + GfxAction[x][y] = ACTION_DEFAULT; } } } - else if (CAN_MOVE(element)) + + /* not "else if" because of elements that can fall and move (EL_SPRING) */ + if (CAN_MOVE(element) && !started_moving) { int newx, newy; - if (element == EL_SONDE && JustBeingPushed(x, y)) + if ((element == EL_SATELLITE || + element == EL_BALLOON || + element == EL_SPRING) + && JustBeingPushed(x, y)) return; - if (!MovDelay[x][y]) /* start new movement phase */ +#if 0 +#if 0 + if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) + Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */ +#else + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) { - /* all objects that can change their move direction after each step */ - /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */ + Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] == EL_BLOCKED) + Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ + } +#endif +#endif - if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN) + 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 && + !(element_info[element].move_pattern & MV_ANY_DIRECTION) && + element_info[element].move_pattern != MV_TURNING_LEFT && + element_info[element].move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); - if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER)) + + if (MovDelay[x][y] && (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON || + element == EL_MOLE)) DrawLevelField(x, y); } } @@ -1934,107 +3941,136 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; - if (element == EL_ROBOT || element == EL_MAMPFER || - element == EL_MAMPFER2) +#if 0 + if (element == EL_YAMYAM) { - int phase = MovDelay[x][y] % 8; - - if (phase>3) - phase = 7-phase; + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase); + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif + GfxAction[x][y] = ACTION_WAITING; + } - if ((element == EL_MAMPFER || element == EL_MAMPFER2) - && MovDelay[x][y]%4 == 3) - PlaySoundLevel(x, y, SND_NJAM); + if (element == EL_ROBOT || +#if 0 + element == EL_PACMAN || +#endif + element == EL_YAMYAM || + element == EL_DARK_YAMYAM) + { +#if 0 + DrawLevelElementAnimation(x, y, element); +#else + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif + PlaySoundLevelAction(x, y, ACTION_WAITING); } - else if (element == EL_DRACHE) + 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 ? 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; + 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, -1); for (i=1; i<=3; i++) { int xx = x + i*dx, yy = y + i*dy; int sx = SCREENX(xx), sy = SCREENY(yy); + int flame_graphic = graphic + (i - 1); - if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) break; if (MovDelay[x][y]) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); - Feld[xx][yy] = EL_BURNING; + Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) - DrawGraphic(sx, sy, graphic + phase*3 + i-1); + DrawGraphic(sx, sy, flame_graphic, frame); } else { - if (Feld[xx][yy] == EL_BURNING) - Feld[xx][yy] = EL_LEERRAUM; + if (Feld[xx][yy] == EL_FLAMES) + Feld[xx][yy] = EL_EMPTY; DrawLevelField(xx, yy); } } } - if (MovDelay[x][y]) + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, ACTION_WAITING); + return; - } + } - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - PlaySoundLevel(x, y, SND_KLAPPER); - } - else if (element == EL_FLIEGER || element == EL_FIREFLY) - { - PlaySoundLevel(x, y, SND_ROEHR); + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy)) + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && + !PLAYER_PROTECTED(newx, newy)) { - /* enemy got the player */ +#if 1 + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); + return; +#else + /* player killed by element which is deadly when colliding with */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; +#endif + } - else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element == EL_ROBOT || element == EL_SONDE) && + else if ((element == EL_PENGUIN || + element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_BALLOON || + IS_CUSTOM_ELEMENT(element)) && IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) + MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { - Blurb(x, y); - Store[x][y] = EL_SALZSAEURE; + SplashAcid(x, y); + Store[x][y] = EL_ACID; } - else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx, newy)) + else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) { - if (Feld[newx][newy] == EL_AUSGANG_AUF) + if (Feld[newx][newy] == EL_EXIT_OPEN) { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_BUING); + PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); + DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); local_player->friends_still_needed--; if (!local_player->friends_still_needed && @@ -2043,7 +4079,7 @@ void StartMoving(int x, int y) return; } - else if (IS_MAMPF3(Feld[newx][newy])) + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); @@ -2052,6 +4088,8 @@ void StartMoving(int x, int y) } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -2059,17 +4097,19 @@ void StartMoving(int x, int y) return; } } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) + else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { - if (IS_GEM(Feld[newx][newy])) + if (IS_FOOD_PIG(Feld[newx][newy])) { if (IS_MOVING(newx, newy)) RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -2080,7 +4120,7 @@ void StartMoving(int x, int y) return; } } - else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy)) + else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { if (!IS_FREE(newx, newy)) { @@ -2097,48 +4137,54 @@ void StartMoving(int x, int 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); + MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); int element2 = (IN_LEV_FIELD(newx2, newy2) ? - MovingOrBlocked2Element(newx2, newy2) : EL_BETON); + MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && - element1 != EL_DRACHE && element2 != EL_DRACHE && - element1 != EL_BURNING && element2 != EL_BURNING) + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && + element1 != EL_DRAGON && element2 != EL_DRAGON && + element1 != EL_FLAMES && element2 != EL_FLAMES) { if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + MovDelay[x][y] = 50; - Feld[newx][newy] = EL_BURNING; - if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) - Feld[newx1][newy1] = EL_BURNING; - if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM) - Feld[newx2][newy2] = EL_BURNING; + Feld[newx][newy] = EL_FLAMES; + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + Feld[newx1][newy1] = EL_FLAMES; + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + Feld[newx2][newy2] = EL_FLAMES; return; } } } - else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) && - Feld[newx][newy] == EL_DIAMANT) + 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_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); } - else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && - IS_MAMPF2(Feld[newx][newy])) + 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_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) AmoebaCnt[AmoebaNr[newx][newy]]--; } @@ -2146,23 +4192,48 @@ void StartMoving(int x, int y) RemoveMovingField(newx, newy); else { - Feld[newx][newy] = EL_LEERRAUM; + Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); } - else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && - IS_AMOEBOID(Feld[newx][newy])) + else if ((element == EL_PACMAN || element == EL_MOLE) + && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy] == EL_AMOEBE_VOLL || - Feld[newx][newy] == EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBA_FULL || + Feld[newx][newy] == EL_BD_AMOEBA) AmoebaCnt[AmoebaNr[newx][newy]]--; } - Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx, newy); + if (element == EL_MOLE) + { + Feld[newx][newy] = EL_AMOEBA_SHRINKING; + PlaySoundLevel(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ + } + else /* element == EL_PACMAN */ + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + } + } + 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)) { @@ -2170,20 +4241,38 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_KAEFER || element == EL_FLIEGER) +#if 1 + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || + element == EL_SP_SNIKSNAK) DrawLevelField(x, y); - else if (element == EL_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_MOLE) + DrawLevelField(x, y); + else if (element == EL_BD_BUTTERFLY || + element == EL_BD_FIREFLY) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SATELLITE) + DrawLevelElementAnimationIfNeeded(x, y, element); + else if (element == EL_SP_ELECTRON) + DrawLevelElementAnimationIfNeeded(x, y, element); +#endif + + if (DONT_TOUCH(element)) + TestIfBadThingTouchesHero(x, y); + +#if 0 + PlaySoundLevelAction(x, y, ACTION_WAITING); +#endif return; } - if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) - PlaySoundLevel(x, y, SND_SCHLURF); - InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -2196,94 +4285,155 @@ void ContinueMoving(int x, int y) int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx!=0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX/8; + int nextx = newx + dx, nexty = newy + dy; + boolean pushed = Pushed[x][y]; - if (CAN_FALL(element) && horiz_move) - step*=2; - else if (element == EL_TROPFEN) - step/=2; - else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) - step/=4; + MovPos[x][y] += getElementMoveStepsize(x, y); - MovPos[x][y] += step; + if (pushed) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { - Feld[x][y] = EL_LEERRAUM; + Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (Store[x][y] == EL_MORAST_VOLL) + if (element == EL_MOLE) { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; + Feld[x][y] = EL_SAND; + + DrawLevelFieldCrumbledSandNeighbours(x, y); } - else if (Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_FILLING) { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SIEB_VOLL) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SIEB_LEER) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); + 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 (Store[x][y] == EL_SIEB2_VOLL) + else if (element == EL_MAGIC_WALL_EMPTYING) { - Store[x][y] = 0; - element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); + 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 (Store[x][y] == EL_SIEB2_LEER) + else if (element == EL_BD_MAGIC_WALL_FILLING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); + 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 (Store[x][y] == EL_SALZSAEURE) + else if (element == EL_BD_MAGIC_WALL_EMPTYING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_AMOEBE_NASS) + else if (element == EL_AMOEBA_DROPPING) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + 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; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; } + Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + + Pushed[x][y] = Pushed[newx][newy] = FALSE; + + ResetGfxAnimation(x, y); /* reset animation values for old field */ + +#if 0 + /* 2.1.1 (does not work correctly for spring) */ if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; +#else + +#if 0 + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; +#endif +#endif DrawLevelField(x, y); DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; - JustHit[x][newy] = 3; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + + if (!pushed) /* special case: moving object pushed by player */ + JustStopped[newx][newy] = 3; if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingHitsHero(newx, newy); - TestIfBadThingHitsFriend(newx, newy); - TestIfBadThingHitsOtherBadThing(newx, newy); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); } - else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx, newy); + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + CheckElementChange(newx, newy, element, CE_COLLISION); + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } else /* still moving on */ + { DrawLevelField(x, y); + } } int AmoebeNachbarNr(int ax, int ay) @@ -2301,13 +4451,13 @@ int AmoebeNachbarNr(int ax, int ay) for (i=0; i<4; i++) { - int x = ax+xy[i%4][0]; - int y = ay+xy[i%4][1]; + 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) + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) group_nr = AmoebaNr[x][y]; } @@ -2326,99 +4476,143 @@ void AmoebenVereinigen(int ax, int ay) { 0, +1 } }; - if (!new_group_nr) + if (new_group_nr == 0) return; for (i=0; i<4; i++) { - x = ax+xy[i%4][0]; - y = ay+xy[i%4][1]; + x = ax + xy[i][0]; + y = ay + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; - if ((Feld[x][y] == EL_AMOEBE_VOLL || - Feld[x][y] == EL_AMOEBE_BD || - Feld[x][y] == EL_AMOEBE_TOT) && + if ((Feld[x][y] == EL_AMOEBA_FULL || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_DEAD) && AmoebaNr[x][y] != new_group_nr) { int old_group_nr = AmoebaNr[x][y]; + if (old_group_nr == 0) + return; + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; AmoebaCnt[old_group_nr] = 0; AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy=0; yy= 200 && element == EL_AMOEBE_BD) + if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200) + { + AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK); + return; + } + } + } + + if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || + (neway == lev_fieldy - 1 && newax != ax)) + { + Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ + Store[newax][neway] = element; + } + else if (neway == ay) + { + Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ +#if 1 + PlaySoundLevelAction(newax, neway, ACTION_GROWING); +#else + PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING); +#endif + } + else + { + InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */ + Feld[ax][ay] = EL_AMOEBA_DROPPING; + Store[ax][ay] = EL_AMOEBA_DROP; + ContinueMoving(ax, ay); + return; + } + + DrawLevelField(newax, neway); +} + +void Life(int ax, int ay) +{ + int x1, y1, x2, y2; + static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ + int life_time = 40; + int element = Feld[ax][ay]; + int graphic = el2img(element); + boolean changed = FALSE; + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic); + + if (Stop[ax][ay]) + return; + + if (!MovDelay[ax][ay]) /* start new "game of life" cycle */ + MovDelay[ax][ay] = life_time; + + if (MovDelay[ax][ay]) /* wait some time before next cycle */ + { + MovDelay[ax][ay]--; + if (MovDelay[ax][ay]) + return; + } + + for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++) + { + int xx = ax+x1, yy = ay+y1; + int nachbarn = 0; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++) + { + int x = xx+x2, y = yy+y2; + + if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy)) + continue; + + if (((Feld[x][y] == element || + (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) && + !Stop[x][y]) || + (IS_FREE(x, y) && Stop[x][y])) + nachbarn++; + } + + if (xx == ax && yy == ay) /* field in the middle */ + { + if (nachbarn < life[0] || nachbarn > life[1]) + { + Feld[xx][yy] = EL_EMPTY; + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } + } + + if (changed) + PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + SND_GAME_OF_LIFE_GROWING); +} + +static void InitRobotWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} + +static void RunRobotWheel(int x, int y) +{ + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); +} + +static void StopRobotWheel(int x, int y) +{ + if (ZX == x && ZY == y) + ZX = ZY = -1; +} + +static void InitTimegateWheel(int x, int y) +{ + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +} + +static void RunTimegateWheel(int x, int y) +{ + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); +} + +void CheckExit(int x, int y) +{ + if (local_player->gems_still_needed > 0 || + local_player->sokobanfields_still_needed > 0 || + local_player->lights_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; + } + + Feld[x][y] = EL_EXIT_OPENING; + + PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); +} + +void CheckExitSP(int x, int y) +{ + if (local_player->gems_still_needed > 0) + { + int element = Feld[x][y]; + int graphic = el2img(element); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + return; + } + + Feld[x][y] = EL_SP_EXIT_OPEN; + + PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); +} + +static void CloseAllOpenTimegates() +{ + int x, y; + + for (y=0; ylife[1]) - { - Feld[xx][yy] = EL_LEERRAUM; - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - } - } - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) - { /* free border field */ - if (nachbarn>=life[2] && nachbarn<=life[3]) - { - Feld[xx][yy] = element; - MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); - if (!Stop[xx][yy]) - DrawLevelField(xx, yy); - Stop[xx][yy] = TRUE; - } + Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; + 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), + IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); + new_wall = TRUE; } } -} - -void Ablenk(int x, int y) -{ - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL_ANY || + element == EL_EXPANDABLE_WALL) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + if (links_frei) { - if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); - if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_MIEP); - return; + Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; + 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), + IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); + new_wall = TRUE; + } + + if (rechts_frei) + { + Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; + Store[ax+1][ay] = element; + MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax + 1), SCREENY(ay), + IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); + new_wall = TRUE; } } - Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX = ZY = -1; + if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); + + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) + links_massiv = TRUE; + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) + rechts_massiv = TRUE; + + if (((oben_massiv && unten_massiv) || + element == EL_EXPANDABLE_WALL_HORIZONTAL || + element == EL_EXPANDABLE_WALL) && + ((links_massiv && rechts_massiv) || + element == EL_EXPANDABLE_WALL_VERTICAL)) + Feld[ax][ay] = EL_WALL; + + if (new_wall) +#if 1 + PlaySoundLevelAction(ax, ay, ACTION_GROWING); +#else + PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING); +#endif } -void Birne(int x, int y) +void CheckForDragon(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 800; + int i, j; + boolean dragon_found = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (MovDelay[x][y]) /* wait some time before next frame */ + for (i=0; i<4; i++) { - MovDelay[x][y]--; - if (MovDelay[x][y]) + for (j=0; j<4; j++) { - if (!(MovDelay[x][y]%5)) + int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + + if (IN_LEV_FIELD(xx, yy) && + (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) { - if (!(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 (Feld[xx][yy] == EL_DRAGON) + dragon_found = TRUE; } - return; + else + break; } } - Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x, y); - if (ZX == x && ZY == y) - ZX=ZY=-1; + 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_FLAMES) + { + Feld[xx][yy] = EL_EMPTY; + DrawLevelField(xx, yy); + } + else + break; + } + } + } } -void Blubber(int x, int y) +static void InitBuggyBase(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); + int element = Feld[x][y]; + int activating_delay = FRAMES_PER_SECOND / 4; + + ChangeDelay[x][y] = + (element == EL_SP_BUGGY_BASE ? + 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVATING ? + activating_delay : + element == EL_SP_BUGGY_BASE_ACTIVE ? + 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); } -void NussKnacken(int x, int y) +static void WarnBuggyBase(int x, int y) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 7; + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; - if (MovDelay[x][y]) /* wait some time before next frame */ + for (i=0; i<4; i++) { - 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); + int xx = x + xy[i][0], yy = y + xy[i][1]; - if (!MovDelay[x][y]) + if (IS_PLAYER(xx, yy)) { - Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); + + break; } } } -void SiebAktivieren(int x, int y, int typ) +static void InitTrap(int x, int y) { - if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), - (typ == 1 ? GFX_SIEB_VOLL : - GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4); + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } -void AusgangstuerPruefen(int x, int y) +static void ActivateTrap(int x, int y) { - if (!local_player->gems_still_needed && - !local_player->sokobanfields_still_needed && - !local_player->lights_still_needed) - { - Feld[x][y] = EL_AUSGANG_ACT; - - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : - (x > LEVELX(BX2) ? LEVELX(BX2) : x), - y < LEVELY(BY1) ? LEVELY(BY1) : - (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_OEFFNEN); - } + PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); } -void AusgangstuerOeffnen(int x, int y) +static void ChangeActiveTrap(int x, int y) { - int delay = 6; + int graphic = IMG_TRAP_ACTIVE; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 5*delay; + /* if new animation frame was drawn, correct crumbled sand border */ + if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) + DrawLevelFieldCrumbledSand(x, y); +} - if (MovDelay[x][y]) /* wait some time before next frame */ +static void ChangeElementNowExt(int x, int y, int target_element) +{ + /* 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_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) { - int tuer; + Bang(x, y); + return; + } - 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); + RemoveField(x, y); + Feld[x][y] = target_element; - if (!MovDelay[x][y]) - { - Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x, y); - } - } -} + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); -void AusgangstuerBlinken(int x, int y) -{ - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); + + DrawLevelField(x, y); + + if (CAN_BE_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); } -void EdelsteinFunkeln(int x, int y) +static void ChangeElementNow(int x, int y, int element, int page) { - if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + + if (change->explode) + { + Bang(x, y); return; + } - if (Feld[x][y] == EL_EDELSTEIN_BD) - DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); - else + if (change->use_content) { - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 11 * !SimpleRND(500); + boolean complete_change = TRUE; + boolean can_change[3][3]; + int xx, yy; - if (MovDelay[x][y]) /* wait some time before next frame */ + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) { - MovDelay[x][y]--; + boolean half_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int e; - if (setup.direct_draw && MovDelay[x][y]) - SetDrawtoField(DRAW_BUFFERED); + can_change[xx][yy] = TRUE; - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y])); + if (ex == x && ey == y) /* do not check changing element itself */ + continue; - if (MovDelay[x][y]) + if (change->content[xx][yy] == EL_EMPTY_SPACE) { - int phase = (MovDelay[x][y]-1)/2; + can_change[xx][yy] = FALSE; /* do not change empty borders */ - if (phase > 2) - phase = 4-phase; - - DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase); - - if (setup.direct_draw) - { - int dest_x, dest_y; + continue; + } - dest_x = FX + SCREENX(x)*TILEX; - dest_y = FY + SCREENY(y)*TILEY; + if (!IN_LEV_FIELD(ex, ey)) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; - XCopyArea(display, drawto_field, window, gc, - dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); - SetDrawtoField(DRAW_DIRECT); - } + continue; } - } - } -} - -void MauerWaechst(int x, int y) -{ - int delay = 6; - if (!MovDelay[x][y]) /* next animation frame */ - MovDelay[x][y] = 3*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 = 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); + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); - if (!MovDelay[x][y]) - { - if (MovDir[x][y] == MV_LEFT) - { - if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1, y); - } - else if (MovDir[x][y] == MV_RIGHT) - { - if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1, y); - } - else if (MovDir[x][y] == MV_UP) + if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || + (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || + (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) { - if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1])) - DrawLevelField(x, y-1); + can_change[xx][yy] = FALSE; + complete_change = FALSE; } - else + } + + if (!change->only_complete || complete_change) + { + boolean something_has_changed = FALSE; + + if (change->only_complete && change->use_random_change && + RND(100) < change->random) + return; + + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) { - if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1])) - DrawLevelField(x, y+1); + int ex = x + xx - 1; + int ey = y + yy - 1; + + if (can_change[xx][yy] && (!change->use_random_change || + RND(100) < change->random)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeElementNowExt(ex, ey, change->content[xx][yy]); + + something_has_changed = TRUE; + + /* for symmetry reasons, stop newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; + } } - Feld[x][y] = Store[x][y]; - Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; - DrawLevelField(x, y); + if (something_has_changed) + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); } } + else + { + ChangeElementNowExt(x, y, change->target_element); + + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } } -void MauerAbleger(int ax, int ay) +static void ChangeElement(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; - - if (!MovDelay[ax][ay]) /* start building new wall */ - MovDelay[ax][ay] = 6; + int element = MovingOrBlocked2Element(x, y); + struct ElementChangeInfo *change = &element_info[element].change_page[page]; - if (MovDelay[ax][ay]) /* wait some time before building new wall */ + if (ChangeDelay[x][y] == 0) /* initialize element change */ { - MovDelay[ax][ay]--; - if (MovDelay[ax][ay]) - return; + ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); } - 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; + ChangeDelay[x][y]--; - if (element == EL_MAUER_Y || element == EL_MAUER_XY) + 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); - } - if (unten_frei) - { - Feld[ax][ay+1] = EL_MAUERND; - Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; - if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) - DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN); - } - } + int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); - if (element == EL_MAUER_X || element == EL_MAUER_XY || - element == EL_MAUER_LEBT) + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ { - 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); - } - if (rechts_frei) - { - 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); - } - } + ChangeDelay[x][y] = 1; /* try change after next move step */ - if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) - DrawLevelField(ax, ay); + return; + } - 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; + ChangeElementNow(x, y, element, page); - 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; + if (change->post_change_function) + change->post_change_function(x, y); + } } -void CheckForDragon(int x, int y) +static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, + int trigger_event) { - int i, j; - boolean dragon_found = FALSE; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + int i, j, x, y; - for (i=0; i<4; i++) + if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + return FALSE; + + /* prevent this function from running into a loop */ + if (trigger_event == CE_OTHER_IS_CHANGING) + Changing[lx][ly] = TRUE; + + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { - for (j=0; j<4; j++) - { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + int element = EL_CUSTOM_START + i; - if (IN_LEV_FIELD(xx, yy) && - (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) +#if 1 + boolean change_element = FALSE; + int page; + + if (!CAN_CHANGE(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; + + for (j=0; j < element_info[element].num_change_pages; j++) + { + if (element_info[element].change_page[j].trigger_element == + trigger_element) { - if (Feld[xx][yy] == EL_DRACHE) - dragon_found = TRUE; - } - else + change_element = TRUE; + page = j; + break; + } } - } - if (!dragon_found) - { - for (i=0; i<4; i++) + if (!change_element) + continue; + +#else + if (!CAN_CHANGE(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event) || + element_info[element].change->trigger_element != trigger_element) + continue; +#endif + + for (y=0; yjx, jy = player->jy; + 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; @@ -3032,82 +5614,51 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) stored_player_action[player->index_nr] = 0; num_stored_actions++; - if (!player->active || player->gone || tape.pausing) + if (!player->active || tape.pausing) return; if (player_action) { - save_tape_entry = TRUE; - player->frame_reset_delay = 0; - if (button1) snapped = SnapField(player, dx, dy); else { if (button2) - bombed = PlaceBomb(player); + dropped = DropElement(player); + moved = MoveFigure(player, dx, dy); } - if (tape.recording && (moved || snapped || bombed)) + if (tape.single_step && tape.recording && !tape.pausing) { - if (bombed && !moved) - player_action &= JOY_BUTTON; - - stored_player_action[player->index_nr] = player_action; - -#if 0 - /* this allows cycled sequences of PlayerActions() */ - if (num_stored_actions >= MAX_PLAYERS) + if (button1 || (dropped && !moved)) { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ } -#endif - } - else if (tape.playing && snapped) - SnapField(player, 0, 0); /* stop snapping */ + + stored_player_action[player->index_nr] = player_action; } else { + /* no actions for this player (no input at player's configured device) */ + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - if (++player->frame_reset_delay > MoveSpeed) - player->Frame = 0; + CheckGravityMovement(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; } - if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) + if (tape.recording && num_stored_actions >= MAX_PLAYERS) { TapeRecordAction(stored_player_action); num_stored_actions = 0; - save_tape_entry = FALSE; - } - - if (tape.playing && !tape.pausing && !player_action && - tape.counter < tape.length) - { - int next_joy = - tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); - - if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && - (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) - { - int dx = (next_joy == JOY_LEFT ? -1 : +1); - - 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 : 10); - - if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) - { - player->MovDir = next_joy; - player->Frame = FrameCounter % 4; - player->Pushing = TRUE; - } - } - } } } @@ -3115,51 +5666,23 @@ 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; + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - /* - if (tape.playing && tape.fast_forward) - { - char buf[100]; - - sprintf(buf, "FFWD: %ld ms", action_delay_value); - print_debug(buf); - } - */ - - - /* main game synchronization point */ - + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; + /* ---------- main game synchronization point ---------- */ - -#if 1 WaitUntilDelayReached(&action_delay, action_delay_value); -#else - - while (!DelayReached(&action_delay, action_delay_value)) - { - char buf[100]; - - sprintf(buf, "%ld %ld %ld", - Counter(), action_delay, action_delay_value); - print_debug(buf); - } - print_debug("done"); - -#endif - - - if (network_playing && !network_player_action_received) { @@ -3169,12 +5692,12 @@ void GameActions() #endif */ -#ifndef MSDOS +#if defined(PLATFORM_UNIX) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) @@ -3188,22 +5711,9 @@ void GameActions() } } - - /* - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - */ - if (tape.pausing) return; - if (tape.playing) - TapePlayDelay(); - else if (tape.recording) - TapeRecordDelay(); - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); for (i=0; igone) - { - extern unsigned int last_RND(); - - printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", - level.time - TimeLeft, - last_RND(), - getStateCheckSum(level.time - TimeLeft)); - } - */ + for (i=0; ijx; + int y = player->jy; + if (player->active && player->Pushing && player->is_moving && + IS_MOVING(x, y)) + { + ContinueMoving(x, y); -#ifdef DEBUG - /* - if (GameFrameDelay >= 500) - printf("FrameCounter == %d\n", FrameCounter); - */ + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } #endif - - - - - FrameCounter++; - TimeFrames++; - for (y=0; y0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; + + GfxFrame[x][y]++; + +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements without push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif #if DEBUG if (IS_BLOCKED(x, y)) @@ -3293,7 +5808,7 @@ void GameActions() Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) { - printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); printf("GameActions(): This should never happen!\n"); @@ -3305,123 +5820,382 @@ void GameActions() for (y=0; yjx, jy = local_player->jy; - if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL || - Store[x][y] == EL_SIEB_LEER) - { - SiebAktivieren(x, y, 1); - sieb = TRUE; - } - else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL || - Store[x][y] == EL_SIEB2_LEER) + /* play the element sound at the position nearest to the player */ + if ((element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_ACTIVE || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_BD_MAGIC_WALL_FULL || + element == EL_BD_MAGIC_WALL_ACTIVE || + element == EL_BD_MAGIC_WALL_EMPTYING) && + ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy)) { - SiebAktivieren(x, y, 2); - sieb = TRUE; + magic_wall_x = x; + magic_wall_y = y; } + } + } - /* play the element sound at the position nearest to the player */ - if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; + + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + element == EL_SAND || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) { - sieb_x = x; - sieb_y = y; + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + + for (y=0; y 0) { - for (y=0; y0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing) + if (game.light_time_left > 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + RedrawAllLightSwitchesAndInvisibleElements(); + } + + if (game.timegate_time_left > 0) + { + game.timegate_time_left--; + + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); + } + + for (i=0; ishield_deadly_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + else if (player->shield_normal_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + } + } + + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; - TimeLeft--; + TimePlayed++; + + for (i=0; ishield_normal_time_left--; + + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } + } if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); + + if (TimeLeft > 0) + { + TimeLeft--; - if (TimeLeft<=10) - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - if (!TimeLeft) - for (i=0; i= 500) /* calculate fps every 0.5 seconds */ + { + global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; + + fps_frames = 0; + fps_counter = Counter(); + } + + redraw_mask |= REDRAW_FPS; + } + +#if 0 + if (stored_player[0].jx != stored_player[0].last_jx || + stored_player[0].jy != stored_player[0].last_jy) + printf("::: %d, %d, %d, %d, %d\n", + stored_player[0].MovDir, + stored_player[0].MovPos, + stored_player[0].GfxPos, + stored_player[0].Frame, + stored_player[0].StepFrame); +#endif + +#if 1 + FrameCounter++; + TimeFrames++; + + for (i=0; iprogrammed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + int move_dir = + (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); + int jx = player->jx, jy = player->jy; + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_moving_to_valid_field = + (IN_LEV_FIELD(new_jx, new_jy) && + (Feld[new_jx][new_jy] == EL_SP_BASE || + Feld[new_jx][new_jy] == EL_SAND)); + /* !!! extend EL_SAND to anything diggable !!! */ + + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_WALKABLE_INSIDE(Feld[jx][jy])) + player->programmed_action = MV_DOWN; + } +} + +/* + MoveFigureOneStep() + ----------------------------------------------------------------------------- + dx, dy: direction (non-diagonal) to try to move the player to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + boolean MoveFigureOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { @@ -3501,7 +6311,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, int element; int can_move; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return MF_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : @@ -3515,21 +6325,25 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, 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 (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(jx, 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); } else - KillHero(player); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); return MF_MOVING; } @@ -3538,6 +6352,10 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; @@ -3545,7 +6363,8 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, jy = player->jy = new_jy; StorePlayer[jx][jy] = player->element_nr; - player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8; + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); ScrollFigure(player, SCROLL_INIT); @@ -3558,21 +6377,37 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - if (player->gone || (!dx && !dy)) + if (!player->active || (!dx && !dy)) return FALSE; - if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing) +#if 0 + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) + return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; +#endif + + /* remove the last programmed player action */ + player->programmed_action = 0; if (player->MovPos) { /* should only happen if pre-1.2 tape recordings are played */ /* this is only for backward compatibility */ + int original_move_delay_value = player->move_delay_value; + #if DEBUG - printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n", + tape.counter); #endif + /* scroll remaining steps with finest movement resolution */ + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; + while (player->MovPos) { ScrollFigure(player, SCROLL_GO_ON); @@ -3581,6 +6416,8 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) DrawAllPlayers(); BackToFront(); } + + player->move_delay_value = original_move_delay_value; } if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) @@ -3615,13 +6452,13 @@ 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) || - (player->MovDir == MV_RIGHT && 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); /* don't scroll over playfield boundaries */ - if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1) - scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1); + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); /* don't scroll more than one field at a time */ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); @@ -3633,13 +6470,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) || - (player->MovDir == MV_DOWN && 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); /* don't scroll over playfield boundaries */ - if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1) - scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1); + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); /* don't scroll more than one field at a time */ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); @@ -3666,10 +6503,16 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } } +#if 0 +#if 1 + InitPlayerGfxAnimation(player, ACTION_DEFAULT); +#else if (!(moved & MF_MOVING) && !player->Pushing) player->Frame = 0; - else - player->Frame = (player->Frame + 1) % 4; +#endif +#endif + + player->StepFrame = 0; if (moved & MF_MOVING) { @@ -3678,16 +6521,28 @@ 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; +#if 1 + player->snapped = FALSE; +#endif } else + { + CheckGravityMovement(player); + + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; + } - TestIfHeroHitsBadThing(jx, jy); + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); - if (player->gone) + if (!player->active) RemoveHero(player); return moved; @@ -3697,83 +6552,231 @@ void ScrollFigure(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || player->gone || !player->MovPos) + if (!player->active || !player->MovPos) return; if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_LEERRAUM) + if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; - DrawPlayer(player); - return; - } - else if (!FrameReached(&player->actual_frame_counter, 1)) +#if 0 + DrawPlayer(player); +#endif + return; + } + else if (!FrameReached(&player->actual_frame_counter, 1)) + return; + + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + Feld[last_jx][last_jy] = EL_EMPTY; + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif + + if (player->MovPos == 0) + { + if (IS_PASSABLE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + + player->last_jx = jx; + player->last_jy = jy; + + if (Feld[jx][jy] == EL_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPEN) + { + DrawPlayer(player); /* needed here only to cleanup last field */ + RemoveHero(player); + + if (local_player->friends_still_needed == 0 || + Feld[jx][jy] == EL_SP_EXIT_OPEN) + player->LevelSolved = player->GameOver = TRUE; + } + + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + } +} + +void ScrollScreen(struct PlayerInfo *player, int mode) +{ + static unsigned long screen_frame_counter = 0; + + if (mode == SCROLL_INIT) + { + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; + + screen_frame_counter = FrameCounter; + ScreenMovDir = player->MovDir; + ScreenMovPos = player->MovPos; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + return; + } + else if (!FrameReached(&screen_frame_counter, 1)) + return; + + if (ScreenMovPos) + { + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + redraw_mask |= REDRAW_FIELD; + } + else + ScreenMovDir = MV_NO_MOVING; +} + +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static boolean check_changing = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + int i; + + if (check_changing) /* prevent this function from running into a loop */ + return; + + check_changing = TRUE; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); + CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); + } + else if (IS_PLAYER(xx, yy)) + { + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED); + CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER); + + break; + } + } + + check_changing = FALSE; +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static boolean check_changing = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; + int i, j; + + if (check_changing) /* prevent this function from running into a loop */ return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + check_changing = TRUE; - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_LEERRAUM; + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_element; - DrawPlayer(player); + if (!IN_LEV_FIELD(xx, yy)) + continue; - if (!player->MovPos) - { - player->last_jx = jx; - player->last_jy = jy; + border_element = Feld[xx][yy]; - if (Feld[jx][jy] == EL_AUSGANG_AUF) + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].change_events & CE_OTHER_IS_TOUCHING && + !change_center_element) { - RemoveHero(player); + for (j=0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; + if (change->events & CE_OTHER_IS_TOUCHING && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; + + break; + } + } } - } -} -void ScrollScreen(struct PlayerInfo *player, int mode) -{ - static unsigned long screen_frame_counter = 0; + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + element_info[border_element].change_events & CE_OTHER_IS_TOUCHING) + { + for (j=0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; - if (mode == SCROLL_INIT) - { - screen_frame_counter = FrameCounter; - ScreenMovDir = player->MovDir; - ScreenMovPos = player->MovPos; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - return; + if (change->events & CE_OTHER_IS_TOUCHING && + change->trigger_element == center_element) + { + CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j); + break; + } + } + } } - else if (!FrameReached(&screen_frame_counter, 1)) - return; - if (ScreenMovPos) - { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8; - ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); - redraw_mask |= REDRAW_FIELD; - } - else - ScreenMovDir = MV_NO_MOVING; + if (change_center_element) + CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING, + center_element_change_page); + + check_changing = FALSE; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3783,46 +6786,62 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (DONT_TOUCH(element)) - { - if (MovDir[x][y] == harmless[i]) - continue; +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif - killx = x; - killy = y; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + { + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx, goody)) - KillHero(PLAYERINFO(goodx, goody)); + if (IS_PLAYER(good_x, good_y)) + { + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); + + if (player->shield_deadly_time_left > 0) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) + KillHero(player); + } else - Bang(goodx, goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -3830,66 +6849,117 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; + if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ + return; + for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (IS_PLAYER(x, y)) - { - killx = x; - killy = y; - break; - } - else if (element == EL_PINGUIN) + test_element = Feld[test_x][test_y]; + + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx, killy)) - KillHero(PLAYERINFO(killx, killy)); + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + ; +#endif + + if (player->shield_deadly_time_left > 0) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) + KillHero(player); + } else - Bang(killx, killy); + Bang(kill_x, kill_y); } } -void TestIfHeroHitsBadThing(int x, int y) +void TestIfHeroTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +{ + TestIfGoodThingHitsBadThing(x, y, move_dir); +} + +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx = badx, killy = bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -3902,48 +6972,62 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) { int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; element = Feld[x][y]; - if (IS_AMOEBOID(element) || element == EL_LIFE || - element == EL_AMOEBING || element == EL_TROPFEN) + if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE || + element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx, bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + 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_normal_time_left = 0; + player->shield_deadly_time_left = 0; Bang(jx, jy); BuryHero(player); } +static void KillHeroUnlessProtected(int x, int y) +{ + if (!PLAYER_PROTECTED(x, y)) + KillHero(PLAYERINFO(x, y)); +} + void BuryHero(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - if (player->gone) + if (!player->active) return; - PlaySoundLevel(jx, jy, SND_AUTSCH); - PlaySoundLevel(jx, jy, SND_LACHEN); +#if 1 + PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else + PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); +#endif + PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -3954,11 +7038,14 @@ void RemoveHero(struct PlayerInfo *player) int jx = player->jx, jy = player->jy; int i, found = FALSE; - player->gone = TRUE; - StorePlayer[jx][jy] = 0; + player->present = FALSE; + player->active = FALSE; + + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; for (i=0; i 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) { + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; - if (!player->MovPos) + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos == 0) /* last pushing move finished */ player->Pushing = FALSE; - if (mode == DF_NO_PUSH) + if (mode == DF_NO_PUSH) /* player just stopped pushing */ { + player->Switching = FALSE; player->push_delay = 0; + return MF_NO_ACTION; } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) +#endif + { + int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); + int tube_leave_directions[][2] = + { + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } + }; + + while (tube_leave_directions[i][0] != tube_element) + { + i++; + if (tube_leave_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_leave_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + } + element = Feld[x][y]; - switch(element) + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0)) + return MF_NO_ACTION; + + switch (element) { - case EL_LEERRAUM: + case EL_ROBOT_WHEEL: + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); + return MF_ACTION; break; - case EL_ERDREICH: - Feld[x][y] = EL_LEERRAUM; + case EL_SP_TERMINAL: + { + int xx, yy; + + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); + + for (yy=0; yygems_still_needed -= (element == EL_DIAMANT ? 3 : 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); - PlaySoundLevel(x, y, SND_PONG); + case EL_CONVEYOR_BELT_1_SWITCH_LEFT: + case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_2_SWITCH_LEFT: + case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_2_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_3_SWITCH_LEFT: + case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_3_SWITCH_RIGHT: + case EL_CONVEYOR_BELT_4_SWITCH_LEFT: + case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: + case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); + } + return MF_ACTION; break; - case EL_DYNAMIT_AUS: - RemoveField(x, y); - player->dynamite++; - RaiseScoreElement(EL_DYNAMIT); - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); - PlaySoundLevel(x, y, SND_PONG); + case EL_SWITCHGATE_SWITCH_UP: + case EL_SWITCHGATE_SWITCH_DOWN: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); + } + return MF_ACTION; break; - case EL_DYNABOMB_NR: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x, y, SND_PONG); + case EL_LIGHT_SWITCH: + case EL_LIGHT_SWITCH_ACTIVE: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); + } + return MF_ACTION; break; - case EL_DYNABOMB_SZ: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x, y, SND_PONG); + case EL_TIMEGATE_SWITCH: + ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); + + return MF_ACTION; break; - case EL_DYNABOMB_XL: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x, y, SND_PONG); + case EL_BALLOON_SWITCH_LEFT: + case EL_BALLOON_SWITCH_RIGHT: + case EL_BALLOON_SWITCH_UP: + case EL_BALLOON_SWITCH_DOWN: + case EL_BALLOON_SWITCH_ANY: + if (element == EL_BALLOON_SWITCH_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + MV_NO_MOVING); + PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); + + return MF_ACTION; break; - case EL_SCHLUESSEL1: - case EL_SCHLUESSEL2: - case EL_SCHLUESSEL3: - case EL_SCHLUESSEL4: - { - int key_nr = element-EL_SCHLUESSEL1; + case EL_SP_PORT_LEFT: + case EL_SP_PORT_RIGHT: + case EL_SP_PORT_UP: + case EL_SP_PORT_DOWN: + case EL_SP_PORT_HORIZONTAL: + case EL_SP_PORT_VERTICAL: + case EL_SP_PORT_ANY: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_GRAVITY_PORT_DOWN: + if ((dx == -1 && + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dx == +1 && + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dy == -1 && + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + (dy == +1 && + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExt(drawto, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExt(window, gc, - DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - PlaySoundLevel(x, y, SND_PONG); + 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) + level.gravity = !level.gravity; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); break; - } - case EL_ABLENK_AUS: - Feld[x][y] = EL_ABLENK_EIN; - ZX = x; - ZY = y; + case EL_TUBE_ANY: + case EL_TUBE_VERTICAL: + case EL_TUBE_HORIZONTAL: + case EL_TUBE_VERTICAL_LEFT: + case EL_TUBE_VERTICAL_RIGHT: + case EL_TUBE_HORIZONTAL_UP: + case EL_TUBE_HORIZONTAL_DOWN: + case EL_TUBE_LEFT_UP: + case EL_TUBE_LEFT_DOWN: + case EL_TUBE_RIGHT_UP: + case EL_TUBE_RIGHT_DOWN: + { + int i = 0; + int tube_enter_directions[][2] = + { + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP }, + { -1, MV_NO_MOVING } + }; + + while (tube_enter_directions[i][0] != element) + { + i++; + if (tube_enter_directions[i][0] == -1) /* should not happen */ + break; + } + + if (!(tube_enter_directions[i][1] & move_direction)) + return MF_NO_ACTION; /* tube has no opening in this direction */ + + PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); + } + break; + + case EL_LAMP: + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; - case EL_FELSBROCKEN: - case EL_BOMBE: - case EL_KOKOSNUSS: - case EL_ZEIT_LEER: - if (dy || mode == DF_SNAP) - return MF_NO_ACTION; + case EL_TIME_ORB_FULL: + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + DrawLevelField(x, y); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); + return MF_ACTION; + break; + + default: - player->Pushing = TRUE; + if (IS_WALKABLE(element)) + { + int sound_action = ACTION_WALKING; - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; + if (element >= EL_GATE_1 && element <= EL_GATE_4) + { + if (!player->key[element - EL_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + { + if (!player->key[element - EL_GATE_1_GRAY]) + return MF_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + { + 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[element].sound[sound_action] != SND_UNDEFINED) + PlaySoundLevelElementAction(x, y, element, sound_action); + else + PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); + + break; + } + else if (IS_PASSABLE(element)) + { + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + return MF_NO_ACTION; + + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) + { + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) + { + if (!player->key[element - EL_EM_GATE_1_GRAY]) + return MF_NO_ACTION; + } + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevelAction(x, y, ACTION_PASSING); + + break; + } + else if (IS_DIGGABLE(element)) + { + RemoveField(x, y); + + if (mode != DF_SNAP) + { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else + GfxElement[x][y] = + (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif + player->is_digging = TRUE; + } + + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + + break; + } + else if (IS_COLLECTIBLE(element)) + { + RemoveField(x, y); + + if (mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } + + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + player->use_disk_red_graphic = (element == EL_SP_DISK_RED); + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || + (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + { + int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? + element - EL_KEY_1 : element - EL_EM_KEY_1); - if (real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } + player->key[key_nr] = TRUE; - if (player->push_delay == 0) - player->push_delay = FrameCounter; - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) - return MF_NO_ACTION; + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + key_nr)); + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; - RemoveField(x, y); - Feld[x+dx][y+dy] = element; + for (i=0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - player->push_delay_value = 2+RND(8); + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; - DrawLevelField(x+dx, y+dy); - if (element == EL_FELSBROCKEN) - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); - else if (element == EL_KOKOSNUSS) - PlaySoundLevel(x+dx, y+dy, SND_KNURK); - else - PlaySoundLevel(x+dx, y+dy, SND_KLOPF); - break; + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); + } - case EL_PFORTE1: - case EL_PFORTE2: - case EL_PFORTE3: - case EL_PFORTE4: - if (!player->key[element-EL_PFORTE1]) - return MF_NO_ACTION; - break; + RaiseScoreElement(element); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - case EL_PFORTE1X: - case EL_PFORTE2X: - case EL_PFORTE3X: - case EL_PFORTE4X: - if (!player->key[element-EL_PFORTE1X]) - return MF_NO_ACTION; - break; + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); - case EL_AUSGANG_ZU: - case EL_AUSGANG_ACT: - /* door is not (yet) open */ - return MF_NO_ACTION; - break; + break; + } + else if (IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MF_NO_ACTION; - case EL_AUSGANG_AUF: - if (mode == DF_SNAP) - return MF_NO_ACTION; + if (CAN_FALL(element) && dy) + return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_BUING); + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; - /* - player->gone = TRUE; - PlaySoundLevel(x, y, SND_BUING); + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; - */ + if (!player->Pushing && + game.engine_version >= RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); - break; + player->Pushing = TRUE; - case EL_BIRNE_AUS: - Feld[x][y] = EL_BIRNE_EIN; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DENG); - return MF_ACTION; - break; + if (!(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_ZEIT_VOLL: - Feld[x][y] = EL_ZEIT_LEER; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - DrawLevelField(x, y); - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); - return MF_ACTION; - break; + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; - case EL_SOKOBAN_FELD_LEER: - break; + if (player->push_delay == 0) /* new pushing; restart delay */ + player->push_delay = FrameCounter; - case EL_SOKOBAN_FELD_VOLL: - case EL_SOKOBAN_OBJEKT: - case EL_SONDE: - if (mode == DF_SNAP) - return MF_NO_ACTION; + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + return MF_NO_ACTION; - player->Pushing = TRUE; + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - 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; + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } - if (dx && real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } - else if (dy && real_dx) - { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) - return MF_NO_ACTION; - } + Feld[x][y] = EL_SOKOBAN_OBJECT; - if (player->push_delay == 0) - player->push_delay = FrameCounter; - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing) - return MF_NO_ACTION; + if (Back[x][y] == Back[nextx][nexty]) + PlaySoundLevelAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FELD_VOLL) - { - Feld[x][y] = EL_SOKOBAN_FELD_LEER; - local_player->sokobanfields_still_needed++; + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + } } else - RemoveField(x, y); + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) - { - Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_DENG); - } + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); else - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; - } - else - { - RemoveField(x, y); - Feld[x+dx][y+dy] = element; - } + MovPos[x][y] = (dx != 0 ? dx : dy); - player->push_delay_value = 2; + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; - DrawLevelField(x, y); - DrawLevelField(x+dx, y+dy); - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); + if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); + CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game_emulation == EMU_SOKOBAN) + break; + } + else { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_BUING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); + CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); } - break; - - case EL_MAULWURF: - case EL_PINGUIN: - case EL_SCHWEIN: - case EL_DRACHE: - break; - - default: return MF_NO_ACTION; - break; } player->push_delay = 0; + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + return MF_MOVING; } @@ -4264,8 +7653,15 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + return FALSE; - if (player->gone || !IN_LEV_FIELD(x, y)) + if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; if (dx && dy) @@ -4273,137 +7669,274 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; + + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif + } + +#if 0 + printf("::: trying to snap...\n"); +#endif + return FALSE; } if (player->snapped) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; + +#if 1 + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif - if (!DigField(player, x, y, 0, 0, DF_SNAP)) + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; player->snapped = TRUE; +#if 1 + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif + 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; + + if (!player->active || player->MovPos) + return FALSE; - if (player->gone || player->MovPos) + old_element = Feld[jx][jy]; + + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) 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) || - element == EL_DYNAMIT || element == EL_DYNABOMB || - element == EL_EXPLODING) + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) return FALSE; - if (element != EL_LEERRAUM) - Store[jx][jy] = element; + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ + + MovDelay[jx][jy] = 96; + + ResetGfxAnimation(jx, jy); + ResetRandomAnimationValue(jx, jy); - if (player->dynamite) + if (player->inventory_size > 0) { - Feld[jx][jy] = EL_DYNAMIT; - MovDelay[jx][jy] = 96; - player->dynamite--; - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FS_SMALL, FC_YELLOW); + int new_element = player->inventory_element[--player->inventory_size]; + +#if 1 + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); +#else + Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : + EL_DYNAMITE_ACTIVE); +#endif + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + + PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); } - else + else /* player is dropping a dyna bomb */ { - Feld[jx][jy] = EL_DYNABOMB; - Store2[jx][jy] = player->element_nr; /* for DynaExplode() */ - MovDelay[jx][jy] = 96; player->dynabombs_left--; + + Feld[jx][jy] = + EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + + PlaySoundLevelAction(jx, jy, ACTION_DROPPING); } 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 InitPlaySoundLevel() +{ + int num_sounds = getSoundListSize(); + + if (loop_sound_frame != NULL) + free(loop_sound_frame); + + if (loop_sound_volume != NULL) + free(loop_sound_volume); + + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); +} + +static void PlaySoundLevel(int x, int y, int nr) { 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; - -#ifndef 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. */ - volume -= volume*(dx > dy ? dx : dy)/silence_distance; + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; + + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; } - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + PlaySoundExt(nr, volume, stereo_position, type); +} + +static void PlaySoundLevelNearest(int x, int y, int sound_action) +{ + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + x > LEVELX(BX2) ? LEVELX(BX2) : x, + y < LEVELY(BY1) ? LEVELY(BY1) : + y > LEVELY(BY2) ? LEVELY(BY2) : y, + sound_action); +} + +static void PlaySoundLevelAction(int x, int y, int action) +{ + PlaySoundLevelElementAction(x, y, Feld[x][y], action); +} + +static void PlaySoundLevelElementAction(int x, int y, int element, int action) +{ + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED) + PlaySoundLevel(x, y, sound_effect); +} + +static void PlaySoundLevelActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[Feld[x][y]].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlaySoundLevel(x, y, sound_effect); +} + +static void StopSoundLevelActionIfLoop(int x, int y, int action) +{ + int sound_effect = element_info[Feld[x][y]].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); } void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), - FS_SMALL, FC_YELLOW); + DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); } 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_DIAMANT: - RaiseScore(level.score[SC_DIAMANT]); + case EL_DIAMOND: + RaiseScore(level.score[SC_DIAMOND]); break; - case EL_KAEFER: - case EL_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); break; - case EL_FLIEGER: - case EL_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); break; - case EL_MAMPFER: - case EL_MAMPFER2: - RaiseScore(level.score[SC_MAMPFER]); + case EL_BUG: + case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: + RaiseScore(level.score[SC_BUG]); + break; + case EL_SPACESHIP: + case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: + RaiseScore(level.score[SC_SPACESHIP]); + break; + case EL_YAMYAM: + case EL_DARK_YAMYAM: + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -4411,15 +7944,283 @@ 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_EXTRA_TIME: + RaiseScore(level.score[SC_TIME_BONUS]); + break; + case EL_KEY_1: + case EL_KEY_2: + case EL_KEY_3: + case EL_KEY_4: + RaiseScore(level.score[SC_KEY]); + break; + default: + RaiseScore(element_info[element].collect_score); + break; + } +} + +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = GAME_MODE_MAIN; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != GAME_MODE_PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + RequestQuitGame(TRUE); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#if defined(PLATFORM_UNIX) + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(TAPE_TOGGLE_MANUAL); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeMusic(); + } + else if (audio.music_available) + { + setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); + PlayMusic(level_nr); + } break; - case EL_DYNAMIT: - RaiseScore(level.score[SC_DYNAMIT]); + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (audio.loops_available) + { + setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; - case EL_SCHLUESSEL: - RaiseScore(level.score[SC_SCHLUESSEL]); + + 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: break; }