X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=eaf9ee12e8bb92dae1e76654a6dbbc120132c40b;hb=c74a890afba46c41f6ba6ef691bc89da0dd0135c;hp=855e331ab1f5d54b359e3d10b9869dd70048397d;hpb=942ec4881e3b21c130df9ae105d06c2c633fa192;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 855e331a..98751de4 100644 --- a/src/game.c +++ b/src/game.c @@ -21,32 +21,53 @@ #include "tape.h" #include "network.h" -/* this switch controls how rocks move horizontally */ -#define OLD_GAME_BEHAVIOUR FALSE - /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_STUFF ( 1) + +#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) +#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1) +#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1) +#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1) +#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1) +#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1) +#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1) +#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1) + +#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 #define DF_SNAP 2 /* for MovePlayer() */ -#define MF_NO_ACTION 0 -#define MF_MOVING 1 -#define MF_ACTION 2 +#define MP_NO_ACTION 0 +#define MP_MOVING 1 +#define MP_ACTION 2 +#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION) /* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 -/* for Explode() */ +/* for Bang()/Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_DYNA (1 << 4) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -59,7 +80,8 @@ #define YY_KEYS 123 #define XX_SCORE 15 #define YY_SCORE 159 -#define XX_TIME 29 +#define XX_TIME1 29 +#define XX_TIME2 30 #define YY_TIME 194 /* special positions in the game control window (relative to main window) */ @@ -73,87 +95,171 @@ #define DY_KEYS (DY + YY_KEYS) #define DX_SCORE (DX + XX_SCORE) #define DY_SCORE (DY + YY_SCORE) -#define DX_TIME (DX + XX_TIME) +#define DX_TIME1 (DX + XX_TIME1) +#define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) +/* values for delayed check of falling and moving elements and for collision */ +#define CHECK_DELAY_MOVING 3 +#define CHECK_DELAY_FALLING 3 +#define CHECK_DELAY_COLLISION 2 + /* values for initial player move delay (initial delay counter value) */ #define INITIAL_MOVE_DELAY_OFF -1 #define INITIAL_MOVE_DELAY_ON 0 /* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 +#if 0 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#else +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) +#endif #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define MOVE_STEPSIZE_MIN (1) +#define MOVE_STEPSIZE_MAX (TILEX) + +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ (element_info[e].move_delay_random)) +#define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\ + RND(element_info[e].ce_value_random_initial)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) +#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \ + RND((c)->delay_random)) -#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ +#if 1 +#define GET_VALID_RUNTIME_ELEMENT(e) \ + ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e)) +#else +#define GET_VALID_FILE_ELEMENT(e) \ + ((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e)) +#endif + +#define GET_TARGET_ELEMENT(e, ch) \ + ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \ + (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : (e)) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition) || \ - (DONT_COLLIDE_WITH(e) && \ - IS_FREE_OR_PLAYER(x, y)))) + (condition))) -#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \ +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ (condition))) +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) + #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) -#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) -#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID)) +#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) -#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define ANDROID_CAN_CLONE_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \ + CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT))) -#define YAMYAM_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - Feld[x][y] == EL_DIAMOND)) +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) -#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - IS_FOOD_DARK_YAMYAM(Feld[x][y]))) +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) -#define PACMAN_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ - IS_AMOEBOID(Feld[x][y]))) +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) -#define PIG_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_PIG(Feld[x][y]))) +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) -#define PENGUIN_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_PENGUIN(Feld[x][y]) || \ - Feld[x][y] == EL_EXIT_OPEN || \ - Feld[x][y] == EL_ACID)) +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) -#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_DARK_YAMYAM(Feld[x][y]))) +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) -#define MOLE_CAN_ENTER_FIELD(x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) +#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ + Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) + +#if 0 +#define GROUP_NR(e) ((e) - EL_GROUP_START) +#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) +#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) + +#define IS_EQUAL_OR_IN_GROUP(e, ge) \ + (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) +#endif + +#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) + +#define CE_ENTER_FIELD_COND(e, x, y) \ + (!IS_PLAYER(x, y) && \ + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) + +#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -167,24 +273,53 @@ /* forward declaration for internal use */ +static void CreateField(int, int, int); + +static void SetPlayerWaiting(struct PlayerInfo *, boolean); +static void AdvanceFrameAndPlayerCounters(int); + static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); static boolean MovePlayer(struct PlayerInfo *, int, int); static void ScrollPlayer(struct PlayerInfo *, int); static void ScrollScreen(struct PlayerInfo *, int); +int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); -static void KillHeroUnlessProtected(int, int); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); +static void KillPlayerUnlessEnemyProtected(int, int); +static void KillPlayerUnlessExplosionProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); - -static void ChangeElement(int, int, int); -static boolean CheckTriggeredElementSideChange(int, int, int, int, int); -static boolean CheckTriggeredElementChange(int, int, int, int); -static boolean CheckElementSideChange(int, int, int, int, int, int); -static boolean CheckElementChange(int, int, int, int); +static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif + +static void HandleElementChange(int, int, int); +static void ExecuteCustomElementAction(int, int, int, int); +static boolean ChangeElement(int, int, int, int); + +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s) static void PlayLevelSound(int, int, int); static void PlayLevelSoundNearest(int, int, int); @@ -198,6 +333,32 @@ static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); +int AmoebeNachbarNr(int, int); +void AmoebeUmwandeln(int, int); +void ContinueMoving(int, int); +void Bang(int, int); +void InitMovDir(int, int); +void InitAmoebaNr(int, int); +int NewHiScore(void); + +void TestIfGoodThingHitsBadThing(int, int, int); +void TestIfBadThingHitsGoodThing(int, int, int); +void TestIfPlayerTouchesBadThing(int, int); +void TestIfPlayerRunsIntoBadThing(int, int, int); +void TestIfBadThingTouchesPlayer(int, int); +void TestIfBadThingRunsIntoPlayer(int, int, int); +void TestIfFriendTouchesBadThing(int, int); +void TestIfBadThingTouchesFriend(int, int); +void TestIfBadThingTouchesOtherBadThing(int, int); + +void KillPlayer(struct PlayerInfo *); +void BuryPlayer(struct PlayerInfo *); +void RemovePlayer(struct PlayerInfo *); + +boolean SnapField(struct PlayerInfo *, int, int); +boolean DropElement(struct PlayerInfo *); + + static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; @@ -207,19 +368,24 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; /* ------------------------------------------------------------------------- */ /* forward declaration for changer functions */ -static void InitBuggyBase(int x, int y); -static void WarnBuggyBase(int x, int y); +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); + +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); -static void InitTrap(int x, int y); -static void ActivateTrap(int x, int y); -static void ChangeActiveTrap(int x, int y); +static void InitTimegateWheel(int, int); +static void RunTimegateWheel(int, int); -static void InitRobotWheel(int x, int y); -static void RunRobotWheel(int x, int y); -static void StopRobotWheel(int x, int y); +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); -static void InitTimegateWheel(int x, int y); -static void RunTimegateWheel(int x, int y); +static void InitDiagonalMovingElement(int, int); struct ChangingElementInfo { @@ -386,6 +552,38 @@ static struct ChangingElementInfo change_delay_list[] = RunTimegateWheel, NULL }, + { + EL_EMC_MAGIC_BALL_ACTIVE, + EL_EMC_MAGIC_BALL_ACTIVE, + 0, + InitMagicBallDelay, + NULL, + ActivateMagicBall + }, + { + EL_EMC_SPRING_BUMPER_ACTIVE, + EL_EMC_SPRING_BUMPER, + 8, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_SHRINKING, + EL_UNDEFINED, + 0, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_GROWING, + EL_UNDEFINED, + 0, + NULL, + NULL, + InitDiagonalMovingElement + }, { EL_UNDEFINED, @@ -454,16 +652,143 @@ collect_count_list[] = { EL_UNDEFINED, 0 }, }; -static unsigned long trigger_events[MAX_NUM_ELEMENTS]; +struct +{ + int element; + int direction; +} +access_direction_list[] = +{ + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NONE } +}; + +static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; -#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ - CH_EVENT_BIT(CE_DELAY)) +#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY]) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ IS_JUST_CHANGING(x, y)) #define CE_PAGE(e, ce) (element_info[e].event_page[ce]) +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; + +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) \ + +#ifdef DEBUG +void DEBUG_SetMaximumDynamite() +{ + int i; + + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +} +#endif + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } +} + +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; +} + +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; + + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + } +} void GetPlayerConfig() { @@ -527,7 +852,7 @@ static int getBeltDirFromBeltSwitchElement(int element) static int belt_move_dir[3] = { MV_LEFT, - MV_NO_MOVING, + MV_NONE, MV_RIGHT }; @@ -550,7 +875,10 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } else { - stored_player[0].use_murphy_graphic = TRUE; + stored_player[0].use_murphy = TRUE; + + if (!level.use_artwork_element[0]) + stored_player[0].artwork_element = EL_SP_MURPHY; } Feld[x][y] = EL_PLAYER_1; @@ -564,6 +892,23 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) player->present = TRUE; + player->block_last_field = (element == EL_SP_MURPHY ? + level.sp_block_last_field : + level.block_last_field); + + /* ---------- initialize player's last field block delay --------------- */ + + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; + + /* special case 1: in Supaplex, Murphy blocks last field one more frame */ + if (player->block_last_field && element == EL_SP_MURPHY) + player->block_delay_adjustment = 1; + + /* special case 2: in game engines before 3.1.1, blocking was different */ + if (game.use_block_last_field_bug) + player->block_delay_adjustment = (player->block_last_field ? -1 : 1); + if (!options.network || player->connected) { player->active = TRUE; @@ -584,6 +929,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; player->jy = player->last_jy = y; } @@ -603,6 +949,18 @@ static void InitField(int x, int y, boolean init_game) InitPlayerField(x, y, element, init_game); break; + case EL_SOKOBAN_FIELD_PLAYER: + element = Feld[x][y] = EL_PLAYER_1; + InitField(x, y, init_game); + + element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; + InitField(x, y, init_game); + break; + + case EL_SOKOBAN_FIELD_EMPTY: + local_player->sokobanfields_still_needed++; + break; + case EL_STONEBLOCK: if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID) Feld[x][y] = EL_ACID_POOL_TOPLEFT; @@ -616,41 +974,45 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; break; + case EL_BUG: case EL_BUG_RIGHT: case EL_BUG_UP: case EL_BUG_LEFT: case EL_BUG_DOWN: - case EL_BUG: + case EL_SPACESHIP: case EL_SPACESHIP_RIGHT: case EL_SPACESHIP_UP: case EL_SPACESHIP_LEFT: case EL_SPACESHIP_DOWN: - case EL_SPACESHIP: + case EL_BD_BUTTERFLY: 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: 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_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE: case EL_MOLE_LEFT: case EL_MOLE_RIGHT: case EL_MOLE_UP: case EL_MOLE_DOWN: - case EL_MOLE: InitMovDir(x, y); break; @@ -668,15 +1030,20 @@ static void InitField(int x, int y, boolean init_game) break; case EL_DYNAMITE_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: MovDelay[x][y] = 96; break; - case EL_LAMP: - local_player->lights_still_needed++; + case EL_EM_DYNAMITE_ACTIVE: + MovDelay[x][y] = 32; break; - case EL_SOKOBAN_FIELD_EMPTY: - local_player->sokobanfields_still_needed++; + case EL_LAMP: + local_player->lights_still_needed++; break; case EL_PENGUIN: @@ -688,27 +1055,6 @@ static void InitField(int x, int y, boolean init_game) GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; -#if 0 - case EL_SP_EMPTY: - Feld[x][y] = EL_EMPTY; - break; -#endif - -#if 0 - 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; -#endif - case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: @@ -749,87 +1095,431 @@ static void InitField(int x, int y, boolean init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; + break; + + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; + default: +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + { + if (CAN_MOVE(element)) + InitMovDir(x, y); + +#if USE_NEW_CUSTOM_VALUE + if (!element_info[element].use_last_ce_value || init_game) + CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); +#endif + } +#else if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) InitMovDir(x, y); +#endif + else if (IS_GROUP_ELEMENT(element)) + { + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); + + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + + group->choice_pos++; + + Feld[x][y] = group->element_resolved[element_pos]; + + InitField(x, y, init_game); + } break; } -} -void DrawGameDoorValues() -{ - int i, j; +#if 1 + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); +#endif - for (i = 0; i < MAX_PLAYERS; i++) - for (j = 0; j < 4; j++) - if (stored_player[i].key[j]) - DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + j)); +#if 0 - DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(local_player->gems_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); -} +#if USE_NEW_CUSTOM_VALUE +#if 1 + CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]); +#else + CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial; +#endif -/* - ============================================================================= - InitGameEngine() - ----------------------------------------------------------------------------- - initialize game engine due to level / tape version number - ============================================================================= -*/ +#endif -static void InitGameEngine() -{ - int i, j, k; +#endif +} - /* set game engine from tape file when re-playing, else from level file */ - game.engine_version = (tape.playing ? tape.engine_version : - level.game_version); +static inline void InitField_WithBug1(int x, int y, boolean init_game) +{ + InitField(x, y, init_game); - /* dynamically adjust element properties according to game engine version */ - InitElementPropertiesEngine(game.engine_version); + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +} -#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 +static inline void InitField_WithBug2(int x, int y, boolean init_game) +{ + int old_element = Feld[x][y]; - /* ---------- initialize player's initial move delay --------------------- */ + InitField(x, y, init_game); - /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : - INITIAL_MOVE_DELAY_OFF); + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); - /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + /* this case is in fact a combination of not less than three bugs: + first, it calls InitMovDir() for elements that can move, although this is + already done by InitField(); then, it checks the element that was at this + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ +} - /* ---------- initialize player's initial push delay --------------------- */ +inline void DrawGameValue_Emeralds(int value) +{ + DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} - /* dynamically adjust player properties according to game engine version */ - game.initial_push_delay_value = - (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); +inline void DrawGameValue_Dynamite(int value) +{ + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} - /* ---------- initialize changing elements ------------------------------- */ +inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int i; - /* initialize changing elements information */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) + /* currently only 4 of 8 possible keys are displayed */ + for (i = 0; i < STD_NUM_KEYS; i++) { - struct ElementInfo *ei = &element_info[i]; + if (key[i]) + DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + i)); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS, + MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS); + } +} - /* this pointer might have been changed in the level editor */ - ei->change = &ei->change_page[0]; +inline void DrawGameValue_Score(int value) +{ + DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); +} + +inline void DrawGameValue_Time(int value) +{ + if (value < 1000) + DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); + else + DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); +} + +inline void DrawGameValue_Level(int value) +{ + if (level_nr < 100) + DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); + else + { + /* misuse area for displaying emeralds to draw bigger level number */ + DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, + int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + + /* now copy it to the area for displaying level number */ + BlitBitmap(drawto, drawto, + DX_EMERALDS, DY_EMERALDS + 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, + DX_LEVEL - 1, DY_LEVEL + 1); + + /* restore the area for displaying emeralds */ + DrawGameValue_Emeralds(local_player->gems_still_needed); + + /* yes, this is all really ugly :-) */ + } +} + +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; + + for (i = 0; i < MAX_NUM_KEYS; i++) + key[i] = key_bits & (1 << i); + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(emeralds); + DrawGameValue_Dynamite(dynamite); + DrawGameValue_Score(score); + DrawGameValue_Time(time); + + DrawGameValue_Keys(key); +} + +void DrawGameDoorValues() +{ + int i; + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + DrawGameDoorValues_EM(); + + return; + } + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(local_player->gems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); + + for (i = 0; i < MAX_PLAYERS; i++) + DrawGameValue_Keys(stored_player[i].key); +} + +#if 0 +static void resolve_group_element(int group_element, int recursion_depth) +{ + static int group_nr; + static struct ElementGroupInfo *group; + struct ElementGroupInfo *actual_group = element_info[group_element].group; + int i; + + if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */ + { + Error(ERR_WARN, "recursion too deep when resolving group element %d", + group_element - EL_GROUP_START + 1); + + /* replace element which caused too deep recursion by question mark */ + group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; + + return; + } + + if (recursion_depth == 0) /* initialization */ + { + group = element_info[group_element].group; + group_nr = group_element - EL_GROUP_START; + + group->num_elements_resolved = 0; + group->choice_pos = 0; + } + + for (i = 0; i < actual_group->num_elements; i++) + { + int element = actual_group->element[i]; + + if (group->num_elements_resolved == NUM_FILE_ELEMENTS) + break; + + if (IS_GROUP_ELEMENT(element)) + resolve_group_element(element, recursion_depth + 1); + else + { + group->element_resolved[group->num_elements_resolved++] = element; + element_info[element].in_group[group_nr] = TRUE; + } + } +} +#endif + +/* + ============================================================================= + InitGameEngine() + ----------------------------------------------------------------------------- + initialize game engine due to level / tape version number + ============================================================================= +*/ + +static void InitGameEngine() +{ + int i, j, k, l, x, y; + + /* set game engine from tape file when re-playing, else from level file */ + game.engine_version = (tape.playing ? tape.engine_version : + level.game_version); + + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ + + /* + Summary of bugfix/change: + Fixed handling for custom elements that change when pushed by the player. + + Fixed/changed in version: + 3.1.0 + + Description: + Before 3.1.0, custom elements that "change when pushing" changed directly + after the player started pushing them (until then handled in "DigField()"). + Since 3.1.0, these custom elements are not changed until the "pushing" + move of the element is finished (now handled in "ContinueMoving()"). + + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 3.1.0, which might use the old behaviour before it was changed; known tapes + that are affected are some tapes from the level set "Walpurgis Gardens" by + Jamie Cullen. + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 3.1.0 or + above (including some development versions of 3.1.0), but before it was + known that this change would break tapes like the above and was fixed in + 3.1.1, so that the changed behaviour was active although the engine version + while recording maybe was before 3.1.0. There is at least one tape that is + affected by this exception, which is the tape for the one-level set "Bug + Machine" by Juergen Bonhagen. + */ + + game.use_change_when_pushing_bug = + (game.engine_version < VERSION_IDENT(3,1,0,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(3,1,0,0) && + tape.game_version < VERSION_IDENT(3,1,1,0))); + + /* + Summary of bugfix/change: + Fixed handling for blocking the field the player leaves when moving. + + Fixed/changed in version: + 3.1.1 + + Description: + Before 3.1.1, when "block last field when moving" was enabled, the field + the player is leaving when moving was blocked for the time of the move, + and was directly unblocked afterwards. This resulted in the last field + being blocked for exactly one less than the number of frames of one player + move. Additionally, even when blocking was disabled, the last field was + blocked for exactly one frame. + Since 3.1.1, due to changes in player movement handling, the last field + is not blocked at all when blocking is disabled. When blocking is enabled, + the last field is blocked for exactly the number of frames of one player + move. Additionally, if the player is Murphy, the hero of Supaplex, the + last field is blocked for exactly one more than the number of frames of + one player move. + + Affected levels/tapes: + (!!! yet to be determined -- probably many !!!) + */ + + game.use_block_last_field_bug = + (game.engine_version < VERSION_IDENT(3,1,1,0)); + + /* + Summary of bugfix/change: + Changed behaviour of CE changes with multiple changes per single frame. + + Fixed/changed in version: + 3.2.0-6 + + Description: + Before 3.2.0-6, only one single CE change was allowed in each engine frame. + This resulted in race conditions where CEs seem to behave strange in some + situations (where triggered CE changes were just skipped because there was + already a CE change on that tile in the playfield in that engine frame). + Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME. + (The number of changes per frame must be limited in any case, because else + it is easily possible to define CE changes that would result in an infinite + loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value + should be set large enough so that it would only be reached in cases where + the corresponding CE change conditions run into a loop. Therefore, it seems + to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the + maximal number of change pages for custom elements.) + + Affected levels/tapes: + Probably many. + */ + +#if USE_ONLY_ONE_CHANGE_PER_FRAME + game.max_num_changes_per_frame = 1; +#else + game.max_num_changes_per_frame = + (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32); +#endif + + /* ---------------------------------------------------------------------- */ + + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + +#if 0 + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); +#endif + +#if 0 + /* ---------- recursively resolve group elements ------------------------- */ + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + for (j = 0; j < NUM_GROUP_ELEMENTS; j++) + element_info[i].in_group[j] = FALSE; + + for (i = 0; i < NUM_GROUP_ELEMENTS; i++) + resolve_group_element(EL_GROUP_START + i, 0); +#endif + + /* ---------- initialize player's initial move delay --------------------- */ + +#if 1 + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + get_move_delay_from_stepsize(level.initial_player_stepsize); +#else + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); + + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + + /* ---------- initialize changing elements ------------------------------- */ + + /* initialize changing elements information */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; if (!IS_CUSTOM_ELEMENT(i)) { @@ -839,9 +1529,10 @@ static void InitGameEngine() ei->change->delay_frames = 1; } - ei->change_events = CE_BITMASK_DEFAULT; for (j = 0; j < NUM_CHANGE_EVENTS; j++) { + ei->has_change_event[j] = FALSE; + ei->event_page_nr[j] = 0; ei->event_page[j] = &ei->change_page[0]; } @@ -860,10 +1551,29 @@ static void InitGameEngine() 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); + ei->change->can_change = TRUE; + ei->change->can_change_or_has_action = TRUE; + + ei->has_change_event[CE_DELAY] = TRUE; + + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); + } + + /* ---------- initialize internal run-time variables ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].can_change_or_has_action = + (ei->change_page[j].can_change | + ei->change_page[j].has_action); + } } -#if 1 /* add change events from custom element configuration */ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { @@ -871,16 +1581,16 @@ static void InitGameEngine() for (j = 0; j < ei->num_change_pages; j++) { - if (!ei->change_page[j].can_change) + if (!ei->change_page[j].can_change_or_has_action) continue; for (k = 0; k < NUM_CHANGE_EVENTS; k++) { /* only add event page for the first page found with this event */ - if (ei->change_page[j].events & CH_EVENT_BIT(k) && - !(ei->change_events & CH_EVENT_BIT(k))) + if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k])) { - ei->change_events |= CH_EVENT_BIT(k); + ei->has_change_event[k] = TRUE; + ei->event_page_nr[k] = j; ei->event_page[k] = &ei->change_page[j]; } @@ -888,26 +1598,28 @@ static void InitGameEngine() } } -#else + /* ---------- initialize run-time trigger player and element ------------- */ - /* add change events from custom element configuration */ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { - int element = EL_CUSTOM_START + i; + struct ElementInfo *ei = &element_info[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); + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_PLAYER_1; + ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; + ei->change_page[j].actual_trigger_ce_value = 0; + } } -#endif /* ---------- initialize trigger events ---------------------------------- */ /* initialize trigger events information */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) - trigger_events[i] = EP_BITMASK_DEFAULT; + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; -#if 1 /* add trigger events from element change event properties */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { @@ -915,24 +1627,32 @@ static void InitGameEngine() for (j = 0; j < ei->num_change_pages; j++) { - if (!ei->change_page[j].can_change) + if (!ei->change_page[j].can_change_or_has_action) continue; - if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) { int trigger_element = ei->change_page[j].trigger_element; - trigger_events[trigger_element] |= ei->change_page[j].events; + for (k = 0; k < NUM_CHANGE_EVENTS; k++) + { + if (ei->change_page[j].has_event[k]) + { + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = + element_info[trigger_element].group; + + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; + } + else + trigger_events[trigger_element][k] = TRUE; + } + } } } } -#else - /* add trigger events from element change event properties */ - for (i = 0; i < MAX_NUM_ELEMENTS; i++) - if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION)) - trigger_events[element_info[i].change->trigger_element] |= - element_info[i].change->events; -#endif /* ---------- initialize push delay -------------------------------------- */ @@ -955,6 +1675,22 @@ static void InitGameEngine() element_info[e].push_delay_random = push_delay_list[i].push_delay_random; } + /* set push delay value for Supaplex elements for newer engine versions */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_SP_ELEMENT(i)) + { + /* set SP push delay to just enough to push under a falling zonk */ + int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + + element_info[i].push_delay_fixed = delay; + element_info[i].push_delay_random = 0; + } + } + } + /* ---------- initialize move stepsize ----------------------------------- */ /* initialize move stepsize values to default */ @@ -970,19 +1706,97 @@ static void InitGameEngine() element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } - /* ---------- initialize gem count --------------------------------------- */ + /* ---------- initialize collect score ----------------------------------- */ + + /* initialize collect score values for custom elements from initial value */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (IS_CUSTOM_ELEMENT(i)) + element_info[i].collect_score = element_info[i].collect_score_initial; + + /* ---------- initialize collect count ----------------------------------- */ - /* initialize gem count values for each element */ + /* initialize collect count values for non-custom elements */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (!IS_CUSTOM_ELEMENT(i)) - element_info[i].collect_count = 0; + element_info[i].collect_count_initial = 0; - /* add gem count values for all elements from pre-defined list */ + /* add collect count values for all elements from pre-defined list */ for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++) - element_info[collect_count_list[i].element].collect_count = + element_info[collect_count_list[i].element].collect_count_initial = collect_count_list[i].count; + + /* ---------- initialize access direction -------------------------------- */ + + /* initialize access direction values to default (access from every side) */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + if (!IS_CUSTOM_ELEMENT(i)) + element_info[i].access_direction = MV_ALL_DIRECTIONS; + + /* set access direction value for certain elements from pre-defined list */ + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; + + /* ---------- initialize explosion content ------------------------------- */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_CUSTOM_ELEMENT(i)) + continue; + + for (y = 0; y < 3; y++) for (x = 0; x < 3; x++) + { + /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */ + + element_info[i].content.e[x][y] = + (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW : + i == EL_PLAYER_2 ? EL_EMERALD_RED : + i == EL_PLAYER_3 ? EL_EMERALD : + i == EL_PLAYER_4 ? EL_EMERALD_PURPLE : + i == EL_MOLE ? EL_EMERALD_RED : + i == EL_PENGUIN ? EL_EMERALD_PURPLE : + i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) : + i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND : + i == EL_SP_ELECTRON ? EL_SP_INFOTRON : + i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content : + i == EL_WALL_EMERALD ? EL_EMERALD : + i == EL_WALL_DIAMOND ? EL_DIAMOND : + i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND : + i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW : + i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED : + i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE : + i == EL_WALL_PEARL ? EL_PEARL : + i == EL_WALL_CRYSTAL ? EL_CRYSTAL : + EL_EMPTY); + } + } } +int get_num_special_action(int element, int action_first, int action_last) +{ + int num_special_action = 0; + int i, j; + + for (i = action_first; i <= action_last; i++) + { + boolean found = FALSE; + + for (j = 0; j < NUM_DIRECTIONS; j++) + if (el_act_dir2img(element, i, j) != + el_act_dir2img(element, ACTION_DEFAULT, j)) + found = TRUE; + + if (found) + num_special_action++; + else + break; + } + +#if 0 + printf("::: %d->%d: %d\n", action_first, action_last, num_special_action); +#endif + + return num_special_action; +} /* ============================================================================= @@ -997,20 +1811,10 @@ void InitGame() boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ - int i, j, k, x, y; + int i, j, x, y; InitGameEngine(); -#if 0 -#if DEBUG -#if USE_NEW_AMOEBA_CODE - printf("Using new amoeba code.\n"); -#else - printf("Using old amoeba code.\n"); -#endif -#endif -#endif - /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -1019,6 +1823,7 @@ void InitGame() struct PlayerInfo *player = &stored_player[i]; player->index_nr = i; + player->index_bit = (1 << i); player->element_nr = EL_PLAYER_1 + i; player->present = FALSE; @@ -1034,7 +1839,7 @@ void InitGame() player->lights_still_needed = 0; player->friends_still_needed = 0; - for (j = 0; j < 4; j++) + for (j = 0; j < MAX_NUM_KEYS; j++) player->key[j] = FALSE; player->dynabomb_count = 0; @@ -1042,29 +1847,40 @@ void InitGame() player->dynabombs_left = 0; player->dynabomb_xl = FALSE; - player->MovDir = MV_NO_MOVING; + player->MovDir = MV_NONE; player->MovPos = 0; player->GfxPos = 0; - player->GfxDir = MV_NO_MOVING; + player->GfxDir = MV_NONE; player->GfxAction = ACTION_DEFAULT; player->Frame = 0; player->StepFrame = 0; - player->use_murphy_graphic = FALSE; + player->use_murphy = FALSE; + player->artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + player->element_nr); + + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ + + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; player->step_counter = 0; - player->last_move_dir = MV_NO_MOVING; + player->last_move_dir = MV_NONE; player->is_waiting = FALSE; player->is_moving = FALSE; + player->is_auto_moving = FALSE; player->is_digging = FALSE; player->is_snapping = FALSE; player->is_collecting = FALSE; player->is_pushing = FALSE; player->is_switching = FALSE; + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; player->is_bored = FALSE; player->is_sleeping = FALSE; @@ -1075,62 +1891,61 @@ void InitGame() player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = MV_NONE; + player->action_waiting = ACTION_DEFAULT; + player->last_action_waiting = ACTION_DEFAULT; player->special_action_bored = ACTION_DEFAULT; player->special_action_sleeping = ACTION_DEFAULT; - player->num_special_action_bored = 0; - player->num_special_action_sleeping = 0; - - /* determine number of special actions for bored and sleeping animation */ - for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++) - { - boolean found = FALSE; - - for (k = 0; k < NUM_DIRECTIONS; k++) - if (el_act_dir2img(player->element_nr, j, k) != - el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) - found = TRUE; - - if (found) - player->num_special_action_bored++; - else - break; - } - for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++) - { - boolean found = FALSE; - - for (k = 0; k < NUM_DIRECTIONS; k++) - if (el_act_dir2img(player->element_nr, j, k) != - el_act_dir2img(player->element_nr, ACTION_DEFAULT, k)) - found = TRUE; - - if (found) - player->num_special_action_sleeping++; - else - break; - } +#if 1 + /* cannot be set here -- could be modified in Init[Player]Field() below */ +#else + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); +#endif player->switch_x = -1; player->switch_y = -1; + player->drop_x = -1; + player->drop_y = -1; + player->show_envelope = 0; +#if 1 + SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE); +#else player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; - player->push_delay = 0; + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + + player->cannot_move = FALSE; +#endif + + player->push_delay = -1; /* initialized when pushing starts */ player->push_delay_value = game.initial_push_delay_value; + player->drop_delay = 0; + player->drop_pressed_delay = 0; + player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_infinite_element = EL_UNDEFINED; player->inventory_size = 0; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); player->LevelSolved = FALSE; @@ -1139,20 +1954,22 @@ void InitGame() network_player_action_received = FALSE; -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* initial null action */ if (network_playing) - SendToServer_MovePlayer(MV_NO_MOVING); + SendToServer_MovePlayer(MV_NONE); #endif ZX = ZY = -1; + ExitX = ExitY = -1; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; TimeLeft = level.time; + TapeTime = 0; - ScreenMovDir = MV_NO_MOVING; + ScreenMovDir = MV_NONE; ScreenMovPos = 0; ScreenGfxPos = 0; @@ -1166,77 +1983,157 @@ void InitGame() game.light_time_left = 0; game.timegate_time_left = 0; game.switchgate_pos = 0; - game.balloon_dir = MV_NO_MOVING; + game.wind_direction = level.wind_direction_initial; game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; + game.lenses_time_left = 0; + game.magnify_time_left = 0; + + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; + game.envelope_active = FALSE; - for (i = 0; i < 4; i++) + game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */ + game.set_centered_player = FALSE; + + for (i = 0; i < NUM_BELTS; i++) { - game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir[i] = MV_NONE; game.belt_dir_nr[i] = 3; /* not moving, next moving left */ } for (i = 0; i < MAX_NUM_AMOEBA; i++) AmoebaCnt[i] = AmoebaCnt2[i] = 0; - for (x = 0; x < lev_fieldx; x++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++) +#endif { - for (y = 0; y < lev_fieldy; y++) - { - Feld[x][y] = level.field[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; - AmoebaNr[x][y] = 0; - WasJustMoving[x][y] = 0; - WasJustFalling[x][y] = 0; - Stop[x][y] = FALSE; - Pushed[x][y] = FALSE; + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; /* initialized in InitField() */ +#endif + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - ExplodePhase[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; - RunnerVisit[x][y] = 0; - PlayerVisit[x][y] = 0; + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; - GfxFrame[x][y] = 0; - GfxRandom[x][y] = INIT_GFX_RANDOM(); - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NO_MOVING; - } + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; } - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) - { - if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) - emulate_bd = FALSE; - if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) - emulate_sb = FALSE; - if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) - emulate_sp = FALSE; + if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) + emulate_bd = FALSE; + if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) + emulate_sb = FALSE; + if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) + emulate_sp = FALSE; - InitField(x, y, TRUE); - } + InitField(x, y, TRUE); } InitBeltMovement(); + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + +#if 1 + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); +#endif + + } + game.emulation = (emulate_bd ? EMU_BOULDERDASH : emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); +#if USE_NEW_ALL_SLIPPERY + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; + + /* SP style elements prefer to slip down on the left side */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } +#endif + + /* initialize explosion and ignition delay */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; + int half_phase = (num_phase / 2) * delay; + + element_info[i].explosion_delay = last_phase - 1; + element_info[i].ignition_delay = half_phase; + + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 1; + } + +#if 0 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; + + if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ + element_info[i].ignition_delay = 1; +#endif + } + /* correct non-moving belts to start moving left */ - for (i = 0; i < 4; i++) - if (game.belt_dir[i] == MV_NO_MOVING) + for (i = 0; i < NUM_BELTS; i++) + if (game.belt_dir[i] == MV_NONE) game.belt_dir_nr[i] = 3; /* not moving, next moving left */ /* check if any connected player was not found in playfield */ @@ -1256,7 +2153,18 @@ void InitGame() { player->present = TRUE; player->active = TRUE; + some_player->present = FALSE; + some_player->active = FALSE; + +#if 0 + player->element_nr = some_player->element_nr; +#endif + + player->artwork_element = some_player->artwork_element; + + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; StorePlayer[jx][jy] = player->element_nr; player->jx = player->last_jx = jx; @@ -1301,6 +2209,8 @@ void InitGame() int jx = player->jx, jy = player->jy; player->active = FALSE; + player->present = FALSE; + StorePlayer[jx][jy] = 0; Feld[jx][jy] = EL_EMPTY; } @@ -1361,14 +2271,30 @@ void InitGame() int start_x = 0, start_y = 0; int found_rating = 0; int found_element = EL_UNDEFINED; + int player_nr = local_player->index_nr; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { int element = Feld[x][y]; int content; int xx, yy; boolean is_player; + if (level.use_start_element[player_nr] && + level.start_element[player_nr] == element && + found_rating < 4) + { + start_x = x; + start_y = y; + + found_rating = 4; + found_element = element; + } + if (!IS_CUSTOM_ELEMENT(element)) continue; @@ -1376,6 +2302,7 @@ void InitGame() { for (i = 0; i < element_info[element].num_change_pages; i++) { + /* check for player created from custom element as single target */ content = element_info[element].change_page[i].target_element; is_player = ELEM_IS_PLAYER(content); @@ -1392,7 +2319,8 @@ void InitGame() for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++) { - content = element_info[element].content[xx][yy]; + /* check for player created from custom element as explosion content */ + content = element_info[element].content.e[xx][yy]; is_player = ELEM_IS_PLAYER(content); if (is_player && (found_rating < 2 || element < found_element)) @@ -1409,7 +2337,10 @@ void InitGame() for (i = 0; i < element_info[element].num_change_pages; i++) { - content = element_info[element].change_page[i].content[xx][yy]; + /* check for player created from custom element as extended target */ + content = + element_info[element].change_page[i].target_content.e[xx][yy]; + is_player = ELEM_IS_PLAYER(content); if (is_player && (found_rating < 1 || element < found_element)) @@ -1434,7 +2365,6 @@ void InitGame() } 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); @@ -1442,85 +2372,83 @@ void InitGame() 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(); + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + InitGameEngine_EM(); + } + else + { + DrawLevel(); + DrawAllPlayers(); - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - /* 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); + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + } + /* !!! FIX THIS (END) !!! */ - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); - else + if (!game.restart_level) { - 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); + /* copy default game door content to main double buffer */ + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); } DrawGameDoorValues(); - UnmapGameButtons(); - UnmapTapeButtons(); - game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; - game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; - game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; - MapGameButtons(); - MapTapeButtons(); + if (!game.restart_level) + { + 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); + /* 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); + OpenDoor(DOOR_OPEN_ALL); - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); - if (setup.sound_music) - PlayLevelMusic(); + if (setup.sound_music) + PlayLevelMusic(); - KeyboardAutoRepeatOffUnlessAutoplay(); + KeyboardAutoRepeatOffUnlessAutoplay(); - if (options.debug) - { - for (i = 0; i < 4; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); + if (options.debug) + { + for (i = 0; i < MAX_PLAYERS; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); + } } -#if 0 - printf("::: starting game [%d]\n", FrameCounter); -#endif + game.restart_level = FALSE; +} + +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +{ + /* this is used for non-R'n'D game engines to update certain engine values */ + + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; } void InitMovDir(int x, int y) @@ -1582,6 +2510,14 @@ void InitMovDir(int x, int y) MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: + Feld[x][y] = EL_YAMYAM; + MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT]; + break; + case EL_SP_SNIKSNAK: MovDir[x][y] = MV_UP; break; @@ -1601,29 +2537,50 @@ void InitMovDir(int x, int y) 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) + struct ElementInfo *ei = &element_info[element]; + int move_direction_initial = ei->move_direction_initial; + int move_pattern = ei->move_pattern; + + if (move_direction_initial == MV_START_PREVIOUS) + { + if (MovDir[x][y] != MV_NONE) + return; + + move_direction_initial = MV_START_AUTOMATIC; + } + + if (move_direction_initial == MV_START_RANDOM) + MovDir[x][y] = 1 << RND(4); + else if (move_direction_initial & MV_ANY_DIRECTION) + MovDir[x][y] = move_direction_initial; + else if (move_pattern == MV_ALL_DIRECTIONS || + move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM) MovDir[x][y] = 1 << RND(4); - else if (element_info[element].move_pattern == MV_HORIZONTAL) + else if (move_pattern == MV_HORIZONTAL) MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); - else if (element_info[element].move_pattern == MV_VERTICAL) + else if (move_pattern == MV_VERTICAL) MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); - else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + else if (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) + else if (move_pattern == MV_ALONG_LEFT_SIDE || + move_pattern == MV_ALONG_RIGHT_SIDE) { - for (i = 0; i < 4; i++) + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); + + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; int y1 = y + xy[i][1]; if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + if (move_pattern == MV_ALONG_RIGHT_SIDE) MovDir[x][y] = direction[0][i]; else MovDir[x][y] = direction[1][i]; @@ -1643,7 +2600,7 @@ void InitMovDir(int x, int y) element != EL_BD_FIREFLY) break; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; int y1 = y + xy[i][1]; @@ -1700,13 +2657,8 @@ void GameWon() if (local_player->MovPos) return; -#if 1 if (tape.auto_play) /* tape might already be stopped here */ tape.auto_play_level_solved = TRUE; -#else - if (tape.playing && tape.auto_play) - tape.auto_play_level_solved = TRUE; -#endif local_player->LevelSolved = FALSE; @@ -1722,13 +2674,20 @@ void GameWon() { if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (TimeLeft > 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_TIME_BONUS]); - if (TimeLeft > 100 && !(TimeLeft % 10)) + + if (TimeLeft > 100 && TimeLeft % 10 == 0) + { TimeLeft -= 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); + } else + { TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + RaiseScore(level.score[SC_TIME_BONUS]); + } + + DrawGameValue_Time(TimeLeft); + BackToFront(); if (!tape.playing) @@ -1748,13 +2707,20 @@ void GameWon() { if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); - if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_TIME_BONUS]); - if (TimePlayed < 900 && !(TimePlayed % 10)) + + if (TimePlayed < 900 && TimePlayed % 10 == 0) + { TimePlayed += 10; + RaiseScore(level.score[SC_TIME_BONUS] * 10); + } else + { TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + RaiseScore(level.score[SC_TIME_BONUS]); + } + + DrawGameValue_Time(TimePlayed); + BackToFront(); if (!tape.playing) @@ -1766,8 +2732,9 @@ void GameWon() } /* close exit door after last player */ - if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) + if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) { int element = Feld[ExitX][ExitY]; @@ -1777,10 +2744,19 @@ void GameWon() PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); } - /* Hero disappears */ - DrawLevelField(ExitX, ExitY); + /* player disappears */ + if (ExitX >= 0 && ExitY >= 0) + DrawLevelField(ExitX, ExitY); + BackToFront(); +#if 0 + if (tape.playing) + printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n"); + else + printf("::: NO TAPE PLAYING -> SAVING SCORE\n"); +#endif + if (tape.playing) return; @@ -1887,6 +2863,37 @@ int NewHiScore() return position; } +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { +#if 0 + if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + else if (CAN_FALL(element) && !CAN_MOVE(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; +#else + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; +#endif + } + + return step; +} + void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) { if (player->GfxAction != action || player->GfxDir != dir) @@ -1910,14 +2917,33 @@ static void ResetRandomAnimationValue(int x, int y) static void ResetGfxAnimation(int x, int y) { +#if 0 + int element, graphic; +#endif + GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MovDir[x][y]; + +#if 0 + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; +#endif } void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; +#if 0 + int graphic; +#endif 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; @@ -1926,28 +2952,52 @@ void InitMovingField(int x, int y, int direction) if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); - MovDir[newx][newy] = MovDir[x][y] = direction; + MovDir[x][y] = direction; GfxDir[x][y] = direction; + GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); + +#if 0 + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; +#endif - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; + /* this is needed for CEs with property "can move" / "not moving" */ - if (direction == MV_DOWN && CAN_FALL(element)) - GfxAction[x][y] = ACTION_FALLING; - else - GfxAction[x][y] = ACTION_MOVING; + if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ + { + if (Feld[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; + + MovDir[newx][newy] = MovDir[x][y]; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxRandom[newx][newy] = GfxRandom[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; - GfxDir[newx][newy] = GfxDir[x][y]; + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; + } } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) { int direction = MovDir[x][y]; +#if 1 + int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0); + int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0); +#else int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); +#endif *goes_to_x = newx; *goes_to_y = newy; @@ -2017,14 +3067,22 @@ static void RemoveField(int x, int y) MovDir[x][y] = 0; MovDelay[x][y] = 0; +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + AmoebaNr[x][y] = 0; ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; Pushed[x][y] = FALSE; +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MV_NONE; } void RemoveMovingField(int x, int y) @@ -2039,8 +3097,21 @@ void RemoveMovingField(int x, int y) if (IS_MOVING(x, y)) { Moving2Blocked(x, y, &newx, &newy); + if (Feld[newx][newy] != EL_BLOCKED) + { + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + DrawLevelField(oldx, oldy); + return; + } } else if (element == EL_BLOCKED) { @@ -2087,19 +3158,10 @@ void DrawDynamite(int x, int y) frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); -#if 1 if (Back[x][y] || Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else DrawGraphic(sx, sy, graphic, frame); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame); - else if (Store[x][y]) - DrawGraphicThruMask(sx, sy, graphic, frame); - else - DrawGraphic(sx, sy, graphic, frame); -#endif } void CheckDynamite(int x, int y) @@ -2117,100 +3179,390 @@ void CheckDynamite(int x, int y) } } -#if 1 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); -#else - if (Feld[x][y] == EL_DYNAMITE_ACTIVE || - Feld[x][y] == EL_SP_DISK_RED_ACTIVE) - StopSound(SND_DYNAMITE_ACTIVE); - else - StopSound(SND_DYNABOMB_ACTIVE); -#endif Bang(x, y); } -void RelocatePlayer(int x, int y, int element) -{ - struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; - #if 1 - RemoveField(x, y); /* temporarily remove newly placed player */ - DrawLevelField(x, y); -#endif - if (player->present) +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) { - while (player->MovPos) + if (stored_player[i].active) { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; + int sx = stored_player[i].jx; + int sy = stored_player[i].jy; - DrawPlayer(player); + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } - BackToFront(); - Delay(GAME_FRAME_DELAY); + num_checked_players++; } - - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ - - player->is_moving = FALSE; } +} - Feld[x][y] = element; - InitPlayerField(x, y, element, TRUE); +static boolean checkIfAllPlayersFitToScreen_RND() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; - if (player == local_player) - { - int scroll_xx = -999, scroll_yy = -999; + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - while (scroll_xx != scroll_x || scroll_yy != scroll_y) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + return (sx2 - sx1 < SCR_FIELDX && + sy2 - sy1 < SCR_FIELDY); +} - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y; - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} - scroll_x -= dx; - scroll_y -= dy; +#if 0 +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) +{ + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - ScrollLevel(dx, dy); - DrawAllPlayers(); + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); +} + +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); + + return (max_dx <= SCR_FIELDX / 2 && + max_dy <= SCR_FIELDY / 2); +} +#endif + +#endif + +#if 1 + +void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen, + boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + + if (quick_relocation) + { + int offset = (setup.scroll_delay ? 3 : 0); + +#if 0 + if (center_screen) + offset = 0; +#endif + + if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) + { + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || + (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) + scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); + + if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) || + (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset)) + scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_x != scroll_xx || scroll_y != scroll_yy) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } + + DrawAllPlayers(); + BackToFront(); + Delay(wait_delay_value); + } +} + +#else + +void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int jx = player->jx; + int jy = player->jy; + + if (quick_relocation) + { + int offset = (setup.scroll_delay ? 3 : 0); + + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + } + else + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_x != scroll_xx || scroll_y != scroll_yy) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); /* scroll in two steps of half tile size to make things smoother */ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); FlushDisplay(); - Delay(GAME_FRAME_DELAY); + Delay(wait_delay_value); /* scroll second step to align at full tile size */ BackToFront(); - Delay(GAME_FRAME_DELAY); + Delay(wait_delay_value); + } + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} + +#endif + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ + int el_player = GET_PLAYER_ELEMENT(el_player_raw); + int player_nr = GET_PLAYER_NR(el_player); + struct PlayerInfo *player = &stored_player[player_nr]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + + AdvanceFrameAndPlayerCounters(player->index_nr); + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); } + +#if 1 + /* only visually relocate centered player */ +#if 1 + DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE, + level.instant_relocation); +#else + if (player->index_nr == game.centered_player_nr) + DrawRelocatePlayer(player, level.instant_relocation); +#endif +#else + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player, level.instant_relocation); +#endif + + TestIfPlayerTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); } void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9; + int last_phase; + int border_element; + + /* !!! eliminate this variable !!! */ 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) { @@ -2221,17 +3573,24 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; + int artwork_element, explosion_element; /* set these values later */ #if 0 /* --- This is only really needed (and now handled) in "Impact()". --- */ /* do not explode moving elements that left the explode field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) - PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); +#if 0 + /* !!! at this place, the center element may be EL_BLOCKED !!! */ + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif /* remove things displayed in background while burning dynamite */ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) @@ -2245,6 +3604,36 @@ void Explode(int ex, int ey, int phase, int mode) Feld[ex][ey] = center_element; } + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ + + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); + + artwork_element = stored_player[player_nr].artwork_element; + + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + +#if 1 + last_phase = element_info[explosion_element].explosion_delay + 1; +#else + last_phase = element_info[center_element].explosion_delay + 1; +#endif + for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) { int xx = x - ex + 1; @@ -2252,8 +3641,8 @@ void Explode(int ex, int ey, int phase, int mode) int element; if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && - (x != ex || y != ey))) + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) continue; element = Feld[x][y]; @@ -2266,52 +3655,43 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } -#if 1 - -#if 0 - if (IS_EXPLOSION_PROOF(element)) - continue; -#else /* indestructible elements can only explode in center (but not flames) */ - if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || element == EL_FLAMES) continue; -#endif + /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy + behaviour, for example when touching a yamyam that explodes to rocks + with active deadly shield, a rock is created under the player !!! */ + /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */ +#if 0 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) #else - if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0,0) || - (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || - element == EL_FLAMES) - continue; -#endif - if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif { if (IS_ACTIVE_BOMB(element)) { /* re-activate things under the bomb like gate or penguin */ - Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); - Store[x][y] = 0; + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; } continue; } /* save walkable background elements while explosion on same tile */ -#if 0 - if (IS_INDESTRUCTIBLE(element)) - Back[x][y] = element; -#else - if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) Back[x][y] = element; -#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; -#if 1 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA || @@ -2322,30 +3702,57 @@ void Explode(int ex, int ey, int phase, int mode) } RemoveField(x, y); -#endif - if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) + if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) { +#if 1 + int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; + + Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; +#else switch(StorePlayer[ex][ey]) { case EL_PLAYER_2: - Store[x][y] = EL_EMERALD_RED; + Store[x][y] = EL_PLAYER_IS_EXPLODING_2; break; case EL_PLAYER_3: - Store[x][y] = EL_EMERALD; + Store[x][y] = EL_PLAYER_IS_EXPLODING_3; break; case EL_PLAYER_4: - Store[x][y] = EL_EMERALD_PURPLE; + Store[x][y] = EL_PLAYER_IS_EXPLODING_4; break; case EL_PLAYER_1: default: - Store[x][y] = EL_EMERALD_YELLOW; + Store[x][y] = EL_PLAYER_IS_EXPLODING_1; break; } +#endif - if (game.emulation == EMU_SUPAPLEX) + if (PLAYERINFO(ex, ey)->use_murphy) Store[x][y] = EL_EMPTY; } +#if 1 + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; + else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; +#if 1 + /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE" + (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond + otherwise) -- FIX THIS !!! */ + else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY) + Store[x][y] = element_info[element].content.e[1][1]; +#else + else if (!CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content.e[1][1]; +#endif + else + Store[x][y] = EL_EMPTY; +#else else if (center_element == EL_MOLE) Store[x][y] = EL_EMERALD_RED; else if (center_element == EL_PENGUIN) @@ -2359,10 +3766,10 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (center_element == EL_YAMYAM) - Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; else if (IS_CUSTOM_ELEMENT(center_element) && - element_info[center_element].content[xx][yy] != EL_EMPTY) - Store[x][y] = element_info[center_element].content[xx][yy]; + element_info[center_element].content.e[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content.e[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -2380,41 +3787,26 @@ void Explode(int ex, int ey, int phase, int mode) else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) - Store[x][y] = element_info[element].content[1][1]; + Store[x][y] = element_info[element].content.e[1][1]; else Store[x][y] = EL_EMPTY; +#endif - if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; -#if 0 - if (AmoebaNr[x][y] && - (element == EL_AMOEBA_FULL || - element == EL_BD_AMOEBA || - element == EL_AMOEBA_GROWING)) - { - AmoebaCnt[AmoebaNr[x][y]]--; - AmoebaCnt2[AmoebaNr[x][y]]--; - } - -#if 1 - RemoveField(x, y); -#else - MovDir[x][y] = MovPos[x][y] = 0; - GfxDir[x][y] = MovDir[x][y]; - AmoebaNr[x][y] = 0; -#endif -#endif - Feld[x][y] = EL_EXPLOSION; -#if 1 - GfxElement[x][y] = center_element; -#else - GfxElement[x][y] = EL_UNDEFINED; + GfxElement[x][y] = artwork_element; + +#if 0 + printf(":: setting gfx(%d,%d) to %d ['%s']\n", + x, y, artwork_element, EL_NAME(artwork_element)); #endif ExplodePhase[x][y] = 1; + ExplodeDelay[x][y] = last_phase; + Stop[x][y] = TRUE; } @@ -2431,15 +3823,26 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ + + last_phase = ExplodeDelay[x][y]; + ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); #ifdef DEBUG /* activate this even in non-DEBUG version until cause for crash in getGraphicAnimationFrame() (see below) is found and eliminated */ + #endif #if 1 +#if 1 + /* this can happen if the player leaves an explosion just in time */ + if (GfxElement[x][y] == EL_UNDEFINED) + GfxElement[x][y] = EL_EMPTY; +#else if (GfxElement[x][y] == EL_UNDEFINED) { printf("\n\n"); @@ -2451,31 +3854,42 @@ void Explode(int ex, int ey, int phase, int mode) } #endif - if (phase == first_phase_after_start) +#endif + + border_element = Store2[x][y]; + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; + + if (phase == element_info[border_element].ignition_delay || + phase == last_phase) { - int element = Store2[x][y]; + boolean border_explosion = FALSE; - if (element == EL_BLACK_ORB) + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) { - Feld[x][y] = Store2[x][y]; - Store2[x][y] = 0; - Bang(x, y); + KillPlayerUnlessExplosionProtected(x, y); + border_explosion = TRUE; } - } - else if (phase == half_phase) - { - int element = Store2[x][y]; - - if (IS_PLAYER(x, y)) - KillHeroUnlessProtected(x, y); - else if (CAN_EXPLODE_BY_FIRE(element)) + else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; Bang(x, y); + border_explosion = TRUE; } - else if (element == EL_AMOEBA_TO_DIAMOND) + else if (border_element == EL_AMOEBA_TO_DIAMOND) + { AmoebeUmwandeln(x, y); + Store2[x][y] = 0; + border_explosion = TRUE; + } + + /* if an element just explodes due to another explosion (chain-reaction), + do not immediately end the new explosion when it was the last frame of + the explosion (as it would be done in the following "if"-statement!) */ + if (border_explosion && phase == last_phase) + return; } if (phase == last_phase) @@ -2486,18 +3900,38 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = Store2[x][y] = 0; GfxElement[x][y] = EL_UNDEFINED; + /* player can escape from explosions and might therefore be still alive */ + if (element >= EL_PLAYER_IS_EXPLODING_1 && + element <= EL_PLAYER_IS_EXPLODING_4) + { + int player_nr = element - EL_PLAYER_IS_EXPLODING_1; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); + + if (level.use_explosion_element[player_nr]) + explosion_element = level.explosion_element[player_nr]; + + Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : + element_info[explosion_element].content.e[xx][yy]); + } + + /* restore probably existing indestructible background element */ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) element = Feld[x][y] = Back[x][y]; Back[x][y] = 0; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; - GfxDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MV_NONE; ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; - InitField(x, y, FALSE); - if (CAN_MOVE(element)) - InitMovDir(x, y); +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif + + InitField_WithBug2(x, y, FALSE); + DrawLevelField(x, y); TestIfElementTouchesCustomElement(x, y); @@ -2505,23 +3939,16 @@ void Explode(int ex, int ey, int phase, int mode) if (GFX_CRUMBLED(element)) DrawLevelFieldCrumbledSandNeighbours(x, y); - if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) StorePlayer[x][y] = 0; if (ELEM_IS_PLAYER(element)) RelocatePlayer(x, y, element); } - else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { -#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); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); if (phase == delay) DrawLevelFieldCrumbledSand(x, y); @@ -2544,6 +3971,7 @@ void Explode(int ex, int ey, int phase, int mode) void DynaExplode(int ex, int ey) { int i, j; + int dynabomb_element = Feld[ex][ey]; int dynabomb_size = 1; boolean dynabomb_xl = FALSE; struct PlayerInfo *player; @@ -2555,22 +3983,22 @@ void DynaExplode(int ex, int ey) { 0, +1 } }; - if (IS_ACTIVE_BOMB(Feld[ex][ey])) + if (IS_ACTIVE_BOMB(dynabomb_element)) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; dynabomb_size = player->dynabomb_size; dynabomb_xl = player->dynabomb_xl; player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { for (j = 1; j <= dynabomb_size; j++) { - int x = ex + j * xy[i % 4][0]; - int y = ey + j * xy[i % 4][1]; + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; int element; if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) @@ -2582,13 +4010,10 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) break; } } @@ -2596,39 +4021,26 @@ void DynaExplode(int ex, int ey) void Bang(int x, int y) { -#if 1 int element = MovingOrBlocked2Element(x, y); -#else - int element = Feld[x][y]; -#endif + int explosion_type = EX_TYPE_NORMAL; -#if 1 - if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) -#else - if (IS_PLAYER(x, y)) -#endif + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) { struct PlayerInfo *player = PLAYERINFO(x, y); - element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : player->element_nr); - } -#if 0 -#if 1 - PlayLevelSoundAction(x, y, ACTION_EXPLODING); -#else - if (game.emulation == EMU_SUPAPLEX) - PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); - else - PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); -#endif -#endif + if (level.use_explosion_element[player->index_nr]) + { + int explosion_element = level.explosion_element[player->index_nr]; -#if 0 - if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ - element = EL_EMPTY; -#endif + if (element_info[explosion_element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[explosion_element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; + } + } switch(element) { @@ -2642,8 +4054,8 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); break; + case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: case EL_DYNABOMB_PLAYER_3_ACTIVE: @@ -2651,46 +4063,46 @@ void Bang(int x, int y) case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: case EL_DYNABOMB_INCREASE_POWER: - DynaExplode(x, y); + explosion_type = EX_TYPE_DYNA; break; + case EL_PENGUIN: case EL_LAMP: case EL_LAMP_ACTIVE: - if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); - else - Explode(x, y, EX_PHASE_START, EX_CENTER); + case EL_AMOEBA_TO_DIAMOND: + if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */ + explosion_type = EX_TYPE_CENTER; break; + default: - if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); - else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (element_info[element].explosion_type == EXPLODES_CROSS) + explosion_type = EX_TYPE_CROSS; + else if (element_info[element].explosion_type == EXPLODES_1X1) + explosion_type = EX_TYPE_CENTER; break; } - CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); + if (explosion_type == EX_TYPE_DYNA) + DynaExplode(x, y); + else + Explode(x, y, EX_PHASE_START, explosion_type); + + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); } void SplashAcid(int x, int y) { - int element = Feld[x][y]; - - if (element != EL_ACID_SPLASH_LEFT && - element != EL_ACID_SPLASH_RIGHT) - { - PlayLevelSound(x, y, SND_ACID_SPLASHING); + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; - if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && - (!IN_LEV_FIELD(x-1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - Feld[x-1][y] = EL_ACID_SPLASH_LEFT; + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; - if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && - (!IN_LEV_FIELD(x+1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; - } + PlayLevelSound(x, y, SND_ACID_SPLASHING); } static void InitBeltMovement() @@ -2713,11 +4125,11 @@ static void InitBeltMovement() int x, y, i, j; /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_BELTS; i++) { int belt_nr = i; - for (j = 0; j < 3; j++) + for (j = 0; j < NUM_BELT_PARTS; j++) { int element = belt_base_active_element[belt_nr] + j; int graphic = el2img(element); @@ -2729,25 +4141,26 @@ static void InitBeltMovement() } } - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + int element = Feld[x][y]; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_BELTS; i++) + { + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) { - if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltElement(element); - int belt_nr = i; + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[x][y] - belt_base_element[belt_nr]; - Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; - } + Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; } } } @@ -2780,9 +4193,9 @@ static void ToggleBeltSwitch(int x, int y) static int belt_move_dir[4] = { MV_LEFT, - MV_NO_MOVING, + MV_NONE, MV_RIGHT, - MV_NO_MOVING, + MV_NONE, }; int element = Feld[x][y]; @@ -2801,7 +4214,7 @@ static void ToggleBeltSwitch(int x, int y) belt_dir_nr = 1; /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < 3; i++) + for (i = 0; i < NUM_BELT_PARTS; i++) { int element = belt_base_active_element[belt_nr] + i; int graphic = el2img(element); @@ -2812,45 +4225,46 @@ static void ToggleBeltSwitch(int x, int y) graphic_info[graphic].anim_mode |= ANIM_REVERSE; } - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) + int element = Feld[xx][yy]; + + if (IS_BELT_SWITCH(element)) { - int element = Feld[xx][yy]; + int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - if (IS_BELT_SWITCH(element)) + if (e_belt_nr == belt_nr) { - int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - - if (e_belt_nr == belt_nr) - { - Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; + DrawLevelField(xx, yy); } - else if (IS_BELT(element) && belt_dir != MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltElement(element); + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; - Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); } - else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING) - { - int e_belt_nr = getBeltNrFromBeltActiveElement(element); + } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; - Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); } } } @@ -2862,38 +4276,33 @@ static void ToggleSwitchgateSwitch(int x, int y) game.switchgate_pos = !game.switchgate_pos; - for (yy = 0; yy < lev_fieldy; yy++) - { - for (xx = 0; xx < lev_fieldx; xx++) - { - int element = Feld[xx][yy]; - - if (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) - { - Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; - DrawLevelField(xx, yy); - } - else if (element == EL_SWITCHGATE_OPEN || - element == EL_SWITCHGATE_OPENING) - { - Feld[xx][yy] = EL_SWITCHGATE_CLOSING; -#if 1 - PlayLevelSoundAction(xx, yy, ACTION_CLOSING); -#else - PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING); -#endif - } - else if (element == EL_SWITCHGATE_CLOSED || - element == EL_SWITCHGATE_CLOSING) - { - Feld[xx][yy] = EL_SWITCHGATE_OPENING; #if 1 - PlayLevelSoundAction(xx, yy, ACTION_OPENING); + SCAN_PLAYFIELD(xx, yy) #else - PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING); + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) #endif - } + { + int element = Feld[xx][yy]; + + if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) + { + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; + + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; + + PlayLevelSoundAction(xx, yy, ACTION_OPENING); } } } @@ -2918,42 +4327,167 @@ static void RedrawAllLightSwitchesAndInvisibleElements() { int x, y; - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) + int element = Feld[x][y]; + + if (element == EL_LIGHT_SWITCH && + game.light_time_left > 0) { - int element = Feld[x][y]; + Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_LIGHT_SWITCH_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_LIGHT_SWITCH; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER && + game.light_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.light_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.light_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); - if (element == EL_LIGHT_SWITCH && - game.light_time_left > 0) - { - Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE; - DrawLevelField(x, y); - } - else if (element == EL_LIGHT_SWITCH_ACTIVE && - game.light_time_left == 0) - { - Feld[x][y] = EL_LIGHT_SWITCH; - DrawLevelField(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL || - element == EL_INVISIBLE_WALL || - element == EL_INVISIBLE_SAND) - { - if (game.light_time_left > 0) - Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + DrawLevelField(x, y); - DrawLevelField(x, y); - } - else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || - element == EL_INVISIBLE_WALL_ACTIVE || - element == EL_INVISIBLE_SAND_ACTIVE) - { - if (game.light_time_left == 0) - Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.light_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); - DrawLevelField(x, y); - } + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForLenses() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_DRIPPER && + game.lenses_time_left > 0) + { + Feld[x][y] = EL_EMC_DRIPPER_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_DRIPPER_ACTIVE && + game.lenses_time_left == 0) + { + Feld[x][y] = EL_EMC_DRIPPER; + DrawLevelField(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL || + element == EL_INVISIBLE_WALL || + element == EL_INVISIBLE_SAND) + { + if (game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + + DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || + element == EL_INVISIBLE_WALL_ACTIVE || + element == EL_INVISIBLE_SAND_ACTIVE) + { + if (game.lenses_time_left == 0) + Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); + + DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + } +} + +static void RedrawAllInvisibleElementsForMagnifier() +{ + int x, y; + +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif + { + int element = Feld[x][y]; + + if (element == EL_EMC_FAKE_GRASS && + game.magnify_time_left > 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE; + DrawLevelField(x, y); + } + else if (element == EL_EMC_FAKE_GRASS_ACTIVE && + game.magnify_time_left == 0) + { + Feld[x][y] = EL_EMC_FAKE_GRASS; + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY(element) && + game.magnify_time_left > 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY(element) ? + element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE : + IS_EM_GATE_GRAY(element) ? + element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : + IS_EMC_GATE_GRAY(element) ? + element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + element); + DrawLevelField(x, y); + } + else if (IS_GATE_GRAY_ACTIVE(element) && + game.magnify_time_left == 0) + { + Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ? + element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY : + IS_EM_GATE_GRAY_ACTIVE(element) ? + element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : + IS_EMC_GATE_GRAY_ACTIVE(element) ? + element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + element); + DrawLevelField(x, y); } } } @@ -2975,65 +4509,43 @@ static void ActivateTimegateSwitch(int x, int y) game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) - { - int element = Feld[xx][yy]; - - if (element == EL_TIMEGATE_CLOSED || - element == EL_TIMEGATE_CLOSING) - { - Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); - } - - /* - else if (element == EL_TIMEGATE_SWITCH_ACTIVE) - { - Feld[xx][yy] = EL_TIMEGATE_SWITCH; - DrawLevelField(xx, yy); - } - */ + int element = Feld[xx][yy]; + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); } - } - Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; -} - -inline static int getElementMoveStepsize(int x, int y) -{ - int element = Feld[x][y]; - int direction = MovDir[x][y]; - int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); - int sign = (horiz_move ? dx : dy); - int step = sign * element_info[element].move_stepsize; + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + DrawLevelField(xx, yy); + } + */ - /* special values for move stepsize for spring and things on conveyor belt */ - if (horiz_move) - { - if (CAN_FALL(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; - else if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; } - return step; + Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } void Impact(int x, int y) { - boolean lastline = (y == lev_fieldy-1); + boolean last_line = (y == lev_fieldy - 1); boolean object_hit = FALSE; - boolean impact = (lastline || object_hit); + boolean impact = (last_line || object_hit); int element = Feld[x][y]; - int smashed = EL_UNDEFINED; + int smashed = EL_STEELWALL; - if (!lastline) /* check if element below was hit */ + if (!last_line) /* check if element below was hit */ { if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) return; @@ -3047,18 +4559,31 @@ void Impact(int x, int y) ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) object_hit = FALSE; +#if USE_QUICKSAND_IMPACT_BUGFIX + if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_EMPTY; + Feld[x][y + 2] = EL_ROCK; + DrawLevelField(x, y + 2); + + object_hit = TRUE; + } +#endif + if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); - impact = (lastline || object_hit); + impact = (last_line || object_hit); } - if (!lastline && smashed == EL_ACID) /* element falls into acid */ + if (!last_line && smashed == EL_ACID) /* element falls into acid */ { - SplashAcid(x, y); + SplashAcid(x, y + 1); return; } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ /* only reset graphic animation if graphic really changes after impact */ if (impact && el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) @@ -3074,11 +4599,13 @@ void Impact(int x, int y) } else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } - else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) { PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); @@ -3088,7 +4615,7 @@ void Impact(int x, int y) if (impact && element == EL_AMOEBA_DROP) { if (object_hit && IS_PLAYER(x, y + 1)) - KillHeroUnlessProtected(x, y + 1); + KillPlayerUnlessEnemyProtected(x, y + 1); else if (object_hit && smashed == EL_PENGUIN) Bang(x, y + 1); else @@ -3113,10 +4640,13 @@ void Impact(int x, int y) EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy = 0; yy < lev_fieldy; yy++) - for (xx = 0; xx < lev_fieldx; xx++) - if (Feld[xx][yy] == smashed) - Feld[xx][yy] = activated_magic_wall; +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; game.magic_wall_active = TRUE; @@ -3130,7 +4660,7 @@ void Impact(int x, int y) { if (CAN_SMASH_PLAYER(element)) { - KillHeroUnlessProtected(x, y + 1); + KillPlayerUnlessEnemyProtected(x, y + 1); return; } } @@ -3150,22 +4680,17 @@ void Impact(int x, int y) return; } } - else if ((element == EL_SP_INFOTRON || - element == EL_SP_ZONK) && - (smashed == EL_SP_SNIKSNAK || - smashed == EL_SP_ELECTRON || - smashed == EL_SP_DISK_ORANGE)) - { - Bang(x, y + 1); - return; - } -#if 0 - else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + else if (((element == EL_SP_INFOTRON || + element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || + smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) || + (element == EL_SP_INFOTRON && + smashed == EL_SP_DISK_YELLOW)) { Bang(x, y + 1); return; } -#endif else if (CAN_SMASH_EVERYTHING(element)) { if (IS_CLASSIC_ENEMY(smashed) || @@ -3191,6 +4716,8 @@ void Impact(int x, int y) } else if (smashed == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y + 1] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -3217,23 +4744,27 @@ void Impact(int x, int y) } else { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); +#if 0 + TestIfElementSmashesCustomElement(x, y, MV_DOWN); +#endif + + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); - CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, - CE_OTHER_IS_SWITCHING); - CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, - CE_SWITCHED, -1); + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X, + CH_SIDE_TOP); } } else { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); } } } /* play sound of magic wall / mill */ - if (!lastline && + if (!last_line && (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { @@ -3246,7 +4777,7 @@ void Impact(int x, int y) } /* play sound of object that hits the ground */ - if (lastline || object_hit) + if (last_line || object_hit) PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); } @@ -3254,7 +4785,7 @@ inline static void TurnRoundExt(int x, int y) { static struct { - int x, y; + int dx, dy; } move_xy[] = { { 0, 0 }, @@ -3289,10 +4820,10 @@ inline static void TurnRoundExt(int x, int y) int right_dir = turn[old_move_dir].right; 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].dx, left_dy = move_xy[left_dir].dy; + int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy; + int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy; + int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy; int left_x = x + left_dx, left_y = y + left_dy; int right_x = x + right_dx, right_y = y + right_dy; @@ -3304,9 +4835,9 @@ inline static void TurnRoundExt(int x, int y) { TestIfBadThingTouchesOtherBadThing(x, y); - if (ENEMY_CAN_ENTER_FIELD(right_x, right_y)) + if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) MovDir[x][y] = right_dir; - else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = left_dir; if (element == EL_BUG && MovDir[x][y] != old_move_dir) @@ -3314,31 +4845,39 @@ inline static void TurnRoundExt(int x, int y) else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) { TestIfBadThingTouchesOtherBadThing(x, y); - if (ENEMY_CAN_ENTER_FIELD(left_x, left_y)) + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) MovDir[x][y] = left_dir; - else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = right_dir; - if ((element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || - element == EL_SP_ELECTRON) - && MovDir[x][y] != old_move_dir) + if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } - else if (element == EL_YAMYAM) + else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y); + TestIfBadThingTouchesOtherBadThing(x, y); - if (can_turn_left && can_turn_right) - MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } + else if (element == EL_YAMYAM) + { + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); + + if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); else if (can_turn_left) MovDir[x][y] = (RND(2) ? left_dir : back_dir); else if (can_turn_right) @@ -3350,8 +4889,10 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_DARK_YAMYAM) { - 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); + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, + left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, + right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -3366,8 +4907,8 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_PACMAN) { - boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y); + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -3382,9 +4923,9 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_PIG) { - 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 can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); boolean should_turn_left, should_turn_right, should_move_on; int rnd_value = 24; int rnd = RND(rnd_value); @@ -3435,27 +4976,23 @@ inline static void TurnRoundExt(int x, int y) else MovDir[x][y] = back_dir; - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; - if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_DRAGON) { - boolean can_turn_left = 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); + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); int rnd_value = 24; int rnd = RND(rnd_value); -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif - if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) @@ -3467,45 +5004,28 @@ inline static void TurnRoundExt(int x, int y) else MovDir[x][y] = back_dir; - xx = x + move_xy[MovDir[x][y]].x; - yy = y + move_xy[MovDir[x][y]].y; - -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y], - xx, yy, Feld[xx][yy], - FrameCounter); -#endif + xx = x + move_xy[MovDir[x][y]].dx; + yy = y + move_xy[MovDir[x][y]].dy; -#if 1 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; -#else - if (!IS_FREE(xx, yy)) - MovDir[x][y] = old_move_dir; -#endif - -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif MovDelay[x][y] = 0; } else if (element == EL_MOLE) { boolean can_move_on = - (MOLE_CAN_ENTER_FIELD(move_x, move_y, + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, IS_AMOEBOID(Feld[move_x][move_y]) || Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); if (!can_move_on) { boolean can_turn_left = - (MOLE_CAN_ENTER_FIELD(left_x, left_y, + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, IS_AMOEBOID(Feld[left_x][left_y]))); boolean can_turn_right = - (MOLE_CAN_ENTER_FIELD(right_x, right_y, + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) @@ -3521,21 +5041,40 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_BALLOON) { - MovDir[x][y] = game.balloon_dir; + MovDir[x][y] = game.wind_direction; MovDelay[x][y] = 0; } else if (element == EL_SPRING) { +#if USE_NEW_SPRING_BUMPER + if (MovDir[x][y] & MV_HORIZONTAL) + { + if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && + !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + { + Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; + ResetGfxAnimation(move_x, move_y); + DrawLevelField(move_x, move_y); + + MovDir[x][y] = back_dir; + } + else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + MovDir[x][y] = MV_NONE; + } +#else 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; + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) + MovDir[x][y] = MV_NONE; +#endif MovDelay[x][y] = 0; } else if (element == EL_ROBOT || element == EL_SATELLITE || - element == EL_PENGUIN) + element == EL_PENGUIN || + element == EL_EMC_ANDROID) { int attr_x = -1, attr_y = -1; @@ -3565,7 +5104,9 @@ inline static void TurnRoundExt(int x, int y) } } - if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) { attr_x = ZX; attr_y = ZY; @@ -3582,10 +5123,10 @@ inline static void TurnRoundExt(int x, int y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - int ex = x + xy[i % 4][0]; - int ey = y + xy[i % 4][1]; + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { @@ -3596,7 +5137,7 @@ inline static void TurnRoundExt(int x, int y) } } - MovDir[x][y] = MV_NO_MOVING; + MovDir[x][y] = MV_NONE; if (attr_x < x) MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT); else if (attr_x > x) @@ -3634,21 +5175,21 @@ inline static void TurnRoundExt(int x, int y) new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } - else /* (element == EL_SATELLITE) */ + else if (element == EL_SATELLITE) { int newx, newy; @@ -3663,32 +5204,186 @@ inline static void TurnRoundExt(int x, int 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)) + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } + else if (element == EL_EMC_ANDROID) + { + static int check_pos[16] = + { + -1, /* 0 => (invalid) */ + 7, /* 1 => MV_LEFT */ + 3, /* 2 => MV_RIGHT */ + -1, /* 3 => (invalid) */ + 1, /* 4 => MV_UP */ + 0, /* 5 => MV_LEFT | MV_UP */ + 2, /* 6 => MV_RIGHT | MV_UP */ + -1, /* 7 => (invalid) */ + 5, /* 8 => MV_DOWN */ + 6, /* 9 => MV_LEFT | MV_DOWN */ + 4, /* 10 => MV_RIGHT | MV_DOWN */ + -1, /* 11 => (invalid) */ + -1, /* 12 => (invalid) */ + -1, /* 13 => (invalid) */ + -1, /* 14 => (invalid) */ + -1, /* 15 => (invalid) */ + }; + static struct + { + int dx, dy; + int dir; + } check_xy[8] = + { + { -1, -1, MV_LEFT | MV_UP }, + { 0, -1, MV_UP }, + { +1, -1, MV_RIGHT | MV_UP }, + { +1, 0, MV_RIGHT }, + { +1, +1, MV_RIGHT | MV_DOWN }, + { 0, +1, MV_DOWN }, + { -1, +1, MV_LEFT | MV_DOWN }, + { -1, 0, MV_LEFT }, + }; + int start_pos, check_order; + boolean can_clone = FALSE; + int i; + + /* check if there is any free field around current position */ + for (i = 0; i < 8; i++) + { + int newx = x + check_xy[i].dx; + int newy = y + check_xy[i].dy; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + can_clone = TRUE; + + break; + } + } + + if (can_clone) /* randomly find an element to clone */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + + if (ANDROID_CAN_CLONE_FIELD(newx, newy)) + { + element_info[element].move_leave_type = LEAVE_TYPE_LIMITED; + element_info[element].move_leave_element = EL_TRIGGER_ELEMENT; + + Store[x][y] = Feld[newx][newy]; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* randomly find a direction to move */ + { + can_clone = FALSE; + + start_pos = check_pos[RND(8)]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 8; i++) + { + int pos_raw = start_pos + i * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_clone_time * 8 + 1; + + can_clone = TRUE; + + break; + } + } + } + + if (can_clone) /* cloning and moving successful */ + return; + + /* cannot clone -- try to move towards player */ + + start_pos = check_pos[MovDir[x][y] & 0x0f]; + check_order = (RND(2) ? -1 : +1); + + for (i = 0; i < 3; i++) + { + /* first check start_pos, then previous/next or (next/previous) pos */ + int pos_raw = start_pos + (i < 2 ? i : -1) * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IS_PLAYER(newx, newy)) + break; + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + MovDir[x][y] = new_move_dir; + MovDelay[x][y] = level.android_move_time * 8 + 1; + + break; + } + } + } } - else if (move_pattern == MV_ALL_DIRECTIONS || - move_pattern == MV_TURNING_LEFT || - move_pattern == MV_TURNING_RIGHT) + else if (move_pattern == MV_TURNING_LEFT || + move_pattern == MV_TURNING_RIGHT || + move_pattern == MV_TURNING_LEFT_RIGHT || + move_pattern == MV_TURNING_RIGHT_LEFT || + move_pattern == MV_TURNING_RANDOM || + move_pattern == MV_ALL_DIRECTIONS) { - boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); - boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + boolean can_turn_left = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (element_info[element].move_stepsize == 0) /* "not moving" */ + return; if (move_pattern == MV_TURNING_LEFT) MovDir[x][y] = left_dir; else if (move_pattern == MV_TURNING_RIGHT) MovDir[x][y] = right_dir; + else if (move_pattern == MV_TURNING_LEFT_RIGHT) + MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir); + else if (move_pattern == MV_TURNING_RIGHT_LEFT) + MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir); + else if (move_pattern == MV_TURNING_RANDOM) + MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir : + can_turn_right && !can_turn_left ? right_dir : + RND(2) ? left_dir : right_dir); else if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); else if (can_turn_left) @@ -3717,11 +5412,16 @@ inline static void TurnRoundExt(int x, int y) MovDir[x][y] = move_pattern; MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } + else if (move_pattern & MV_WIND_DIRECTION) + { + MovDir[x][y] = game.wind_direction; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } else if (move_pattern == MV_ALONG_LEFT_SIDE) { - if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) MovDir[x][y] = left_dir; - else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = right_dir; if (MovDir[x][y] != old_move_dir) @@ -3729,9 +5429,9 @@ inline static void TurnRoundExt(int x, int y) } else if (move_pattern == MV_ALONG_RIGHT_SIDE) { - if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + if (CUSTOM_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)) + else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = left_dir; if (MovDir[x][y] != old_move_dir) @@ -3770,7 +5470,7 @@ inline static void TurnRoundExt(int x, int y) } } - MovDir[x][y] = MV_NO_MOVING; + MovDir[x][y] = MV_NONE; if (attr_x < x) MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); else if (attr_x > x) @@ -3787,32 +5487,40 @@ inline static void TurnRoundExt(int x, int y) boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; + if (element_info[element].move_stepsize == 0) /* "not moving" */ + { + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + + return; + } + MovDir[x][y] = new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = old_move_dir; } } - else if (move_pattern == MV_WHEN_PUSHED) + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) { - if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) - MovDir[x][y] = MV_NO_MOVING; + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NONE; MovDelay[x][y] = 0; } - else if (move_pattern & MV_MAZE_RUNNER_STYLE || - element == EL_MAZE_RUNNER) + else if (move_pattern & MV_MAZE_RUNNER_STYLE) { static int test_xy[7][2] = { @@ -3836,11 +5544,11 @@ inline static void TurnRoundExt(int x, int y) }; boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER); int move_preference = -1000000; /* start with very low preference */ - int new_move_dir = MV_NO_MOVING; + int new_move_dir = MV_NONE; int start_test = RND(4); int i; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int move_dir = test_dir[start_test + i]; int move_dir_preference; @@ -3856,7 +5564,7 @@ inline static void TurnRoundExt(int x, int y) break; } - if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy)) + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy)) continue; move_dir_preference = -1 * RunnerVisit[xx][yy]; @@ -3880,33 +5588,37 @@ inline static void TurnRoundExt(int x, int y) MovDir[x][y] = new_move_dir; if (old_move_dir != new_move_dir) - MovDelay[x][y] = 9; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } } static void TurnRound(int x, int y) { int direction = MovDir[x][y]; - -#if 0 - GfxDir[x][y] = MovDir[x][y]; +#if 1 + int element, graphic; #endif TurnRoundExt(x, y); -#if 1 GfxDir[x][y] = MovDir[x][y]; -#endif if (direction != MovDir[x][y]) GfxFrame[x][y] = 0; -#if 1 - if (MovDelay[x][y]) - GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); -#else if (MovDelay[x][y]) - GfxAction[x][y] = ACTION_WAITING; + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); + +#if 1 + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; #endif } @@ -3933,26 +5645,19 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; -#if 1 if (MovDelay[x][y] == 0) GfxAction[x][y] = ACTION_DEFAULT; -#else - /* !!! this should be handled more generic (not only for mole) !!! */ - if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) - GfxAction[x][y] = ACTION_DEFAULT; -#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x > 0 && IS_PLAYER(x - 1, y)) || - (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) + if ((x > 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; @@ -3965,11 +5670,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_ROCK; -#if 1 + PlayLevelSoundAction(x, y, ACTION_EMPTYING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); -#endif } else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { @@ -3987,11 +5689,8 @@ void StartMoving(int x, int y) Feld[x][y + 1] = EL_QUICKSAND_FULL; Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; -#if 1 + PlayLevelSoundAction(x, y, ACTION_FILLING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_FILLING); -#endif } } else if ((element == EL_ROCK || element == EL_BD_ROCK) && @@ -4002,11 +5701,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; -#if 1 + PlayLevelSoundAction(x, y, ACTION_FILLING); -#else - PlayLevelSound(x, y, SND_QUICKSAND_FILLING); -#endif } else if (element == EL_MAGIC_WALL_FULL) { @@ -4076,42 +5772,25 @@ void StartMoving(int x, int y) EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } -#if 0 - else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) -#else else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) -#endif { - SplashAcid(x, y); + SplashAcid(x, y + 1); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Store[x][y] = EL_ACID; -#if 0 - /* !!! TEST !!! better use "_FALLING" etc. !!! */ - GfxAction[x][y + 1] = ACTION_ACTIVE; -#endif } -#if 1 - else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED)) || - (game.engine_version >= VERSION_IDENT(3,0,7,0) && - CAN_SMASH(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || -#else -#if 1 - else if (game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - WasJustMoving[x][y] && !Pushed[x][y + 1]) -#else - else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - WasJustMoving[x][y]) -#endif -#endif + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) { /* this is needed for a special case not covered by calling "Impact()" from "ContinueMoving()": if an element moves to a tile directly below @@ -4123,11 +5802,13 @@ void StartMoving(int x, int y) element; also, the case of the player being the element to smash was simply not covered here... :-/ ) */ + CheckCollision[x][y] = 0; + Impact(x, y); } - else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { - if (MovDir[x][y] == MV_NO_MOVING) + if (MovDir[x][y] == MV_NONE) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -4146,23 +5827,10 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y + 1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY - */ -#if 0 -#if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) -#else - else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && - !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && - element != EL_DX_SUPABOMB) -#endif -#else else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) -#endif { boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) && (IS_FREE(x - 1, y + 1) || @@ -4172,11 +5840,26 @@ void StartMoving(int x, int y) Feld[x + 1][y + 1] == EL_ACID)); boolean can_fall_any = (can_fall_left || can_fall_right); boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) +#if USE_NEW_ALL_SLIPPERY + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) { - int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } +#else + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { if (slippery_type == SLIPPERY_ONLY_LEFT) can_fall_right = FALSE; else if (slippery_type == SLIPPERY_ONLY_RIGHT) @@ -4189,19 +5872,56 @@ void StartMoving(int x, int y) can_fall_any = (can_fall_left || can_fall_right); can_fall_both = (can_fall_left && can_fall_right); } +#endif + +#if USE_NEW_ALL_SLIPPERY +#else +#if USE_NEW_SP_SLIPPERY + /* !!! better use the same properties as for custom elements here !!! */ + else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && + can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) + { + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; + } +#endif +#endif - if (can_fall_any) +#if USE_NEW_ALL_SLIPPERY + if (can_fall_both) + { + if (element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; + } +#else + if (can_fall_both) { - if (can_fall_both && - (game.emulation != EMU_BOULDERDASH && - element != EL_BD_ROCK && element != EL_BD_DIAMOND)) + if (game.emulation == EMU_BOULDERDASH || + element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else can_fall_left = !(can_fall_right = RND(2)); + can_fall_both = FALSE; + } +#endif + + if (can_fall_any) + { + /* if not determined otherwise, prefer left side for slipping down */ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } } +#if 0 + else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element)) +#else else if (IS_BELT_ACTIVE(Feld[x][y + 1])) +#endif { boolean left_is_free = (x > 0 && IS_FREE(x - 1, y)); boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); @@ -4211,49 +5931,60 @@ void StartMoving(int x, int y) if ((belt_dir == MV_LEFT && left_is_free) || (belt_dir == MV_RIGHT && right_is_free)) { + int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1); + InitMovingField(x, y, belt_dir); started_moving = TRUE; + Pushed[x][y] = TRUE; + Pushed[nextx][y] = TRUE; + GfxAction[x][y] = ACTION_DEFAULT; } + else + { + MovDir[x][y] = 0; /* if element was moving, stop it */ + } } } /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE) +#else if (CAN_MOVE(element) && !started_moving) +#endif { int move_pattern = element_info[element].move_pattern; int newx, newy; -#if 1 - if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) - return; -#else - if ((element == EL_SATELLITE || - element == EL_BALLOON || - element == EL_SPRING) - && JustBeingPushed(x, y)) - return; -#endif - #if 0 -#if 0 - if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) - Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */ -#else - if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) +#if DEBUG + if (MovDir[x][y] == MV_NONE) { - Moving2Blocked(x, y, &newx, &newy); - if (Feld[newx][newy] == EL_BLOCKED) - Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */ + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); } #endif #endif -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); -#endif + Moving2Blocked(x, y, &newx, &newy); + + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; + + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) + { + WasJustMoving[x][y] = 0; + CheckCollision[x][y] = 0; + + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + + if (Feld[x][y] != element) /* element has changed */ + return; + } if (!MovDelay[x][y]) /* start new movement phase */ { @@ -4265,15 +5996,13 @@ void StartMoving(int x, int y) element != EL_PACMAN && !(move_pattern & MV_ANY_DIRECTION) && move_pattern != MV_TURNING_LEFT && - move_pattern != MV_TURNING_RIGHT) + move_pattern != MV_TURNING_RIGHT && + move_pattern != MV_TURNING_LEFT_RIGHT && + move_pattern != MV_TURNING_RIGHT_LEFT && + move_pattern != MV_TURNING_RANDOM) { TurnRound(x, y); -#if 0 - if (FrameCounter < 1 && x == 0 && y == 29) - printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); -#endif - if (MovDelay[x][y] && (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || @@ -4287,42 +6016,11 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; -#if 0 - if (element == EL_YAMYAM) - { - printf("::: %d\n", - el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); - DrawLevelElementAnimation(x, y, element); - } -#endif - - if (MovDelay[x][y]) /* element still has to wait some time */ - { -#if 0 - /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ - ResetGfxAnimation(x, y); -#endif - -#if 0 - if (GfxAction[x][y] != ACTION_WAITING) - printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); - - GfxAction[x][y] = ACTION_WAITING; -#endif - } - 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 PlayLevelSoundAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) @@ -4339,10 +6037,6 @@ void StartMoving(int x, int y) dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); -#if 0 - printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); -#endif - GfxAction[x][y] = ACTION_ATTACKING; if (IS_PLAYER(x, y)) @@ -4367,12 +6061,25 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif + + ChangeDelay[xx][yy] = 0; Feld[xx][yy] = EL_FLAMES; + if (IN_SCR_FIELD(sx, sy)) { DrawLevelFieldCrumbledSand(xx, yy); @@ -4394,13 +6101,6 @@ void StartMoving(int x, int y) return; } - -#if 0 - /* 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; -#endif } /* now make next step */ @@ -4409,35 +6109,27 @@ void StartMoving(int x, int y) if (DONT_COLLIDE_WITH(element) && IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && - !PLAYER_PROTECTED(newx, newy)) + !PLAYER_ENEMY_PROTECTED(newx, newy)) { -#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 + TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]); + return; } - else if ((element == EL_PENGUIN || - element == EL_ROBOT || - element == EL_SATELLITE || - element == EL_BALLOON || - IS_CUSTOM_ELEMENT(element)) && - IN_LEV_FIELD(newx, newy) && - MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) + + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + !IS_MV_DIAGONAL(MovDir[x][y]) && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) { - SplashAcid(x, y); + SplashAcid(newx, newy); Store[x][y] = EL_ACID; } else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) { if (Feld[newx][newy] == EL_EXIT_OPEN) { - Feld[x][y] = EL_EMPTY; + RemoveField(x, y); DrawLevelField(x, y); PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); @@ -4453,10 +6145,10 @@ void StartMoving(int x, int y) } else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { - if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) DrawLevelField(newx, newy); else - GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NONE; } else if (!IS_FREE(newx, newy)) { @@ -4466,6 +6158,7 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } } @@ -4489,23 +6182,88 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } } - else if ((move_pattern & MV_MAZE_RUNNER_STYLE || - element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy)) + else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy)) { - if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) + if (Store[x][y] != EL_EMPTY) { - if (IS_MOVING(newx, newy)) - RemoveMovingField(newx, newy); + boolean can_clone = FALSE; + int xx, yy; + + /* check if element to clone is still there */ + for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++) + { + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y]) + { + can_clone = TRUE; + + break; + } + } + + /* cannot clone or target field not free anymore -- do not clone */ + if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + Store[x][y] = EL_EMPTY; + } + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + if (IS_MV_DIAGONAL(MovDir[x][y])) + { + int diagonal_move_dir = MovDir[x][y]; + int stored = Store[x][y]; + int change_delay = 8; + int graphic; + + /* android is moving diagonally */ + + CreateField(x, y, EL_DIAGONAL_SHRINKING); + + Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored); + GfxElement[x][y] = EL_EMC_ANDROID; + GfxAction[x][y] = ACTION_SHRINKING; + GfxDir[x][y] = diagonal_move_dir; + ChangeDelay[x][y] = change_delay; + + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], + GfxDir[x][y]); + + DrawLevelGraphicAnimation(x, y, graphic); + PlayLevelSoundAction(x, y, ACTION_SHRINKING); + + if (Feld[newx][newy] == EL_ACID) + { + SplashAcid(newx, newy); + + return; + } + + CreateField(newx, newy, EL_DIAGONAL_GROWING); + + Store[newx][newy] = EL_EMC_ANDROID; + GfxElement[newx][newy] = EL_EMC_ANDROID; + GfxAction[newx][newy] = ACTION_GROWING; + GfxDir[newx][newy] = diagonal_move_dir; + ChangeDelay[newx][newy] = change_delay; + + graphic = el_act_dir2img(GfxElement[newx][newy], + GfxAction[newx][newy], GfxDir[newx][newy]); + + DrawLevelGraphicAnimation(newx, newy, graphic); + PlayLevelSoundAction(newx, newy, ACTION_GROWING); + + return; + } else { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - } - PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); + PlayLevelSoundAction(x, y, ACTION_DIGGING); + } } else if (!IS_FREE(newx, newy)) { @@ -4515,11 +6273,71 @@ void StartMoving(int x, int y) else DrawLevelField(x, y); #endif + return; } + } + else if (IS_CUSTOM_ELEMENT(element) && + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) + { + int new_element = Feld[newx][newy]; + + if (!IS_FREE(newx, newy)) + { + int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING : + IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING : + ACTION_BREAKING); + + /* no element can dig solid indestructible elements */ + if (IS_INDESTRUCTIBLE(new_element) && + !IS_DIGGABLE(new_element) && + !IS_COLLECTIBLE(new_element)) + return; + + if (AmoebaNr[newx][newy] && + (new_element == EL_AMOEBA_FULL || + new_element == EL_BD_AMOEBA || + new_element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[newx][newy]]--; + AmoebaCnt2[AmoebaNr[newx][newy]]--; + } + + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); + else + { + RemoveField(newx, newy); + DrawLevelField(newx, newy); + } + + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + + PlayLevelSoundAction(x, y, action); + } + + Store[newx][newy] = EL_EMPTY; +#if 1 + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = new_element; +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + { + int move_leave_element = element_info[element].move_leave_element; + + /* this makes it possible to leave the removed element again */ + Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? + new_element : move_leave_element); + } +#endif - RunnerVisit[x][y] = FrameCounter; - PlayerVisit[x][y] /= 8; /* expire player visit path */ + if (move_pattern & MV_MAZE_RUNNER_STYLE) + { + RunnerVisit[x][y] = FrameCounter; + PlayerVisit[x][y] /= 8; /* expire player visit path */ + } } else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy)) { @@ -4549,10 +6367,8 @@ void StartMoving(int x, int y) element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { -#if 1 ResetGfxAnimation(x, y); GfxAction[x][y] = ACTION_ATTACKING; -#endif if (IS_PLAYER(x, y)) DrawPlayerField(x, y); @@ -4563,11 +6379,25 @@ void StartMoving(int x, int y) MovDelay[x][y] = 50; + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif Feld[newx1][newy1] = EL_FLAMES; + } if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif Feld[newx2][newy2] = EL_FLAMES; + } return; } @@ -4597,8 +6427,18 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } +#if 0 + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) + { + RemoveMovingField(newx, newy); + } +#else if (IS_MOVING(newx, newy)) + { RemoveMovingField(newx, newy); + } +#endif else { Feld[newx][newy] = EL_EMPTY; @@ -4628,6 +6468,7 @@ void StartMoving(int x, int y) DrawLevelField(x, y); MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ + return; /* wait for shrinking amoeba */ } else /* element == EL_PACMAN */ @@ -4650,31 +6491,26 @@ void StartMoving(int x, int y) TurnRound(x, y); -#if 1 +#if 0 + /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */ + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ DrawLevelElementAnimation(x, y, element); -#else - if (element == EL_BUG || - element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK) - DrawLevelField(x, y); - else if (element == EL_MOLE) - DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || - element == EL_BD_FIREFLY) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SATELLITE) - DrawLevelElementAnimationIfNeeded(x, y, element); - else if (element == EL_SP_ELECTRON) - DrawLevelElementAnimationIfNeeded(x, y, element); -#endif if (DONT_TOUCH(element)) - TestIfBadThingTouchesHero(x, y); - -#if 0 - PlayLevelSoundAction(x, y, ACTION_WAITING); -#endif + TestIfBadThingTouchesPlayer(x, y); return; } @@ -4691,16 +6527,20 @@ void StartMoving(int x, int y) void ContinueMoving(int x, int y) { int element = Feld[x][y]; + struct ElementInfo *ei = &element_info[element]; int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int newx = x + dx, newy = y + dy; - int nextx = newx + dx, nexty = newy + dy; - boolean pushed = Pushed[x][y]; + int stored = Store[x][y]; + int stored_new = Store[newx][newy]; + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); + boolean last_line = (newy == lev_fieldy - 1); MovPos[x][y] += getElementMoveStepsize(x, y); - if (pushed) /* special case: moving object pushed by player */ + if (pushed_by_player) /* special case: moving object pushed by player */ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); if (ABS(MovPos[x][y]) < TILEX) @@ -4716,7 +6556,11 @@ void ContinueMoving(int x, int y) Feld[newx][newy] = element; MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (element == EL_MOLE) + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } + else if (element == EL_MOLE) { Feld[x][y] = EL_SAND; @@ -4745,6 +6589,10 @@ void ContinueMoving(int x, int y) if (!game.magic_wall_active) Feld[x][y] = EL_MAGIC_WALL_DEAD; element = Feld[newx][newy] = Store[x][y]; + +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif } else if (element == EL_BD_MAGIC_WALL_FILLING) { @@ -4759,6 +6607,10 @@ void ContinueMoving(int x, int y) if (!game.magic_wall_active) Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; element = Feld[newx][newy] = Store[x][y]; + +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif } else if (element == EL_AMOEBA_DROPPING) { @@ -4775,25 +6627,47 @@ void ContinueMoving(int x, int y) 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; + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; +#if 1 + if (CAN_CHANGE_OR_HAS_ACTION(element)) +#else + if (CAN_CHANGE(element)) +#endif + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + ChangeCount[newx][newy] = ChangeCount[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + +#if 0 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif +#endif + } + +#if 1 +#if USE_NEW_CUSTOM_VALUE + CustomValue[newx][newy] = CustomValue[x][y]; +#endif +#endif ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + +#if USE_NEW_CUSTOM_VALUE + CustomValue[x][y] = 0; +#endif /* copy animation control values to new field */ GfxFrame[newx][newy] = GfxFrame[x][y]; @@ -4803,54 +6677,93 @@ void ContinueMoving(int x, int y) 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; + /* some elements can leave other elements behind after moving */ +#if 1 + if (ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) #else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#endif + { + int move_leave_element = ei->move_leave_element; -#if 0 - /* (does not work for falling objects that slide horizontally) */ - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; +#if 1 +#if 1 + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored); #else - /* - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; - */ + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif +#else + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_type == LEAVE_TYPE_LIMITED && + ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif + + Feld[x][y] = move_leave_element; + + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; + + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } + + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ if (!CAN_MOVE(element) || - (CAN_FALL(element) && direction == MV_DOWN)) + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) GfxDir[x][y] = MovDir[newx][newy] = 0; -#endif -#endif - DrawLevelField(x, y); DrawLevelField(newx, newy); Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ /* prevent pushed element from moving on in pushed direction */ - if (pushed && CAN_MOVE(element) && + if (pushed_by_player && CAN_MOVE(element) && element_info[element].move_pattern & MV_ANY_DIRECTION && !(element_info[element].move_pattern & direction)) TurnRound(newx, newy); - if (!pushed) /* special case: moving object pushed by player */ + /* prevent elements on conveyor belt from moving on in last direction */ + if (pushed_by_conveyor && CAN_FALL(element) && + direction & MV_HORIZONTAL) + MovDir[newx][newy] = 0; + + if (!pushed_by_player) { - WasJustMoving[newx][newy] = 3; + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + + WasJustMoving[newx][newy] = CHECK_DELAY_MOVING; if (CAN_FALL(element) && direction == MV_DOWN) - WasJustFalling[newx][newy] = 3; + WasJustFalling[newx][newy] = CHECK_DELAY_FALLING; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesPlayer(newx, newy); TestIfBadThingTouchesFriend(newx, newy); if (!IS_CUSTOM_ELEMENT(element)) @@ -4859,96 +6772,63 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); + /* give the player one last chance (one more frame) to move away */ if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) Impact(x, newy); -#if 1 - TestIfElementTouchesCustomElement(x, y); /* for empty space */ -#endif - -#if 0 - if (ChangePage[newx][newy] != -1) /* delayed change */ - ChangeElement(newx, newy, ChangePage[newx][newy]); -#endif - - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + if (pushed_by_player && !game.use_change_when_pushing_bug) { - /* !!! fix side (direction) orientation here and elsewhere !!! */ - CheckElementSideChange(newx, newy, Feld[newx][newy], - direction, CE_COLLISION_ACTIVE, -1); + int push_side = MV_DIR_OPPOSITE(direction); + struct PlayerInfo *player = PLAYERINFO(x, y); - if (IN_LEV_FIELD(nextx, nexty)) - { - static int opposite_directions[] = - { - MV_RIGHT, - MV_LEFT, - MV_DOWN, - MV_UP - }; - int move_dir_bit = MV_DIR_BIT(direction); - int opposite_direction = opposite_directions[move_dir_bit]; - int hitting_side = direction; - int touched_side = opposite_direction; - int hitting_element = Feld[newx][newy]; - int touched_element = MovingOrBlocked2Element(nextx, nexty); - boolean object_hit = (!IS_MOVING(nextx, nexty) || - MovDir[nextx][nexty] != direction || - ABS(MovPos[nextx][nexty]) <= TILEY / 2); - - if (object_hit) - { - int i; + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, push_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, push_side); + } - CheckElementSideChange(nextx, nexty, Feld[nextx][nexty], - opposite_direction, CE_COLLISION_PASSIVE, -1); + if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ + MovDelay[newx][newy] = 1; - if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE)) - { - for (i = 0; i < element_info[hitting_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[hitting_element].change_page[i]; + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) && - change->sides & touched_side && - change->trigger_element == touched_element) - { - CheckElementSideChange(newx, newy, hitting_element, - CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i); - break; - } - } - } + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ - if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE)) - { - for (i = 0; i < element_info[touched_element].num_change_pages; i++) - { - struct ElementChangeInfo *change = - &element_info[touched_element].change_page[i]; +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + { + int page = ChangePage[newx][newy]; + struct ElementChangeInfo *change = &ei->change_page[page]; - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) && - change->sides & hitting_side && - change->trigger_element == hitting_element) - { - CheckElementSideChange(nextx, nexty, touched_element, - CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i); - break; - } - } - } + ChangePage[newx][newy] = -1; + + if (change->can_change) + { + if (ChangeElement(newx, newy, element, page)) + { + if (change->post_change_function) + change->post_change_function(newx, newy); } } + + if (change->has_action) + ExecuteCustomElementAction(newx, newy, element, page); } +#endif + TestIfElementHitsCustomElement(newx, newy, direction); TestIfPlayerTouchesCustomElement(newx, newy); TestIfElementTouchesCustomElement(newx, newy); + +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +#endif } int AmoebeNachbarNr(int ax, int ay) @@ -4964,7 +6844,7 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x = ax + xy[i][0]; int y = ay + xy[i][1]; @@ -4994,7 +6874,7 @@ void AmoebenVereinigen(int ax, int ay) if (new_group_nr == 0) return; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -5017,13 +6897,14 @@ void AmoebenVereinigen(int ax, int ay) AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) - { - if (AmoebaNr[xx][yy] == old_group_nr) - AmoebaNr[xx][yy] = new_group_nr; - } + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; } } } @@ -5046,17 +6927,19 @@ void AmoebeUmwandeln(int ax, int ay) } #endif - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) { - if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = EL_AMOEBA_TO_DIAMOND; - } + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; } } + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? SND_AMOEBA_TURNING_TO_GEM : SND_AMOEBA_TURNING_TO_ROCK)); @@ -5072,7 +6955,7 @@ void AmoebeUmwandeln(int ax, int ay) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -5106,21 +6989,22 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) } #endif - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) { - if (AmoebaNr[x][y] == group_nr && - (Feld[x][y] == EL_AMOEBA_DEAD || - Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBA_GROWING)) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = new_element; - InitField(x, y, FALSE); - DrawLevelField(x, y); - done = TRUE; - } + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + DrawLevelField(x, y); + done = TRUE; } } @@ -5141,14 +7025,7 @@ void AmoebeWaechst(int x, int y) if (DelayReached(&sound_delay, sound_delay_value)) { -#if 1 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); -#else - if (Store[x][y] == EL_BD_AMOEBA) - PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING); - else - PlayLevelSound(x, y, SND_AMOEBA_GROWING); -#endif sound_delay_value = 30; } } @@ -5215,6 +7092,7 @@ void AmoebeAbleger(int ax, int ay) int element = Feld[ax][ay]; int graphic = el2img(element); int newax = ax, neway = ay; + boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); static int xy[4][2] = { { 0, -1 }, @@ -5223,7 +7101,7 @@ void AmoebeAbleger(int ax, int ay) { 0, +1 } }; - if (!level.amoeba_speed) + if (!level.amoeba_speed && element != EL_EMC_DRIPPER) { Feld[ax][ay] = EL_AMOEBA_DEAD; DrawLevelField(ax, ay); @@ -5243,7 +7121,7 @@ void AmoebeAbleger(int ax, int ay) return; } - if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */ + if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */ { int start = RND(4); int x = ax + xy[start][0]; @@ -5252,9 +7130,9 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) { newax = x; neway = y; @@ -5268,7 +7146,7 @@ void AmoebeAbleger(int ax, int ay) int start = RND(4); boolean waiting_for_player = FALSE; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int j = (start + i) % 4; int x = ax + xy[j][0]; @@ -5277,9 +7155,9 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || - Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) { newax = x; neway = y; @@ -5291,7 +7169,7 @@ void AmoebeAbleger(int ax, int ay) if (newax == ax && neway == ay) /* amoeba cannot grow */ { - if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) { Feld[ax][ay] = EL_AMOEBA_DEAD; DrawLevelField(ax, ay); @@ -5337,20 +7215,17 @@ void AmoebeAbleger(int ax, int ay) } } - if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || + if (!can_drop || 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) + else if (neway == ay || element == EL_EMC_DRIPPER) { Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ -#if 1 + PlayLevelSoundAction(newax, neway, ACTION_GROWING); -#else - PlayLevelSound(newax, neway, SND_AMOEBA_GROWING); -#endif } else { @@ -5367,10 +7242,14 @@ void AmoebeAbleger(int ax, int ay) void Life(int ax, int ay) { int x1, y1, x2, y2; +#if 0 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ +#endif int life_time = 40; int element = Feld[ax][ay]; int graphic = el2img(element); + int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life : + level.biomaze); boolean changed = FALSE; if (IS_ANIMATED(graphic)) @@ -5413,7 +7292,8 @@ void Life(int ax, int ay) if (xx == ax && yy == ay) /* field in the middle */ { - if (nachbarn < life[0] || nachbarn > life[1]) + if (nachbarn < life_parameter[0] || + nachbarn > life_parameter[1]) { Feld[xx][yy] = EL_EMPTY; if (!Stop[xx][yy]) @@ -5422,10 +7302,10 @@ void Life(int ax, int ay) changed = TRUE; } } - /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) { /* free border field */ - if (nachbarn >= life[2] && nachbarn <= life[3]) + if (nachbarn >= life_parameter[2] && + nachbarn <= life_parameter[3]) { Feld[xx][yy] = element; MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); @@ -5460,7 +7340,7 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { - ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; } static void RunTimegateWheel(int x, int y) @@ -5468,9 +7348,57 @@ static void RunTimegateWheel(int x, int y) PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } -void CheckExit(int x, int y) +static void InitMagicBallDelay(int x, int y) { - if (local_player->gems_still_needed > 0 || +#if 1 + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; +#else + ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; +#endif +} + +static void ActivateMagicBall(int bx, int by) +{ + int x, y; + + if (level.ball_random) + { + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; + + x = bx - 1 + xx; + y = by - 1 + yy; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) + { + int xx = x - bx + 1; + int yy = y - by + 1; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + } + + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; +} + +static void InitDiagonalMovingElement(int x, int y) +{ +#if 0 + MovDelay[x][y] = level.android_move_time; +#endif +} + +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) { @@ -5516,21 +7444,19 @@ static void CloseAllOpenTimegates() { int x, y; - for (y = 0; y < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; - - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) - { - Feld[x][y] = EL_TIMEGATE_CLOSING; #if 1 - PlayLevelSoundAction(x, y, ACTION_CLOSING); + SCAN_PLAYFIELD(x, y) #else - PlayLevelSound(x, y, SND_TIMEGATE_CLOSING); + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) #endif - } + { + int element = Feld[x][y]; + + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; + + PlayLevelSoundAction(x, y, ACTION_CLOSING); } } } @@ -5621,7 +7547,7 @@ void MauerWaechst(int x, int y) Feld[x][y] = Store[x][y]; Store[x][y] = 0; - GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NONE; DrawLevelField(x, y); } } @@ -5731,11 +7657,7 @@ void MauerAbleger(int ax, int ay) Feld[ax][ay] = EL_WALL; if (new_wall) -#if 1 PlayLevelSoundAction(ax, ay, ACTION_GROWING); -#else - PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING); -#endif } void CheckForDragon(int x, int y) @@ -5750,11 +7672,11 @@ void CheckForDragon(int x, int y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { for (j = 0; j < 4; j++) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + 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)) @@ -5769,11 +7691,11 @@ void CheckForDragon(int x, int y) if (!dragon_found) { - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { for (j = 0; j < 3; j++) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) { @@ -5812,11 +7734,12 @@ static void WarnBuggyBase(int x, int y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - int xx = x + xy[i][0], yy = y + xy[i][1]; + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; - if (IS_PLAYER(xx, yy)) + if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy)) { PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); @@ -5844,213 +7767,825 @@ static void ChangeActiveTrap(int x, int y) DrawLevelFieldCrumbledSand(x, y); } -static void ChangeElementNowExt(int x, int y, int target_element) +static int getSpecialActionElement(int element, int number, int base_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)) - { - Bang(x, y); + return (element != EL_EMPTY ? element : + number != -1 ? base_element + number - 1 : + EL_EMPTY); +} + +static int getModifiedActionNumber(int value_old, int operator, int operand, + int value_min, int value_max) +{ + int value_new = (operator == CA_MODE_SET ? operand : + operator == CA_MODE_ADD ? value_old + operand : + operator == CA_MODE_SUBTRACT ? value_old - operand : + operator == CA_MODE_MULTIPLY ? value_old * operand : + operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) : + operator == CA_MODE_MODULO ? value_old % MAX(1, operand) : + value_old); + + return (value_new < value_min ? value_min : + value_new > value_max ? value_max : + value_new); +} + +static void ExecuteCustomElementAction(int x, int y, int element, int page) +{ + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int i; + + if (!change->has_action) return; - } - RemoveField(x, y); - Feld[x][y] = target_element; + /* ---------- determine action paramater values -------------------------- */ + + int level_time_value = + (level.time > 0 ? TimeLeft : + TimePlayed); + + int action_arg_element = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + EL_EMPTY); + + int action_arg_direction = + (action_arg >= CA_ARG_DIRECTION_LEFT && + action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION : + action_arg == CA_ARG_DIRECTION_TRIGGER ? + change->actual_trigger_side : + action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ? + MV_DIR_OPPOSITE(change->actual_trigger_side) : + MV_NONE); + + int action_arg_number_min = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : + CA_ARG_MIN); + + int action_arg_number_max = + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : + action_type == CA_SET_LEVEL_GEMS ? 999 : + action_type == CA_SET_LEVEL_TIME ? 9999 : + action_type == CA_SET_LEVEL_SCORE ? 99999 : + action_type == CA_SET_CE_SCORE ? 9999 : + action_type == CA_SET_CE_VALUE ? 9999 : + CA_ARG_MAX); + + int action_arg_number_reset = + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize : + action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : + action_type == CA_SET_LEVEL_TIME ? level.time : + action_type == CA_SET_LEVEL_SCORE ? 0 : + action_type == CA_SET_CE_SCORE ? 0 : +#if 1 + action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) : +#else + action_type == CA_SET_CE_VALUE ? ei->custom_value_initial : +#endif + 0); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg >= CA_ARG_SPEED_NOT_MOVING && + action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) : + action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min : + action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max : + action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset : + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : +#if USE_NEW_CUSTOM_VALUE + action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] : +#else + action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial : +#endif + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) : + action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value : + action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed : + action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score : + action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) : + action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value: + action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element : + action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element : + -1); + + int action_arg_number_old = + (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed : + action_type == CA_SET_LEVEL_TIME ? TimeLeft : + action_type == CA_SET_LEVEL_SCORE ? local_player->score : + action_type == CA_SET_CE_SCORE ? ei->collect_score : + action_type == CA_SET_CE_VALUE ? CustomValue[x][y] : + 0); + + int action_arg_number_new = + getModifiedActionNumber(action_arg_number_old, + action_mode, action_arg_number, + action_arg_number_min, action_arg_number_max); + + int trigger_player_bits = + (change->actual_trigger_player >= EL_PLAYER_1 && + change->actual_trigger_player <= EL_PLAYER_4 ? + (1 << (change->actual_trigger_player - EL_PLAYER_1)) : + PLAYER_BITS_ANY); + + int action_arg_player_bits = + (action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits : + PLAYER_BITS_ANY); + + /* ---------- execute action -------------------------------------------- */ + + switch(action_type) + { + case CA_NO_ACTION: + { + return; + } + + /* ---------- level actions ------------------------------------------- */ - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + case CA_RESTART_LEVEL: + { + game.restart_level = TRUE; - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + break; + } - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); + case CA_SHOW_ENVELOPE: + { + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); - DrawLevelField(x, y); + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + break; + } - TestIfBadThingTouchesHero(x, y); - TestIfPlayerTouchesCustomElement(x, y); - TestIfElementTouchesCustomElement(x, y); + case CA_SET_LEVEL_TIME: + { + if (level.time > 0) /* only modify limited time value */ + { + TimeLeft = action_arg_number_new; - if (ELEM_IS_PLAYER(target_element)) - RelocatePlayer(x, y, target_element); -} + DrawGameValue_Time(TimeLeft); -static boolean ChangeElementNow(int x, int y, int element, int page) -{ - struct ElementChangeInfo *change = &element_info[element].change_page[page]; + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } - /* always use default change event to prevent running into a loop */ - if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) - ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY); + break; + } - /* do not change already changed elements with same change event */ -#if 0 - if (Changed[x][y] & ChangeEvent[x][y]) - return FALSE; -#else - if (Changed[x][y]) - return FALSE; -#endif + case CA_SET_LEVEL_SCORE: + { + local_player->score = action_arg_number_new; - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + DrawGameValue_Score(local_player->score); - CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + break; + } - if (change->explode) - { - Bang(x, y); + case CA_SET_LEVEL_GEMS: + { + local_player->gems_still_needed = action_arg_number_new; - return TRUE; - } + DrawGameValue_Emeralds(local_player->gems_still_needed); - if (change->use_content) - { - boolean complete_change = TRUE; - boolean can_change[3][3]; - int xx, yy; + break; + } - for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + case CA_SET_LEVEL_GRAVITY: { - boolean half_destructible; - int ex = x + xx - 1; - int ey = y + yy - 1; - int e; + game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity : + game.gravity); + break; + } - can_change[xx][yy] = TRUE; + case CA_SET_LEVEL_WIND: + { + game.wind_direction = action_arg_direction; - if (ex == x && ey == y) /* do not check changing element itself */ - continue; + break; + } + + /* ---------- player actions ------------------------------------------ */ + + case CA_MOVE_PLAYER: + { + /* automatically move to the next field in specified direction */ + for (i = 0; i < MAX_PLAYERS; i++) + if (trigger_player_bits & (1 << i)) + stored_player[i].programmed_action = action_arg_direction; + + break; + } + + case CA_EXIT_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE; + + break; + } + + case CA_KILL_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillPlayer(&stored_player[i]); + + break; + } + + case CA_SET_PLAYER_KEYS: + { + int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE); + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); - if (change->content[xx][yy] == EL_EMPTY_SPACE) + if (IS_KEY(element)) { - can_change[xx][yy] = FALSE; /* do not change empty borders */ + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = key_state; - continue; + DrawGameValue_Keys(stored_player[i].key); + + redraw_mask |= REDRAW_DOOR_1; + } + } } - if (!IN_LEV_FIELD(ex, ey)) + break; + } + + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + if (trigger_player_bits & (1 << i)) + { + int move_stepsize = TILEX / stored_player[i].move_delay_value; - continue; - } + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) + { + action_arg_number = 2; + action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : + CA_MODE_MULTIPLY); + } - e = Feld[ex][ey]; + move_stepsize = + getModifiedActionNumber(move_stepsize, + action_mode, + action_arg_number, + action_arg_number_min, + action_arg_number_max); - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - e = MovingOrBlocked2Element(ex, ey); +#if 1 + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); +#else + /* make sure that value is power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); - half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + /* do no immediately change -- the player might just be moving */ + stored_player[i].move_delay_value_next = TILEX / move_stepsize; - 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))) - { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + stored_player[i].cannot_move = + (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE); +#endif + } } + + break; } - if (!change->only_complete || complete_change) + case CA_SET_PLAYER_SHIELD: { - boolean something_has_changed = FALSE; + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_SHIELD_OFF) + { + stored_player[i].shield_normal_time_left = 0; + stored_player[i].shield_deadly_time_left = 0; + } + else if (action_arg == CA_ARG_SHIELD_NORMAL) + { + stored_player[i].shield_normal_time_left = 999999; + } + else if (action_arg == CA_ARG_SHIELD_DEADLY) + { + stored_player[i].shield_normal_time_left = 999999; + stored_player[i].shield_deadly_time_left = 999999; + } + } + } - if (change->only_complete && change->use_random_change && - RND(100) < change->random) - return FALSE; + break; + } - for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + case CA_SET_PLAYER_ARTWORK: + { + for (i = 0; i < MAX_PLAYERS; i++) { - int ex = x + xx - 1; - int ey = y + yy - 1; - - if (can_change[xx][yy] && (!change->use_random_change || - RND(100) < change->random)) + if (trigger_player_bits & (1 << i)) { - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - RemoveMovingField(ex, ey); + int artwork_element = action_arg_element; - ChangeEvent[ex][ey] = ChangeEvent[x][y]; + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = + (level.use_artwork_element[i] ? level.artwork_element[i] : + stored_player[i].element_nr); - ChangeElementNowExt(ex, ey, change->content[xx][yy]); + stored_player[i].artwork_element = artwork_element; - something_has_changed = TRUE; + SetPlayerWaiting(&stored_player[i], FALSE); - /* for symmetry reasons, freeze newly created border elements */ - if (ex != x || ey != y) - Stop[ex][ey] = TRUE; /* no more moving in this frame */ + /* set number of special actions for bored and sleeping animation */ + stored_player[i].num_special_action_bored = + get_num_special_action(artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + stored_player[i].num_special_action_sleeping = + get_num_special_action(artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); } } - if (something_has_changed) - PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + break; } - } - else - { - ChangeElementNowExt(x, y, change->target_element); - PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); - } + /* ---------- CE actions ---------------------------------------------- */ - return TRUE; -} + case CA_SET_CE_SCORE: + { + ei->collect_score = action_arg_number_new; -static void ChangeElement(int x, int y, int page) -{ - int element = MovingOrBlocked2Element(x, y); - struct ElementInfo *ei = &element_info[element]; - struct ElementChangeInfo *change = &ei->change_page[page]; + break; + } + + case CA_SET_CE_VALUE: + { +#if USE_NEW_CUSTOM_VALUE + int last_custom_value = CustomValue[x][y]; + + CustomValue[x][y] = action_arg_number_new; #if 0 -#ifdef DEBUG - if (!CAN_CHANGE(element)) - { - printf("\n\n"); - printf("ChangeElement(): %d,%d: element = %d ('%s')\n", - x, y, element, element_info[element].token_name); - printf("ChangeElement(): This should never happen!\n"); - printf("\n\n"); - } + printf("::: Count == %d\n", CustomValue[x][y]); #endif + + if (CustomValue[x][y] == 0 && last_custom_value > 0) + { +#if 0 + printf("::: CE_VALUE_GETS_ZERO\n"); #endif - if (ChangeDelay[x][y] == 0) /* initialize element change */ - { - ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + - RND(change->delay_random * change->delay_frames)) + 1; + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); +#if 0 + printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); +#endif + } +#endif - if (change->pre_change_function) - change->pre_change_function(x, y); - } + break; + } - ChangeDelay[x][y]--; + /* ---------- engine actions ------------------------------------------ */ - if (ChangeDelay[x][y] != 0) /* continue element change */ - { - int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + case CA_SET_ENGINE_SCAN_MODE: + { + InitPlayfieldScanMode(action_arg); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; + } - if (change->change_function) - change->change_function(x, y); + default: + break; } - else /* finish element change */ - { +} + +static void CreateFieldExt(int x, int y, int element, boolean is_change) +{ + int previous_move_direction = MovDir[x][y]; +#if USE_NEW_CUSTOM_VALUE + int last_ce_value = CustomValue[x][y]; +#endif + boolean add_player = (ELEM_IS_PLAYER(element) && + IS_WALKABLE(Feld[x][y])); + + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element)) + { + Bang(x, y); + + return; + } + + if (!add_player) + { + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); + + Feld[x][y] = element; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; + +#if USE_NEW_CUSTOM_VALUE + if (element_info[Feld[x][y]].use_last_ce_value) + CustomValue[x][y] = last_ce_value; +#endif + + InitField_WithBug1(x, y, FALSE); + + DrawLevelField(x, y); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + + /* "ChangeCount" not set yet to allow "entered by player" change one time */ + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); + + if (is_change) + ChangeCount[x][y]++; /* count number of changes in the same frame */ + + TestIfBadThingTouchesPlayer(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +} + +static void CreateField(int x, int y, int element) +{ + CreateFieldExt(x, y, element, FALSE); +} + +static void CreateElementFromChange(int x, int y, int element) +{ + element = GET_VALID_RUNTIME_ELEMENT(element); + +#if USE_STOP_CHANGED_ELEMENTS + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + int old_element = Feld[x][y]; + + /* prevent changed element from moving in same engine frame + unless both old and new element can either fall or move */ + if ((!CAN_FALL(old_element) || !CAN_FALL(element)) && + (!CAN_MOVE(old_element) || !CAN_MOVE(element))) + Stop[x][y] = TRUE; + } +#endif + + CreateFieldExt(x, y, element, TRUE); +} + +static boolean ChangeElement(int x, int y, int element, int page) +{ + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + int target_element; + int old_element = Feld[x][y]; + + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; + + if (ChangeEvent[x][y] == CE_DELAY) + { + /* reset actual trigger element, trigger player and action element */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + change->actual_trigger_side = CH_SIDE_NONE; + change->actual_trigger_ce_value = 0; + } + + /* do not change elements more than a specified maximum number of changes */ + if (ChangeCount[x][y] >= game.max_num_changes_per_frame) + return FALSE; + + ChangeCount[x][y]++; /* count number of changes in the same frame */ + + if (change->explode) + { + Bang(x, y); + + return TRUE; + } + + if (change->use_target_content) + { + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + boolean is_empty; + boolean is_walkable; + boolean is_diggable; + boolean is_collectible; + boolean is_removable; + boolean is_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element = change->target_content.e[xx][yy]; + int e; + + can_replace[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (content_element == EL_EMPTY_SPACE) + { + can_replace[xx][yy] = FALSE; /* do not replace border with space */ + + continue; + } + + if (!IN_LEV_FIELD(ex, ey)) + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } + + e = Feld[ex][ey]; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); + + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); + + can_replace[xx][yy] = + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; + } + + if (!change->only_if_complete || complete_replace) + { + boolean something_has_changed = FALSE; + + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) + return FALSE; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + int content_element; + + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + + content_element = change->target_content.e[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + CreateElementFromChange(ex, ey, target_element); + + something_has_changed = TRUE; + + /* for symmetry reasons, freeze newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; /* no more moving in this frame */ + } + } + + if (something_has_changed) + { + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } + } + } + else + { + target_element = GET_TARGET_ELEMENT(change->target_element, change); + + if (element == EL_DIAGONAL_GROWING || + element == EL_DIAGONAL_SHRINKING) + { + target_element = Store[x][y]; + + Store[x][y] = EL_EMPTY; + } + + CreateElementFromChange(x, y, target_element); + + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); + } + + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); + + return TRUE; +} + +#if USE_NEW_DELAYED_ACTION + +static void HandleElementChange(int x, int y, int page) +{ + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + +#ifdef DEBUG + if (!CAN_CHANGE_OR_HAS_ACTION(element) && + !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE_OR_HAS_ACTION(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif + + return; + } + + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; + + if (change->can_change) + { + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); + } + } + + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + if (change->can_change) + { + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (change->change_function) + change->change_function(x, y); + } + } + else /* finish element change */ + { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + + change = &ei->change_page[page]; + } + + if (IS_MOVING(x, y)) /* never change a running system ;-) */ + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ + + return; + } + + if (change->can_change) + { + if (ChangeElement(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } + } + + if (change->has_action) + ExecuteCustomElementAction(x, y, element, page); + } +} + +#else + +static void HandleElementChange(int x, int y, int page) +{ + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + +#ifdef DEBUG + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) + { + printf("\n\n"); + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("HandleElementChange(): This should never happen!\n"); + printf("\n\n"); + } +#endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; +#endif + + return; + } + + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); + } + + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ + { if (ChangePage[x][y] != -1) /* remember page from delayed change */ { page = ChangePage[x][y]; ChangePage[x][y] = -1; + + change = &ei->change_page[page]; } if (IS_MOVING(x, y)) /* never change a running system ;-) */ @@ -6061,7 +8596,7 @@ static void ChangeElement(int x, int y, int page) return; } - if (ChangeElementNow(x, y, element, page)) + if (ChangeElement(x, y, element, page)) { if (change->post_change_function) change->post_change_function(x, y); @@ -6069,83 +8604,108 @@ static void ChangeElement(int x, int y, int page) } } -static boolean CheckTriggeredElementSideChange(int lx, int ly, - int trigger_element, - int trigger_side, - int trigger_event) +#endif + +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) { - int i, j, x, y; + boolean change_done_any = FALSE; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); + int i; - if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + if (!(trigger_events[trigger_element][trigger_event])) return FALSE; for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; + boolean change_done = FALSE; + int p; - boolean change_element = FALSE; - int page = 0; - - if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) continue; - for (j = 0; j < element_info[element].num_change_pages; j++) + for (p = 0; p < element_info[element].num_change_pages; p++) { - struct ElementChangeInfo *change = &element_info[element].change_page[j]; + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - if (change->can_change && -#if 1 - change->events & CH_EVENT_BIT(trigger_event) && -#endif - change->sides & trigger_side && - change->trigger_element == trigger_element) + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + change->trigger_page & trigger_page_bits && + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) { -#if 0 - if (!(change->events & CH_EVENT_BIT(trigger_event))) - printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", - trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); -#endif - - change_element = TRUE; - page = j; - - break; - } - } + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; - if (!change_element) - continue; + if ((change->can_change && !change_done) || change->has_action) + { + int x, y; - for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) - { -#if 0 - if (x == lx && y == ly) /* do not change trigger element itself */ - continue; +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) #endif + { + if (Feld[x][y] == element) + { + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif + } + } - if (Feld[x][y] == element) - { - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); - ChangeElement(x, y, page); + if (change->can_change) + { + change_done = TRUE; + change_done_any = TRUE; + } + } } } } - return TRUE; + return change_done_any; } -static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, - int trigger_event) +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side) { - return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY, - trigger_event); -} + boolean change_done = FALSE; + int p; -static boolean CheckElementSideChange(int x, int y, int element, int side, - int trigger_event, int page) -{ - if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE_OR_HAS_ACTION(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) return FALSE; if (Feld[x][y] == EL_BLOCKED) @@ -6154,35 +8714,137 @@ static boolean CheckElementSideChange(int x, int y, int element, int side, element = Feld[x][y]; } - if (page < 0) - page = element_info[element].event_page_nr[trigger_event]; +#if 0 + /* check if element has already changed */ + if (Feld[x][y] != element) + return FALSE; +#else + /* check if element has already changed or is about to change after moving */ + if ((game.engine_version < VERSION_IDENT(3,2,0,7) && + Feld[x][y] != element) || - if (!(element_info[element].change_page[page].sides & side)) + (game.engine_version >= VERSION_IDENT(3,2,0,7) && + (ChangeCount[x][y] >= game.max_num_changes_per_frame || + ChangePage[x][y] != -1))) return FALSE; +#endif - ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); - ChangeElement(x, y, page); + for (p = 0; p < element_info[element].num_change_pages; p++) + { + struct ElementChangeInfo *change = &element_info[element].change_page[p]; - return TRUE; + boolean check_trigger_element = + (trigger_event == CE_TOUCHING_X || + trigger_event == CE_HITTING_X || + trigger_event == CE_HIT_BY_X); + + if (change->can_change_or_has_action && + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + (!check_trigger_element || + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))) + { + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + change->actual_trigger_side = trigger_side; + change->actual_trigger_ce_value = CustomValue[x][y]; + + /* special case: trigger element not at (x,y) position for some events */ + if (check_trigger_element) + { + static struct + { + int dx, dy; + } move_xy[] = + { + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } + }; + + int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx; + int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy; + + change->actual_trigger_ce_value = CustomValue[xx][yy]; + } + + if (change->can_change && !change_done) + { + ChangeDelay[x][y] = 1; + ChangeEvent[x][y] = trigger_event; + + HandleElementChange(x, y, p); + + change_done = TRUE; + } +#if USE_NEW_DELAYED_ACTION + else if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#else + if (change->has_action) + { + ExecuteCustomElementAction(x, y, element, p); + PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p); + } +#endif + } + } + + return change_done; } -static boolean CheckElementChange(int x, int y, int element, int trigger_event) +static void PlayPlayerSound(struct PlayerInfo *player) { - return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1); + int jx = player->jx, jy = player->jy; + int sound_element = player->artwork_element; + int last_action = player->last_action_waiting; + int action = player->action_waiting; + + if (player->is_waiting) + { + if (action != last_action) + PlayLevelSoundElementAction(jx, jy, sound_element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action); + } + else + { + if (action != last_action) + StopSound(element_info[sound_element].sound[last_action]); + + if (last_action == ACTION_SLEEPING) + PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING); + } +} + +static void PlayAllPlayersSound() +{ + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].active) + PlayPlayerSound(&stored_player[i]); } static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) { - int jx = player->jx, jy = player->jy; - int element = player->element_nr; - boolean was_waiting = player->is_waiting; + boolean last_waiting = player->is_waiting; + int move_dir = player->MovDir; + + player->dir_waiting = move_dir; + player->last_action_waiting = player->action_waiting; if (is_waiting) { - int action; - - if (!was_waiting) /* not waiting -> waiting */ + if (!last_waiting) /* not waiting -> waiting */ { player->is_waiting = TRUE; @@ -6195,33 +8857,120 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) game.player_sleeping_delay_fixed + SimpleRND(game.player_sleeping_delay_random); +#if 1 + InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir); +#else InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); +#endif } - if (game.player_sleeping_delay_fixed != -1 && - game.player_sleeping_delay_random != -1 && + if (game.player_sleeping_delay_fixed + + game.player_sleeping_delay_random > 0 && player->anim_delay_counter == 0 && player->post_delay_counter == 0 && FrameCounter >= player->frame_counter_sleeping) player->is_sleeping = TRUE; - else if (game.player_boring_delay_fixed != -1 && - game.player_boring_delay_random != -1 && + else if (game.player_boring_delay_fixed + + game.player_boring_delay_random > 0 && FrameCounter >= player->frame_counter_bored) player->is_bored = TRUE; - action = (player->is_sleeping ? ACTION_SLEEPING : - player->is_bored ? ACTION_BORING : ACTION_WAITING); + player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : + ACTION_WAITING); + +#if 1 + if (player->is_sleeping && player->use_murphy) + { + /* special case for sleeping Murphy when leaning against non-free tile */ + + if (!IN_LEV_FIELD(player->jx - 1, player->jy) || + (Feld[player->jx - 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx - 1, player->jy))) + move_dir = MV_LEFT; + else if (!IN_LEV_FIELD(player->jx + 1, player->jy) || + (Feld[player->jx + 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx + 1, player->jy))) + move_dir = MV_RIGHT; + else + player->is_sleeping = FALSE; + + player->dir_waiting = move_dir; + } +#endif + + if (player->is_sleeping) + { + if (player->num_special_action_sleeping > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int last_special_action = player->special_action_sleeping; + int num_special_action = player->num_special_action_sleeping; + int special_action = + (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 : + last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING : + last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ? + last_special_action + 1 : ACTION_SLEEPING); + int special_graphic = + el_act_dir2img(player->artwork_element, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_sleeping = special_action; + } - if (!was_waiting) - PlayLevelSoundElementAction(jx, jy, element, action); - else - PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_sleeping; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } + else if (player->is_bored) + { + if (player->num_special_action_bored > 0) + { + if (player->anim_delay_counter == 0 && player->post_delay_counter == 0) + { + int special_action = + ACTION_BORING_1 + SimpleRND(player->num_special_action_bored); + int special_graphic = + el_act_dir2img(player->artwork_element, special_action, move_dir); + + player->anim_delay_counter = + graphic_info[special_graphic].anim_delay_fixed + + SimpleRND(graphic_info[special_graphic].anim_delay_random); + player->post_delay_counter = + graphic_info[special_graphic].post_delay_fixed + + SimpleRND(graphic_info[special_graphic].post_delay_random); + + player->special_action_bored = special_action; + } + + if (player->anim_delay_counter > 0) + { + player->action_waiting = player->special_action_bored; + player->anim_delay_counter--; + } + else if (player->post_delay_counter > 0) + { + player->post_delay_counter--; + } + } + } } - else if (was_waiting) /* waiting -> not waiting */ + else if (last_waiting) /* waiting -> not waiting */ { - if (player->is_sleeping) - PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING); - player->is_waiting = FALSE; player->is_bored = FALSE; player->is_sleeping = FALSE; @@ -6232,18 +8981,16 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = player->MovDir; + player->action_waiting = ACTION_DEFAULT; + player->special_action_bored = ACTION_DEFAULT; player->special_action_sleeping = ACTION_DEFAULT; } } -#if 1 static byte PlayerActions(struct PlayerInfo *player, byte player_action) { -#if 0 - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; -#endif boolean moved = FALSE, snapped = FALSE, dropped = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; @@ -6251,27 +8998,14 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) int down = player_action & JOY_DOWN; int button1 = player_action & JOY_BUTTON_1; int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); - -#if 0 - stored_player_action[player->index_nr] = 0; - num_stored_actions++; -#endif - -#if 0 - printf("::: player %d [%d]\n", player->index_nr, FrameCounter); -#endif + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); if (!player->active || tape.pausing) return 0; if (player_action) { -#if 0 - printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); -#endif - if (button1) snapped = SnapField(player, dx, dy); else @@ -6293,23 +9027,15 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) SetPlayerWaiting(player, FALSE); -#if 1 return player_action; -#else - stored_player_action[player->index_nr] = player_action; -#endif } else { -#if 0 - printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); -#endif - /* no actions for this player (no input at player's configured device) */ - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); if (player->MovPos == 0) SetPlayerWaiting(player, TRUE); @@ -6317,157 +9043,247 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; - return 0; - } - -#if 0 - if (tape.recording && num_stored_actions >= MAX_PLAYERS) - { - printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; - TapeRecordAction(stored_player_action); - num_stored_actions = 0; + return 0; } -#endif } -#else - -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static void CheckLevelTime() { - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; - boolean moved = FALSE, snapped = FALSE, dropped = FALSE; - int left = player_action & JOY_LEFT; - int right = player_action & JOY_RIGHT; - int up = player_action & JOY_UP; - int down = player_action & JOY_DOWN; - int button1 = player_action & JOY_BUTTON_1; - int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); + int i; - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + local_player->LevelSolved = TRUE; + AllPlayersGone = TRUE; - printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + level.native_em_level->lev->home = -1; + } - if (!player->active || tape.pausing) - return; + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } - if (player_action) + if (TimeFrames >= FRAMES_PER_SECOND) { - printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); + TimeFrames = 0; + TapeTime++; - if (button1) - snapped = SnapField(player, dx, dy); - else + for (i = 0; i < MAX_PLAYERS; i++) { - if (button2) - dropped = DropElement(player); + struct PlayerInfo *player = &stored_player[i]; - moved = MovePlayer(player, dx, dy); + if (SHIELD_ON(player)) + { + player->shield_normal_time_left--; + + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; + } } - if (tape.single_step && tape.recording && !tape.pausing) + if (!level.use_step_counter) { - if (button1 || (dropped && !moved)) + TimePlayed++; + + if (TimeLeft > 0) { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->lev->killed_out_of_time = TRUE; + else + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + + level.native_em_level->lev->time = + (level.time == 0 ? TimePlayed : TimeLeft); } - stored_player_action[player->index_nr] = player_action; + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } - else +} + +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) { - printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; - /* no actions for this player (no input at player's configured device) */ + if (!advance_player_counters) /* not all players may be affected */ + continue; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovement(player); +#if USE_NEW_PLAYER_ANIM + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); - if (player->MovPos == 0) - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + if (count % delay == 0) + move_frames = 1; + } +#endif - if (player->MovPos == 0) /* needed for tape.playing */ - player->is_moving = FALSE; + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; + + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + + if (stored_player[i].is_dropping_pressed) + stored_player[i].drop_pressed_delay++; } +} + +void StartGameActions(boolean init_network_game, boolean record_tape, + long random_seed) +{ +#if 1 + unsigned long new_random_seed = InitRND(random_seed); - if (tape.recording && num_stored_actions >= MAX_PLAYERS) + if (record_tape) + TapeStartRecording(new_random_seed); +#else + if (record_tape) + TapeStartRecording(random_seed); +#endif + +#if defined(NETWORK_AVALIABLE) + if (init_network_game) { - printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + SendToServer_StartPlaying(); - TapeRecordAction(stored_player_action); - num_stored_actions = 0; + return; } -} #endif + StopAnimation(); + + game_status = GAME_MODE_PLAYING; + +#if 0 + InitRND(random_seed); +#endif + + InitGame(); +} + void GameActions() { - static unsigned long action_delay = 0; - unsigned long action_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + static unsigned long game_frame_delay = 0; + unsigned long game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; -#if 1 byte tape_action[MAX_PLAYERS]; -#endif + int i; - if (game_status != GAME_MODE_PLAYING) + if (game.restart_level) + StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + local_player->LevelSolved = TRUE; + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; + } + + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + + if (local_player->LevelSolved) + GameWon(); + + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); + + if (game_status != GAME_MODE_PLAYING) /* status might have changed */ return; - action_delay_value = + game_frame_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; /* ---------- main game synchronization point ---------- */ - WaitUntilDelayReached(&action_delay, action_delay_value); + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); if (network_playing && !network_player_action_received) { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + /* try to get network player actions in time */ -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif + /* game was quit by network peer */ if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) - { - /* -#ifdef DEBUG - printf("DEBUG: failed to get network player actions in time\n"); -#endif - */ - return; - } + return; /* failed to get network player actions in time */ } if (tape.pausing) return; -#if 0 - printf("::: getting new tape action [%d]\n", FrameCounter); -#endif - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + if (tape.set_centered_player) + { + game.centered_player_nr_next = tape.centered_player_nr_next; + game.set_centered_player = TRUE; + } + for (i = 0; i < MAX_PLAYERS; i++) { summarized_player_action |= stored_player[i].action; @@ -6476,7 +9292,7 @@ void GameActions() stored_player[i].effective_action = stored_player[i].action; } -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (network_playing) SendToServer_MovePlayer(summarized_player_action); #endif @@ -6484,43 +9300,161 @@ void GameActions() if (!options.network && !setup.team_mode) local_player->effective_action = summarized_player_action; + if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = + (i == game.centered_player_nr ? summarized_player_action : 0); + } + + if (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = recorded_player_action[i]; + + for (i = 0; i < MAX_PLAYERS; i++) + { + tape_action[i] = stored_player[i].effective_action; + + /* (this can only happen in the R'n'D game engine) */ + if (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ + } + + /* only record actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + GameActions_EM_Main(); + } + else + { + GameActions_RND(); + } +} + +void GameActions_EM_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_EM(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + +void GameActions_RND() +{ + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; + + InitPlayfieldScanModeVars(); + +#if USE_ONE_MORE_CHANGE_PER_FRAME + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + SCAN_PLAYFIELD(x, y) + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + } + } +#endif + +#if 1 + if (game.set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !stored_player[game.centered_player_nr_next].active) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + } + + if (game.set_centered_player && + ScreenMovPos == 0) /* screen currently aligned at tile position */ + { + int sx, sy; + + if (game.centered_player_nr_next == -1) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { + sx = stored_player[game.centered_player_nr_next].jx; + sy = stored_player[game.centered_player_nr_next].jy; + } + + DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch); + + game.centered_player_nr = game.centered_player_nr_next; + game.set_centered_player = FALSE; + } +#endif + for (i = 0; i < MAX_PLAYERS; i++) { int actual_player_action = stored_player[i].effective_action; +#if 1 + /* !!! THIS BREAKS THE FOLLOWING TAPES: !!! + - rnd_equinox_tetrachloride 048 + - rnd_equinox_tetrachloride_ii 096 + - rnd_emanuel_schmieg 002 + - doctor_sloan_ww 001, 020 + */ + if (stored_player[i].MovPos == 0) + CheckGravityMovement(&stored_player[i]); +#endif + + /* overwrite programmed action with tape action */ if (stored_player[i].programmed_action) actual_player_action = stored_player[i].programmed_action; - if (recorded_player_action) - actual_player_action = recorded_player_action[i]; - +#if 1 + PlayerActions(&stored_player[i], actual_player_action); +#else tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); if (tape.recording && tape_action[i] && !tape.player_participates[i]) tape.player_participates[i] = TRUE; /* player just appeared from CE */ - - ScrollPlayer(&stored_player[i], SCROLL_GO_ON); - } - -#if 1 - if (tape.recording) - TapeRecordAction(tape_action); #endif + ScrollPlayer(&stored_player[i], SCROLL_GO_ON); + } + network_player_action_received = FALSE; ScrollScreen(NULL, SCROLL_GO_ON); -#if 0 - FrameCounter++; - TimeFrames++; - - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].Frame++; -#endif + /* for backwards compatibility, the following code emulates a fixed bug that + occured when pushing elements (causing elements that just made their last + pushing step to already (if possible) make their first falling step in the + same game frame, which is bad); this code is also needed to use the famous + "spring push bug" which is used in older levels and might be wanted to be + used also in newer levels, but in this case the buggy pushing code is only + affecting the "spring" element and no other elements */ -#if 1 - if (game.engine_version < VERSION_IDENT(2,2,0,7)) + if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) { for (i = 0; i < MAX_PLAYERS; i++) { @@ -6529,7 +9463,9 @@ void GameActions() int y = player->jy; if (player->active && player->is_pushing && player->is_moving && - IS_MOVING(x, y)) + IS_MOVING(x, y) && + (game.engine_version < VERSION_IDENT(2,2,0,7) || + Feld[x][y] == EL_SPRING)) { ContinueMoving(x, y); @@ -6541,12 +9477,37 @@ void GameActions() } } } -#endif +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + + /* this must be handled before main playfield loop */ + if (Feld[x][y] == EL_PLAYER_IS_LEAVING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + RemoveField(x, y); + } + +#if USE_NEW_SNAP_DELAY + if (Feld[x][y] == EL_ELEMENT_SNAPPING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + { + RemoveField(x, y); + DrawLevelField(x, y); + + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + } + } +#endif #if DEBUG if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) @@ -6563,18 +9524,18 @@ void GameActions() WasJustMoving[x][y]--; if (WasJustFalling[x][y] > 0) WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; -#if 1 /* reset finished pushing action (not done in ContinueMoving() to allow - continous pushing animation for elements with zero push delay) */ + continuous pushing animation for elements with zero push delay) */ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); DrawLevelField(x, y); } -#endif #if DEBUG if (IS_BLOCKED(x, y)) @@ -6593,26 +9554,46 @@ void GameActions() #endif } +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { element = Feld[x][y]; -#if 1 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); -#else - graphic = el2img(element); -#endif #if 0 - if (element == -1) - { - printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter); + printf("::: %d,%d\n", x, y); - element = graphic = 0; - } + if (element == EL_ROCK) + printf("::: Yo man! Rocks can fall!\n"); #endif if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + { + int old_gfx_frame = GfxFrame[x][y]; + + GfxFrame[x][y] = CustomValue[x][y]; + +#if 1 + if (GfxFrame[x][y] != old_gfx_frame) +#endif + DrawLevelGraphicAnimation(x, y, graphic); + } + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + { + int old_gfx_frame = GfxFrame[x][y]; + + GfxFrame[x][y] = element_info[element].collect_score; + +#if 1 + if (GfxFrame[x][y] != old_gfx_frame) +#endif + DrawLevelGraphicAnimation(x, y, graphic); + } if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic)) @@ -6620,9 +9601,7 @@ void GameActions() SetRandomAnimationValue(x, y); -#if 1 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); -#endif if (IS_INACTIVE(element)) { @@ -6632,63 +9611,52 @@ void GameActions() continue; } -#if 1 /* this may take place after moving, so 'element' may have changed */ -#if 0 - if (IS_CHANGING(x, y)) -#else if (IS_CHANGING(x, y) && (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) -#endif { + int page = element_info[element].event_page_nr[CE_DELAY]; #if 0 - ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : - element_info[element].event_page_nr[CE_DELAY]); + HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page); +#else + +#if 0 + printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); +#endif + +#if 0 + if (element == EL_CUSTOM_255) + printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); +#endif + +#if 1 + HandleElementChange(x, y, page); #else - ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); + if (CAN_CHANGE(element)) + HandleElementChange(x, y, page); + + if (HAS_ACTION(element)) + ExecuteCustomElementAction(x, y, element, page); +#endif + #endif element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } -#endif if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); -#if 1 + element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); -#if 0 - if (element == EL_MOLE) - printf("::: %d, %d, %d [%d]\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], - GfxAction[x][y]); -#endif -#if 0 - if (element == EL_YAMYAM) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); -#endif -#endif if (IS_ANIMATED(graphic) && !IS_MOVING(x, y) && !Stop[x][y]) - { DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 0 - if (element == EL_BUG) - printf("::: %d, %d\n", graphic, GfxFrame[x][y]); -#endif - -#if 0 - if (element == EL_MOLE) - printf("::: %d, %d\n", graphic, GfxFrame[x][y]); -#endif - } - if (IS_GEM(element) || element == EL_SP_INFOTRON) EdelsteinFunkeln(x, y); } @@ -6706,10 +9674,6 @@ void GameActions() ContinueMoving(x, y); else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); -#if 0 - else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); -#endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); else if (element == EL_AMOEBA_SHRINKING) @@ -6735,19 +9699,25 @@ void GameActions() MauerAbleger(x, y); else if (element == EL_FLAMES) CheckForDragon(x, y); -#if 0 - else if (IS_AUTO_CHANGING(element)) - ChangeElement(x, y); -#endif else if (element == EL_EXPLOSION) ; /* drawing of correct explosion animation is handled separately */ + else if (element == EL_ELEMENT_SNAPPING || + element == EL_DIAGONAL_SHRINKING || + element == EL_DIAGONAL_GROWING) + { +#if 1 + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); +#endif + } else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #if 0 - /* this may take place after moving, so 'element' may have changed */ - if (IS_AUTO_CHANGING(Feld[x][y])) - ChangeElement(x, y); + if (element == EL_CUSTOM_255 || + element == EL_CUSTOM_256) + DrawLevelGraphicAnimation(x, y, graphic); #endif if (IS_BELT_ACTIVE(element)) @@ -6774,27 +9744,19 @@ void GameActions() #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 || + CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT)) @@ -6817,16 +9779,20 @@ void GameActions() { game.explosions_delayed = FALSE; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { element = Feld[x][y]; if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -6851,7 +9817,11 @@ void GameActions() game.magic_wall_time_left--; if (!game.magic_wall_time_left) { +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { element = Feld[x][y]; @@ -6890,6 +9860,22 @@ void GameActions() CloseAllOpenTimegates(); } + if (game.lenses_time_left > 0) + { + game.lenses_time_left--; + + if (game.lenses_time_left == 0) + RedrawAllInvisibleElementsForLenses(); + } + + if (game.magnify_time_left > 0) + { + game.magnify_time_left--; + + if (game.magnify_time_left == 0) + RedrawAllInvisibleElementsForMagnifier(); + } + for (i = 0; i < MAX_PLAYERS; i++) { struct PlayerInfo *player = &stored_player[i]; @@ -6903,45 +9889,10 @@ void GameActions() } } - if (TimeFrames >= FRAMES_PER_SECOND) - { - TimeFrames = 0; - TimePlayed++; - - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; - - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } - } - - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - - if (TimeLeft > 0) - { - TimeLeft--; - - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - - if (!TimeLeft && setup.time_limit) - for (i = 0; i < MAX_PLAYERS; i++) - KillHero(&stored_player[i]); - } - else if (level.time == 0 && !AllPlayersGone) /* level without time limit */ - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); - } + CheckLevelTime(); DrawAllPlayers(); + PlayAllPlayersSound(); if (options.debug) /* calculate frames per second */ { @@ -6962,41 +9913,18 @@ void GameActions() 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; i < MAX_PLAYERS; i++) - { - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; - - stored_player[i].Frame += move_frames; - - if (stored_player[i].MovPos != 0) - stored_player[i].StepFrame += move_frames; - } -#endif + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ -#if 1 if (local_player->show_envelope != 0 && local_player->MovPos == 0) { ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); local_player->show_envelope = 0; } -#endif + + /* use random number generator in every frame to make it less predictable */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + RND(1); } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -7068,31 +9996,83 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } +static boolean canFallDown(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; + + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +} + static void CheckGravityMovement(struct PlayerInfo *player) { if (game.gravity && !player->programmed_action) { - int move_dir_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 move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; + int jx = player->jx, jy = player->jy; + boolean player_is_moving_to_valid_field = + (!player_is_snapping && + (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || + canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); + boolean player_can_fall_down = canFallDown(player); + + if (player_can_fall_down && + !player_is_moving_to_valid_field) + player->programmed_action = MV_DOWN; + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ + return CheckGravityMovement(player); + + if (game.gravity && !player->programmed_action) + { int jx = player->jx, jy = player->jy; - 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])) + boolean player_is_standing_on_valid_field = + (IS_WALKABLE_INSIDE(Feld[jx][jy]) || + (IS_WALKABLE(Feld[jx][jy]) && + !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); + + if (field_under_player_is_free && !player_is_standing_on_valid_field) player->programmed_action = MV_DOWN; } } @@ -7107,71 +10087,93 @@ static void CheckGravityMovement(struct PlayerInfo *player) boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { -#if 0 - static int change_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int move_direction = (dx == -1 ? MV_LEFT : - dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); - int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; -#endif int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; +#if !USE_FIXED_DONT_RUN_INTO int element; +#endif int can_move; + boolean player_can_move = !player->cannot_move; if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + dy > 0 ? MV_DOWN : MV_NONE); if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + return MP_NO_ACTION; - if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + if (!player_can_move) + { +#if 1 + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } +#else + DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); +#endif #if 0 - element = MovingOrBlocked2Element(new_jx, new_jy); + return MP_NO_ACTION; +#endif + } + +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; #else - element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; #endif - if (DONT_RUN_INTO(element)) +#if !USE_FIXED_DONT_RUN_INTO + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); + + /* (moved to DigField()) */ + if (player_can_move && DONT_RUN_INTO(element)) { if (element == EL_ACID && dx == 0 && dy == 1) { - SplashAcid(jx, jy); + SplashAcid(new_jx, new_jy); Feld[jx][jy] = EL_PLAYER_1; InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; ContinueMoving(jx, jy); - BuryHero(player); + BuryPlayer(player); } else - TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); - return MF_MOVING; + return MP_MOVING; } +#endif - can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); - if (can_move != MF_MOVING) + can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); +#if 0 +#if USE_FIXED_DONT_RUN_INTO + if (can_move == MP_DONT_RUN_INTO) + return MP_MOVING; +#endif +#endif + if (can_move != MP_MOVING) return can_move; +#if USE_FIXED_DONT_RUN_INTO +#endif + /* check if DigField() has caused relocation of the player */ if (player->jx != jx || player->jy != jy) - return MF_NO_ACTION; + return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */ StorePlayer[jx][jy] = 0; player->last_jx = jx; @@ -7180,6 +10182,12 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->jy = new_jy; StorePlayer[new_jx][new_jy] = player->element_nr; + if (player->move_delay_value_next != -1) + { + player->move_delay_value = player->move_delay_value_next; + player->move_delay_value_next = -1; + } + player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); @@ -7189,45 +10197,39 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, ScrollPlayer(player, SCROLL_INIT); -#if 0 - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, - CE_OTHER_GETS_LEFT); - CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, - CE_LEFT_BY_PLAYER, -1); - } - - if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) - { - CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], - enter_side, CE_OTHER_GETS_ENTERED); - CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side, - CE_ENTERED_BY_PLAYER, -1); - } -#endif - - return MF_MOVING; + return MP_MOVING; } boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + int moved = MP_NO_ACTION; - if (!player->active || (!dx && !dy)) + if (!player->active) return FALSE; -#if 0 - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !tape.playing) + if (!dx && !dy) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + return FALSE; -#else - if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + } + + if (player->move_delay > 0) return FALSE; -#endif + + player->move_delay = -1; /* set to "uninitialized" value */ + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NONE); /* remove the last programmed player action */ player->programmed_action = 0; @@ -7251,7 +10253,9 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; + + AdvanceFrameAndPlayerCounters(player->index_nr); + DrawAllPlayers(); BackToFront(); } @@ -7259,7 +10263,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->move_delay_value = original_move_delay_value; } - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) + if (player->last_move_dir & MV_HORIZONTAL) { if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) moved |= MovePlayerOneStep(player, dx, 0, dx, dy); @@ -7273,8 +10277,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) jx = player->jx; jy = player->jy; - if (moved & MF_MOVING && !ScreenMovPos && +#if 1 + if (moved & MP_MOVING && !ScreenMovPos && + (player->index_nr == game.centered_player_nr || + game.centered_player_nr == -1)) +#else + if (moved & MP_MOVING && !ScreenMovPos && (player == local_player || !options.network)) +#endif { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; int offset = (setup.scroll_delay ? 3 : 0); @@ -7291,7 +10301,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); @@ -7303,13 +10313,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) scroll_x = old_scroll_x; } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); @@ -7321,7 +10331,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -7329,12 +10339,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else +#else if (!options.network && !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; scroll_y = old_scroll_y; } else +#endif { ScrollScreen(player, SCROLL_INIT); ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); @@ -7342,18 +10362,9 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } } -#if 0 -#if 1 - InitPlayerGfxAnimation(player, ACTION_DEFAULT); -#else - if (!(moved & MF_MOVING) && !player->is_pushing) - player->Frame = 0; -#endif -#endif - player->StepFrame = 0; - if (moved & MF_MOVING) + if (moved & MP_MOVING) { if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); @@ -7364,70 +10375,38 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; -#if 1 player->is_snapping = FALSE; -#endif - -#if 1 player->is_switching = FALSE; -#endif - - -#if 1 - { - static int change_sides[4][2] = - { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ - }; - int move_direction = player->MovDir; - int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; - -#if 1 - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], - leave_side, CE_OTHER_GETS_LEFT); - CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], - leave_side, CE_LEFT_BY_PLAYER, -1); - } - - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], - enter_side, CE_OTHER_GETS_ENTERED); - CheckElementSideChange(jx, jy, Feld[jx][jy], - enter_side, CE_ENTERED_BY_PLAYER, -1); - } -#endif - - } -#endif - - + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; } else { - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); - /* - player->last_move_dir = MV_NO_MOVING; - */ player->is_moving = FALSE; + + /* at this point, the player is allowed to move, but cannot move right now + (e.g. because of something blocking the way) -- ensure that the player + is also allowed to move in the next frame (in old versions before 3.1.1, + the player was forced to wait again for eight frames before next try) */ + + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + player->move_delay = 0; /* allow direct movement in the next frame */ } + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; + if (game.engine_version < VERSION_IDENT(3,0,7,0)) { - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); } if (!player->active) - RemoveHero(player); + RemovePlayer(player); return moved; } @@ -7438,48 +10417,98 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) +#if USE_NEW_PLAYER_SPEED + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ + return; +#else + if (!player->active || player->MovPos == 0) return; +#endif if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_EMPTY) + if ((player->block_last_field || player->block_delay_adjustment > 0) && + Feld[last_jx][last_jy] == EL_EMPTY) + { + int last_field_block_delay = 0; /* start with no blocking at all */ + int block_delay_adjustment = player->block_delay_adjustment; + + /* if player blocks last field, add delay for exactly one move */ + if (player->block_last_field) + { + last_field_block_delay += player->move_delay_value; + + /* when blocking enabled, prevent moving up despite gravity */ + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; + } -#if 0 - DrawPlayer(player); -#endif +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else return; +#endif } else if (!FrameReached(&player->actual_frame_counter, 1)) return; +#if 0 + printf("::: player->MovPos: %d -> %d\n", + player->MovPos, + player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize); +#endif + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } +#else player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) - Feld[last_jx][last_jy] = EL_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) /* player reached destination field */ { - if (IS_PASSABLE(Feld[last_jx][last_jy])) +#if 0 + printf("::: player reached destination field\n"); +#endif + + if (player->move_delay_reset_counter > 0) { - /* continue with normal speed after quickly moving through gate */ - HALVE_PLAYER_SPEED(player); + player->move_delay_reset_counter--; + + if (player->move_delay_reset_counter == 0) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); - /* be able to make the next move without delay */ - player->move_delay = 0; + /* be able to make the next move without delay */ + player->move_delay = 0; + } } player->last_jx = jx; @@ -7490,23 +10519,79 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { DrawPlayer(player); /* needed here only to cleanup last field */ - RemoveHero(player); + RemovePlayer(player); if (local_player->friends_still_needed == 0 || IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + /* this breaks one level: "machine", level 000 */ + { + int move_direction = player->MovDir; + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; + int old_jx = last_jx; + int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); + + CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, + CE_MOVE_OF_X, move_direction); + } + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) { - TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); -#if 1 - TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ -#endif + + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ if (!player->active) - RemoveHero(player); + RemovePlayer(player); + } + + if (level.use_step_counter) + { + int i; + + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); } if (tape.single_step && tape.recording && !tape.pausing && @@ -7540,7 +10625,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) redraw_mask |= REDRAW_FIELD; } else - ScreenMovDir = MV_NO_MOVING; + ScreenMovDir = MV_NONE; } void TestIfPlayerTouchesCustomElement(int x, int y) @@ -7552,7 +10637,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; - static int change_sides[4][2] = + static int trigger_sides[4][2] = { /* center side border side */ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ @@ -7570,12 +10655,12 @@ void TestIfPlayerTouchesCustomElement(int x, int y) int center_element = Feld[x][y]; /* should always be non-moving! */ int i; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; - int center_side = change_sides[i][0]; - int border_side = change_sides[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; int border_element; if (!IN_LEV_FIELD(xx, yy)) @@ -7583,6 +10668,8 @@ void TestIfPlayerTouchesCustomElement(int x, int y) if (IS_PLAYER(x, y)) { + struct PlayerInfo *player = PLAYERINFO(x, y); + if (game.engine_version < VERSION_IDENT(3,0,7,0)) border_element = Feld[xx][yy]; /* may be moving! */ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) @@ -7592,31 +10679,34 @@ void TestIfPlayerTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ - CheckTriggeredElementSideChange(xx, yy, border_element, border_side, - CE_OTHER_GETS_TOUCHED); - CheckElementSideChange(xx, yy, border_element, border_side, - CE_TOUCHED_BY_PLAYER, -1); + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, border_side); } else if (IS_PLAYER(xx, yy)) { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) { - struct PlayerInfo *player = PLAYERINFO(xx, yy); - if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) continue; /* center and border element do not touch */ } - CheckTriggeredElementSideChange(x, y, center_element, center_side, - CE_OTHER_GETS_TOUCHED); - CheckElementSideChange(x, y, center_element, center_side, - CE_TOUCHED_BY_PLAYER, -1); - + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, center_side); break; } } } +#if USE_ELEMENT_TOUCHING_BUGFIX + void TestIfElementTouchesCustomElement(int x, int y) { static int xy[4][2] = @@ -7626,7 +10716,7 @@ void TestIfElementTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; - static int change_sides[4][2] = + static int trigger_sides[4][2] = { /* center side border side */ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ @@ -7642,16 +10732,100 @@ void TestIfElementTouchesCustomElement(int x, int y) MV_LEFT | MV_RIGHT }; boolean change_center_element = FALSE; - int center_element_change_page = 0; int center_element = Feld[x][y]; /* should always be non-moving! */ - int i, j; + int border_element_old[NUM_DIRECTIONS]; + int i; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_element; + + border_element_old[i] = -1; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + border_element_old[i] = border_element; + } + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = trigger_sides[i][0]; + int border_element = border_element_old[i]; + + if (border_element == -1) + continue; + + /* check for change of border element */ + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + } + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int border_side = trigger_sides[i][1]; + int border_element = border_element_old[i]; + + if (border_element == -1) + continue; + + /* check for change of center element (but change it only once) */ + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); + } +} + +#else + +void TestIfElementTouchesCustomElement_OLD(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; - int center_side = change_sides[i][0]; - int border_side = change_sides[i][1]; + int center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; int border_element; if (!IN_LEV_FIELD(xx, yy)) @@ -7667,58 +10841,130 @@ void TestIfElementTouchesCustomElement(int x, int y) continue; /* center and border element do not touch */ /* check for change of center element (but change it only once) */ - if (IS_CUSTOM_ELEMENT(center_element) && - HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && - !change_center_element) + if (!change_center_element) + change_center_element = + CheckElementChangeBySide(x, y, center_element, border_element, + CE_TOUCHING_X, border_side); + + /* check for change of border element */ + CheckElementChangeBySide(xx, yy, border_element, center_element, + CE_TOUCHING_X, center_side); + } +} + +#endif + +void TestIfElementHitsCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; + + if (object_hit) { - for (j = 0; j < element_info[center_element].num_change_pages; j++) - { - struct ElementChangeInfo *change = - &element_info[center_element].change_page[j]; + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_X, touched_side); - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && - change->sides & border_side && - change->trigger_element == border_element) - { - change_center_element = TRUE; - center_element_change_page = j; + CheckElementChangeBySide(hitx, hity, touched_element, + hitting_element, CE_HIT_BY_X, hitting_side); - break; - } - } + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); } + } - /* check for change of border element */ - if (IS_CUSTOM_ELEMENT(border_element) && - HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +} + +#if 0 +void TestIfElementSmashesCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + EP_CAN_SMASH_EVERYTHING, direction); + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; +#if 0 + int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) { - for (j = 0; j < element_info[border_element].num_change_pages; j++) - { - struct ElementChangeInfo *change = - &element_info[border_element].change_page[j]; + int i; - if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && - change->sides & center_side && - change->trigger_element == center_element) - { - CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY, - CE_OTHER_IS_TOUCHING, j); - break; - } - } + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, touched_side); + + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_OTHER_GETS_SMASHED, hitting_side); } } - - if (change_center_element) - CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, - CE_OTHER_IS_TOUCHING, center_element_change_page); } +#endif void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + + int bad_element = -1; static int test_xy[4][2] = { { 0, -1 }, @@ -7734,23 +10980,20 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) MV_DOWN }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); -#if 0 - test_element = Feld[test_x][test_y]; -#else test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); -#endif /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing @@ -7760,6 +11003,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -7770,10 +11015,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); - if (player->shield_deadly_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(kill_x, kill_y); - else if (!PLAYER_PROTECTED(good_x, good_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillPlayer(player); } else Bang(good_x, good_y); @@ -7809,7 +11055,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; @@ -7819,7 +11065,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) continue; test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); test_element = Feld[test_x][test_y]; @@ -7862,44 +11108,45 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); - if (player->shield_deadly_time_left > 0) + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) Bang(bad_x, bad_y); - else if (!PLAYER_PROTECTED(kill_x, kill_y)) - KillHero(player); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillPlayer(player); } else Bang(kill_x, kill_y); } } -void TestIfHeroTouchesBadThing(int x, int y) +void TestIfPlayerTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } -void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir) { TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfBadThingTouchesHero(int x, int y) +void TestIfBadThingTouchesPlayer(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } -void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) +void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir) { TestIfBadThingHitsGoodThing(x, y, move_dir); } void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); + TestIfGoodThingHitsBadThing(x, y, MV_NONE); } void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); + TestIfBadThingHitsGoodThing(x, y, MV_NONE); } void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) @@ -7913,7 +11160,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x, y, element; @@ -7936,7 +11183,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) Bang(bad_x, bad_y); } -void KillHero(struct PlayerInfo *player) +void KillPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -7951,34 +11198,36 @@ void KillHero(struct PlayerInfo *player) player->shield_deadly_time_left = 0; Bang(jx, jy); - BuryHero(player); + BuryPlayer(player); +} + +static void KillPlayerUnlessEnemyProtected(int x, int y) +{ + if (!PLAYER_ENEMY_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -static void KillHeroUnlessProtected(int x, int y) +static void KillPlayerUnlessExplosionProtected(int x, int y) { - if (!PLAYER_PROTECTED(x, y)) - KillHero(PLAYERINFO(x, y)); + if (!PLAYER_EXPLOSION_PROTECTED(x, y)) + KillPlayer(PLAYERINFO(x, y)); } -void BuryHero(struct PlayerInfo *player) +void BuryPlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; if (!player->active) return; -#if 1 - PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); -#else - PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); -#endif + PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; - RemoveHero(player); + RemovePlayer(player); } -void RemoveHero(struct PlayerInfo *player) +void RemovePlayer(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; int i, found = FALSE; @@ -7989,6 +11238,9 @@ void RemoveHero(struct PlayerInfo *player) if (!ExplodeField[jx][jy]) StorePlayer[jx][jy] = 0; + if (player->is_moving) + DrawLevelField(player->last_jx, player->last_jy); + for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) found = TRUE; @@ -8000,6 +11252,27 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +#if USE_NEW_SNAP_DELAY +static void setFieldForSnapping(int x, int y, int element, int direction) +{ + struct ElementInfo *ei = &element_info[element]; + int direction_bit = MV_DIR_TO_BIT(direction); + int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; + int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : + IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); + + Feld[x][y] = EL_ELEMENT_SNAPPING; + MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + + ResetGfxAnimation(x, y); + + GfxElement[x][y] = element; + GfxAction[x][y] = action; + GfxDir[x][y] = direction; + GfxFrame[x][y] = -1; +} +#endif + /* ============================================================================= checkDiagonalPushing() @@ -8038,655 +11311,730 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, */ int DigField(struct PlayerInfo *player, - int x, int y, int real_dx, int real_dy, int mode) -{ - static int change_sides[4] = - { - CH_SIDE_RIGHT, /* moving left */ - CH_SIDE_LEFT, /* moving right */ - CH_SIDE_BOTTOM, /* moving up */ - CH_SIDE_TOP, /* moving down */ - }; - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); - int jx = player->jx, jy = player->jy; + int oldx, int oldy, int x, int y, + int real_dx, int real_dy, int mode) +{ + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; + boolean player_can_move = (!player->cannot_move && mode != DF_SNAP); + boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP); + int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; - int move_direction = (dx == -1 ? MV_LEFT : + int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); - int dig_side = change_sides[MV_DIR_BIT(move_direction)]; + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + int opposite_direction = MV_DIR_OPPOSITE(move_direction); + int dig_side = MV_DIR_OPPOSITE(move_direction); + int old_element = Feld[jx][jy]; +#if USE_FIXED_DONT_RUN_INTO + int element = MovingOrBlocked2ElementIfNotLeaving(x, y); +#else int element; +#endif + int collect_count; - if (player->MovPos == 0) + if (is_player) /* function can also be called by EL_PENGUIN */ { - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - if (player->MovPos == 0) /* last pushing move finished */ - player->is_pushing = FALSE; + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; - if (mode == DF_NO_PUSH) /* player just stopped pushing */ - { - player->is_switching = FALSE; - player->push_delay = 0; + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; + player->push_delay = -1; - return MF_NO_ACTION; + return MP_NO_ACTION; + } } +#if !USE_FIXED_DONT_RUN_INTO if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; + return MP_NO_ACTION; +#endif + + if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; + + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; #if 0 - if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) -#else - if (IS_TUBE(Feld[jx][jy]) || - (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) -#endif - { - int i = 0; - int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); - int tube_leave_directions[][2] = - { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } - }; +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) + { + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + } + else + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif +#endif + +#if 1 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif +#endif + + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MP_NO_ACTION; /* field has no opening in this direction */ + + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + return MP_NO_ACTION; /* field has no opening in this direction */ + +#if 1 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) + { + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + + return MP_DONT_RUN_INTO; + } +#endif +#endif - while (tube_leave_directions[i][0] != tube_element) +#if 0 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) { - i++; - if (tube_leave_directions[i][0] == -1) /* should not happen */ - break; + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); } + else + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); - if (!(tube_leave_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + return MP_DONT_RUN_INTO; } +#endif +#endif + +#if USE_FIXED_DONT_RUN_INTO + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MP_NO_ACTION; +#endif +#if !USE_FIXED_DONT_RUN_INTO element = Feld[x][y]; +#endif + + collect_count = element_info[element].collect_count_initial; + + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MP_NO_ACTION; + + if (game.engine_version < VERSION_IDENT(2,2,0,0)) + player_can_move = player_can_move_or_snap; if (mode == DF_SNAP && !IS_SNAPPABLE(element) && game.engine_version >= VERSION_IDENT(2,2,0,0)) - return MF_NO_ACTION; - - switch (element) { - case EL_SP_PORT_LEFT: - case EL_SP_PORT_RIGHT: - case EL_SP_PORT_UP: - case EL_SP_PORT_DOWN: - case EL_SP_PORT_HORIZONTAL: - case EL_SP_PORT_VERTICAL: - case EL_SP_PORT_ANY: - case EL_SP_GRAVITY_PORT_LEFT: - case EL_SP_GRAVITY_PORT_RIGHT: - case EL_SP_GRAVITY_PORT_UP: - case EL_SP_GRAVITY_PORT_DOWN: - if ((dx == -1 && - element != EL_SP_PORT_LEFT && - element != EL_SP_GRAVITY_PORT_LEFT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dx == +1 && - element != EL_SP_PORT_RIGHT && - element != EL_SP_GRAVITY_PORT_RIGHT && - element != EL_SP_PORT_HORIZONTAL && - element != EL_SP_PORT_ANY) || - (dy == -1 && - element != EL_SP_PORT_UP && - element != EL_SP_GRAVITY_PORT_UP && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - (dy == +1 && - element != EL_SP_PORT_DOWN && - element != EL_SP_GRAVITY_PORT_DOWN && - element != EL_SP_PORT_VERTICAL && - element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(nextx, nexty) || - !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; + CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); - if (element == EL_SP_GRAVITY_PORT_LEFT || - element == EL_SP_GRAVITY_PORT_RIGHT || - element == EL_SP_GRAVITY_PORT_UP || - element == EL_SP_GRAVITY_PORT_DOWN) - game.gravity = !game.gravity; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (Feld[x][y] != element) /* field changed by snapping */ + return MP_ACTION; - PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); - break; + return MP_NO_ACTION; + } - 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 (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ - if (!(tube_enter_directions[i][1] & move_direction)) - return MF_NO_ACTION; /* tube has no opening in this direction */ + if (player_can_move && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + { + int sound_element = SND_ELEMENT(element); + int sound_action = ACTION_WALKING; - PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); - } - break; + if (IS_RND_GATE(element)) + { + if (!player->key[RND_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_RND_GATE_GRAY(element)) + { + if (!player->key[RND_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_RND_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } - default: + /* play sound from background or player, whatever is available */ + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); + else + PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action); + } + else if (player_can_move && + IS_PASSABLE(element) && canPassField(x, y, move_direction)) + { + if (!ACCESS_FROM(element, opposite_direction)) + return MP_NO_ACTION; /* field not accessible from this direction */ - if (IS_WALKABLE(element)) - { - int sound_action = ACTION_WALKING; + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MP_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 || - element == EL_SP_EXIT_OPENING) - { - sound_action = ACTION_PASSING; /* player is passing exit */ - } - else if (element == EL_EMPTY) - { - sound_action = ACTION_MOVING; /* nothing to walk on */ - } + if (IS_EM_GATE(element)) + { + if (!player->key[EM_GATE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EM_GATE_GRAY(element)) + { + if (!player->key[EM_GATE_GRAY_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_EM_GATE_GRAY_ACTIVE(element)) + { + if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)]) + return MP_NO_ACTION; + } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; + } - /* play sound from background or player, whatever is available */ - if (element_info[element].sound[sound_action] != SND_UNDEFINED) - PlayLevelSoundElementAction(x, y, element, sound_action); - else - PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; - break; - } - else if (IS_PASSABLE(element)) - { - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - return MF_NO_ACTION; + if (player->move_delay_reset_counter == 0) + { + player->move_delay_reset_counter = 2; /* two double speed steps */ -#if 1 - if (CAN_MOVE(element)) /* only fixed elements can be passed! */ - return MF_NO_ACTION; -#endif + DOUBLE_PLAYER_SPEED(player); + } - 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; - } + PlayLevelSoundAction(x, y, ACTION_PASSING); + } + else if (player_can_move_or_snap && IS_DIGGABLE(element)) + { + RemoveField(x, y); - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); + if (mode != DF_SNAP) + { + GfxElement[x][y] = GFX_ELEMENT(element); + player->is_digging = TRUE; + } - PlayLevelSoundAction(x, y, ACTION_PASSING); + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - break; - } - else if (IS_DIGGABLE(element)) - { - RemoveField(x, y); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); - if (mode != DF_SNAP) - { -#if 1 - GfxElement[x][y] = GFX_ELEMENT(element); + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #else - GfxElement[x][y] = - (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - player->is_digging = TRUE; - } - PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_move_or_snap && IS_COLLECTIBLE(element)) + { + RemoveField(x, y); -#if 1 - if (mode == DF_SNAP) - TestIfElementTouchesCustomElement(x, y); /* for empty space */ -#endif + if (is_player && mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } - break; - } - else if (IS_COLLECTIBLE(element)) - { - RemoveField(x, y); + if (element == EL_SPEED_PILL) + { + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + } + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += level.extra_time; + DrawGameValue_Time(TimeLeft); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += level.shield_normal_time; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += level.shield_deadly_time; + } + else if (element == EL_DYNAMITE || + element == EL_EM_DYNAMITE || + element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - if (mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if (IS_KEY(element)) + { + player->key[KEY_NR(element)] = TRUE; - 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; + DrawGameValue_Keys(player->key); - 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); + redraw_mask |= REDRAW_DOOR_1; + } + else if (IS_ENVELOPE(element)) + { + player->show_envelope = element; + } + else if (element == EL_EMC_LENSES) + { + game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND; - player->key[key_nr] = TRUE; + RedrawAllInvisibleElementsForLenses(); + } + else if (element == EL_EMC_MAGNIFIER) + { + game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND; - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + key_nr)); - redraw_mask |= REDRAW_DOOR_1; - } - else if (IS_ENVELOPE(element)) - { -#if 1 - player->show_envelope = element; -#else - ShowEnvelope(element - EL_ENVELOPE_1); -#endif - } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ - { - int i; + RedrawAllInvisibleElementsForMagnifier(); + } + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ + { + int i; - for (i = 0; i < element_info[element].collect_count; i++) - if (player->inventory_size < MAX_INVENTORY_SIZE) - player->inventory_element[player->inventory_size++] = element; + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (i = 0; i < collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - 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; + DrawGameValue_Dynamite(local_player->inventory_size); + } + else if (collect_count > 0) + { + local_player->gems_still_needed -= collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); - } + DrawGameValue_Emeralds(local_player->gems_still_needed); + } - RaiseScoreElement(element); - PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + RaiseScoreElement(element); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); -#if 1 - if (mode == DF_SNAP) - TestIfElementTouchesCustomElement(x, y); /* for empty space */ + if (mode == DF_SNAP) + { +#if USE_NEW_SNAP_DELAY + if (level.block_snap_field) + setFieldForSnapping(x, y, element, move_direction); + else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#else + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - break; - } - else if (IS_PUSHABLE(element)) - { - if (mode == DF_SNAP && element != EL_BD_ROCK) - return MF_NO_ACTION; + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); + } + } + else if (player_can_move_or_snap && IS_PUSHABLE(element)) + { + if (mode == DF_SNAP && element != EL_BD_ROCK) + return MP_NO_ACTION; - if (CAN_FALL(element) && dy) - return MF_NO_ACTION; + if (CAN_FALL(element) && dy) + return MP_NO_ACTION; - 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; + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && level.use_spring_bug)) + return MP_NO_ACTION; -#if 1 - if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && - ((move_direction & MV_VERTICAL && - ((element_info[element].move_pattern & MV_LEFT && - IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || - (element_info[element].move_pattern & MV_RIGHT && - IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || - (move_direction & MV_HORIZONTAL && - ((element_info[element].move_pattern & MV_UP && - IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || - (element_info[element].move_pattern & MV_DOWN && - IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) - return MF_NO_ACTION; -#endif + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || + (element_info[element].move_pattern & MV_DOWN && + IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) + return MP_NO_ACTION; -#if 1 - /* do not push elements already moving away faster than player */ - if (CAN_MOVE(element) && MovDir[x][y] == move_direction && - ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) - return MF_NO_ACTION; -#else - if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) - return MF_NO_ACTION; -#endif + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MP_NO_ACTION; + + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } -#if 1 - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - { - if (player->push_delay_value == -1) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } - else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) - { - if (!player->is_pushing) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - } + player->is_pushing = TRUE; - /* - if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - (game.engine_version < VERSION_IDENT(3,0,7,1) || - !player_is_pushing)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - */ -#else - if (!player->is_pushing && - game.engine_version >= VERSION_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); -#endif + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) + return MP_NO_ACTION; -#if 0 - printf("::: push delay: %ld [%d, %d] [%d]\n", - player->push_delay_value, FrameCounter, game.engine_version, - player->is_pushing); -#endif + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MP_NO_ACTION; - player->is_pushing = TRUE; + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; - if (!(IN_LEV_FIELD(nextx, nexty) && - (IS_FREE(nextx, nexty) || - (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && - IS_SB_ELEMENT(element))))) - return MF_NO_ACTION; + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; - if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; + } - if (player->push_delay == 0) /* new pushing; restart delay */ - player->push_delay = FrameCounter; + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING && element != EL_BALLOON) - { - /* make sure that there is no move delay before next try to push */ - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) - player->move_delay = INITIAL_MOVE_DELAY_OFF; + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } - return MF_NO_ACTION; - } + Feld[x][y] = EL_SOKOBAN_OBJECT; -#if 0 - printf("::: NOW PUSHING... [%d]\n", FrameCounter); -#endif + if (Back[x][y] == Back[nextx][nexty]) + PlayLevelSoundAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FIELD_FULL) - { - Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; - } + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); - if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) - { - Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed--; - } + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; - Feld[x][y] = EL_SOKOBAN_OBJECT; + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - if (Back[x][y] == Back[nextx][nexty]) - PlayLevelSoundAction(x, y, ACTION_PUSHING); - else if (Back[x][y] != 0) - PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, - ACTION_EMPTYING); - else - PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, - ACTION_FILLING); + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; - if (local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); - } - } - else - PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + if (game.engine_version < VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ - InitMovingField(x, y, move_direction); - GfxAction[x][y] = ACTION_PUSHING; + /* check for element change _after_ element has been pushed */ + if (game.use_change_when_pushing_bug) + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } + } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - if (mode == DF_SNAP) - ContinueMoving(x, y); - else - MovPos[x][y] = (dx != 0 ? dx : dy); + return MP_ACTION; + } - Pushed[x][y] = TRUE; - Pushed[nextx][nexty] = TRUE; + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - if (game.engine_version < VERSION_IDENT(2,2,0,7)) - player->push_delay_value = GET_NEW_PUSH_DELAY(element); - else - player->push_delay_value = -1; /* get new value later */ + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); - CheckTriggeredElementSideChange(x, y, element, dig_side, - CE_OTHER_GETS_PUSHED); - CheckElementSideChange(x, y, element, dig_side, - CE_PUSHED_BY_PLAYER, -1); + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; - break; - } - else if (IS_SWITCHABLE(element)) - { - if (PLAYER_SWITCHING(player, x, y)) - return MF_ACTION; + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; - player->is_switching = TRUE; - player->switch_x = x; - player->switch_y = y; +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_NONE || + element == EL_BALLOON_SWITCH_ANY) + { + game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + element == EL_BALLOON_SWITCH_NONE ? MV_NONE : + move_direction); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; - PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; - if (element == EL_ROBOT_WHEEL) - { - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; + if (level.time > 0 || level.use_time_orb_bug) + { + TimeLeft += level.time_orb_time; + DrawGameValue_Time(TimeLeft); + } - DrawLevelField(x, y); - } - else if (element == EL_SP_TERMINAL) - { - int xx, yy; + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; - for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) - { - if (Feld[xx][yy] == EL_SP_DISK_YELLOW) - Bang(xx, yy); - else if (Feld[xx][yy] == EL_SP_TERMINAL) - Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; - } - } - else if (IS_BELT_SWITCH(element)) - { - ToggleBeltSwitch(x, y); - } - else if (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) - { - ToggleSwitchgateSwitch(x, y); - } - else if (element == EL_LIGHT_SWITCH || - element == EL_LIGHT_SWITCH_ACTIVE) - { - ToggleLightSwitch(x, y); + game.ball_state = !game.ball_state; -#if 0 - PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) #endif - } - else if (element == EL_TIMEGATE_SWITCH) + { + int e = Feld[xx][yy]; + + if (game.ball_state) { - ActivateTimegateSwitch(x, y); + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); } - else if (element == EL_BALLOON_SWITCH_LEFT || - element == EL_BALLOON_SWITCH_RIGHT || - element == EL_BALLOON_SWITCH_UP || - element == EL_BALLOON_SWITCH_DOWN || - element == EL_BALLOON_SWITCH_ANY) + else { - 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); + if (e == EL_EMC_MAGIC_BALL_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL); + else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH); } - else if (element == EL_LAMP) - { - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; + } + } - DrawLevelField(x, y); - } - else if (element == EL_TIME_ORB_FULL) - { - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - DrawLevelField(x, y); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); -#if 0 - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); -#endif - } + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - return MF_ACTION; - } - else - { - if (!PLAYER_SWITCHING(player, x, y)) - { - player->is_switching = TRUE; - player->switch_x = x; - player->switch_y = y; + return MP_ACTION; + } + else + { + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; - CheckTriggeredElementSideChange(x, y, element, dig_side, - CE_OTHER_IS_SWITCHING); - CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); - } + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, + player->index_bit, dig_side); - CheckTriggeredElementSideChange(x, y, element, dig_side, - CE_OTHER_GETS_PRESSED); - CheckElementSideChange(x, y, element, dig_side, - CE_PRESSED_BY_PLAYER, -1); - } + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X, + player->index_bit, dig_side); + } + + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); - return MF_NO_ACTION; + return MP_NO_ACTION; } - player->push_delay = 0; + player->push_delay = -1; - if (Feld[x][y] != element) /* really digged/collected something */ - player->is_collecting = !player->is_digging; + if (is_player) /* function can also be called by EL_PENGUIN */ + { + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + } - return MF_MOVING; + return MP_MOVING; } 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 : + int snap_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : - dy == -1 ? MV_UP : - dy == +1 ? MV_DOWN : MV_NO_MOVING); + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NONE); + boolean can_continue_snapping = (level.continuous_snapping && + WasJustFalling[x][y] < CHECK_DELAY_FALLING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -8712,42 +12060,93 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } +#if USE_NEW_CONTINUOUS_SNAPPING + /* prevent snapping with already pressed snap key when not allowed */ + if (player->is_snapping && !can_continue_snapping) + return FALSE; +#else if (player->is_snapping) return FALSE; +#endif player->MovDir = snap_direction; - player->is_moving = FALSE; - player->is_digging = FALSE; - player->is_collecting = FALSE; + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; - if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) return FALSE; player->is_snapping = TRUE; - player->is_moving = FALSE; - player->is_digging = FALSE; - player->is_collecting = FALSE; + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + } + + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); DrawLevelField(x, y); - BackToFront(); return TRUE; } boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int old_element; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; + int drop_side = drop_direction; + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + + player->is_dropping_pressed = TRUE; + + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MP_ACTION; + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } - if (!player->active || player->MovPos) - return FALSE; + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ - old_element = Feld[jx][jy]; + /* check if player is active, not moving and ready to drop */ + if (!player->active || player->MovPos || player->drop_delay > 0) + return FALSE; /* check if player has anything that can be dropped */ - if (player->inventory_size == 0 && player->dynabombs_left == 0) + if (new_element == EL_UNDEFINED) + return FALSE; + + /* check if drop key was pressed long enough for EM style dynamite */ + if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE; /* check if anything can be dropped at the current position */ @@ -8755,53 +12154,94 @@ boolean DropElement(struct PlayerInfo *player) return FALSE; /* 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) + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) return FALSE; if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ - - MovDelay[jx][jy] = 96; + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); - if (player->inventory_size > 0) + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) { - int new_element = player->inventory_element[--player->inventory_size]; + if (player->inventory_size > 0) + { + player->inventory_size--; + + DrawGameValue_Dynamite(local_player->inventory_size); + + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_EM_DYNAMITE) + new_element = EL_EM_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; + } - Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : - new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : - new_element); + Feld[dropx][dropy] = new_element; - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->inventory_size, 3), FONT_TEXT_2); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + /* needed if previous element just changed to "empty" in the last frame */ + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ - CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); - CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); - TestIfElementTouchesCustomElement(jx, jy); + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { player->dynabombs_left--; - Feld[jx][jy] = - EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ + InitField_WithBug1(dropx, dropy, FALSE); + + new_element = Feld[dropx][dropy]; /* element might have changed */ + + if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && + element_info[new_element].move_pattern == MV_WHEN_DROPPED) + { + int move_direction, nextx, nexty; + + if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) + MovDir[dropx][dropy] = drop_direction; + + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); + + ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; + } + + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); + player->is_dropping = TRUE; + + player->drop_pressed_delay = 0; + player->is_dropping_pressed = FALSE; + + player->drop_x = dropx; + player->drop_y = dropy; + return TRUE; } @@ -8816,13 +12256,10 @@ void InitPlayLevelSound() { int num_sounds = getSoundListSize(); - if (loop_sound_frame != NULL) - free(loop_sound_frame); - - if (loop_sound_volume != NULL) - free(loop_sound_volume); + checked_free(loop_sound_frame); + checked_free(loop_sound_volume); - loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); + loop_sound_frame = checked_calloc(num_sounds * sizeof(int)); loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); } @@ -8887,7 +12324,7 @@ static void PlayLevelSoundAction(int x, int y, int action) static void PlayLevelSoundElementAction(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED) PlayLevelSound(x, y, sound_effect); @@ -8896,7 +12333,7 @@ static void PlayLevelSoundElementAction(int x, int y, int element, int action) static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlayLevelSound(x, y, sound_effect); @@ -8904,7 +12341,7 @@ static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, static void PlayLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlayLevelSound(x, y, sound_effect); @@ -8912,10 +12349,10 @@ static void PlayLevelSoundActionIfLoop(int x, int y, int action) static void StopLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); + StopSound(sound_effect); } static void PlayLevelMusic() @@ -8926,10 +12363,168 @@ static void PlayLevelMusic() PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + + switch (sample) + { + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; + + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_EATING); + break; + + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; + + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; + + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif + break; + + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; + + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; + + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; + + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; + + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; + + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + case SAMPLE_time: + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + break; + + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; + } +} + void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) @@ -8977,6 +12572,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_EM_DYNAMITE: case EL_SP_DISK_RED: case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: @@ -8988,12 +12584,20 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_SHIELD]); break; case EL_EXTRA_TIME: - RaiseScore(level.score[SC_TIME_BONUS]); + RaiseScore(level.extra_time_score); break; case EL_KEY_1: case EL_KEY_2: case EL_KEY_3: case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: RaiseScore(level.score[SC_KEY]); break; default: @@ -9010,7 +12614,7 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(); else @@ -9022,7 +12626,13 @@ void RequestQuitGame(boolean ask_if_really_quit) } else { + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); } } @@ -9189,7 +12799,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PAUSE: if (options.network) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else @@ -9203,7 +12813,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PLAY: if (tape.pausing) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else