X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=fada15db70f1733e76a78b67ac8cfdfea807e05f;hp=c75c9dd466177a3bbd8cbab9d79879e9853492e1;hb=3ae3dff29ac1a6022b1e5af414ba2c99391148c8;hpb=0dd76aace99b32f0a9d11b908f40e9629785ade6 diff --git a/src/game.c b/src/game.c index c75c9dd4..fada15db 100644 --- a/src/game.c +++ b/src/game.c @@ -1,13 +1,12 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-98 Artsoft Entertainment * +* Holger Schemel * +* Oststrasse 11a * +* 33604 Bielefeld * +* phone: ++49 +521 290471 * +* email: aeglos@valinor.owl.de * *----------------------------------------------------------* * game.c * ***********************************************************/ @@ -22,226 +21,626 @@ #include "files.h" #include "tape.h" #include "joystick.h" +#include "network.h" + +/* for DigField() */ +#define DF_NO_PUSH 0 +#define DF_DIG 1 +#define DF_SNAP 2 + +/* for MoveFigure() */ +#define MF_NO_ACTION 0 +#define MF_MOVING 1 +#define MF_ACTION 2 + +/* for ScrollFigure() */ +#define SCROLL_INIT 0 +#define SCROLL_GO_ON 1 + +/* for Explode() */ +#define EX_PHASE_START 0 +#define EX_NORMAL 0 +#define EX_CENTER 1 +#define EX_BORDER 2 + +/* special positions in the game control window (relative to control window) */ +#define XX_LEVEL 37 +#define YY_LEVEL 20 +#define XX_EMERALDS 29 +#define YY_EMERALDS 54 +#define XX_DYNAMITE 29 +#define YY_DYNAMITE 89 +#define XX_KEYS 18 +#define YY_KEYS 123 +#define XX_SCORE 15 +#define YY_SCORE 159 +#define XX_TIME 29 +#define YY_TIME 194 + +/* special positions in the game control window (relative to main window) */ +#define DX_LEVEL (DX + XX_LEVEL) +#define DY_LEVEL (DY + YY_LEVEL) +#define DX_EMERALDS (DX + XX_EMERALDS) +#define DY_EMERALDS (DY + YY_EMERALDS) +#define DX_DYNAMITE (DX + XX_DYNAMITE) +#define DY_DYNAMITE (DY + YY_DYNAMITE) +#define DX_KEYS (DX + XX_KEYS) +#define DY_KEYS (DY + YY_KEYS) +#define DX_SCORE (DX + XX_SCORE) +#define DY_SCORE (DY + YY_SCORE) +#define DX_TIME (DX + XX_TIME) +#define DY_TIME (DY + YY_TIME) + +#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \ + (s)==SND_NJAM || (s)==SND_MIEP) +#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \ + (s)==SND_NETWORK || (s)==SND_CZARDASZ || \ + (s)==SND_TYGER || (s)==SND_VOYAGER || \ + (s)==SND_TWILIGHT) + +/* score for elements */ +#define SC_EDELSTEIN 0 +#define SC_DIAMANT 1 +#define SC_KAEFER 2 +#define SC_FLIEGER 3 +#define SC_MAMPFER 4 +#define SC_ROBOT 5 +#define SC_PACMAN 6 +#define SC_KOKOSNUSS 7 +#define SC_DYNAMIT 8 +#define SC_SCHLUESSEL 9 +#define SC_ZEITBONUS 10 + +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define SOUND_CTRL_ID_MUSIC 3 +#define SOUND_CTRL_ID_LOOPS 4 +#define SOUND_CTRL_ID_SIMPLE 5 + +#define NUM_GAME_BUTTONS 6 + +/* forward declaration for internal use */ +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; + + + +#ifdef DEBUG +#if 0 +static unsigned int getStateCheckSum(int counter) +{ + int x, y; + unsigned int mult = 1; + unsigned int checksum = 0; + /* + static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; + */ + static boolean first_game = TRUE; + + for (y=0; yjx, jy = player->jy; + + player->present = TRUE; + + /* + if (!network_playing || player->connected) + */ + + if (!options.network || player->connected) + { + player->active = TRUE; + + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; + + StorePlayer[x][y] = Feld[x][y]; + + if (options.verbose) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); + } + } + + Feld[x][y] = EL_LEERRAUM; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } + break; + + case EL_BADEWANNE: + if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE) + Feld[x][y] = EL_BADEWANNE1; + else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE) + Feld[x][y] = EL_BADEWANNE2; + else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1) + Feld[x][y] = EL_BADEWANNE3; + else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE) + Feld[x][y] = EL_BADEWANNE4; + else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2) + Feld[x][y] = EL_BADEWANNE5; + break; + + case EL_KAEFER_R: + case EL_KAEFER_O: + case EL_KAEFER_L: + case EL_KAEFER_U: + case EL_KAEFER: + case EL_FLIEGER_R: + case EL_FLIEGER_O: + case EL_FLIEGER_L: + case EL_FLIEGER_U: + case EL_FLIEGER: + case EL_BUTTERFLY_R: + case EL_BUTTERFLY_O: + case EL_BUTTERFLY_L: + case EL_BUTTERFLY_U: + case EL_BUTTERFLY: + case EL_FIREFLY_R: + case EL_FIREFLY_O: + case EL_FIREFLY_L: + case EL_FIREFLY_U: + case EL_FIREFLY: + case EL_PACMAN_R: + case EL_PACMAN_O: + case EL_PACMAN_L: + case EL_PACMAN_U: + case EL_MAMPFER: + case EL_MAMPFER2: + case EL_ROBOT: + case EL_PACMAN: + case EL_SP_SNIKSNAK: + case EL_SP_ELECTRON: + InitMovDir(x, y); + break; + + case EL_AMOEBE_VOLL: + case EL_AMOEBE_BD: + InitAmoebaNr(x, y); + break; + + case EL_TROPFEN: + if (y == lev_fieldy - 1) + { + Feld[x][y] = EL_AMOEBING; + Store[x][y] = EL_AMOEBE_NASS; + } + break; + + case EL_DYNAMIT: + MovDelay[x][y] = 96; + break; + + case EL_BIRNE_AUS: + local_player->lights_still_needed++; + break; + + case EL_SOKOBAN_FELD_LEER: + local_player->sokobanfields_still_needed++; + break; + + case EL_MAULWURF: + case EL_PINGUIN: + local_player->friends_still_needed++; + break; + + case EL_SCHWEIN: + case EL_DRACHE: + MovDir[x][y] = 1 << RND(4); + break; + + case EL_SP_EMPTY: + Feld[x][y] = EL_LEERRAUM; + break; + + default: + break; } } void InitGame() { - int i,x,y; - BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ - BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + int i, j, x, y; + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ + boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ + boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + + /* don't play tapes over network */ + network_playing = (options.network && !tape.playing); + + for (i=0; iindex_nr = i; + player->element_nr = EL_SPIELER1 + i; + + player->present = FALSE; + player->active = FALSE; + + player->action = 0; + player->effective_action = 0; + + player->score = 0; + player->gems_still_needed = level.edelsteine; + player->sokobanfields_still_needed = 0; + player->lights_still_needed = 0; + player->friends_still_needed = 0; + + for (j=0; j<4; j++) + player->key[j] = FALSE; + + player->dynamite = 0; + player->dynabomb_count = 0; + player->dynabomb_size = 0; + player->dynabombs_left = 0; + player->dynabomb_xl = FALSE; + + player->MovDir = MV_NO_MOVING; + player->MovPos = 0; + player->Pushing = FALSE; + player->GfxPos = 0; + player->Frame = 0; + + player->actual_frame_counter = 0; + + player->frame_reset_delay = 0; + + player->push_delay = 0; + player->push_delay_value = 5; + + player->move_delay = 0; + player->last_move_dir = MV_NO_MOVING; + + player->snapped = FALSE; + + player->gone = FALSE; + + player->last_jx = player->last_jy = 0; + player->jx = player->jy = 0; + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + + player->LevelSolved = FALSE; + player->GameOver = FALSE; + } + + network_player_action_received = FALSE; + +#ifndef MSDOS + /* initial null action */ + if (network_playing) + SendToServer_MovePlayer(MV_NO_MOVING); +#endif + + ZX = ZY = -1; - Dynamite = Score = 0; - Gems = level.edelsteine; - SokobanFields = Lights = Friends = 0; - DynaBombCount = DynaBombSize = DynaBombsLeft = 0; - DynaBombXL = FALSE; - Key[0] = Key[1] = Key[2] = Key[3] = FALSE; MampferNr = 0; FrameCounter = 0; TimeFrames = 0; + TimePlayed = 0; TimeLeft = level.time; + + ScreenMovDir = MV_NO_MOVING; ScreenMovPos = 0; - PlayerMovDir = MV_NO_MOVING; - PlayerMovPos = 0; - PlayerFrame = 0; - PlayerPushing = FALSE; - PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE; - JX = JY = 0; - ZX = ZY = -1; + ScreenGfxPos = 0; - DigField(0,0,0,0,DF_NO_PUSH); - SnapField(0,0); + MoveSpeed = (level.double_speed ? 4 : 8); + ScrollStepSize = TILEX / MoveSpeed; - for(i=0;iconnected && !player->present) { - case EL_SPIELFIGUR: - case EL_SPIELER1: - Feld[x][y] = EL_LEERRAUM; - JX = lastJX = x; - JY = lastJY = y; - break; - case EL_SPIELER2: - Feld[x][y] = EL_LEERRAUM; - break; - case EL_BADEWANNE: - if (x0 && Feld[x-1][y]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE2; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1) - Feld[x][y] = EL_BADEWANNE3; - else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE) - Feld[x][y] = EL_BADEWANNE4; - else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2) - Feld[x][y] = EL_BADEWANNE5; - break; - case EL_KAEFER_R: - case EL_KAEFER_O: - case EL_KAEFER_L: - case EL_KAEFER_U: - case EL_KAEFER: - case EL_FLIEGER_R: - case EL_FLIEGER_O: - case EL_FLIEGER_L: - case EL_FLIEGER_U: - case EL_FLIEGER: - case EL_BUTTERFLY_R: - case EL_BUTTERFLY_O: - case EL_BUTTERFLY_L: - case EL_BUTTERFLY_U: - case EL_BUTTERFLY: - case EL_FIREFLY_R: - case EL_FIREFLY_O: - case EL_FIREFLY_L: - case EL_FIREFLY_U: - case EL_FIREFLY: - case EL_PACMAN_R: - case EL_PACMAN_O: - case EL_PACMAN_L: - case EL_PACMAN_U: - case EL_MAMPFER: - case EL_MAMPFER2: - case EL_ROBOT: - case EL_PACMAN: - InitMovDir(x,y); - break; - case EL_AMOEBE_VOLL: - case EL_AMOEBE_BD: - InitAmoebaNr(x,y); - break; - case EL_TROPFEN: - if (y==lev_fieldy-1) + for (j=0; jjx, jy = some_player->jy; + + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) { - Feld[x][y] = EL_AMOEBING; - Store[x][y] = EL_AMOEBE_NASS; + player->present = TRUE; + player->active = TRUE; + some_player->present = FALSE; + + StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; + player->jy = player->last_jy = jy; + + break; } - break; - case EL_DYNAMIT: - MovDelay[x][y] = 48; - break; - case EL_BIRNE_AUS: - Lights++; - break; - case EL_SOKOBAN_FELD_LEER: - SokobanFields++; - break; - case EL_MAULWURF: - case EL_PINGUIN: - Friends++; - break; - case EL_SCHWEIN: - case EL_DRACHE: - MovDir[x][y] = 1<jx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_LEERRAUM; + } + } + } + else if (!options.network && !setup.team_mode) /* && !tape.playing */ + { + /* when in single player mode, eliminate all but the first active player */ + + for (i=0; ijx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_LEERRAUM; + } + } + } + } + } + + /* when recording the game, store which players take part in the game */ + if (tape.recording) + { + for (i=0; ipresent, + player->connected, + player->active); + if (local_player == player) + printf("Player %d is local player.\n", i+1); } } game_emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : EMU_NONE); + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + + /* determine border element for this level */ + SetBorderElement(); + + if (BorderElement == EL_LEERRAUM) + { + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } - scroll_x = scroll_y = -1; - if (JX>=MIDPOSX-1) - scroll_x = - (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1); - if (JY>=MIDPOSY-1) - scroll_y = - (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1); + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); CloseDoor(DOOR_CLOSE_1); DrawLevel(); - DrawLevelElement(JX,JY,EL_SPIELFIGUR); + DrawAllPlayers(); FadeToFront(); - XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE, - DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL, - int2str(level_nr,2),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS, - int2str(Gems,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE, - int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE, - int2str(Score,5),FS_SMALL,FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR],gc, - DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME, - int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - + XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, + DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + DrawTextExt(pix[PIX_DB_DOOR], gc, + DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL, + int2str(level_nr, 2), FS_SMALL, FC_YELLOW); + DrawTextExt(pix[PIX_DB_DOOR], gc, + DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS, + int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW); + DrawTextExt(pix[PIX_DB_DOOR], gc, + DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + DrawTextExt(pix[PIX_DB_DOOR], gc, + DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE, + int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + DrawTextExt(pix[PIX_DB_DOOR], gc, + DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME, + int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + + + +#if 0 DrawGameButton(BUTTON_GAME_STOP); DrawGameButton(BUTTON_GAME_PAUSE); DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on)); - XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc, - DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS); - - OpenDoor(DOOR_OPEN_1); - - if (sound_music_on) + DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0)); + DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0)); + DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0)); +#else + UnmapGameButtons(); + 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(); +#endif + + XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc, + DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS, + GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE, + DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS, + DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS); + + + + OpenDoor(DOOR_OPEN_ALL); + + if (setup.sound_music) PlaySoundLoop(background_loop[level_nr % num_bg_loops]); XAutoRepeatOff(display); + + if (options.verbose) + { + for (i=0; i<4; i++) + printf("Spieler %d %saktiv.\n", + i+1, (stored_player[i].active ? "" : "nicht ")); + } } void InitMovDir(int x, int y) @@ -249,10 +648,10 @@ void InitMovDir(int x, int y) int i, element = Feld[x][y]; static int xy[4][2] = { - { 0,+1 }, - { +1,0 }, - { 0,-1 }, - { -1,0 } + { 0, +1 }, + { +1, 0 }, + { 0, -1 }, + { -1, 0 } }; static int direction[2][4] = { @@ -267,59 +666,71 @@ void InitMovDir(int x, int y) case EL_KAEFER_L: case EL_KAEFER_U: Feld[x][y] = EL_KAEFER; - MovDir[x][y] = direction[0][element-EL_KAEFER_R]; + MovDir[x][y] = direction[0][element - EL_KAEFER_R]; break; + case EL_FLIEGER_R: case EL_FLIEGER_O: case EL_FLIEGER_L: case EL_FLIEGER_U: Feld[x][y] = EL_FLIEGER; - MovDir[x][y] = direction[0][element-EL_FLIEGER_R]; + MovDir[x][y] = direction[0][element - EL_FLIEGER_R]; break; + case EL_BUTTERFLY_R: case EL_BUTTERFLY_O: case EL_BUTTERFLY_L: case EL_BUTTERFLY_U: Feld[x][y] = EL_BUTTERFLY; - MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R]; + MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R]; break; + case EL_FIREFLY_R: case EL_FIREFLY_O: case EL_FIREFLY_L: case EL_FIREFLY_U: Feld[x][y] = EL_FIREFLY; - MovDir[x][y] = direction[0][element-EL_FIREFLY_R]; + MovDir[x][y] = direction[0][element - EL_FIREFLY_R]; break; + case EL_PACMAN_R: case EL_PACMAN_O: case EL_PACMAN_L: case EL_PACMAN_U: Feld[x][y] = EL_PACMAN; - MovDir[x][y] = direction[0][element-EL_PACMAN_R]; + MovDir[x][y] = direction[0][element - EL_PACMAN_R]; + break; + + case EL_SP_SNIKSNAK: + MovDir[x][y] = MV_UP; + break; + + case EL_SP_ELECTRON: + MovDir[x][y] = MV_LEFT; break; + default: - MovDir[x][y] = 1<MovPos) + return; + + local_player->LevelSolved = FALSE; if (TimeLeft) { - if (sound_loops_on) - PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP); + if (setup.sound_loops) + PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); - while(TimeLeft>0) + while(TimeLeft > 0) { - if (!sound_loops_on) - PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) + if (!setup.sound_loops) + PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); + if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + BackToFront(); + Delay(10); + } + + if (setup.sound_loops) + StopSound(SND_SIRR); + } + else if (level.time == 0) /* level without time limit */ + { + if (setup.sound_loops) + PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + + while(TimePlayed < 999) + { + if (!setup.sound_loops) + PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_ZEITBONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10000); + Delay(10); } - if (sound_loops_on) + if (setup.sound_loops) StopSound(SND_SIRR); } FadeSounds(); /* Hero disappears */ - DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]); + DrawLevelField(ExitX, ExitY); BackToFront(); if (tape.playing) @@ -397,18 +834,10 @@ void GameWon() if (tape.recording) { TapeStop(); - SaveLevelTape(tape.level_nr); /* Ask to save tape */ + SaveTape(tape.level_nr); /* Ask to save tape */ } - if (level_nr==player.handicap && - level_nr=0) + if ((hi_pos = NewHiScore()) >= 0) { game_status = HALLOFFAME; DrawHallOfFame(hi_pos); @@ -426,78 +855,81 @@ void GameWon() BackToFront(); } -BOOL NewHiScore() +int NewHiScore() { - int k,l; + int k, l; int position = -1; LoadScore(level_nr); - if (!strcmp(player.alias_name,EMPTY_ALIAS) || - Scorescore < highscore[MAX_SCORE_ENTRIES - 1].Score) + return -1; - for(k=0;khighscore[k].Score) /* Spieler kommt in Highscore-Liste */ + if (local_player->score > highscore[k].Score) { - if (kk;l--) + for (l=m; l>k; l--) { - strcpy(highscore[l].Name,highscore[l-1].Name); - highscore[l].Score = highscore[l-1].Score; + strcpy(highscore[l].Name, highscore[l - 1].Name); + highscore[l].Score = highscore[l - 1].Score; } } #ifdef ONE_PER_NAME put_into_list: #endif - sprintf(highscore[k].Name,player.alias_name); - highscore[k].Score = Score; + strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1); + highscore[k].Name[MAX_NAMELEN - 1] = '\0'; + highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strcmp(player.alias_name,highscore[k].Name)) - break; /* Spieler schon mit besserer Punktzahl in der Liste */ + else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + break; /* player already there with a higher score */ #endif } - if (position>=0) + if (position >= 0) SaveScore(level_nr); - return(position); + return position; } void InitMovingField(int x, int y, int direction) { - int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); + int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); MovDir[x][y] = direction; MovDir[newx][newy] = direction; - if (Feld[newx][newy]==EL_LEERRAUM) + if (Feld[newx][newy] == EL_LEERRAUM) Feld[newx][newy] = EL_BLOCKED; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) { int direction = MovDir[x][y]; - int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0); - int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0); + int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); *goes_to_x = newx; *goes_to_y = newy; @@ -508,13 +940,13 @@ void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) int oldx = x, oldy = y; int direction = MovDir[x][y]; - if (direction==MV_LEFT) + if (direction == MV_LEFT) oldx++; - else if (direction==MV_RIGHT) + else if (direction == MV_RIGHT) oldx--; - else if (direction==MV_UP) + else if (direction == MV_UP) oldy++; - else if (direction==MV_DOWN) + else if (direction == MV_DOWN) oldy--; *comes_from_x = oldx; @@ -525,42 +957,50 @@ int MovingOrBlocked2Element(int x, int y) { int element = Feld[x][y]; - if (element==EL_BLOCKED) + if (element == EL_BLOCKED) { - int oldx,oldy; + int oldx, oldy; - Blocked2Moving(x,y,&oldx,&oldy); - return(Feld[oldx][oldy]); + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; } else - return(element); + return element; +} + +static void RemoveField(int x, int y) +{ + Feld[x][y] = EL_LEERRAUM; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; } void RemoveMovingField(int x, int y) { - int oldx = x,oldy = y, newx = x,newy = y; + int oldx = x, oldy = y, newx = x, newy = y; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y)) + if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) return; - if (IS_MOVING(x,y)) + if (IS_MOVING(x, y)) { - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y]==EL_BLOCKED) + else if (Feld[x][y] == EL_BLOCKED) { - Blocked2Moving(x,y,&oldx,&oldy); - if (!IS_MOVING(oldx,oldy)) + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y]==EL_BLOCKED && - (Store[oldx][oldy]==EL_MORAST_LEER || - Store[oldx][oldy]==EL_SIEB_LEER || - Store[oldx][oldy]==EL_SIEB2_LEER || - Store[oldx][oldy]==EL_AMOEBE_NASS)) + if (Feld[x][y] == EL_BLOCKED && + (Store[oldx][oldy] == EL_MORAST_LEER || + Store[oldx][oldy] == EL_SIEB_LEER || + Store[oldx][oldy] == EL_SIEB2_LEER || + Store[oldx][oldy] == EL_AMOEBE_NASS)) { Feld[oldx][oldy] = Store[oldx][oldy]; Store[oldx][oldy] = Store2[oldx][oldy] = 0; @@ -572,135 +1012,161 @@ void RemoveMovingField(int x, int y) MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - DrawLevelField(oldx,oldy); - DrawLevelField(newx,newy); + DrawLevelField(oldx, oldy); + DrawLevelField(newx, newy); } void DrawDynamite(int x, int y) { - int sx = SCROLLX(x), sy = SCROLLY(y); + int sx = SCREENX(x), sy = SCREENY(y); int graphic = el2gfx(Feld[x][y]); int phase; - if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y)) + if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; if (Store[x][y]) - DrawGraphic(sx,sy, el2gfx(Store[x][y])); + DrawGraphic(sx, sy, el2gfx(Store[x][y])); - if (Feld[x][y]==EL_DYNAMIT) + if (Feld[x][y] == EL_DYNAMIT) { - if ((phase = (48-MovDelay[x][y])/6) > 6) + if ((phase = (96 - MovDelay[x][y]) / 12) > 6) phase = 6; } else { - if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3) - phase = 7-phase; + if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3) + phase = 7 - phase; } - if (Store[x][y]) - DrawGraphicThruMask(sx,sy, graphic + phase); + if (game_emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, GFX_SP_DISK_RED); + else if (Store[x][y]) + DrawGraphicThruMask(sx, sy, graphic + phase); else - DrawGraphic(sx,sy, graphic + phase); + DrawGraphic(sx, sy, graphic + phase); } void CheckDynamite(int x, int y) { - if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */ + if (MovDelay[x][y]) /* dynamite is still waiting to explode */ { MovDelay[x][y]--; if (MovDelay[x][y]) { - if (!(MovDelay[x][y] % 6)) - PlaySoundLevel(x,y,SND_ZISCH); + if (!(MovDelay[x][y] % 12)) + PlaySoundLevel(x, y, SND_ZISCH); - if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6)) - DrawDynamite(x,y); - else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3)) - DrawDynamite(x,y); + if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12)) + DrawDynamite(x, y); + else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6)) + DrawDynamite(x, y); return; } } StopSound(SND_ZISCH); - Bang(x,y); + Bang(x, y); } void Explode(int ex, int ey, int phase, int mode) { - int x,y; - int num_phase = 9, delay = 1; - int last_phase = num_phase*delay; - int half_phase = (num_phase/2)*delay; + int x, y; + int num_phase = 9, delay = 2; + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; - if (phase==0) /* Feld 'Store' initialisieren */ + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; - if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey)) + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { - center_element = MovingOrBlocked2Element(ex,ey); - RemoveMovingField(ex,ey); + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); } - for(y=ey-1;ydynabomb_size; j++) { int x = ex+j*xy[i%4][0]; int y = ey+j*xy[i%4][1]; int element; - if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y])) + if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) break; element = Feld[x][y]; - Explode(x,y,0,EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_BORDER); if (element != EL_LEERRAUM && element != EL_ERDREICH && element != EL_EXPLODING && - !DynaBombXL) + !player->dynabomb_xl) break; } } - DynaBombsLeft++; + player->dynabombs_left++; } void Bang(int x, int y) { int element = Feld[x][y]; - PlaySoundLevel(x,y,SND_ROAAAR); + if (game_emulation == EMU_SUPAPLEX) + PlaySoundLevel(x, y, SND_SP_BOOOM); + else + PlaySoundLevel(x, y, SND_ROAAAR); + + if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ + element = EL_LEERRAUM; switch(element) { @@ -818,20 +1312,22 @@ void Bang(int x, int y) case EL_ROBOT: case EL_PACMAN: RaiseScoreElement(element); - Explode(x,y,0,EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; case EL_DYNABOMB: case EL_DYNABOMB_NR: case EL_DYNABOMB_SZ: case EL_DYNABOMB_XL: - DynaExplode(x,y,DynaBombSize); + DynaExplode(x, y); break; + case EL_MAULWURF: + case EL_PINGUIN: case EL_BIRNE_AUS: case EL_BIRNE_EIN: - Explode(x,y,0,EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x,y,0,EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } } @@ -840,39 +1336,39 @@ void Blurb(int x, int y) { int element = Feld[x][y]; - if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */ + if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ { - PlaySoundLevel(x,y,SND_BLURB); - if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) && - (!IN_LEV_FIELD(x-1,y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1,y-1)))) + PlaySoundLevel(x, y, SND_BLURB); + if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && + (!IN_LEV_FIELD(x-1, y-1) || + !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) { Feld[x-1][y] = EL_BLURB_LEFT; } - if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) && - (!IN_LEV_FIELD(x+1,y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1,y-1)))) + if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && + (!IN_LEV_FIELD(x+1, y-1) || + !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) { Feld[x+1][y] = EL_BLURB_RIGHT; } } - else /* Blubbern */ + else /* go on */ { int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT); - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 5; + if (!MovDelay[x][y]) /* initialize animation counter */ + MovDelay[x][y] = 9; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* continue animation */ { MovDelay[x][y]--; - if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]); + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2); if (!MovDelay[x][y]) { Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x,y); + DrawLevelField(x, y); } } } @@ -880,42 +1376,42 @@ void Blurb(int x, int y) void Impact(int x, int y) { - BOOL lastline = (y==lev_fieldy-1); - BOOL object_hit = FALSE; + boolean lastline = (y == lev_fieldy-1); + boolean object_hit = FALSE; int element = Feld[x][y]; int smashed = 0; - /* Element darunter berührt? */ - if (!lastline) + if (!lastline) /* check if element below was hit */ { - object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) || + if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING) + return; + + object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) || MovDir[x][y+1]!=MV_DOWN || MovPos[x][y+1]<=TILEY/2)); if (object_hit) - smashed = MovingOrBlocked2Element(x,y+1); + smashed = MovingOrBlocked2Element(x, y+1); } - /* Auftreffendes Element fällt in Salzsäure */ - if (!lastline && smashed==EL_SALZSAEURE) + if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */ { - Blurb(x,y); + Blurb(x, y); return; } - /* Auftreffendes Element ist Bombe */ - if (element==EL_BOMBE && (lastline || object_hit)) + if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) && + (lastline || object_hit)) /* element is bomb */ { - Bang(x,y); + Bang(x, y); return; } - /* Auftreffendes Element ist Säuretropfen */ - if (element==EL_TROPFEN && (lastline || object_hit)) + if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */ { - if (object_hit && IS_PLAYER(x,y+1)) - KillHero(); - else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN)) - Bang(x,y+1); + if (object_hit && IS_PLAYER(x, y+1)) + KillHero(PLAYERINFO(x, y+1)); + else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN)) + Bang(x, y+1); else { Feld[x][y] = EL_AMOEBING; @@ -924,71 +1420,86 @@ void Impact(int x, int y) return; } - /* Welches Element kriegt was auf die Rübe? */ - if (!lastline && object_hit) + if (!lastline && object_hit) /* check which object was hit */ { if (CAN_CHANGE(element) && - (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv) - SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND; + (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV)) + { + int x, y; + int activated_magic_wall = + (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER); + + /* activate magic wall / mill */ - if (IS_PLAYER(x,y+1)) + for (y=0; y=0) - PlaySoundLevel(x,y,sound); + PlaySoundLevel(x, y, sound); } } @@ -1034,20 +1549,20 @@ void TurnRound(int x, int y) { static struct { - int x,y; + int x, y; } move_xy[] = { - { 0,0 }, - {-1,0 }, - {+1,0 }, - { 0,0 }, - { 0,-1 }, - { 0,0 }, { 0,0 }, { 0,0 }, - { 0,+1 } + { 0, 0 }, + {-1, 0 }, + {+1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { - int left,right,back; + int left, right, back; } turn[] = { { 0, 0, 0 }, @@ -1074,48 +1589,51 @@ void TurnRound(int x, int y) int right_x = x+right_dx, right_y = y+right_dy; int move_x = x+move_dx, move_y = y+move_dy; - if (element==EL_KAEFER || element==EL_BUTTERFLY) + if (element == EL_KAEFER || element == EL_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x,y); + TestIfBadThingHitsOtherBadThing(x, y); - if (IN_LEV_FIELD(right_x,right_y) && - IS_FREE_OR_PLAYER(right_x,right_y)) + if (IN_LEV_FIELD(right_x, right_y) && + IS_FREE_OR_PLAYER(right_x, right_y)) MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) + else if (!IN_LEV_FIELD(move_x, move_y) || + !IS_FREE_OR_PLAYER(move_x, move_y)) MovDir[x][y] = left_dir; - if (element==EL_KAEFER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 5; - else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */ + if (element == EL_KAEFER && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } - else if (element==EL_FLIEGER || element==EL_FIREFLY) + else if (element == EL_FLIEGER || element == EL_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x,y); + TestIfBadThingHitsOtherBadThing(x, y); - if (IN_LEV_FIELD(left_x,left_y) && - IS_FREE_OR_PLAYER(left_x,left_y)) + if (IN_LEV_FIELD(left_x, left_y) && + IS_FREE_OR_PLAYER(left_x, left_y)) MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x,move_y) || - !IS_FREE_OR_PLAYER(move_x,move_y)) + else if (!IN_LEV_FIELD(move_x, move_y) || + !IS_FREE_OR_PLAYER(move_x, move_y)) MovDir[x][y] = right_dir; - if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir) - MovDelay[x][y] = 5; - else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */ + if ((element == EL_FLIEGER || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } - else if (element==EL_MAMPFER) + else if (element == EL_MAMPFER) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE_OR_PLAYER(left_x, left_y) || Feld[left_x][left_y] == EL_DIAMANT)) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE_OR_PLAYER(right_x, right_y) || Feld[right_x][right_y] == EL_DIAMANT)) can_turn_right = TRUE; @@ -1128,18 +1646,18 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 8+8*RND(3); + MovDelay[x][y] = 16+16*RND(3); } - else if (element==EL_MAMPFER2) + else if (element == EL_MAMPFER2) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE_OR_PLAYER(left_x, left_y) || IS_MAMPF2(Feld[left_x][left_y]))) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE_OR_PLAYER(right_x, right_y) || IS_MAMPF2(Feld[right_x][right_y]))) can_turn_right = TRUE; @@ -1152,18 +1670,18 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 8+8*RND(3); + MovDelay[x][y] = 16+16*RND(3); } - else if (element==EL_PACMAN) + else if (element == EL_PACMAN) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE_OR_PLAYER(left_x,left_y) || + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE_OR_PLAYER(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE_OR_PLAYER(right_x,right_y) || + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE_OR_PLAYER(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) can_turn_right = TRUE; @@ -1176,42 +1694,42 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 3+RND(20); + MovDelay[x][y] = 6+RND(40); } - else if (element==EL_SCHWEIN) + else if (element == EL_SCHWEIN) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - BOOL should_turn_left = FALSE, should_turn_right = FALSE; - BOOL should_move_on = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean should_turn_left = FALSE, should_turn_right = FALSE; + boolean should_move_on = FALSE; int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x,left_y) && - (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y]))) + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y]))) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && - (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y]))) + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y]))) can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x,move_y) && - (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y]))) + if (IN_LEV_FIELD(move_x, move_y) && + (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y]))) can_move_on = TRUE; if (can_turn_left && (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy)))) + (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) && + !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy)))) should_turn_left = TRUE; if (can_turn_right && (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy)))) + (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) && + !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy)))) should_turn_right = TRUE; if (can_move_on && (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy)))) + (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) && + !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) || + (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) && + !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy)))) should_move_on = TRUE; if (should_turn_left || should_turn_right || should_move_on) @@ -1244,23 +1762,23 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) && + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } - else if (element==EL_DRACHE) + else if (element == EL_DRACHE) { - BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y)) + if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y)) + if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y)) + if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) can_move_on = TRUE; if (can_move_on && rnd > rnd_value/8) @@ -1274,46 +1792,64 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y)) + if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } - else if (element==EL_ROBOT || element==EL_SONDE || - element==EL_MAULWURF || element==EL_PINGUIN) + else if (element == EL_ROBOT || element == EL_SONDE || + element == EL_MAULWURF || element == EL_PINGUIN) { - int attr_x = JX, attr_y = JY; - int newx, newy; + int attr_x = -1, attr_y = -1; - if (PlayerGone) + if (AllPlayersGone) { attr_x = ExitX; attr_y = ExitY; } + else + { + int i; - if (element==EL_ROBOT && ZX>=0 && ZY>=0) + for (i=0; ijx, jy = player->jy; + + if (!player->active || player->gone) + continue; + + if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + if (element == EL_ROBOT && ZX>=0 && ZY>=0) { attr_x = ZX; attr_y = ZY; } - if (element==EL_MAULWURF || element==EL_PINGUIN) + if (element == EL_MAULWURF || element == EL_PINGUIN) { int i; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int ex = x+xy[i%4][0]; - int ey = y+xy[i%4][1]; + int ex = x + xy[i%4][0]; + int ey = y + xy[i%4][1]; - if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF) + if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF) { attr_x = ex; attr_y = ey; @@ -1324,54 +1860,58 @@ void TurnRound(int x, int y) MovDir[x][y] = MV_NO_MOVING; if (attr_xx) - MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT); + MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); if (attr_yy) - MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN); + MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); - if (element==EL_ROBOT) + if (element == EL_ROBOT) { + int newx, newy; + if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy)) - MovDelay[x][y] = 4+4*!RND(3); + if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) + MovDelay[x][y] = 8+8*!RND(3); else - MovDelay[x][y] = 8; + MovDelay[x][y] = 16; } else { + int newx, newy; + MovDelay[x][y] = 1; if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) { - BOOL first_horiz = RND(2); + boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; MovDir[x][y] = new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx,newy) && - (IS_FREE(newx,newy) || + if (IN_LEV_FIELD(newx, newy) && + (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element==EL_PINGUIN) && + ((element == EL_MAULWURF || element == EL_PINGUIN) && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; MovDir[x][y] = new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); - Moving2Blocked(x,y,&newx,&newy); + Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx,newy) && - (IS_FREE(newx,newy) || + if (IN_LEV_FIELD(newx, newy) && + (IS_FREE(newx, newy) || Feld[newx][newy] == EL_SALZSAEURE || - ((element == EL_MAULWURF || element==EL_PINGUIN) && + ((element == EL_MAULWURF || element == EL_PINGUIN) && (Feld[newx][newy] == EL_AUSGANG_AUF || IS_MAMPF3(Feld[newx][newy]))))) return; @@ -1383,6 +1923,28 @@ void TurnRound(int x, int y) } } +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i=0; iactive && !player->gone && + player->Pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + void StartMoving(int x, int y) { int element = Feld[x][y]; @@ -1392,27 +1954,22 @@ void StartMoving(int x, int y) if (CAN_FALL(element) && y0 && IS_PLAYER(x-1, y)) || (x0 && IS_FREE(x-1,y) && - (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE)); - BOOL right = (x0 && IS_FREE(x-1, y) && + (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); + boolean right = (x3) phase = 7-phase; - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase); - if ((element==EL_MAMPFER || element==EL_MAMPFER2) - && MovDelay[x][y]%4==3) - PlaySoundLevel(x,y,SND_NJAM); + if ((element == EL_MAMPFER || element == EL_MAMPFER2) + && MovDelay[x][y]%4 == 3) + PlaySoundLevel(x, y, SND_NJAM); } - else if (element==EL_DRACHE) + else if (element == EL_SP_ELECTRON) + DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); + else if (element == EL_DRACHE) { int i; int dir = MovDir[x][y]; @@ -1573,33 +2137,33 @@ void StartMoving(int x, int y) dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM); int phase = FrameCounter % 2; - for(i=1;i<=3;i++) + for (i=1; i<=3; i++) { int xx = x + i*dx, yy = y + i*dy; - int sx = SCROLLX(xx), sy = SCROLLY(yy); + int sx = SCREENX(xx), sy = SCREENY(yy); - if (!IN_LEV_FIELD(xx,yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING) + if (!IN_LEV_FIELD(xx, yy) || + IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING) break; if (MovDelay[x][y]) { - int flamed = MovingOrBlocked2Element(xx,yy); + int flamed = MovingOrBlocked2Element(xx, yy); if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) - Bang(xx,yy); + Bang(xx, yy); else - RemoveMovingField(xx,yy); + RemoveMovingField(xx, yy); Feld[xx][yy] = EL_BURNING; - if (IN_SCR_FIELD(sx,sy)) - DrawGraphic(sx,sy, graphic + phase*3 + i-1); + if (IN_SCR_FIELD(sx, sy)) + DrawGraphic(sx, sy, graphic + phase*3 + i-1); } else { if (Feld[xx][yy] == EL_BURNING) Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); + DrawLevelField(xx, yy); } } } @@ -1608,257 +2172,265 @@ void StartMoving(int x, int y) return; } - if (element==EL_KAEFER || element==EL_BUTTERFLY) + if (element == EL_KAEFER || element == EL_BUTTERFLY) { - PlaySoundLevel(x,y,SND_KLAPPER); + PlaySoundLevel(x, y, SND_KLAPPER); } - else if (element==EL_FLIEGER || element==EL_FIREFLY) + else if (element == EL_FLIEGER || element == EL_FIREFLY) { - PlaySoundLevel(x,y,SND_ROEHR); + PlaySoundLevel(x, y, SND_ROEHR); } - /* neuer Schritt / Wartezustand beendet */ + /* now make next step */ - Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */ + Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx,newy)) + if (IS_ENEMY(element) && IS_PLAYER(newx, newy)) { - /* Spieler erwischt */ + /* enemy got the player */ MovDir[x][y] = 0; - KillHero(); + KillHero(PLAYERINFO(newx, newy)); return; } else if ((element == EL_MAULWURF || element == EL_PINGUIN || - element==EL_ROBOT || element==EL_SONDE) && - IN_LEV_FIELD(newx,newy) && - MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE) + element == EL_ROBOT || element == EL_SONDE) && + IN_LEV_FIELD(newx, newy) && + MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE) { - Blurb(x,y); + Blurb(x, y); Store[x][y] = EL_SALZSAEURE; } else if ((element == EL_MAULWURF || element == EL_PINGUIN) && - IN_LEV_FIELD(newx,newy)) + IN_LEV_FIELD(newx, newy)) { if (Feld[newx][newy] == EL_AUSGANG_AUF) { Feld[x][y] = EL_LEERRAUM; - DrawLevelField(x,y); + DrawLevelField(x, y); - PlaySoundLevel(newx,newy,SND_BUING); - if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy))) - DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element)); + PlaySoundLevel(newx, newy, SND_BUING); + if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) + DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); - Friends--; - if (!Friends && PlayerGone && !GameOver) - LevelSolved = GameOver = TRUE; + local_player->friends_still_needed--; + if (!local_player->friends_still_needed && + !local_player->GameOver && AllPlayersGone) + local_player->LevelSolved = local_player->GameOver = TRUE; return; } else if (IS_MAMPF3(Feld[newx][newy])) { - if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING) - DrawLevelField(newx,newy); + if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) + DrawLevelField(newx, newy); else MovDir[x][y] = MV_NO_MOVING; } - else if (!IS_FREE(newx,newy)) + else if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); return; } } - else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy)) + else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy)) { if (IS_GEM(Feld[newx][newy])) { - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); else { Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + DrawLevelField(newx, newy); } } - else if (!IS_FREE(newx,newy)) + else if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); return; } } - else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy)) + else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy)) { - if (!IS_FREE(newx,newy)) + if (!IS_FREE(newx, newy)) { - if (IS_PLAYER(x,y)) - DrawPlayerField(); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); return; } else { - BOOL wanna_flame = !RND(10); + boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; int newx1 = newx+1*dx, newy1 = newy+1*dy; int newx2 = newx+2*dx, newy2 = newy+2*dy; - int element1 = (IN_LEV_FIELD(newx1,newy1) ? - MovingOrBlocked2Element(newx1,newy1) : EL_BETON); - int element2 = (IN_LEV_FIELD(newx2,newy2) ? - MovingOrBlocked2Element(newx2,newy2) : EL_BETON); + int element1 = (IN_LEV_FIELD(newx1, newy1) ? + MovingOrBlocked2Element(newx1, newy1) : EL_BETON); + int element2 = (IN_LEV_FIELD(newx2, newy2) ? + MovingOrBlocked2Element(newx2, newy2) : EL_BETON); if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && element1 != EL_DRACHE && element2 != EL_DRACHE && element1 != EL_BURNING && element2 != EL_BURNING) { - if (IS_PLAYER(x,y)) - DrawPlayerField(); + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); else - DrawLevelField(x,y); + DrawLevelField(x, y); - MovDelay[x][y] = 25; + MovDelay[x][y] = 50; Feld[newx][newy] = EL_BURNING; - if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM) + if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) Feld[newx1][newy1] = EL_BURNING; - if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM) + if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM) Feld[newx2][newy2] = EL_BURNING; return; } } } - else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) && - Feld[newx][newy]==EL_DIAMANT) + else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) && + Feld[newx][newy] == EL_DIAMANT) { - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); else { Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + DrawLevelField(newx, newy); } } - else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) && + else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && IS_MAMPF2(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBE_VOLL || + Feld[newx][newy] == EL_AMOEBE_BD) AmoebaCnt[AmoebaNr[newx][newy]]--; } - if (IS_MOVING(newx,newy)) - RemoveMovingField(newx,newy); + if (IS_MOVING(newx, newy)) + RemoveMovingField(newx, newy); else { Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + DrawLevelField(newx, newy); } } - else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) && + else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { AmoebaCnt2[AmoebaNr[newx][newy]]--; - if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD) + if (Feld[newx][newy] == EL_AMOEBE_VOLL || + Feld[newx][newy] == EL_AMOEBE_BD) AmoebaCnt[AmoebaNr[newx][newy]]--; } Feld[newx][newy] = EL_LEERRAUM; - DrawLevelField(newx,newy); + DrawLevelField(newx, newy); } - else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy)) - { /* gegen Wand gelaufen */ - TurnRound(x,y); + else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy)) + { + /* object was running against a wall */ - if (element == EL_KAEFER || element == EL_FLIEGER) - DrawLevelField(x,y); + TurnRound(x, y); + + if (element == EL_KAEFER || element == EL_FLIEGER || + element == EL_SP_SNIKSNAK) + DrawLevelField(x, y); else if (element == EL_BUTTERFLY || element == EL_FIREFLY) - DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL); - else if (element==EL_SONDE) - DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL); + DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); + else if (element == EL_SONDE) + DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); + else if (element == EL_SP_ELECTRON) + DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); return; } - if (element==EL_ROBOT && IN_SCR_FIELD(x,y)) - PlaySoundLevel(x,y,SND_SCHLURF); + if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) + PlaySoundLevel(x, y, SND_SCHLURF); - InitMovingField(x,y,MovDir[x][y]); + InitMovingField(x, y, MovDir[x][y]); } if (MovDir[x][y]) - ContinueMoving(x,y); + ContinueMoving(x, y); } void ContinueMoving(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 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int horiz_move = (dx!=0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy)*TILEX/4; + int step = (horiz_move ? dx : dy) * TILEX/8; - if (CAN_FALL(element) && horiz_move) + if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) step*=2; - else if (element==EL_TROPFEN) + else if (element == EL_TROPFEN) step/=2; - else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER) + else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) step/=4; MovPos[x][y] += step; - if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */ + if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */ { Feld[x][y] = EL_LEERRAUM; Feld[newx][newy] = element; - if (Store[x][y]==EL_MORAST_VOLL) + if (Store[x][y] == EL_MORAST_VOLL) { Store[x][y] = 0; Feld[newx][newy] = EL_MORAST_VOLL; element = EL_MORAST_VOLL; } - else if (Store[x][y]==EL_MORAST_LEER) + else if (Store[x][y] == EL_MORAST_LEER) { Store[x][y] = 0; Feld[x][y] = EL_MORAST_LEER; } - else if (Store[x][y]==EL_SIEB_VOLL) + else if (Store[x][y] == EL_SIEB_VOLL) { Store[x][y] = 0; element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT); } - else if (Store[x][y]==EL_SIEB_LEER) + else if (Store[x][y] == EL_SIEB_LEER) { Store[x][y] = Store2[x][y] = 0; Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT); } - else if (Store[x][y]==EL_SIEB2_VOLL) + else if (Store[x][y] == EL_SIEB2_VOLL) { Store[x][y] = 0; element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT); } - else if (Store[x][y]==EL_SIEB2_LEER) + else if (Store[x][y] == EL_SIEB2_LEER) { Store[x][y] = Store2[x][y] = 0; Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT); } - else if (Store[x][y]==EL_SALZSAEURE) + else if (Store[x][y] == EL_SALZSAEURE) { Store[x][y] = 0; Feld[newx][newy] = EL_SALZSAEURE; element = EL_SALZSAEURE; } - else if (Store[x][y]==EL_AMOEBE_NASS) + else if (Store[x][y] == EL_AMOEBE_NASS) { Store[x][y] = 0; Feld[x][y] = EL_AMOEBE_NASS; @@ -1870,27 +2442,27 @@ void ContinueMoving(int x, int y) if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; - DrawLevelField(x,y); - DrawLevelField(newx,newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); Stop[newx][newy] = TRUE; JustHit[x][newy] = 3; - if (DONT_TOUCH(element)) /* Käfer oder Flieger */ + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingHitsHero(); - TestIfBadThingHitsFriend(newx,newy); - TestIfBadThingHitsOtherBadThing(newx,newy); + TestIfBadThingHitsHero(newx, newy); + TestIfBadThingHitsFriend(newx, newy); + TestIfBadThingHitsOtherBadThing(newx, newy); } else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx,newy); + TestIfFriendHitsBadThing(newx, newy); - if (CAN_SMASH(element) && direction==MV_DOWN && - (newy==lev_fieldy-1 || !IS_FREE(x,newy+1))) - Impact(x,newy); + if (CAN_SMASH(element) && direction == MV_DOWN && + (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + Impact(x, newy); } - else /* noch in Bewegung */ - DrawLevelField(x,y); + else /* still moving on */ + DrawLevelField(x, y); } int AmoebeNachbarNr(int ax, int ay) @@ -1900,160 +2472,196 @@ int AmoebeNachbarNr(int ax, int ay) int group_nr = 0; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x = ax+xy[i%4][0]; - int y = ay+xy[i%4][1]; + int x = ax + xy[i][0]; + int y = ay + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + if (!IN_LEV_FIELD(x, y)) continue; - if (Feld[x][y]==element && AmoebaNr[x][y]>0) + if (Feld[x][y] == element && AmoebaNr[x][y] > 0) group_nr = AmoebaNr[x][y]; } - return(group_nr); + return group_nr; } void AmoebenVereinigen(int ax, int ay) { - int i,x,y,xx,yy; + int i, x, y, xx, yy; int new_group_nr = AmoebaNr[ax][ay]; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - if (!new_group_nr) + if (new_group_nr == 0) return; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - x = ax+xy[i%4][0]; - y = ay+xy[i%4][1]; + x = ax + xy[i][0]; + y = ay + xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + if (!IN_LEV_FIELD(x, y)) continue; - if ((Feld[x][y]==EL_AMOEBE_VOLL || - Feld[x][y]==EL_AMOEBE_BD || - Feld[x][y]==EL_AMOEBE_TOT) && + if ((Feld[x][y] == EL_AMOEBE_VOLL || + Feld[x][y] == EL_AMOEBE_BD || + Feld[x][y] == EL_AMOEBE_TOT) && AmoebaNr[x][y] != new_group_nr) { int old_group_nr = AmoebaNr[x][y]; + if (old_group_nr == 0) + return; + AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr]; AmoebaCnt[old_group_nr] = 0; AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for(yy=0;yy= 200 && element==EL_AMOEBE_BD) + /* if amoeba touches other amoeba(s) after growing, unify them */ + AmoebenVereinigen(newax, neway); + + if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200) { - AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN); + AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN); return; } } } - if (element!=EL_AMOEBE_NASS || newaylife[1]) { Feld[xx][yy] = EL_LEERRAUM; if (!Stop[xx][yy]) - DrawLevelField(xx,yy); + DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; } } - else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH) - { /* Randfeld ohne Amoebe */ + else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) + { /* free border field */ if (nachbarn>=life[2] && nachbarn<=life[3]) { Feld[xx][yy] = element; - MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1); + MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); if (!Stop[xx][yy]) - DrawLevelField(xx,yy); + DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; } } @@ -2254,34 +2876,34 @@ void Life(int ax, int ay) void Ablenk(int x, int y) { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ + if (!MovDelay[x][y]) /* next animation frame */ MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; if (MovDelay[x][y]) { - if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4); + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x,y,SND_MIEP); + PlaySoundLevel(x, y, SND_MIEP); return; } } Feld[x][y] = EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) + DrawLevelField(x, y); + if (ZX == x && ZY == y) ZX = ZY = -1; } void Birne(int x, int y) { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 400; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 800; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; if (MovDelay[x][y]) @@ -2292,7 +2914,7 @@ void Birne(int x, int y) Feld[x][y]=EL_ABLENK_EIN; else Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); + DrawLevelField(x, y); Feld[x][y]=EL_ABLENK_EIN; } return; @@ -2300,126 +2922,129 @@ void Birne(int x, int y) } Feld[x][y]=EL_ABLENK_AUS; - DrawLevelField(x,y); - if (ZX==x && ZY==y) + DrawLevelField(x, y); + if (ZX == x && ZY == y) ZX=ZY=-1; } void Blubber(int x, int y) { - DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL); + if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN) + DrawLevelField(x, y-1); + else + DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL); } void NussKnacken(int x, int y) { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 4; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 7; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; - if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]); + if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2); if (!MovDelay[x][y]) { Feld[x][y] = EL_EDELSTEIN; - DrawLevelField(x,y); + DrawLevelField(x, y); } } } void SiebAktivieren(int x, int y, int typ) { - if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), - (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2); + int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3; + + DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE); } void AusgangstuerPruefen(int x, int y) { - if (!Gems && !SokobanFields && !Lights) + if (!local_player->gems_still_needed && + !local_player->sokobanfields_still_needed && + !local_player->lights_still_needed) { Feld[x][y] = EL_AUSGANG_ACT; - PlaySoundLevel(x,y,SND_OEFFNEN); + + PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + (x > LEVELX(BX2) ? LEVELX(BX2) : x), + y < LEVELY(BY1) ? LEVELY(BY1) : + (y > LEVELY(BY2) ? LEVELY(BY2) : y), + SND_OEFFNEN); } } void AusgangstuerOeffnen(int x, int y) { - int speed = 3; + int delay = 6; - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 5*speed; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 5*delay; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { int tuer; MovDelay[x][y]--; - tuer = MovDelay[x][y]/speed; - if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer); + tuer = MovDelay[x][y]/delay; + if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer); if (!MovDelay[x][y]) { Feld[x][y] = EL_AUSGANG_AUF; - DrawLevelField(x,y); + DrawLevelField(x, y); } } } void AusgangstuerBlinken(int x, int y) { - DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE); + DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); } void EdelsteinFunkeln(int x, int y) { - if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y)) + if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) return; if (Feld[x][y] == EL_EDELSTEIN_BD) - { - const int delay = 2; - const int frames = 4; - int phase = (FrameCounter % (delay*frames)) / delay; - - if (!(FrameCounter % delay)) - DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase); - } + DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE); else { - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 6*!SimpleRND(500); + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 11 * !SimpleRND(500); - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { MovDelay[x][y]--; - if (direct_draw_on && MovDelay[x][y]) + if (setup.direct_draw && MovDelay[x][y]) SetDrawtoField(DRAW_BUFFERED); - DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y])); + DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y])); if (MovDelay[x][y]) { - int src_x,src_y, dest_x,dest_y; - int phase = MovDelay[x][y]-1; + int phase = (MovDelay[x][y]-1)/2; - src_x = SX+GFX_PER_LINE*TILEX; - src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY; - dest_x = FX+SCROLLX(x)*TILEX; - dest_y = FY+SCROLLY(y)*TILEY; + if (phase > 2) + phase = 4-phase; - XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y); - XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK], - src_x,src_y, TILEX,TILEY, dest_x,dest_y); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase); - if (direct_draw_on) + if (setup.direct_draw) { - XCopyArea(display,drawto_field,window,gc, - dest_x,dest_y, TILEX,TILEY, dest_x,dest_y); + int dest_x, dest_y; + + dest_x = FX + SCREENX(x)*TILEX; + dest_y = FY + SCREENY(y)*TILEY; + + XCopyArea(display, drawto_field, window, gc, + dest_x, dest_y, TILEX, TILEY, dest_x, dest_y); SetDrawtoField(DRAW_DIRECT); } } @@ -2429,107 +3054,161 @@ void EdelsteinFunkeln(int x, int y) void MauerWaechst(int x, int y) { - int speed = 3; + int delay = 6; - if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */ - MovDelay[x][y] = 3*speed; + if (!MovDelay[x][y]) /* next animation frame */ + MovDelay[x][y] = 3*delay; - if (MovDelay[x][y]) /* neue Phase / in Wartezustand */ + if (MovDelay[x][y]) /* wait some time before next frame */ { int phase; MovDelay[x][y]--; - phase = 2-MovDelay[x][y]/speed; - if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y))) - DrawGraphic(SCROLLX(x),SCROLLY(y), - (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase); + phase = 2-MovDelay[x][y]/delay; + if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), + (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT : + MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT : + MovDir[x][y] == MV_UP ? GFX_MAUER_UP : + GFX_MAUER_DOWN ) + phase); if (!MovDelay[x][y]) { - if (Store[x][y]==MV_LEFT) + if (MovDir[x][y] == MV_LEFT) + { + if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y])) + DrawLevelField(x-1, y); + } + else if (MovDir[x][y] == MV_RIGHT) { - if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y])) - DrawLevelField(x-1,y); + if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y])) + DrawLevelField(x+1, y); + } + else if (MovDir[x][y] == MV_UP) + { + if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1])) + DrawLevelField(x, y-1); } else { - if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y])) - DrawLevelField(x+1,y); + if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1])) + DrawLevelField(x, y+1); } - Feld[x][y] = EL_MAUER_LEBT; + Feld[x][y] = Store[x][y]; Store[x][y] = 0; - DrawLevelField(x,y); + MovDir[x][y] = MV_NO_MOVING; + DrawLevelField(x, y); } } } void MauerAbleger(int ax, int ay) { - BOOL links_frei = FALSE, rechts_frei = FALSE; - BOOL links_massiv = FALSE, rechts_massiv = FALSE; + int element = Feld[ax][ay]; + boolean oben_frei = FALSE, unten_frei = FALSE; + boolean links_frei = FALSE, rechts_frei = FALSE; + boolean oben_massiv = FALSE, unten_massiv = FALSE; + boolean links_massiv = FALSE, rechts_massiv = FALSE; - if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */ - MovDelay[ax][ay] = 3; + if (!MovDelay[ax][ay]) /* start building new wall */ + MovDelay[ax][ay] = 6; - if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */ + if (MovDelay[ax][ay]) /* wait some time before building new wall */ { MovDelay[ax][ay]--; if (MovDelay[ax][ay]) return; } - if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay)) + if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1)) + oben_frei = TRUE; + if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1)) + unten_frei = TRUE; + if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay)) links_frei = TRUE; - if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay)) + if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay)) rechts_frei = TRUE; - if (links_frei) + if (element == EL_MAUER_Y || element == EL_MAUER_XY) { - Feld[ax-1][ay] = EL_MAUERND; - Store[ax-1][ay] = MV_LEFT; - if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay))) - DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1); + if (oben_frei) + { + Feld[ax][ay-1] = EL_MAUERND; + Store[ax][ay-1] = element; + MovDir[ax][ay-1] = MV_UP; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) + DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP); + } + if (unten_frei) + { + Feld[ax][ay+1] = EL_MAUERND; + Store[ax][ay+1] = element; + MovDir[ax][ay+1] = MV_DOWN; + if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) + DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN); + } } - if (rechts_frei) + + if (element == EL_MAUER_X || element == EL_MAUER_XY || + element == EL_MAUER_LEBT) { - Feld[ax+1][ay] = EL_MAUERND; - Store[ax+1][ay] = MV_RIGHT; - if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay))) - DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1); + if (links_frei) + { + Feld[ax-1][ay] = EL_MAUERND; + Store[ax-1][ay] = element; + MovDir[ax-1][ay] = MV_LEFT; + if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) + DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT); + } + if (rechts_frei) + { + Feld[ax+1][ay] = EL_MAUERND; + Store[ax+1][ay] = element; + MovDir[ax+1][ay] = MV_RIGHT; + if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) + DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT); + } } - if (links_frei || rechts_frei) - DrawLevelField(ax,ay); + if (element == EL_MAUER_LEBT && (links_frei || rechts_frei)) + DrawLevelField(ax, ay); - if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay])) + if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) + oben_massiv = TRUE; + if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) + unten_massiv = TRUE; + if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay])) + if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) rechts_massiv = TRUE; - if (links_massiv && rechts_massiv) + if (((oben_massiv && unten_massiv) || + element == EL_MAUER_X || element == EL_MAUER_LEBT) && + ((links_massiv && rechts_massiv) || + element == EL_MAUER_Y)) Feld[ax][ay] = EL_MAUERWERK; } void CheckForDragon(int x, int y) { - int i,j; - BOOL dragon_found = FALSE; + int i, j; + boolean dragon_found = FALSE; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - for(j=0;j<4;j++) + for (j=0; j<4; j++) { int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - if (IN_LEV_FIELD(xx,yy) && + if (IN_LEV_FIELD(xx, yy) && (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE)) { if (Feld[xx][yy] == EL_DRACHE) @@ -2542,16 +3221,16 @@ void CheckForDragon(int x, int y) if (!dragon_found) { - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - for(j=0;j<3;j++) + for (j=0; j<3; j++) { int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; - if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING) + if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING) { Feld[xx][yy] = EL_LEERRAUM; - DrawLevelField(xx,yy); + DrawLevelField(xx, yy); } else break; @@ -2560,451 +3239,842 @@ void CheckForDragon(int x, int y) } } +static void CheckBuggyBase(int x, int y) +{ + int element = Feld[x][y]; + + if (element == EL_SP_BUG) + { + if (!MovDelay[x][y]) /* start activating buggy base */ + MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + + if (MovDelay[x][y]) /* wait some time before activating base */ + { + MovDelay[x][y]--; + if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING); + if (MovDelay[x][y]) + return; + + Feld[x][y] = EL_SP_BUG_ACTIVE; + } + } + else if (element == EL_SP_BUG_ACTIVE) + { + if (!MovDelay[x][y]) /* start activating buggy base */ + MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND); + + if (MovDelay[x][y]) /* wait some time before activating base */ + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + { + int i; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + + if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) + DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4)); + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0], yy = y + xy[i][1]; + + if (IS_PLAYER(xx, yy)) + { + PlaySoundLevel(x, y, SND_SP_BUG); + break; + } + } + + return; + } + + Feld[x][y] = EL_SP_BUG; + DrawLevelField(x, y); + } + } +} + +static void PlayerActions(struct PlayerInfo *player, byte player_action) +{ + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; + static boolean save_tape_entry = FALSE; + boolean moved = FALSE, snapped = FALSE, bombed = FALSE; + int jx = player->jx, jy = player->jy; + 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); + + stored_player_action[player->index_nr] = 0; + num_stored_actions++; + + if (!player->active || player->gone || tape.pausing) + return; + + if (player_action) + { + save_tape_entry = TRUE; + player->frame_reset_delay = 0; + + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + bombed = PlaceBomb(player); + moved = MoveFigure(player, dx, dy); + } + + if (tape.recording && (moved || snapped || bombed)) + { + if (bombed && !moved) + player_action &= JOY_BUTTON; + + stored_player_action[player->index_nr] = player_action; + +#if 0 + /* this allows cycled sequences of PlayerActions() */ + if (num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif + + } + else if (tape.playing && snapped) + SnapField(player, 0, 0); /* stop snapping */ + } + else + { + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + if (++player->frame_reset_delay > MoveSpeed) + player->Frame = 0; + } + + if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + save_tape_entry = FALSE; + } + + if (tape.playing && !tape.pausing && !player_action && + tape.counter < tape.length) + { + int next_joy = + tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); + + if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) && + (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN)) + { + int dx = (next_joy == JOY_LEFT ? -1 : +1); + + if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy])) + { + int el = Feld[jx+dx][jy]; + int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10); + + if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay) + { + player->MovDir = next_joy; + player->Frame = FrameCounter % 4; + player->Pushing = TRUE; + } + } + } + } +} + void GameActions() { - static long action_delay=0; - long action_delay_value; + static unsigned long action_delay = 0; + unsigned long action_delay_value; + int sieb_x = 0, sieb_y = 0; + int i, x, y, element; + byte *recorded_player_action; + byte summarized_player_action = 0; if (game_status != PLAYING) return; -/* action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY); -*/ + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + + /* + if (tape.playing && tape.fast_forward) + { + char buf[100]; + + sprintf(buf, "FFWD: %ld ms", action_delay_value); + print_debug(buf); + } + */ + + + /* main game synchronization point */ + + + + +#if 1 + WaitUntilDelayReached(&action_delay, action_delay_value); +#else + + while (!DelayReached(&action_delay, action_delay_value)) + { + char buf[100]; + + sprintf(buf, "%ld %ld %ld", + Counter(), action_delay, action_delay_value); + print_debug(buf); + } + print_debug("done"); + +#endif + + + + + if (network_playing && !network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); +#endif + */ + +#ifndef MSDOS + /* last chance to get network player actions without main loop delay */ + HandleNetworking(); +#endif + + if (game_status != PLAYING) + return; + + if (!network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: failed to get network player actions in time\n"); +#endif + */ + return; + } + } - action_delay_value = - (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed); /* - if (DelayReached(&action_delay, action_delay_value)) + if (tape.pausing || (tape.playing && !TapePlayDelay())) + return; + else if (tape.recording) + TapeRecordDelay(); */ + if (tape.pausing) + return; + + if (tape.playing) + TapePlayDelay(); + else if (tape.recording) + TapeRecordDelay(); + + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + + for (i=0; ieffective_action = summarized_player_action; + for (i=0; igone) { - int x,y,element; - int sieb_x = 0, sieb_y = 0; + extern unsigned int last_RND(); + + printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", + TimePlayed, + last_RND(), + getStateCheckSum(TimePlayed)); + } + */ +#endif + + + +#ifdef DEBUG + /* + if (GameFrameDelay >= 500) + printf("FrameCounter == %d\n", FrameCounter); + */ +#endif - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - FrameCounter++; - TimeFrames++; - for(y=0;y0) - JustHit[x][y]--; + + + FrameCounter++; + TimeFrames++; + + for (y=0; y0) + JustHit[x][y]--; #if DEBUG - if (IS_BLOCKED(x,y)) - { - int oldx,oldy; + if (IS_BLOCKED(x, y)) + { + int oldx, oldy; - Blocked2Moving(x,y,&oldx,&oldy); - if (!IS_MOVING(oldx,oldy)) - { - printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); - printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y); - printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy); - printf("GameActions(): This should never happen!\n"); - } + Blocked2Moving(x, y, &oldx, &oldy); + if (!IS_MOVING(oldx, oldy)) + { + printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); + printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); + printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); + printf("GameActions(): This should never happen!\n"); } + } #endif + } - } + for (y=0; yjx, jy = local_player->jy; - if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY)) - { - sieb_x = x; - sieb_y = y; - } + if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL || + Store[x][y] == EL_SIEB_LEER) + { + SiebAktivieren(x, y, 1); + sieb = TRUE; + } + else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL || + Store[x][y] == EL_SIEB2_LEER) + { + SiebAktivieren(x, y, 2); + sieb = TRUE; + } + + /* play the element sound at the position nearest to the player */ + if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy)) + { + sieb_x = x; + sieb_y = y; } } + } - if (SiebAktiv) + if (SiebAktiv) + { + if (!(SiebCount % 4)) + PlaySoundLevel(sieb_x, sieb_y, SND_MIEP); + + if (SiebCount > 0) { - if (!(SiebAktiv%4)) - PlaySoundLevel(sieb_x,sieb_y,SND_MIEP); - SiebAktiv--; - if (!SiebAktiv) + SiebCount--; + if (!SiebCount) { - for(y=0;y0 && TimeFrames>=25 && !tape.pausing) + if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing) { TimeFrames = 0; - TimeLeft--; + TimePlayed++; if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); + + if (TimeLeft > 0) + { + TimeLeft--; - if (TimeLeft<=10) - PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); + if (TimeLeft <= 10) + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - if (!TimeLeft) - KillHero(); + if (!TimeLeft) + for (i=0; ijx, jy = player->jy; + int new_jx = jx+dx, new_jy = jy+dy; int element; int can_move; - if (PlayerGone || (!dx && !dy)) - return(MF_NO_ACTION); + if (player->gone || (!dx && !dy)) + return MF_NO_ACTION; - PlayerMovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); - if (!IN_LEV_FIELD(newJX,newJY)) - return(MF_NO_ACTION); + if (!IN_LEV_FIELD(new_jx, new_jy)) + return MF_NO_ACTION; - element = MovingOrBlocked2Element(newJX,newJY); + if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) + return MF_NO_ACTION; + + element = MovingOrBlocked2Element(new_jx, new_jy); if (DONT_GO_TO(element)) { - if (element==EL_SALZSAEURE && dx==0 && dy==1) + if (element == EL_SALZSAEURE && dx == 0 && dy == 1) { - Blurb(JX,JY); - Feld[JX][JY] = EL_SPIELFIGUR; - InitMovingField(JX,JY,MV_DOWN); - Store[JX][JY] = EL_SALZSAEURE; - ContinueMoving(JX,JY); - BuryHero(); + Blurb(jx, jy); + Feld[jx][jy] = EL_SPIELFIGUR; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_SALZSAEURE; + ContinueMoving(jx, jy); + BuryHero(player); } else - KillHero(); + KillHero(player); - return(MF_MOVING); + return MF_MOVING; } - can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG); + can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG); if (can_move != MF_MOVING) - return(can_move); + return can_move; - lastJX = JX; - lastJY = JY; - JX = newJX; - JY = newJY; + StorePlayer[jx][jy] = 0; + player->last_jx = jx; + player->last_jy = jy; + jx = player->jx = new_jx; + jy = player->jy = new_jy; + StorePlayer[jx][jy] = player->element_nr; - PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 3*TILEX/4; + player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed); - ScrollFigure(-1); + ScrollFigure(player, SCROLL_INIT); - return(MF_MOVING); + return MF_MOVING; } -BOOL MoveFigure(int dx, int dy) +boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { - static long move_delay = 0; - static int last_move_dir = MV_NO_MOVING; + int jx = player->jx, jy = player->jy; + int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; - int oldJX = JX, oldJY = JY; - if (PlayerGone || (!dx && !dy)) - return(FALSE); + if (player->gone || (!dx && !dy)) + return FALSE; - if (Movemethod == 0) - { - if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing) - return(FALSE); - } - else + if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing) + return FALSE; + + if (player->MovPos) { - if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing) - return(FALSE); + /* should only happen if pre-1.2 tape recordings are played */ + /* this is only for backward compatibility */ + + int old_move_speed = MoveSpeed; + +#if DEBUG + printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); +#endif + + /* scroll remaining steps with finest movement resolution */ + MoveSpeed = 8; + + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + MoveSpeed = old_move_speed; } - if (last_move_dir & (MV_LEFT | MV_RIGHT)) + if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!(moved |= MoveFigureOneStep(0,dy, dx,dy))) - moved |= MoveFigureOneStep(dx,0, dx,dy); + if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) + moved |= MoveFigureOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(dx,0, dx,dy))) - moved |= MoveFigureOneStep(0,dy, dx,dy); + if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) + moved |= MoveFigureOneStep(player, 0, dy, dx, dy); } - last_move_dir = MV_NO_MOVING; + jx = player->jx; + jy = player->jy; - if (moved & MF_MOVING) + if (moved & MF_MOVING && !ScreenMovPos && + (player == local_player || !options.network)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (scroll_delay_on ? 3 : 0); + int offset = (setup.scroll_delay ? 3 : 0); - if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) && - JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset)) - scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset); - if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) && - JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset)) - scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset); + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + /* actual player has left the screen -- scroll in that direction */ + if (jx != old_jx) /* player has moved horizontally */ + scroll_x += (jx - old_jx); + else /* player has moved vertically */ + scroll_y += (jy - old_jy); + } + else + { + if (jx != old_jx) /* player has moved horizontally */ + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll more than one field at a time */ + scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); + + /* don't scroll against the player's moving direction */ + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) + scroll_x = old_scroll_x; + } + else /* player has moved vertically */ + { + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + + /* don't scroll more than one field at a time */ + scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); + + /* don't scroll against the player's moving direction */ + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) + scroll_y = old_scroll_y; + } + } if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) - ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + { + if (!options.network && !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else + { + ScrollScreen(player, SCROLL_INIT); + ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); + } + } } - if (!(moved & MF_MOVING) && !PlayerPushing) - PlayerFrame = 0; + if (!(moved & MF_MOVING) && !player->Pushing) + player->Frame = 0; else - PlayerFrame = (PlayerFrame + 1) % 4; + player->Frame = (player->Frame + 1) % 4; if (moved & MF_MOVING) { - if (oldJX != JX && oldJY == JY) - PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT); - else if (oldJX == JX && oldJY != JY) - PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP); + if (old_jx != jx && old_jy == jy) + player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); + else if (old_jx == jx && old_jy != jy) + player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP); - DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */ + DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ - last_move_dir = PlayerMovDir; + player->last_move_dir = player->MovDir; } + else + player->last_move_dir = MV_NO_MOVING; - TestIfHeroHitsBadThing(); + TestIfHeroHitsBadThing(jx, jy); - if (PlayerGone) - RemoveHero(); + if (player->gone) + RemoveHero(player); - return(moved); + return moved; } -void ScrollFigure(int init) +void ScrollFigure(struct PlayerInfo *player, int mode) { - static long actual_frame_counter; - static int oldJX = -1, oldJY = -1; - - if (init) - { - if (oldJX != -1 && oldJY != -1) - DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]); - - if (Feld[lastJX][lastJY] == EL_LEERRAUM) - Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING; - DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]); - DrawPlayerField(); - - oldJX = lastJX; - oldJY = lastJY; - actual_frame_counter = FrameCounter; - - if (PlayerPushing) - { - int nextJX = JX + (JX - lastJX); - int nextJY = JY + (JY - lastJY); + int jx = player->jx, jy = player->jy; + int last_jx = player->last_jx, last_jy = player->last_jy; - if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL) - DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER); - else - DrawLevelElement(nextJX,nextJY, EL_LEERRAUM); - } + if (!player->active || player->gone || !player->MovPos) + return; - DrawPlayerField(); + if (mode == SCROLL_INIT) + { + player->actual_frame_counter = FrameCounter; + player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); - if (Store[lastJX][lastJY]) - { - DrawGraphic(SCROLLX(lastJX),SCROLLY(lastJY), - el2gfx(Store[lastJX][lastJY])); - DrawGraphicThruMask(SCROLLX(lastJX),SCROLLY(lastJY), - el2gfx(Feld[lastJX][lastJY])); - } - else if (Feld[lastJX][lastJY]==EL_DYNAMIT) - DrawDynamite(lastJX,lastJY); - else - DrawLevelField(lastJX,lastJY); + if (Feld[last_jx][last_jy] == EL_LEERRAUM) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + DrawPlayer(player); return; } - else if (!FrameReached(&actual_frame_counter,1)) + else if (!FrameReached(&player->actual_frame_counter, 1)) return; - PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/4; - - if (ScreenMovPos) - { - ScreenMovPos = PlayerMovPos; - redraw_mask |= REDRAW_FIELD; - } - - if (Feld[oldJX][oldJY] == EL_PLAYER_IS_LEAVING) - Feld[oldJX][oldJY] = EL_LEERRAUM; - - DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]); - DrawPlayerField(); - + player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed; + player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + Feld[last_jx][last_jy] = EL_LEERRAUM; - if (Store[oldJX][oldJY]) - { - DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY])); - DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY), - el2gfx(Feld[oldJX][oldJY])); - } - else if (Feld[oldJX][oldJY]==EL_DYNAMIT) - DrawDynamite(oldJX,oldJY); - else - DrawLevelField(oldJX,oldJY); + DrawPlayer(player); - if (PlayerPushing) + if (!player->MovPos) { - int nextJX = JX + (JX - lastJX); - int nextJY = JY + (JY - lastJY); + player->last_jx = jx; + player->last_jy = jy; - if (PlayerMovPos) + if (Feld[jx][jy] == EL_AUSGANG_AUF) { - if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL) - DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER); - else - DrawLevelElement(nextJX,nextJY, EL_LEERRAUM); + RemoveHero(player); + + if (!local_player->friends_still_needed) + player->LevelSolved = player->GameOver = TRUE; } - else - DrawLevelElement(nextJX,nextJY, Feld[nextJX][nextJY]); } +} + +void ScrollScreen(struct PlayerInfo *player, int mode) +{ + static unsigned long screen_frame_counter = 0; - if (!PlayerMovPos) + if (mode == SCROLL_INIT) { - lastJX = JX; - lastJY = JY; + screen_frame_counter = FrameCounter; + ScreenMovDir = player->MovDir; + ScreenMovPos = player->MovPos; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + return; + } + else if (!FrameReached(&screen_frame_counter, 1)) + return; - oldJX = oldJY = -1; + if (ScreenMovPos) + { + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed; + ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); + redraw_mask |= REDRAW_FIELD; } + else + ScreenMovDir = MV_NO_MOVING; } void TestIfGoodThingHitsBadThing(int goodx, int goody) @@ -3012,10 +4082,10 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) int i, killx = goodx, killy = goody; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; static int harmless[4] = { @@ -3025,20 +4095,20 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) MV_DOWN }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int x, y, element; - x = goodx+xy[i][0]; - y = goody+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + x = goodx + xy[i][0]; + y = goody + xy[i][1]; + if (!IN_LEV_FIELD(x, y)) continue; element = Feld[x][y]; if (DONT_TOUCH(element)) { - if (MovDir[x][y]==harmless[i]) + if (MovDir[x][y] == harmless[i]) continue; killx = x; @@ -3047,12 +4117,12 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) } } - if (killx!=goodx || killy!=goody) + if (killx != goodx || killy != goody) { - if (IS_PLAYER(goodx,goody)) - KillHero(); + if (IS_PLAYER(goodx, goody)) + KillHero(PLAYERINFO(goodx, goody)); else - Bang(goodx,goody); + Bang(goodx, goody); } } @@ -3061,10 +4131,10 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) int i, killx = badx, killy = bady; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; static int harmless[4] = { @@ -3074,20 +4144,26 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int x, y, element; - x = badx+xy[i][0]; - y = bady+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + x = badx + xy[i][0]; + y = bady + xy[i][1]; + if (!IN_LEV_FIELD(x, y)) continue; element = Feld[x][y]; - if (element==EL_PINGUIN) + if (IS_PLAYER(x, y)) + { + killx = x; + killy = y; + break; + } + else if (element == EL_PINGUIN) { - if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y)) + if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y)) continue; killx = x; @@ -3096,126 +4172,152 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) } } - if (killx!=badx || killy!=bady) - Bang(killx,killy); + if (killx != badx || killy != bady) + { + if (IS_PLAYER(killx, killy)) + KillHero(PLAYERINFO(killx, killy)); + else + Bang(killx, killy); + } } -void TestIfHeroHitsBadThing() +void TestIfHeroHitsBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(JX,JY); + TestIfGoodThingHitsBadThing(x, y); } -void TestIfBadThingHitsHero() +void TestIfBadThingHitsHero(int x, int y) { - TestIfGoodThingHitsBadThing(JX,JY); - /* (no typo!) */ + TestIfBadThingHitsGoodThing(x, y); } void TestIfFriendHitsBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x,y); + TestIfGoodThingHitsBadThing(x, y); } void TestIfBadThingHitsFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x,y); + TestIfBadThingHitsGoodThing(x, y); } void TestIfBadThingHitsOtherBadThing(int badx, int bady) { - int i, killx=badx, killy=bady; + int i, killx = badx, killy = bady; static int xy[4][2] = { - { 0,-1 }, - { -1,0 }, - { +1,0 }, - { 0,+1 } + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } }; - for(i=0;i<4;i++) + for (i=0; i<4; i++) { - int x,y,element; + int x, y, element; - x=badx+xy[i][0]; - y=bady+xy[i][1]; - if (!IN_LEV_FIELD(x,y)) + x=badx + xy[i][0]; + y=bady + xy[i][1]; + if (!IN_LEV_FIELD(x, y)) continue; - element=Feld[x][y]; - if (IS_AMOEBOID(element) || element==EL_LIFE || - element==EL_AMOEBING || element==EL_TROPFEN) + element = Feld[x][y]; + if (IS_AMOEBOID(element) || element == EL_LIFE || + element == EL_AMOEBING || element == EL_TROPFEN) { - killx=x; - killy=y; + killx = x; + killy = y; break; } } - if (killx!=badx || killy!=bady) - Bang(badx,bady); + if (killx != badx || killy != bady) + Bang(badx, bady); } -void KillHero() +void KillHero(struct PlayerInfo *player) { - if (PlayerGone) + int jx = player->jx, jy = player->jy; + + if (player->gone) return; - if (IS_PFORTE(Feld[JX][JY])) - Feld[JX][JY] = EL_LEERRAUM; + if (IS_PFORTE(Feld[jx][jy])) + Feld[jx][jy] = EL_LEERRAUM; - Bang(JX,JY); - BuryHero(); + Bang(jx, jy); + BuryHero(player); } -void BuryHero() +void BuryHero(struct PlayerInfo *player) { - if (PlayerGone) + int jx = player->jx, jy = player->jy; + + if (player->gone) return; - PlaySoundLevel(JX,JY,SND_AUTSCH); - PlaySoundLevel(JX,JY,SND_LACHEN); + PlaySoundLevel(jx, jy, SND_AUTSCH); + PlaySoundLevel(jx, jy, SND_LACHEN); - GameOver = TRUE; - RemoveHero(); + player->GameOver = TRUE; + RemoveHero(player); } -void RemoveHero() +void RemoveHero(struct PlayerInfo *player) { - PlayerGone = TRUE; + int jx = player->jx, jy = player->jy; + int i, found = FALSE; + + player->gone = TRUE; + StorePlayer[jx][jy] = 0; - ExitX = ZX = JX; - ExitY = ZY = JY; - JX = JY = -1; + for (i=0; ijx, jy = player->jy; + int dx = x - jx, dy = y - jy; int element; - static long push_delay = 0; - static int push_delay_value = 5; - if (!PlayerMovPos) - PlayerPushing = FALSE; + if (!player->MovPos) + player->Pushing = FALSE; if (mode == DF_NO_PUSH) { - push_delay = 0; - return(MF_NO_ACTION); + player->push_delay = 0; + return MF_NO_ACTION; } - if (IS_MOVING(x,y)) - return(MF_NO_ACTION); + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MF_NO_ACTION; element = Feld[x][y]; switch(element) { case EL_LEERRAUM: + PlaySoundLevel(x, y, SND_EMPTY); break; case EL_ERDREICH: Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_SCHLURF); + break; + + case EL_SP_BASE: + case EL_SP_BUG: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_SP_BASE); break; case EL_EDELSTEIN: @@ -3223,53 +4325,63 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) case EL_EDELSTEIN_GELB: case EL_EDELSTEIN_ROT: case EL_EDELSTEIN_LILA: - Feld[x][y] = EL_LEERRAUM; - MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */ - if (Gems>0) - Gems--; - RaiseScoreElement(EL_EDELSTEIN); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + case EL_DIAMANT: + case EL_SP_INFOTRON: + RemoveField(x, y); + local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1); + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + RaiseScoreElement(element); + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), + FS_SMALL, FC_YELLOW); + if (element == EL_SP_INFOTRON) + PlaySoundLevel(x, y, SND_SP_INFOTRON); + else + PlaySoundLevel(x, y, SND_PONG); break; - case EL_DIAMANT: - Feld[x][y] = EL_LEERRAUM; - Gems -= 3; - if (Gems<0) - Gems=0; - RaiseScoreElement(EL_DIAMANT); - DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + case EL_SPEED_PILL: + RemoveField(x, y); + MoveSpeed = 4; + ScrollStepSize = TILEX/4; + PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNAMIT_AUS: - Feld[x][y] = EL_LEERRAUM; - Dynamite++; + case EL_SP_DISK_RED: + RemoveField(x, y); + player->dynamite++; RaiseScoreElement(EL_DYNAMIT); - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - PlaySoundLevel(x,y,SND_PONG); + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->dynamite, 3), + FS_SMALL, FC_YELLOW); + if (element == EL_SP_DISK_RED) + PlaySoundLevel(x, y, SND_SP_INFOTRON); + else + PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_NR: - Feld[x][y] = EL_LEERRAUM; - DynaBombCount++; - DynaBombsLeft++; + RemoveField(x, y); + player->dynabomb_count++; + player->dynabombs_left++; RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + PlaySoundLevel(x, y, SND_PONG); break; - case EL_DYNABOMB_SZ: - Feld[x][y] = EL_LEERRAUM; - DynaBombSize++; + case EL_DYNABOMB_SZ: + RemoveField(x, y); + player->dynabomb_size++; RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_XL: - Feld[x][y] = EL_LEERRAUM; - DynaBombXL = TRUE; + RemoveField(x, y); + player->dynabomb_xl = TRUE; RaiseScoreElement(EL_DYNAMIT); - PlaySoundLevel(x,y,SND_PONG); + PlaySoundLevel(x, y, SND_PONG); break; case EL_SCHLUESSEL1: @@ -3279,16 +4391,16 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) { int key_nr = element-EL_SCHLUESSEL1; - Feld[x][y] = EL_LEERRAUM; - Key[key_nr] = TRUE; + RemoveField(x, y); + player->key[key_nr] = TRUE; RaiseScoreElement(EL_SCHLUESSEL); - DrawMiniGraphicExtHiRes(drawto,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - DrawMiniGraphicExtHiRes(window,gc, - DX_KEYS+key_nr*MINI_TILEX,DY_KEYS, - GFX_SCHLUESSEL1+key_nr); - PlaySoundLevel(x,y,SND_PONG); + DrawMiniGraphicExt(drawto, gc, + DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1+key_nr); + DrawMiniGraphicExt(window, gc, + DX_KEYS+key_nr*MINI_TILEX, DY_KEYS, + GFX_SCHLUESSEL1+key_nr); + PlaySoundLevel(x, y, SND_PONG); break; } @@ -3296,96 +4408,168 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) Feld[x][y] = EL_ABLENK_EIN; ZX = x; ZY = y; - DrawLevelField(x,y); - return(MF_ACTION); + DrawLevelField(x, y); + return MF_ACTION; + break; + + case EL_SP_TERMINAL: + { + int xx, yy; + + for (yy=0; yygems_still_needed > 0) + return MF_NO_ACTION; + + player->LevelSolved = player->GameOver = TRUE; + PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT); break; case EL_FELSBROCKEN: case EL_BOMBE: case EL_KOKOSNUSS: case EL_ZEIT_LEER: - if (dy || mode==DF_SNAP) - return(MF_NO_ACTION); + case EL_SP_ZONK: + case EL_SP_DISK_ORANGE: + if (dy || mode == DF_SNAP) + return MF_NO_ACTION; - PlayerPushing = TRUE; + player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM) - return(MF_NO_ACTION); + if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + return MF_NO_ACTION; if (real_dy) { - if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; } - if (push_delay == 0) - push_delay = FrameCounter; - if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) - return(MF_NO_ACTION); + if (player->push_delay == 0) + player->push_delay = FrameCounter; + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing) + return MF_NO_ACTION; - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); Feld[x+dx][y+dy] = element; - push_delay_value = 2+RND(8); + player->push_delay_value = 2+RND(8); - DrawLevelField(x+dx,y+dy); - if (element==EL_FELSBROCKEN) - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); - else if (element==EL_KOKOSNUSS) - PlaySoundLevel(x+dx,y+dy,SND_KNURK); + DrawLevelField(x+dx, y+dy); + if (element == EL_FELSBROCKEN) + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); + else if (element == EL_KOKOSNUSS) + PlaySoundLevel(x+dx, y+dy, SND_KNURK); + else if (IS_SP_ELEMENT(element)) + PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); else - PlaySoundLevel(x+dx,y+dy,SND_KLOPF); + PlaySoundLevel(x+dx, y+dy, SND_KLOPF); break; case EL_PFORTE1: case EL_PFORTE2: case EL_PFORTE3: case EL_PFORTE4: - if (!Key[element-EL_PFORTE1]) - return(MF_NO_ACTION); + if (!player->key[element-EL_PFORTE1]) + return MF_NO_ACTION; break; case EL_PFORTE1X: case EL_PFORTE2X: case EL_PFORTE3X: case EL_PFORTE4X: - if (!Key[element-EL_PFORTE1X]) - return(MF_NO_ACTION); + if (!player->key[element-EL_PFORTE1X]) + return MF_NO_ACTION; + break; + + case EL_SP_PORT1_LEFT: + case EL_SP_PORT2_LEFT: + case EL_SP_PORT1_RIGHT: + case EL_SP_PORT2_RIGHT: + case EL_SP_PORT1_UP: + case EL_SP_PORT2_UP: + case EL_SP_PORT1_DOWN: + case EL_SP_PORT2_DOWN: + case EL_SP_PORT_X: + case EL_SP_PORT_Y: + case EL_SP_PORT_XY: + if ((dx == -1 && + element != EL_SP_PORT1_LEFT && + element != EL_SP_PORT2_LEFT && + element != EL_SP_PORT_X && + element != EL_SP_PORT_XY) || + (dx == +1 && + element != EL_SP_PORT1_RIGHT && + element != EL_SP_PORT2_RIGHT && + element != EL_SP_PORT_X && + element != EL_SP_PORT_XY) || + (dy == -1 && + element != EL_SP_PORT1_UP && + element != EL_SP_PORT2_UP && + element != EL_SP_PORT_Y && + element != EL_SP_PORT_XY) || + (dy == +1 && + element != EL_SP_PORT1_DOWN && + element != EL_SP_PORT2_DOWN && + element != EL_SP_PORT_Y && + element != EL_SP_PORT_XY) || + !IN_LEV_FIELD(x + dx, y + dy) || + !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; break; case EL_AUSGANG_ZU: case EL_AUSGANG_ACT: - /* Tür ist (noch) nicht offen! */ - return(MF_NO_ACTION); + /* door is not (yet) open */ + return MF_NO_ACTION; break; case EL_AUSGANG_AUF: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + if (mode == DF_SNAP) + return MF_NO_ACTION; + + PlaySoundLevel(x, y, SND_BUING); - PlayerGone = TRUE; - PlaySoundLevel(x,y,SND_BUING); + /* + player->gone = TRUE; + PlaySoundLevel(x, y, SND_BUING); - if (!Friends) - LevelSolved = GameOver = TRUE; + if (!local_player->friends_still_needed) + player->LevelSolved = player->GameOver = TRUE; + */ break; case EL_BIRNE_AUS: Feld[x][y] = EL_BIRNE_EIN; - Lights--; - DrawLevelField(x,y); - PlaySoundLevel(x,y,SND_DENG); - return(MF_ACTION); + local_player->lights_still_needed--; + DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_DENG); + return MF_ACTION; break; case EL_ZEIT_VOLL: Feld[x][y] = EL_ZEIT_LEER; TimeLeft += 10; - DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW); - DrawLevelField(x,y); - PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT); - return(MF_ACTION); + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawLevelField(x, y); + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + return MF_ACTION; break; case EL_SOKOBAN_FELD_LEER: @@ -3394,70 +4578,73 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) case EL_SOKOBAN_FELD_VOLL: case EL_SOKOBAN_OBJEKT: case EL_SONDE: - if (mode==DF_SNAP) - return(MF_NO_ACTION); + case EL_SP_DISK_YELLOW: + if (mode == DF_SNAP) + return MF_NO_ACTION; - PlayerPushing = TRUE; + player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx,y+dy) - || (Feld[x+dx][y+dy] != EL_LEERRAUM + if (!IN_LEV_FIELD(x+dx, y+dy) + || (!IS_FREE(x+dx, y+dy) && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER || !IS_SB_ELEMENT(element)))) - return(MF_NO_ACTION); + return MF_NO_ACTION; if (dx && real_dy) { - if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + return MF_NO_ACTION; } else if (dy && real_dx) { - if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY])) - return(MF_NO_ACTION); + if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + return MF_NO_ACTION; } - if (push_delay == 0) - push_delay = FrameCounter; - if (!FrameReached(&push_delay,push_delay_value) && !tape.playing) - return(MF_NO_ACTION); + if (player->push_delay == 0) + player->push_delay = FrameCounter; + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !tape.playing) + return MF_NO_ACTION; if (IS_SB_ELEMENT(element)) { if (element == EL_SOKOBAN_FELD_VOLL) { Feld[x][y] = EL_SOKOBAN_FELD_LEER; - SokobanFields++; + local_player->sokobanfields_still_needed++; } else - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER) { Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; - SokobanFields--; + local_player->sokobanfields_still_needed--; if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x,y,SND_DENG); + PlaySoundLevel(x, y, SND_DENG); } else Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; } else { - Feld[x][y] = EL_LEERRAUM; + RemoveField(x, y); Feld[x+dx][y+dy] = element; } - push_delay_value = 2; + player->push_delay_value = 2; - DrawLevelField(x,y); - DrawLevelField(x+dx,y+dy); - PlaySoundLevel(x+dx,y+dy,SND_PUSCH); + DrawLevelField(x, y); + DrawLevelField(x+dx, y+dy); + PlaySoundLevel(x+dx, y+dy, SND_PUSCH); if (IS_SB_ELEMENT(element) && - SokobanFields == 0 && game_emulation == EMU_SOKOBAN) + local_player->sokobanfields_still_needed == 0 && + game_emulation == EMU_SOKOBAN) { - LevelSolved = GameOver = TRUE; - PlaySoundLevel(x,y,SND_BUING); + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_BUING); } break; @@ -3469,101 +4656,121 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode) break; default: - return(MF_NO_ACTION); - break; + return MF_NO_ACTION; } - push_delay = 0; + player->push_delay = 0; - return(MF_MOVING); + return MF_MOVING; } -BOOL SnapField(int dx, int dy) +boolean SnapField(struct PlayerInfo *player, int dx, int dy) { - int x = JX+dx, y = JY+dy; - static int snapped = FALSE; + int jx = player->jx, jy = player->jy; + int x = jx + dx, y = jy + dy; + + if (player->gone || !IN_LEV_FIELD(x, y)) + return FALSE; - if (PlayerGone || !IN_LEV_FIELD(x,y)) - return(FALSE); if (dx && dy) - return(FALSE); + return FALSE; + if (!dx && !dy) { - snapped = FALSE; - return(FALSE); + player->snapped = FALSE; + return FALSE; } - if (snapped) - return(FALSE); - PlayerMovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + if (player->snapped) + return FALSE; - if (!DigField(x,y, 0,0, DF_SNAP)) - return(FALSE); + player->MovDir = (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : + dy > 0 ? MV_DOWN : MV_NO_MOVING); - snapped = TRUE; - DrawLevelField(x,y); + if (!DigField(player, x, y, 0, 0, DF_SNAP)) + return FALSE; + + player->snapped = TRUE; + DrawLevelField(x, y); BackToFront(); - return(TRUE); + return TRUE; } -BOOL PlaceBomb(void) +boolean PlaceBomb(struct PlayerInfo *player) { + int jx = player->jx, jy = player->jy; int element; - if (PlayerGone || PlayerMovPos) - return(FALSE); + if (player->gone || player->MovPos) + return FALSE; - element = Feld[JX][JY]; + element = Feld[jx][jy]; - if ((Dynamite==0 && DynaBombsLeft==0) || - element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING) - return(FALSE); + if ((player->dynamite == 0 && player->dynabombs_left == 0) || + element == EL_DYNAMIT || element == EL_DYNABOMB || + element == EL_EXPLODING) + return FALSE; if (element != EL_LEERRAUM) - Store[JX][JY] = element; + Store[jx][jy] = element; - if (Dynamite) + if (player->dynamite) { - Feld[JX][JY] = EL_DYNAMIT; - MovDelay[JX][JY] = 48; - Dynamite--; - DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW); - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT); + Feld[jx][jy] = EL_DYNAMIT; + MovDelay[jx][jy] = 96; + player->dynamite--; + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), + FS_SMALL, FC_YELLOW); + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + { + if (game_emulation == EMU_SUPAPLEX) + DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); + else + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + } } else { - Feld[JX][JY] = EL_DYNABOMB; - MovDelay[JX][JY] = 48; - DynaBombsLeft--; - DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB); + Feld[jx][jy] = EL_DYNABOMB; + Store2[jx][jy] = player->element_nr; /* for DynaExplode() */ + MovDelay[jx][jy] = 96; + player->dynabombs_left--; + if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); } - return(TRUE); + return TRUE; } void PlaySoundLevel(int x, int y, int sound_nr) { - int sx = SCROLLX(x), sy = SCROLLY(y); + int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo; int silence_distance = 8; - if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) || - (!sound_loops_on && IS_LOOP_SOUND(sound_nr))) + if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) return; - if (!IN_LEV_FIELD(x,y) || + if (!IN_LEV_FIELD(x, y) || sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) return; volume = PSND_MAX_VOLUME; + +#ifndef MSDOS stereo = (sx-SCR_FIELDX/2)*12; +#else + stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5; + if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT; + if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT; +#endif - if (!IN_SCR_FIELD(sx,sy)) + if (!IN_SCR_FIELD(sx, sy)) { int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; @@ -3576,8 +4783,9 @@ void PlaySoundLevel(int x, int y, int sound_nr) void RaiseScore(int value) { - Score += value; - DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW); + local_player->score += value; + DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), + FS_SMALL, FC_YELLOW); } void RaiseScoreElement(int element) @@ -3585,6 +4793,10 @@ void RaiseScoreElement(int element) switch(element) { case EL_EDELSTEIN: + case EL_EDELSTEIN_BD: + case EL_EDELSTEIN_GELB: + case EL_EDELSTEIN_ROT: + case EL_EDELSTEIN_LILA: RaiseScore(level.score[SC_EDELSTEIN]); break; case EL_DIAMANT: @@ -3621,3 +4833,237 @@ void RaiseScoreElement(int element) break; } } + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + if (AllPlayersGone) + { + CloseDoor(DOOR_CLOSE_1); + game_status = MAINMENU; + DrawMainMenu(); + break; + } + + if (Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#ifndef MSDOS + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#ifndef MSDOS + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#ifndef MSDOS + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeSound(background_loop[level_nr % num_bg_loops]); + } + else if (sound_loops_allowed) + { + setup.sound = setup.sound_music = TRUE; + PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + } + break; + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (sound_loops_allowed) + setup.sound = setup.sound_loops = TRUE; + break; + + case SOUND_CTRL_ID_SIMPLE: + if (setup.sound_simple) + setup.sound_simple = FALSE; + else if (sound_status==SOUND_AVAILABLE) + setup.sound = setup.sound_simple = TRUE; + break; + + default: + break; + } +}