#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF TRUE * 1
+#define USE_NEW_STUFF (TRUE * 1)
-#define USE_NEW_MOVE_STYLE TRUE * USE_NEW_STUFF * 1
-#define USE_NEW_MOVE_DELAY TRUE * USE_NEW_STUFF * 1
-#define USE_NEW_PUSH_DELAY TRUE * USE_NEW_STUFF * 1
-#define USE_NEW_BLOCK_STYLE TRUE * USE_NEW_STUFF * 1 * 1
-#define USE_NEW_SP_SLIPPERY TRUE * USE_NEW_STUFF * 1
-#define USE_NEW_RANDOMIZE TRUE * USE_NEW_STUFF * 1
+#define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1)
+
+#define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+
+#define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1)
+#define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1)
-#define USE_PUSH_BUGFIX TRUE * USE_NEW_STUFF * 1
/* for DigField() */
#define DF_NO_PUSH 0
return position;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ int element = Feld[x][y];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int horiz_move = (dx != 0);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
+
+ /* special values for move stepsize for spring and things on conveyor belt */
+ if (horiz_move)
+ {
+#if 0
+ if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ else if (CAN_FALL(element) && !CAN_MOVE(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+#else
+ if (CAN_FALL(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+#endif
+ }
+
+ return step;
+}
+
void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
{
if (player->GfxAction != action || player->GfxDir != dir)
if (!WasJustMoving[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
+#if USE_CAN_MOVE_NOT_MOVING
+
+ MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
+ GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
+
+ if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
+ {
+ if (Feld[newx][newy] == EL_EMPTY)
+ Feld[newx][newy] = EL_BLOCKED;
+
+ MovDir[newx][newy] = MovDir[x][y];
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
+ }
+
+#else
+
MovDir[newx][newy] = MovDir[x][y] = direction;
GfxDir[x][y] = direction;
GfxRandom[newx][newy] = GfxRandom[x][y];
GfxAction[newx][newy] = GfxAction[x][y];
GfxDir[newx][newy] = GfxDir[x][y];
+#endif
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
}
-inline static int getElementMoveStepsize(int x, int y)
-{
- int element = Feld[x][y];
- int direction = MovDir[x][y];
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int horiz_move = (dx != 0);
- int sign = (horiz_move ? dx : dy);
- int step = sign * element_info[element].move_stepsize;
-
- /* special values for move stepsize for spring and things on conveyor belt */
- if (horiz_move)
- {
-#if 0
- if (element == EL_SPRING)
- step = sign * MOVE_STEPSIZE_NORMAL * 2;
- else if (CAN_FALL(element) && !CAN_MOVE(element) &&
- y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
- step = sign * MOVE_STEPSIZE_NORMAL / 2;
-#else
- if (CAN_FALL(element) &&
- y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
- step = sign * MOVE_STEPSIZE_NORMAL / 2;
- else if (element == EL_SPRING)
- step = sign * MOVE_STEPSIZE_NORMAL * 2;
-#endif
- }
-
- return step;
-}
-
void Impact(int x, int y)
{
boolean lastline = (y == lev_fieldy-1);
boolean can_turn_right =
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+#if USE_CAN_MOVE_NOT_MOVING
+ if (element_info[element].move_stepsize == 0) /* not moving */
+ return;
+#endif
+
if (move_pattern == MV_TURNING_LEFT)
MovDir[x][y] = left_dir;
else if (move_pattern == MV_TURNING_RIGHT)
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
+#if USE_CAN_MOVE_NOT_MOVING
+ if (element_info[element].move_stepsize == 0) /* not moving */
+ {
+ first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+ MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+
+ return;
+ }
+#endif
+
MovDir[x][y] =
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
#endif
Store[x][y] = EL_EMPTY;
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
if (CAN_CHANGE(element))
Pushed[x][y] = Pushed[newx][newy] = FALSE;
+#if 0
+ /* do this after checking for left-behind element */
ResetGfxAnimation(x, y); /* reset animation values for old field */
+#endif
#if 1
/* some elements can leave other elements behind after moving */
int move_leave_element = ei->move_leave_element;
Feld[x][y] = move_leave_element;
+
+#if USE_PREVIOUS_MOVE_DIR
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = direction;
+#endif
+
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
ei->can_leave_element = FALSE;
#endif
+#if 1
+ /* do this after checking for left-behind element */
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+#endif
+
#if 0
/* 2.1.1 (does not work correctly for spring) */
if (!CAN_MOVE(element))
return (IN_LEV_FIELD(jx, jy + 1) &&
(IS_FREE(jx, jy + 1) ||
+#if USE_NEW_BLOCK_STYLE
+ Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING ||
+#endif
(Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
!IS_WALKABLE_INSIDE(Feld[jx][jy]));