-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2006 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* game.c *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
#include "libgame/libgame.h"
#include "init.h"
#include "tools.h"
#include "screens.h"
+#include "events.h"
#include "files.h"
#include "tape.h"
#include "network.h"
#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF ( 1)
-
-#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
-#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
-#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
-#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
-#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
-#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
-#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
-#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
-#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
-#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
-#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
-#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
-#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
-#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
-#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
-#define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
-#define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
-
-#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
-
-#define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
-
-#define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
-
-#define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
-#define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
-
-#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
-#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
-#define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
-#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
-
-#define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
-
-#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
-
-#define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
-
-#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX 0
+#define USE_QUICKSAND_IMPACT_BUGFIX 0
+#define USE_DELAYED_GFX_REDRAW 0
+#define USE_NEW_PLAYER_ASSIGNMENTS 1
#if USE_DELAYED_GFX_REDRAW
#define TEST_DrawLevelField(x, y) \
#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 GAME_CTRL_ID_SAVE 6
+#define GAME_CTRL_ID_UNDO 3
+#define GAME_CTRL_ID_REDO 4
+#define GAME_CTRL_ID_SAVE 5
+#define GAME_CTRL_ID_PAUSE2 6
#define GAME_CTRL_ID_LOAD 7
+#define SOUND_CTRL_ID_MUSIC 8
+#define SOUND_CTRL_ID_LOOPS 9
+#define SOUND_CTRL_ID_SIMPLE 10
-#define NUM_GAME_BUTTONS 8
+#define NUM_GAME_BUTTONS 11
/* forward declaration for internal use */
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
static void TestIfElementHitsCustomElement(int, int, int);
-#if 0
-static void TestIfElementSmashesCustomElement(int, int, int);
-#endif
static void HandleElementChange(int, int, int);
static void ExecuteCustomElementAction(int, int, int, int);
},
{
EL_EM_EXIT_CLOSING,
-#if 1
EL_EMPTY,
-#else
- EL_EM_EXIT_CLOSED,
-#endif
29,
NULL,
NULL,
},
{
EL_EM_STEEL_EXIT_CLOSING,
-#if 1
EL_STEELWALL,
-#else
- EL_EM_STEEL_EXIT_CLOSED,
-#endif
29,
NULL,
NULL,
player->jy = player->last_jy = y;
}
-#if USE_PLAYER_REANIMATION
if (!init_game)
{
int player_nr = GET_PLAYER_NR(element);
if (player->active && player->killed)
player->reanimated = TRUE; /* if player was just killed, reanimate him */
}
-#endif
}
static void InitField(int x, int y, boolean init_game)
}
break;
-#if !USE_BOTH_SWITCHGATE_SWITCHES
- case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
- if (init_game)
- Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
- break;
-
- case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
- if (init_game)
- Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
- break;
-#endif
-
case EL_LIGHT_SWITCH_ACTIVE:
if (init_game)
game.light_time_left = level.time_light * FRAMES_PER_SECOND;
if (CAN_MOVE(element))
InitMovDir(x, y);
-#if USE_NEW_CUSTOM_VALUE
if (!element_info[element].use_last_ce_value || init_game)
CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
-#endif
}
else if (IS_GROUP_ELEMENT(element))
{
CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
}
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
+inline static void InitField_WithBug1(int x, int y, boolean init_game)
{
InitField(x, y, init_game);
InitMovDir(x, y);
}
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+inline static void InitField_WithBug2(int x, int y, boolean init_game)
{
int old_element = Feld[x][y];
game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
game.magic_wall_time_left;
-#if USE_PLAYER_GRAVITY
game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
local_player->gravity;
-#else
- game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
-#endif
for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
return;
/* copy default game door content to main double buffer */
-#if 1
+
/* !!! CHECK AGAIN !!! */
SetPanelBackground();
// SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
DrawBackground(DX, DY, DXSIZE, DYSIZE);
-#else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
-#endif
/* redraw game control buttons */
-#if 1
RedrawGameButtons();
-#else
- UnmapGameButtons();
- MapGameButtons();
-#endif
- game_status = GAME_MODE_PSEUDO_PANEL;
+ SetGameStatus(GAME_MODE_PSEUDO_PANEL);
-#if 1
for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
-#else
- for (i = 0; game_panel_controls[i].nr != -1; i++)
-#endif
{
-#if 1
int nr = game_panel_order[i].nr;
struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
-#else
- struct GamePanelControlInfo *gpc = &game_panel_controls[i];
- int nr = gpc->nr;
-#endif
struct TextPosInfo *pos = gpc->pos;
int type = gpc->type;
int value = gpc->value;
int frame = gpc->frame;
-#if 0
- int last_value = gpc->last_value;
- int last_frame = gpc->last_frame;
-#endif
int size = pos->size;
int font = pos->font;
boolean draw_masked = pos->draw_masked;
if (PANEL_DEACTIVATED(pos))
continue;
-#if 0
- if (value == last_value && frame == last_frame)
- continue;
-#endif
-
gpc->last_value = value;
gpc->last_frame = frame;
-#if 0
- printf("::: value %d changed from %d to %d\n", nr, last_value, value);
-#endif
-
if (type == TYPE_INTEGER)
{
if (nr == GAME_PANEL_LEVEL_NUMBER ||
size = (value < value_change ? size1 : size2);
font = (value < value_change ? font1 : font2);
-
-#if 0
- /* clear background if value just changed its size (dynamic digits) */
- if ((last_value < value_change) != (value < value_change))
- {
- int width1 = size1 * getFontWidth(font1);
- int width2 = size2 * getFontWidth(font2);
- int max_width = MAX(width1, width2);
- int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
-
- pos->width = max_width;
-
- ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
- max_width, max_height);
- }
-#endif
}
}
-#if 1
/* correct text size if "digits" is zero or less */
if (size <= 0)
size = strlen(int2str(value, size));
/* dynamically correct text alignment */
pos->width = size * getFontWidth(font);
-#endif
DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
int2str(value, size), font, mask_mode);
int dst_x = PANEL_XPOS(pos);
int dst_y = PANEL_YPOS(pos);
-#if 1
if (value != EL_UNDEFINED && value != EL_EMPTY)
{
element = value;
// printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
-#if 1
if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
size = TILESIZE;
-#endif
getSizedGraphicSource(graphic, frame, size, &src_bitmap,
&src_x, &src_y);
height = graphic_info[graphic].height * size / TILESIZE;
if (draw_masked)
- {
- SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
dst_x, dst_y);
- }
else
- {
BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
dst_x, dst_y);
- }
- }
-#else
- if (value == EL_UNDEFINED || value == EL_EMPTY)
- {
- element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
- graphic = el2panelimg(element);
-
- src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
- src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
- src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
- }
- else
- {
- element = value;
- graphic = el2panelimg(value);
-
- getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
}
-
- width = graphic_info[graphic].width * size / TILESIZE;
- height = graphic_info[graphic].height * size / TILESIZE;
-
- BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
-#endif
}
else if (type == TYPE_STRING)
{
{
int font1 = pos->font; /* (used for normal state) */
int font2 = pos->font_alt; /* (used for active state) */
-#if 0
- int size1 = strlen(state_normal);
- int size2 = strlen(state_active);
- int width1 = size1 * getFontWidth(font1);
- int width2 = size2 * getFontWidth(font2);
- int max_width = MAX(width1, width2);
- int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
-
- pos->width = max_width;
-
- /* clear background for values that may have changed its size */
- ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
- max_width, max_height);
-#endif
font = (active ? font2 : font1);
}
{
char *s_cut;
-#if 1
if (size <= 0)
{
/* don't truncate output if "chars" is zero or less */
/* dynamically correct text alignment */
pos->width = size * getFontWidth(font);
}
-#endif
s_cut = getStringCopyN(s, size);
redraw_mask |= REDRAW_DOOR_1;
}
- game_status = GAME_MODE_PLAYING;
+ SetGameStatus(GAME_MODE_PLAYING);
}
void UpdateAndDisplayGameControlValues()
{
- if (tape.warp_forward)
+ if (tape.deactivate_display)
return;
UpdateGameControlValues();
DisplayGameControlValues();
}
-void DrawGameValue_Emeralds(int value)
-{
- struct TextPosInfo *pos = &game.panel.gems;
- int font_nr = pos->font;
- int font_width = getFontWidth(font_nr);
- int chars = pos->size;
-
-#if 1
- return; /* !!! USE NEW STUFF !!! */
-#endif
-
- if (PANEL_DEACTIVATED(pos))
- return;
-
- pos->width = chars * font_width;
-
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
-}
-
-void DrawGameValue_Dynamite(int value)
-{
- struct TextPosInfo *pos = &game.panel.inventory_count;
- int font_nr = pos->font;
- int font_width = getFontWidth(font_nr);
- int chars = pos->size;
-
-#if 1
- return; /* !!! USE NEW STUFF !!! */
-#endif
-
- if (PANEL_DEACTIVATED(pos))
- return;
-
- pos->width = chars * font_width;
-
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
-}
-
-void DrawGameValue_Score(int value)
-{
- struct TextPosInfo *pos = &game.panel.score;
- int font_nr = pos->font;
- int font_width = getFontWidth(font_nr);
- int chars = pos->size;
-
-#if 1
- return; /* !!! USE NEW STUFF !!! */
-#endif
-
- if (PANEL_DEACTIVATED(pos))
- return;
-
- pos->width = chars * font_width;
-
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
-}
-
-void DrawGameValue_Time(int value)
-{
- struct TextPosInfo *pos = &game.panel.time;
- static int last_value = -1;
- int chars1 = 3;
- int chars2 = 4;
- int chars = pos->size;
- int font1_nr = pos->font;
- int font2_nr = pos->font_alt;
- int font_nr = font1_nr;
- boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
-
-#if 1
- return; /* !!! USE NEW STUFF !!! */
-#endif
-
- if (PANEL_DEACTIVATED(pos))
- return;
-
- if (use_dynamic_chars) /* use dynamic number of chars */
- {
- chars = (value < 1000 ? chars1 : chars2);
- font_nr = (value < 1000 ? font1_nr : font2_nr);
- }
-
- /* clear background if value just changed its size (dynamic chars only) */
- if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
- {
- int width1 = chars1 * getFontWidth(font1_nr);
- int width2 = chars2 * getFontWidth(font2_nr);
- int max_width = MAX(width1, width2);
- int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
-
- pos->width = max_width;
-
- ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
- max_width, max_height);
- }
-
- pos->width = chars * getFontWidth(font_nr);
-
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
-
- last_value = value;
-}
-
-void DrawGameValue_Level(int value)
-{
- struct TextPosInfo *pos = &game.panel.level_number;
- int chars1 = 2;
- int chars2 = 3;
- int chars = pos->size;
- int font1_nr = pos->font;
- int font2_nr = pos->font_alt;
- int font_nr = font1_nr;
- boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
-
-#if 1
- return; /* !!! USE NEW STUFF !!! */
-#endif
-
- if (PANEL_DEACTIVATED(pos))
- return;
-
- if (use_dynamic_chars) /* use dynamic number of chars */
- {
- chars = (level_nr < 100 ? chars1 : chars2);
- font_nr = (level_nr < 100 ? font1_nr : font2_nr);
- }
-
- pos->width = chars * getFontWidth(font_nr);
-
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
-}
-
-void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
-{
- int i;
-
-#if 1
- return; /* !!! USE NEW STUFF !!! */
-#endif
-
- for (i = 0; i < MAX_NUM_KEYS; i++)
- {
- struct TextPosInfo *pos = &game.panel.key[i];
- int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
- int src_y = DOOR_GFX_PAGEY1 + 123;
- int dst_x = PANEL_XPOS(pos);
- int dst_y = PANEL_YPOS(pos);
-
- int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
- level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
- EL_KEY_1) + i;
- int graphic = el2edimg(element);
-
- if (PANEL_DEACTIVATED(pos))
- continue;
-
-#if 0
- /* masked blit with tiles from half-size scaled bitmap does not work yet
- (no mask bitmap created for these sizes after loading and scaling) --
- solution: load without creating mask, scale, then create final mask */
-
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
- MINI_TILEX, MINI_TILEY, dst_x, dst_y);
-
- if (key[i])
- {
- Bitmap *src_bitmap;
- int src_x, src_y;
-
- getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
-
- SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
- dst_x - src_x, dst_y - src_y);
- BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
- dst_x, dst_y);
- }
-#else
- if (key[i])
- DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
- MINI_TILEX, MINI_TILEY, dst_x, dst_y);
-#endif
- }
-}
-
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
- int key_bits)
-{
- int key[MAX_NUM_KEYS];
- int i;
-
- /* prevent EM engine from updating time/score values parallel to GameWon() */
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
- local_player->LevelSolved)
- return;
-
- for (i = 0; i < MAX_NUM_KEYS; i++)
- key[i] = key_bits & (1 << i);
-
- DrawGameValue_Level(level_nr);
-
- DrawGameValue_Emeralds(emeralds);
- DrawGameValue_Dynamite(dynamite);
- DrawGameValue_Score(score);
- DrawGameValue_Time(time);
-
- DrawGameValue_Keys(key);
-}
-
void UpdateGameDoorValues()
{
UpdateGameControlValues();
DisplayGameControlValues();
}
-void DrawGameDoorValues_OLD()
-{
- int time_value = (game.no_time_limit ? TimePlayed : TimeLeft);
- int dynamite_value = 0;
- int score_value = (local_player->LevelSolved ? local_player->score_final :
- local_player->score);
- int gems_value = local_player->gems_still_needed;
- int key_bits = 0;
- int i, j;
-
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- {
- DrawGameDoorValues_EM();
-
- return;
- }
-
- if (game.centered_player_nr == -1)
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- for (j = 0; j < MAX_NUM_KEYS; j++)
- if (stored_player[i].key[j])
- key_bits |= (1 << j);
-
- dynamite_value += stored_player[i].inventory_size;
- }
- }
- else
- {
- int player_nr = game.centered_player_nr;
-
- for (i = 0; i < MAX_NUM_KEYS; i++)
- if (stored_player[player_nr].key[i])
- key_bits |= (1 << i);
-
- dynamite_value = stored_player[player_nr].inventory_size;
- }
-
- DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
- key_bits);
-}
-
/*
=============================================================================
game.use_block_last_field_bug =
(game.engine_version < VERSION_IDENT(3,1,1,0));
- /*
- Summary of bugfix/change:
- Changed behaviour of CE changes with multiple changes per single frame.
-
- Fixed/changed in version:
- 3.2.0-6
-
- Description:
- Before 3.2.0-6, only one single CE change was allowed in each engine frame.
- This resulted in race conditions where CEs seem to behave strange in some
- situations (where triggered CE changes were just skipped because there was
- already a CE change on that tile in the playfield in that engine frame).
- Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
- (The number of changes per frame must be limited in any case, because else
- it is easily possible to define CE changes that would result in an infinite
- loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
- should be set large enough so that it would only be reached in cases where
- the corresponding CE change conditions run into a loop. Therefore, it seems
- to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
- maximal number of change pages for custom elements.)
-
- Affected levels/tapes:
- Probably many.
- */
+ /* ---------------------------------------------------------------------- */
-#if USE_ONLY_ONE_CHANGE_PER_FRAME
+ /* set maximal allowed number of custom element changes per game frame */
game.max_num_changes_per_frame = 1;
-#else
- game.max_num_changes_per_frame =
- (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
-#endif
-
- /* ---------------------------------------------------------------------- */
/* default scan direction: scan playfield from top/left to bottom/right */
InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
}
}
-#if 1
/* ---------- initialize reference elements in change conditions --------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
ei->change_page[j].trigger_element = trigger_element;
}
}
-#endif
/* ---------- initialize run-time trigger player and element ------------- */
setup.scroll_delay ? setup.scroll_delay_value : 0);
game.scroll_delay_value =
MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+
+ /* ---------- initialize game engine snapshots ---------------------------- */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.snapshot.last_action[i] = 0;
+ game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
+ game.snapshot.mode =
+ (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+ SNAPSHOT_MODE_EVERY_STEP :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+ SNAPSHOT_MODE_EVERY_MOVE :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
+ SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
}
int get_num_special_action(int element, int action_first, int action_last)
void InitGame()
{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+ int fade_mask = REDRAW_FIELD;
+
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 */
-#if 0
- boolean do_fading = (game_status == GAME_MODE_MAIN);
-#endif
-#if 1
int initial_move_dir = MV_DOWN;
-#else
- int initial_move_dir = MV_NONE;
-#endif
int i, j, x, y;
-#if 1
- game_status = GAME_MODE_PLAYING;
-#endif
-
-#if 1
-
- StopAnimation();
+ // required here to update video display before fading (FIX THIS)
+ DrawMaskedBorder(REDRAW_DOOR_2);
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
-#if 1
+ SetGameStatus(GAME_MODE_PLAYING);
+
+ /* needed if different viewport properties defined for playing */
+ ChangeViewportPropertiesIfNeeded();
+
if (level_editor_test_game)
FadeSkipNextFadeIn();
else
FadeSetEnterScreen();
-#else
- if (level_editor_test_game)
- fading = fading_none;
- else
- fading = menu.destination;
-#endif
-#if 1
- FadeOut(REDRAW_FIELD);
-#else
- if (do_fading)
- FadeOut(REDRAW_FIELD);
-#endif
+ if (CheckIfGlobalBorderHasChanged())
+ fade_mask = REDRAW_ALL;
-#endif
+ ExpireSoundLoops(TRUE);
-#if 0
- printf("::: FADING OUT: DONE\n");
- Delay(1000);
-#endif
+ FadeOut(fade_mask);
-#if 0
- game_status = GAME_MODE_PLAYING;
-#endif
+ ClearField();
-#if 1
- /* needed if different viewport properties defined for playing */
- ChangeViewportPropertiesIfNeeded();
-#endif
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
-#if 1
DrawCompleteVideoDisplay();
-#endif
InitGameEngine();
InitGameControlValues();
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
-#if !USE_PLAYER_GRAVITY
- game.gravity = FALSE;
- game.explosions_delayed = TRUE;
-#endif
-
game.lenses_time_left = 0;
game.magnify_time_left = 0;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0; /* initialized in InitField() */
-#endif
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
WasJustMoving[x][y] = 0;
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-#if USE_NEW_ALL_SLIPPERY
/* initialize type of slippery elements */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
}
}
-#endif
/* initialize explosion and ignition delay */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (i == EL_BLACK_ORB)
element_info[i].ignition_delay = 1;
}
-
-#if 0
- if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
- element_info[i].explosion_delay = 1;
-
- if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
- element_info[i].ignition_delay = 1;
-#endif
}
/* correct non-moving belts to start moving left */
local_player->connected = TRUE;
/* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
-#if 0
- printf("::: TEAM MODE: %d\n", game.team_mode);
-#endif
-
if (tape.playing)
{
-#if 1
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].connected = tape.player_participates[i];
-#else
- /* try to guess locally connected team mode players (needed for correct
- assignment of player figures from level to locally playing players) */
-
- for (i = 0; i < MAX_PLAYERS; i++)
- if (tape.player_participates[i])
- stored_player[i].connected = TRUE;
-#endif
}
else if (game.team_mode && !options.network)
{
/* assign first free player found that is present in the playfield */
-#if 1
/* first try: look for unmapped playfield player that is not connected */
for (j = 0; j < MAX_PLAYERS; j++)
if (field_player == NULL &&
stored_player[j].present &&
!stored_player[j].mapped)
field_player = &stored_player[j];
-#else
- /* first try: look for unmapped playfield player that is not connected */
- if (field_player == NULL)
- for (j = 0; j < MAX_PLAYERS; j++)
- if (stored_player[j].present &&
- !stored_player[j].mapped &&
- !stored_player[j].connected)
- field_player = &stored_player[j];
-
- /* second try: look for *any* unmapped playfield player */
- if (field_player == NULL)
- for (j = 0; j < MAX_PLAYERS; j++)
- if (stored_player[j].present &&
- !stored_player[j].mapped)
- field_player = &stored_player[j];
-#endif
if (field_player != NULL)
{
#if USE_NEW_PLAYER_ASSIGNMENTS
-#if 1
if (!game.team_mode)
-#endif
-
- for (i = 0; i < MAX_PLAYERS; i++)
{
- if (stored_player[i].active &&
- !tape.player_participates[map_player_action[i]])
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
+ if (stored_player[i].active &&
+ !tape.player_participates[map_player_action[i]])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
#if DEBUG_INIT_PLAYER
- if (options.debug)
- printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+ if (options.debug)
+ printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
#endif
- player->active = FALSE;
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
}
}
SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
}
-#if NEW_TILESIZE
-
- if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
+ if (full_lev_fieldx <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
-
- if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
+ if (full_lev_fieldy <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
- if (EVEN(SCR_FIELDX))
+ if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
SBX_Left--;
- if (EVEN(SCR_FIELDY))
+ if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
SBY_Upper--;
-#else
-
- 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;
-#endif
-
/* if local player not found, look for custom element that might create
the player (make some assumptions about the right custom element) */
if (!local_player->present)
local_player->jy - MIDPOSY);
}
-#if 0
- printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
-#endif
-
-#if 0
- /* do not use PLAYING mask for fading out from main screen */
- game_status = GAME_MODE_MAIN;
-#endif
-
-#if 0
-
- StopAnimation();
-
- if (!game.restart_level)
- CloseDoor(DOOR_CLOSE_1);
-
-#if 1
- if (level_editor_test_game)
- FadeSkipNextFadeIn();
- else
- FadeSetEnterScreen();
-#else
- if (level_editor_test_game)
- fading = fading_none;
- else
- fading = menu.destination;
-#endif
-
-#if 1
- FadeOut(REDRAW_FIELD);
-#else
- if (do_fading)
- FadeOut(REDRAW_FIELD);
-#endif
-
-#endif
-
-#if 0
- game_status = GAME_MODE_PLAYING;
-#endif
-
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
InitGameEngine_EM();
-
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- BlitScreenToBitmap_EM(backbuffer);
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
InitGameEngine_SP();
-
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- BlitScreenToBitmap_SP(backbuffer);
}
else
{
- DrawLevel();
+ DrawLevel(REDRAW_FIELD);
DrawAllPlayers();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
-
-#if NEW_TILESIZE
- BlitScreenToBitmap(backbuffer);
-#else
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- if (setup.soft_scrolling)
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-#endif
-
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
}
+
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap(backbuffer);
/* !!! FIX THIS (END) !!! */
-#if 1
- FadeIn(REDRAW_FIELD);
-#else
- if (do_fading)
- FadeIn(REDRAW_FIELD);
+ DrawMaskedBorder(fade_mask);
+ FadeIn(fade_mask);
+
+#if 1
+ // full screen redraw is required at this point in the following cases:
+ // - special editor door undrawn when game was started from level editor
+ // - drawing area (playfield) was changed and has to be removed completely
+ redraw_mask = REDRAW_ALL;
BackToFront();
#endif
if (!game.restart_level)
{
/* copy default game door content to main double buffer */
-#if 1
-#if 1
+
/* !!! CHECK AGAIN !!! */
SetPanelBackground();
// SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
DrawBackground(DX, DY, DXSIZE, DYSIZE);
-#else
- struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
-
- /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
- ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
- BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
- MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
-#endif
-#else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
-#endif
}
SetPanelBackground();
SetDrawBackgroundMask(REDRAW_DOOR_1);
-#if 1
UpdateAndDisplayGameControlValues();
-#else
- UpdateGameDoorValues();
- DrawGameDoorValues();
-#endif
if (!game.restart_level)
{
UnmapGameButtons();
UnmapTapeButtons();
+
+ FreeGameButtons();
+ CreateGameButtons();
+
game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
+
MapGameButtons();
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
-#if 1
BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
-#else
- BlitBitmap(drawto, bitmap_db_door,
- DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
-#endif
OpenDoor(DOOR_OPEN_ALL);
#endif
}
-#if 1
UnmapAllGadgets();
MapGameButtons();
MapTapeButtons();
-#endif
if (!game.restart_level && !tape.playing)
{
LevelStats_incPlayed(level_nr);
SaveLevelSetup_SeriesInfo();
-
-#if 0
- printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr));
-#endif
}
game.restart_level = FALSE;
+
+ SaveEngineSnapshotToListInitial();
}
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
LevelStats_incSolved(level_nr);
SaveLevelSetup_SeriesInfo();
-
-#if 0
- printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr));
-#endif
}
if (tape.auto_play) /* tape might already be stopped here */
tape.auto_play_level_solved = TRUE;
-#if 1
TapeStop();
-#endif
game_over_delay_1 = game_over_delay_value_1;
game_over_delay_2 = game_over_delay_value_2;
time = time_final;
score = score_final;
-#if 1
local_player->LevelSolved_CountingTime = time;
local_player->LevelSolved_CountingScore = score;
game_panel_controls[GAME_PANEL_SCORE].value = score;
DisplayGameControlValues();
-#else
- DrawGameValue_Time(time);
- DrawGameValue_Score(score);
-#endif
}
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
int element = Feld[ExitX][ExitY];
-#if 0
- if (element == EL_EM_EXIT_OPEN ||
- element == EL_EM_STEEL_EXIT_OPEN)
- {
- Bang(ExitX, ExitY);
- }
- else
-#endif
- {
- Feld[ExitX][ExitY] =
- (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
- element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
- element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
- EL_EM_STEEL_EXIT_CLOSING);
-
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
- }
+ Feld[ExitX][ExitY] =
+ (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+ element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+ element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+ element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
+ EL_EM_STEEL_EXIT_CLOSING);
+
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
/* player disappears */
time += time_count_steps * time_count_dir;
score += time_count_steps * level.score[SC_TIME_BONUS];
-#if 1
local_player->LevelSolved_CountingTime = time;
local_player->LevelSolved_CountingScore = score;
game_panel_controls[GAME_PANEL_SCORE].value = score;
DisplayGameControlValues();
-#else
- DrawGameValue_Time(time);
- DrawGameValue_Score(score);
-#endif
if (time == time_final)
StopSound(SND_GAME_LEVELTIME_BONUS);
return;
}
-#if 1
GameEnd();
-#endif
}
void GameEnd()
local_player->LevelSolved_GameEnd = TRUE;
- CloseDoor(DOOR_CLOSE_1);
+ if (!global.use_envelope_request)
+ CloseDoor(DOOR_CLOSE_1);
if (local_player->LevelSolved_SaveTape)
{
-#if 0
- TapeStop();
-#endif
-
-#if 1
SaveTapeChecked(tape.level_nr); /* ask to save tape */
-#else
- SaveTape(tape.level_nr); /* ask to save tape */
-#endif
}
+ CloseDoor(DOOR_CLOSE_ALL);
+
if (level_editor_test_game)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
-#if 1
- DrawAndFadeInMainMenu(REDRAW_FIELD);
-#else
DrawMainMenu();
-#endif
return;
}
if (!local_player->LevelSolved_SaveScore)
{
-#if 1
- FadeOut(REDRAW_FIELD);
-#endif
+ SetGameStatus(GAME_MODE_MAIN);
- game_status = GAME_MODE_MAIN;
-
- DrawAndFadeInMainMenu(REDRAW_FIELD);
+ DrawMainMenu();
return;
}
if ((hi_pos = NewHiScore()) >= 0)
{
- game_status = GAME_MODE_SCORES;
+ SetGameStatus(GAME_MODE_SCORES);
DrawHallOfFame(hi_pos);
}
else
{
-#if 1
- FadeOut(REDRAW_FIELD);
-#endif
-
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
if (raise_level)
{
TapeErase();
}
- DrawAndFadeInMainMenu(REDRAW_FIELD);
+ DrawMainMenu();
}
}
{
if (player->GfxAction != action || player->GfxDir != dir)
{
-#if 0
- printf("Player frame reset! (%d => %d, %d => %d)\n",
- player->GfxAction, action, player->GfxDir, dir);
-#endif
-
player->GfxAction = action;
player->GfxDir = dir;
player->Frame = 0;
}
}
-#if USE_GFX_RESET_GFX_ANIMATION
static void ResetGfxFrame(int x, int y, boolean redraw)
{
int element = Feld[x][y];
if (redraw && GfxFrame[x][y] != last_gfx_frame)
DrawLevelGraphicAnimation(x, y, graphic);
}
-#endif
static void ResetGfxAnimation(int x, int y)
{
GfxDir[x][y] = MovDir[x][y];
GfxFrame[x][y] = 0;
-#if USE_GFX_RESET_GFX_ANIMATION
ResetGfxFrame(x, y, FALSE);
-#endif
}
static void ResetRandomAnimationValue(int x, int y)
int newx = x + dx;
int newy = y + dy;
boolean is_moving_before, is_moving_after;
-#if 0
- boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
-#endif
/* check if element was/is moving or being moved before/after mode change */
-#if 1
-#if 1
is_moving_before = (WasJustMoving[x][y] != 0);
-#else
- /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
- is_moving_before = WasJustMoving[x][y];
-#endif
-#else
- is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
-#endif
is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
/* reset animation only for moving elements which change direction of moving
or which just started or stopped moving
(else CEs with property "can move" / "not moving" are reset each frame) */
-#if USE_GFX_RESET_ONLY_WHEN_MOVING
-#if 1
if (is_moving_before != is_moving_after ||
direction != MovDir[x][y])
ResetGfxAnimation(x, y);
-#else
- if ((is_moving_before || is_moving_after) && !continues_moving)
- ResetGfxAnimation(x, y);
-#endif
-#else
- if (!continues_moving)
- ResetGfxAnimation(x, y);
-#endif
MovDir[x][y] = direction;
GfxDir[x][y] = direction;
-#if USE_GFX_RESET_ONLY_WHEN_MOVING
GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
direction == MV_DOWN && CAN_FALL(element) ?
ACTION_FALLING : ACTION_MOVING);
-#else
- GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
- ACTION_FALLING : ACTION_MOVING);
-#endif
/* this is needed for CEs with property "can move" / "not moving" */
MovDir[newx][newy] = MovDir[x][y];
-#if USE_NEW_CUSTOM_VALUE
CustomValue[newx][newy] = CustomValue[x][y];
-#endif
GfxFrame[newx][newy] = GfxFrame[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0;
-#endif
AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
Pushed[x][y] = FALSE;
-#if 0
- ExplodeField[x][y] = EX_TYPE_NONE;
-#endif
-
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
-#if 0
- /* !!! this would prevent the removed tile from being redrawn !!! */
- GfxRedraw[x][y] = GFX_REDRAW_NONE;
-#endif
}
void RemoveMovingField(int x, int y)
boolean no_delay = (tape.warp_forward);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int new_scroll_x, new_scroll_y;
- if (quick_relocation)
+ if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
{
- if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
- {
- if (!level.shifted_relocation || center_screen)
- {
- /* quick relocation (without scrolling), with centering of screen */
-
- scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
-
- scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
- }
- else
- {
- /* quick relocation (without scrolling), but do not center screen */
+ /* case 1: quick relocation inside visible screen (without scrolling) */
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
+ RedrawPlayfield();
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
-
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
-
- scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
- offset_x > SBX_Right + MIDPOSX ? SBX_Right :
- offset_x - MIDPOSX);
+ return;
+ }
- scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- offset_y - MIDPOSY);
- }
- }
- else
- {
-#if 1
- if (!level.shifted_relocation || center_screen)
- {
- /* quick relocation (without scrolling), with centering of screen */
+ if (!level.shifted_relocation || center_screen)
+ {
+ /* relocation _with_ centering of screen */
- scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
x > SBX_Right + MIDPOSX ? SBX_Right :
x - MIDPOSX);
- scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
y > SBY_Lower + MIDPOSY ? SBY_Lower :
y - MIDPOSY);
- }
- else
- {
- /* quick relocation (without scrolling), but do not center screen */
+ }
+ else
+ {
+ /* relocation _without_ centering of screen */
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
offset_x > SBX_Right + MIDPOSX ? SBX_Right :
offset_x - MIDPOSX);
- scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
offset_y - MIDPOSY);
- }
-#else
- /* quick relocation (without scrolling), inside visible screen area */
-
- int offset = game.scroll_delay_value;
-
- if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
- (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
- scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
+ }
- if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
- (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
- scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
+ if (quick_relocation)
+ {
+ /* case 2: quick relocation (redraw without visible scrolling) */
- /* 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);
+ scroll_x = new_scroll_x;
+ scroll_y = new_scroll_y;
- /* 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);
-#endif
- }
+ RedrawPlayfield();
- RedrawPlayfield(TRUE, 0,0,0,0);
+ return;
}
- else
- {
-#if 1
- int scroll_xx, scroll_yy;
-
- if (!level.shifted_relocation || center_screen)
- {
- /* visible relocation (with scrolling), with centering of screen */
- scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
+ /* case 3: visible relocation (with scrolling to new position) */
- scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
- }
- else
- {
- /* visible relocation (with scrolling), but do not center screen */
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
+ while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
+ dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+ dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
- scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
- offset_x > SBX_Right + MIDPOSX ? SBX_Right :
- offset_x - MIDPOSX);
+ scroll_x -= dx;
+ scroll_y -= dy;
- scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- offset_y - MIDPOSY);
- }
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
-#else
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
- /* visible relocation (with scrolling), with centering of screen */
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ Delay(wait_delay_value);
- int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
- int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
-#endif
-
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
-
- while (scroll_x != scroll_xx || scroll_y != scroll_yy)
- {
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
-
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
-
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
-
- scroll_x -= dx;
- scroll_y -= dy;
-
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
-
- ScrollLevel(dx, dy);
- DrawAllPlayers();
-
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
-
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
- }
-
- DrawAllPlayers();
- BackToFront();
- Delay(wait_delay_value);
- }
+ DrawAllPlayers();
+ BackToFront();
+ Delay(wait_delay_value);
}
void RelocatePlayer(int jx, int jy, int el_player_raw)
if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
{
Feld[jx][jy] = element; /* restore previously existing element */
-#if 0
- /* !!! do not initialize already initialized element a second time !!! */
- /* (this causes at least problems with "element creation" CE trigger for
- already existing elements, and existing Sokoban fields counted twice) */
- InitField(jx, jy, FALSE);
-#endif
}
/* only visually relocate centered player */
CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
-#if 1
if (player->is_switching)
{
/* ensure that relocation while still switching an element does not cause
player->switch_x += jx - old_jx;
player->switch_y += jy - old_jy;
}
-#endif
}
void Explode(int ex, int ey, int phase, int mode)
int center_element = Feld[ex][ey];
int artwork_element, explosion_element; /* set these values later */
-#if 0
- /* --- This is only really needed (and now handled) in "Impact()". --- */
- /* do not explode moving elements that left the explode field in time */
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- center_element == EL_EMPTY &&
- (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
- return;
-#endif
-
-#if 0
- /* !!! at this place, the center element may be EL_BLOCKED !!! */
- if (mode == EX_TYPE_NORMAL ||
- mode == EX_TYPE_CENTER ||
- mode == EX_TYPE_CROSS)
- PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
-
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
}
}
-#if 1
if (mode == EX_TYPE_NORMAL ||
mode == EX_TYPE_CENTER ||
mode == EX_TYPE_CROSS)
PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
last_phase = element_info[explosion_element].explosion_delay + 1;
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
-#ifdef DEBUG
-
- /* activate this even in non-DEBUG version until cause for crash in
- getGraphicAnimationFrame() (see below) is found and eliminated */
-
-#endif
-#if 1
-
-#if 1
/* this can happen if the player leaves an explosion just in time */
if (GfxElement[x][y] == EL_UNDEFINED)
GfxElement[x][y] = EL_EMPTY;
-#else
- if (GfxElement[x][y] == EL_UNDEFINED)
- {
- printf("\n\n");
- printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
- printf("Explode(): This should never happen!\n");
- printf("\n\n");
-
- GfxElement[x][y] = EL_EMPTY;
- }
-#endif
-
-#endif
border_element = Store2[x][y];
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0;
-#endif
InitField_WithBug2(x, y, FALSE);
{
struct PlayerInfo *player = PLAYERINFO(x, y);
-#if USE_FIX_CE_ACTION_WITH_PLAYER
element = Feld[x][y] = player->initial_element;
-#else
- element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
- player->element_nr);
-#endif
if (level.use_explosion_element[player->index_nr])
{
break;
case EL_DC_LANDMINE:
-#if 0
- case EL_EM_EXIT_OPEN:
- case EL_EM_STEEL_EXIT_OPEN:
-#endif
explosion_type = EX_TYPE_CENTER;
break;
{
int element = Feld[xx][yy];
-#if !USE_BOTH_SWITCHGATE_SWITCHES
- if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- TEST_DrawLevelField(xx, yy);
- }
- else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
- element == EL_DC_SWITCHGATE_SWITCH_DOWN)
- {
- Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- TEST_DrawLevelField(xx, yy);
- }
-#else
if (element == EL_SWITCHGATE_SWITCH_UP)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
TEST_DrawLevelField(xx, yy);
}
-#endif
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
{
}
-#if 1
Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
EL_DC_TIMEGATE_SWITCH_ACTIVE);
-#else
- Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
-#endif
}
void Impact(int x, int y)
}
else
{
-#if 0
- TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
-
CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
CheckElementChangeBySide(x, y + 1, smashed, element,
}
else if (element == EL_SPRING)
{
-#if USE_NEW_SPRING_BUMPER
if (MovDir[x][y] & MV_HORIZONTAL)
{
if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
SPRING_CAN_ENTER_FIELD(element, x, y + 1))
MovDir[x][y] = MV_NONE;
}
-#else
- if (MovDir[x][y] & MV_HORIZONTAL &&
- (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
- SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
- MovDir[x][y] = MV_NONE;
-#endif
MovDelay[x][y] = 0;
}
Store[x][y] = EL_ACID;
}
else if (
-#if USE_FIX_IMPACT_COLLISION
(game.engine_version >= VERSION_IDENT(3,1,0,0) &&
CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
-#else
- (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
- CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-#endif
(game.engine_version >= VERSION_IDENT(3,0,7,0) &&
CAN_FALL(element) && WasJustFalling[x][y] &&
(Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
boolean can_fall_both = (can_fall_left && can_fall_right);
int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
-#if USE_NEW_ALL_SLIPPERY
if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
can_fall_any = (can_fall_left || can_fall_right);
can_fall_both = FALSE;
}
-#else
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
- {
- if (slippery_type == SLIPPERY_ONLY_LEFT)
- can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ONLY_RIGHT)
- can_fall_left = FALSE;
- else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
- can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
- can_fall_left = FALSE;
-
- can_fall_any = (can_fall_left || can_fall_right);
- can_fall_both = (can_fall_left && can_fall_right);
- }
-#endif
-
-#if USE_NEW_ALL_SLIPPERY
-#else
-#if USE_NEW_SP_SLIPPERY
- /* !!! better use the same properties as for custom elements here !!! */
- else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
- can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
- {
- can_fall_right = FALSE; /* slip down on left side */
- can_fall_both = FALSE;
- }
-#endif
-#endif
-#if USE_NEW_ALL_SLIPPERY
if (can_fall_both)
{
if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
can_fall_both = FALSE;
}
-#else
- if (can_fall_both)
- {
- if (game.emulation == EMU_BOULDERDASH ||
- element == EL_BD_ROCK || element == EL_BD_DIAMOND)
- can_fall_right = FALSE; /* slip down on left side */
- else
- can_fall_left = !(can_fall_right = RND(2));
-
- can_fall_both = FALSE;
- }
-#endif
if (can_fall_any)
{
started_moving = TRUE;
}
}
-#if 0
- else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
-#else
else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-#endif
{
boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
}
/* not "else if" because of elements that can fall and move (EL_SPRING) */
-#if 0
- if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
-#else
if (CAN_MOVE(element) && !started_moving)
-#endif
{
int move_pattern = element_info[element].move_pattern;
int newx, newy;
-#if 0
-#if DEBUG
- if (MovDir[x][y] == MV_NONE)
- {
- printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
- x, y, element, element_info[element].token_name);
- printf("StartMoving(): This should never happen!\n");
- }
-#endif
-#endif
-
Moving2Blocked(x, y, &newx, &newy);
if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
{
int flamed = MovingOrBlocked2Element(xx, yy);
- /* !!! */
-#if 0
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
- Bang(xx, yy);
- else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
- RemoveMovingField(xx, yy);
- else
- RemoveField(xx, yy);
-#else
if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
-#endif
ChangeDelay[xx][yy] = 0;
}
else if (!IS_FREE(newx, newy))
{
-#if 0
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- TEST_DrawLevelField(x, y);
-#endif
-
return;
}
}
else if (IS_CUSTOM_ELEMENT(element) &&
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
{
-#if 1
if (!DigFieldByCE(newx, newy, element))
return;
-#else
- int new_element = Feld[newx][newy];
-
- if (!IS_FREE(newx, newy))
- {
- int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
- IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
- ACTION_BREAKING);
-
- /* no element can dig solid indestructible elements */
- if (IS_INDESTRUCTIBLE(new_element) &&
- !IS_DIGGABLE(new_element) &&
- !IS_COLLECTIBLE(new_element))
- return;
-
- if (AmoebaNr[newx][newy] &&
- (new_element == EL_AMOEBA_FULL ||
- new_element == EL_BD_AMOEBA ||
- new_element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[newx][newy]]--;
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- }
-
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- RemoveField(newx, newy);
- TEST_DrawLevelField(newx, newy);
- }
-
- /* if digged element was about to explode, prevent the explosion */
- ExplodeField[newx][newy] = EX_TYPE_NONE;
-
- PlayLevelSoundAction(x, y, action);
- }
-
- Store[newx][newy] = EL_EMPTY;
-
-#if 1
- /* this makes it possible to leave the removed element again */
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- Store[newx][newy] = new_element;
-#else
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- {
- int move_leave_element = element_info[element].move_leave_element;
-
- /* this makes it possible to leave the removed element again */
- Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
- new_element : move_leave_element);
- }
-#endif
-
-#endif
if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
MovDelay[x][y] = 50;
- /* !!! */
-#if 0
- RemoveField(newx, newy);
-#endif
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx1, newy1);
-#endif
Feld[newx1][newy1] = EL_FLAMES;
- }
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx2, newy2);
-#endif
Feld[newx2][newy2] = EL_FLAMES;
- }
return;
}
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
-#if 0
- /* !!! test !!! */
- if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
- {
- RemoveMovingField(newx, newy);
- }
-#else
if (IS_MOVING(newx, newy))
{
RemoveMovingField(newx, newy);
}
-#endif
else
{
Feld[newx][newy] = EL_EMPTY;
TurnRound(x, y);
-#if 0
- /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
- if (move_pattern & MV_ANY_DIRECTION &&
- move_pattern == MovDir[x][y])
- {
- int blocking_element =
- (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
-
- CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
- MovDir[x][y]);
-
- element = Feld[x][y]; /* element might have changed */
- }
-#endif
-
if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
DrawLevelElementAnimation(x, y, element);
if (ABS(MovPos[x][y]) < TILEX)
{
-#if 0
- int ee = Feld[x][y];
- int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
-
- printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
- x, y, ABS(MovPos[x][y]),
- ee, gg, ff,
- GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
-#endif
-
TEST_DrawLevelField(x, y);
return; /* element is still moving */
Feld[x][y] = EL_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
-#if USE_NEW_CUSTOM_VALUE
InitField(newx, newy, FALSE);
-#endif
}
else if (element == EL_BD_MAGIC_WALL_FILLING)
{
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
-#if USE_NEW_CUSTOM_VALUE
InitField(newx, newy, FALSE);
-#endif
}
else if (element == EL_DC_MAGIC_WALL_FILLING)
{
Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
-#if USE_NEW_CUSTOM_VALUE
InitField(newx, newy, FALSE);
-#endif
}
else if (element == EL_AMOEBA_DROPPING)
{
ChangeEvent[newx][newy] = ChangeEvent[x][y];
}
-#if USE_NEW_CUSTOM_VALUE
CustomValue[newx][newy] = CustomValue[x][y];
-#endif
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0;
-#endif
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
Pushed[x][y] = Pushed[newx][newy] = FALSE;
/* some elements can leave other elements behind after moving */
-#if 1
if (ei->move_leave_element != EL_EMPTY &&
(ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
(!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#else
- if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
- (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#endif
{
int move_leave_element = ei->move_leave_element;
-#if 1
-#if 1
/* this makes it possible to leave the removed element again */
if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
-#else
- /* this makes it possible to leave the removed element again */
- if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
-#else
- /* this makes it possible to leave the removed element again */
- if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
- ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
Feld[x][y] = move_leave_element;
if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
-#if USE_FIX_IMPACT_COLLISION
if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
-#endif
}
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
TestIfElementTouchesCustomElement(x, y); /* empty or new element */
-
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
- {
- int page = ChangePage[newx][newy];
- struct ElementChangeInfo *change = &ei->change_page[page];
-
- ChangePage[newx][newy] = -1;
-
- if (change->can_change)
- {
- if (ChangeElement(newx, newy, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(newx, newy);
- }
- }
-
- if (change->has_action)
- ExecuteCustomElementAction(newx, newy, element, page);
- }
-#endif
-
TestIfElementHitsCustomElement(newx, newy, direction);
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
static void InitMagicBallDelay(int x, int y)
{
-#if 1
ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
-#else
- ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
-#endif
}
static void ActivateMagicBall(int bx, int by)
EL_EMPTY);
int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
-#if 0
- if (action_arg_element_raw == EL_GROUP_START)
- printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
-#endif
-
int action_arg_direction =
(action_arg >= CA_ARG_DIRECTION_LEFT &&
action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
action_type == CA_SET_LEVEL_TIME ? level.time :
action_type == CA_SET_LEVEL_SCORE ? 0 :
-#if USE_NEW_CUSTOM_VALUE
action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
-#else
- action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
-#endif
action_type == CA_SET_CE_SCORE ? 0 :
0);
action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
-#if USE_NEW_CUSTOM_VALUE
action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
-#else
- action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
-#endif
action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
action_mode, action_arg_number,
action_arg_number_min, action_arg_number_max);
-#if 1
int trigger_player_bits =
(change->actual_trigger_player_bits != CH_PLAYER_NONE ?
change->actual_trigger_player_bits : change->trigger_player);
-#else
- int trigger_player_bits =
- (change->actual_trigger_player >= EL_PLAYER_1 &&
- change->actual_trigger_player <= EL_PLAYER_4 ?
- (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
- PLAYER_BITS_ANY);
-#endif
int action_arg_player_bits =
(action_arg >= CA_ARG_PLAYER_1 &&
{
TimeLeft = action_arg_number_new;
-#if 1
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
-#else
- DrawGameValue_Time(TimeLeft);
-#endif
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
{
local_player->score = action_arg_number_new;
-#if 1
game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
DisplayGameControlValues();
-#else
- DrawGameValue_Score(local_player->score);
-#endif
break;
}
{
local_player->gems_still_needed = action_arg_number_new;
-#if 1
- game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+ game.snapshot.collected_item = TRUE;
+
+ game_panel_controls[GAME_PANEL_GEMS].value =
+ local_player->gems_still_needed;
DisplayGameControlValues();
-#else
- DrawGameValue_Emeralds(local_player->gems_still_needed);
-#endif
-
- break;
- }
-#if !USE_PLAYER_GRAVITY
- case CA_SET_LEVEL_GRAVITY:
- {
- game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
- action_arg == CA_ARG_GRAVITY_ON ? TRUE :
- action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
- game.gravity);
break;
}
-#endif
case CA_SET_LEVEL_WIND:
{
case CA_SET_LEVEL_RANDOM_SEED:
{
-#if 1
/* ensure that setting a new random seed while playing is predictable */
InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
-#else
- InitRND(action_arg_number_new);
-#endif
-
-#if 0
- printf("::: %d -> %d\n", action_arg_number_new, RND(10));
-#endif
-
-#if 0
- {
- int i;
-
- printf("::: ");
- for (i = 0; i < 9; i++)
- printf("%d, ", RND(2));
- printf("\n");
- }
-#endif
break;
}
case CA_SET_PLAYER_SPEED:
{
-#if 0
- printf("::: trigger_player_bits == %d\n", trigger_player_bits);
-#endif
-
for (i = 0; i < MAX_PLAYERS; i++)
{
if (trigger_player_bits & (1 << i))
break;
}
-#if USE_PLAYER_GRAVITY
case CA_SET_PLAYER_GRAVITY:
{
for (i = 0; i < MAX_PLAYERS; i++)
break;
}
-#endif
case CA_SET_PLAYER_ARTWORK:
{
(level.use_artwork_element[i] ? level.artwork_element[i] :
stored_player[i].element_nr);
-#if USE_GFX_RESET_PLAYER_ARTWORK
if (stored_player[i].artwork_element != artwork_element)
stored_player[i].Frame = 0;
-#endif
stored_player[i].artwork_element = artwork_element;
case CA_SET_CE_VALUE:
{
-#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
CustomValue[x][y] = action_arg_number_new;
CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
}
}
-#endif
break;
}
case CA_SET_CE_SCORE:
{
-#if USE_NEW_CUSTOM_VALUE
int last_ce_score = ei->collect_score;
ei->collect_score = action_arg_number_new;
}
}
}
-#endif
break;
}
int old_element = Feld[x][y];
int new_element = GetElementFromGroupElement(element);
int previous_move_direction = MovDir[x][y];
-#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
-#endif
boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
boolean add_player_onto_element = (new_element_is_player &&
-#if USE_CODE_THAT_BREAKS_SNAKE_BITE
- /* this breaks SnakeBite when a snake is
- halfway through a door that closes */
- /* NOW FIXED AT LEVEL INIT IN files.c */
new_element != EL_SOKOBAN_FIELD_PLAYER &&
-#endif
IS_WALKABLE(old_element));
-#if 0
- /* check if element under the player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
- {
- Bang(x, y);
-
- return;
- }
-#endif
-
if (!add_player_onto_element)
{
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
Feld[x][y] = new_element;
-#if !USE_GFX_RESET_GFX_ANIMATION
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
-#endif
-
if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = previous_move_direction;
-#if USE_NEW_CUSTOM_VALUE
if (element_info[new_element].use_last_ce_value)
CustomValue[x][y] = last_ce_value;
-#endif
InitField_WithBug1(x, y, FALSE);
new_element = Feld[x][y]; /* element may have changed */
-#if USE_GFX_RESET_GFX_ANIMATION
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
-#endif
TEST_DrawLevelField(x, y);
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
-#if 1
/* check if element under the player changes from accessible to unaccessible
(needed for special case of dropping element which then changes) */
/* (must be checked after creating new element for walkable group elements) */
-#if USE_FIX_KILLED_BY_NON_WALKABLE
if (IS_PLAYER(x, y) && !player_explosion_protected &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
return;
}
-#else
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
- {
- Bang(x, y);
-
- return;
- }
-#endif
-#endif
/* "ChangeCount" not set yet to allow "entered by player" change one time */
if (new_element_is_player)
{
element = GET_VALID_RUNTIME_ELEMENT(element);
-#if USE_STOP_CHANGED_ELEMENTS
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
int old_element = Feld[x][y];
(!CAN_MOVE(old_element) || !CAN_MOVE(element)))
Stop[x][y] = TRUE;
}
-#endif
CreateFieldExt(x, y, element, TRUE);
}
return TRUE;
}
-#if USE_NEW_DELAYED_ACTION
-
static void HandleElementChange(int x, int y, int page)
{
int element = MovingOrBlocked2Element(x, y);
/* this can happen with classic bombs on walkable, changing elements */
if (!CAN_CHANGE_OR_HAS_ACTION(element))
{
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
-
return;
}
if (change->can_change)
{
-#if 1
/* !!! not clear why graphic animation should be reset at all here !!! */
/* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
-#if USE_GFX_RESET_WHEN_NOT_MOVING
+ /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
+
+ /*
+ GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
+
+ When using an animation frame delay of 1 (this only happens with
+ "sp_zonk.moving.left/right" in the classic graphics), the default
+ (non-moving) animation shows wrong animation frames (while the
+ moving animation, like "sp_zonk.moving.left/right", is correct,
+ so this graphical bug never shows up with the classic graphics).
+ For an animation with 4 frames, this causes wrong frames 0,0,1,2
+ be drawn instead of the correct frames 0,1,2,3. This is caused by
+ "GfxFrame[][]" being reset *twice* (in two successive frames) after
+ an element change: First when the change delay ("ChangeDelay[][]")
+ counter has reached zero after decrementing, then a second time in
+ the next frame (after "GfxFrame[][]" was already incremented) when
+ "ChangeDelay[][]" is reset to the initial delay value again.
+
+ This causes frame 0 to be drawn twice, while the last frame won't
+ be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
+
+ As some animations may already be cleverly designed around this bug
+ (at least the "Snake Bite" snake tail animation does this), it cannot
+ simply be fixed here without breaking such existing animations.
+ Unfortunately, it cannot easily be detected if a graphics set was
+ designed "before" or "after" the bug was fixed. As a workaround,
+ a new graphics set option "game.graphics_engine_version" was added
+ to be able to specify the game's major release version for which the
+ graphics set was designed, which can then be used to decide if the
+ bugfix should be used (version 4 and above) or not (version 3 or
+ below, or if no version was specified at all, as with old sets).
+
+ (The wrong/fixed animation frames can be tested with the test level set
+ "test_gfxframe" and level "000", which contains a specially prepared
+ custom element at level position (x/y) == (11/9) which uses the zonk
+ animation mentioned above. Using "game.graphics_engine_version: 4"
+ fixes the wrong animation frames, showing the correct frames 0,1,2,3.
+ This can also be seen from the debug output for this test element.)
+ */
+
/* when a custom element is about to change (for example by change delay),
do not reset graphic animation when the custom element is moving */
- if (!IS_MOVING(x, y))
-#endif
+ if (game.graphics_engine_version < 4 &&
+ !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
}
-#endif
if (change->pre_change_function)
change->pre_change_function(x, y);
return;
}
-#if 1
/* special case: set new level random seed before changing element */
if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
handle_action_before_change = TRUE;
if (change->has_action && handle_action_before_change)
ExecuteCustomElementAction(x, y, element, page);
-#endif
if (change->can_change)
{
}
}
-#else
-
-static void HandleElementChange(int x, int y, int page)
-{
- int element = MovingOrBlocked2Element(x, y);
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[page];
-
-#ifdef DEBUG
- if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
- {
- printf("\n\n");
- printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
- x, y, element, element_info[element].token_name);
- printf("HandleElementChange(): This should never happen!\n");
- printf("\n\n");
- }
-#endif
-
- /* this can happen with classic bombs on walkable, changing elements */
- if (!CAN_CHANGE(element))
- {
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
-
- return;
- }
-
- if (ChangeDelay[x][y] == 0) /* initialize element change */
- {
- ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
-
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
-
- if (change->pre_change_function)
- change->pre_change_function(x, y);
- }
-
- ChangeDelay[x][y]--;
-
- if (ChangeDelay[x][y] != 0) /* continue element change */
- {
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-
- if (change->change_function)
- change->change_function(x, y);
- }
- else /* finish element change */
- {
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
- {
- page = ChangePage[x][y];
- ChangePage[x][y] = -1;
-
- change = &ei->change_page[page];
- }
-
- if (IS_MOVING(x, y)) /* never change a running system ;-) */
- {
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
-
- return;
- }
-
- if (ChangeElement(x, y, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(x, y);
- }
- }
-}
-
-#endif
-
static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
int trigger_element,
int trigger_event,
if (!(trigger_events[trigger_element][trigger_event]))
return FALSE;
-#if 0
- printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
- trigger_event, recursion_loop_depth, recursion_loop_detected,
- recursion_loop_element, EL_NAME(recursion_loop_element));
-#endif
-
RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
-#if 0
- printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
- element, EL_NAME(element), p);
-#endif
-
if ((change->can_change && !change_done) || change->has_action)
{
int x, y;
{
if (change->can_change && !change_done)
{
-#if USE_FIX_NO_ACTION_AFTER_CHANGE
/* if element already changed in this frame, not only prevent
another element change (checked in ChangeElement()), but
also prevent additional element actions for this element */
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
continue;
-#endif
-
-#if 0
- printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
- element, EL_NAME(element), p);
-#endif
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = trigger_event;
HandleElementChange(x, y, p);
}
-#if USE_NEW_DELAYED_ACTION
else if (change->has_action)
{
-#if USE_FIX_NO_ACTION_AFTER_CHANGE
/* if element already changed in this frame, not only prevent
another element change (checked in ChangeElement()), but
also prevent additional element actions for this element */
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
continue;
-#endif
-
-#if 0
- printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
- element, EL_NAME(element), p);
-#endif
-
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#else
- if (change->has_action)
- {
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
-#endif
}
}
{
change_done = TRUE;
change_done_any = TRUE;
-
-#if 0
- printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
- element, EL_NAME(element), p);
-#endif
-
}
}
}
element = Feld[x][y];
}
-#if 0
- /* check if element has already changed */
- if (Feld[x][y] != element)
- return FALSE;
-#else
/* check if element has already changed or is about to change after moving */
if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
Feld[x][y] != element) ||
(ChangeCount[x][y] >= game.max_num_changes_per_frame ||
ChangePage[x][y] != -1)))
return FALSE;
-#endif
-
-#if 0
- printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
- trigger_event, recursion_loop_depth, recursion_loop_detected,
- recursion_loop_element, EL_NAME(recursion_loop_element));
-#endif
RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
-#if 0
- printf("::: X: trigger_player_bits == %d\n", trigger_player);
-#endif
-
for (p = 0; p < element_info[element].num_change_pages; p++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
(trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
trigger_event == CE_HIT_BY_X ||
-#if 1
- /* this one was forgotten until 3.2.3 */
- trigger_event == CE_DIGGING_X);
-#endif
+ trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
if (change->can_change_or_has_action &&
change->has_event[trigger_event] &&
change_done = TRUE;
}
-#if USE_NEW_DELAYED_ACTION
else if (change->has_action)
{
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
-#else
- if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#endif
}
}
}
}
+static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
+{
+ static boolean player_was_moving = FALSE;
+ static boolean player_was_snapping = FALSE;
+ static boolean player_was_dropping = FALSE;
+
+ if ((!player->is_moving && player_was_moving) ||
+ (player->MovPos == 0 && player_was_moving) ||
+ (player->is_snapping && !player_was_snapping) ||
+ (player->is_dropping && !player_was_dropping))
+ {
+ if (!SaveEngineSnapshotToList())
+ return;
+
+ player_was_moving = FALSE;
+ player_was_snapping = TRUE;
+ player_was_dropping = TRUE;
+ }
+ else
+ {
+ if (player->is_moving)
+ player_was_moving = TRUE;
+
+ if (!player->is_snapping)
+ player_was_snapping = FALSE;
+
+ if (!player->is_dropping)
+ player_was_dropping = FALSE;
+ }
+}
+
static void CheckSingleStepMode(struct PlayerInfo *player)
{
if (tape.single_step && tape.recording && !tape.pausing)
SnapField(player, 0, 0); /* stop snapping */
}
}
+
+ CheckSaveEngineSnapshot(player);
}
static byte PlayerActions(struct PlayerInfo *player, byte player_action)
if (TimeLeft <= 10 && setup.time_limit)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
-#if 1
/* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
is reset from other values in UpdateGameDoorValues() -- FIX THIS */
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- /* (already called by UpdateAndDisplayGameControlValues() below) */
- // DisplayGameControlValues();
-#else
- DrawGameValue_Time(TimeLeft);
-#endif
-
if (!TimeLeft && setup.time_limit)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
KillPlayer(&stored_player[i]);
}
}
-#if 1
else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
-
- /* (already called by UpdateAndDisplayGameControlValues() below) */
- // DisplayGameControlValues();
}
-#else
- else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
-#endif
level.native_em_level->lev->time =
(game.no_time_limit ? TimePlayed : TimeLeft);
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
-#if 1
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+
UpdateAndDisplayGameControlValues();
-#else
- UpdateGameDoorValues();
- DrawGameDoorValues();
-#endif
}
void AdvanceFrameAndPlayerCounters(int player_nr)
if (!advance_player_counters) /* not all players may be affected */
continue;
-#if USE_NEW_PLAYER_ANIM
if (move_frames == 0) /* less than one move per game frame */
{
int stepsize = TILEX / move_delay_value;
if (count % delay == 0)
move_frames = 1;
}
-#endif
stored_player[i].Frame += move_frames;
if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
+#if 0
+ /* ---------- main game synchronization point ---------- */
+
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ printf("::: skip == %d\n", skip);
+
+#else
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
if (network_playing && !network_player_action_received)
{
/* when playing tape, read previously recorded player input from tape data */
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
-#if 1
/* TapePlayAction() may return NULL when toggling to "pause before death" */
if (tape.pausing)
return;
-#endif
if (tape.set_centered_player)
{
{
summarized_player_action |= stored_player[i].action;
-#if 1
if (!network_playing && (game.team_mode || tape.playing))
stored_player[i].effective_action = stored_player[i].action;
-#else
- if (!network_playing)
- stored_player[i].effective_action = stored_player[i].action;
-#endif
}
#if defined(NETWORK_AVALIABLE)
SendToServer_MovePlayer(summarized_player_action);
#endif
+ // summarize all actions at local players mapped input device position
+ // (this allows using different input devices in single player mode)
if (!options.network && !game.team_mode)
- local_player->effective_action = summarized_player_action;
+ stored_player[map_player_action[local_player->index_nr]].effective_action =
+ summarized_player_action;
if (tape.recording &&
setup.team_mode &&
{
tape_action[i] = stored_player[i].effective_action;
-#if 1
/* (this may happen in the RND game engine if a player was not present on
the playfield on level start, but appeared later from a custom element */
- if (tape.recording &&
- setup.team_mode &&
+ if (setup.team_mode &&
+ tape.recording &&
tape_action[i] &&
!tape.player_participates[i])
tape.player_participates[i] = TRUE;
-#else
- /* (this can only happen in the R'n'D game engine) */
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
-#endif
}
/* only record actions from input devices, but not programmed actions */
TapeRecordAction(tape_action);
#if USE_NEW_PLAYER_ASSIGNMENTS
-#if 1
- if (game.team_mode)
-#endif
+ // !!! also map player actions in single player mode !!!
+ // if (game.team_mode)
+ if (1)
{
byte mapped_action[MAX_PLAYERS];
#endif
#endif
-#if 0
- printf("::: summarized_player_action == %d\n",
- local_player->effective_action);
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ // allow engine snapshot in case of changed movement attempt
+ if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+ (stored_player[i].effective_action & KEY_MOTION))
+ game.snapshot.changed_action = TRUE;
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (stored_player[i].effective_action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
+ game.snapshot.last_action[i] = stored_player[i].effective_action;
+ }
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ GameActions_EM_Main();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
+ else
+ {
+ GameActions_RND_Main();
+ }
-#if 0
-#if DEBUG_INIT_PLAYER
- if (options.debug)
- {
- printf("Player status (final):\n");
+ BlitScreenToBitmap(backbuffer);
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+ CheckLevelTime();
- printf("- player %d: present == %d, connected == %d, active == %d",
- i + 1,
- player->present,
- player->connected,
- player->active);
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
- if (local_player == player)
- printf(" (local player)");
+ if (options.debug) /* calculate frames per second */
+ {
+ static unsigned int fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
- printf("\n");
- }
- }
-#endif
-#endif
+ fps_frames++;
+ if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ {
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+ fps_frames = 0;
+ fps_counter = Counter();
+ }
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- {
- GameActions_EM_Main();
- }
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- {
- GameActions_SP_Main();
- }
- else
- {
- GameActions_RND();
+ redraw_mask |= REDRAW_FPS;
}
}
effective_action[i] = stored_player[i].effective_action;
GameActions_EM(effective_action, warp_mode);
-
- CheckLevelTime();
-
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
void GameActions_SP_Main()
effective_action[i] = stored_player[i].effective_action;
GameActions_SP(effective_action, warp_mode);
+}
- CheckLevelTime();
-
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+void GameActions_RND_Main()
+{
+ GameActions_RND();
}
void GameActions_RND()
InitPlayfieldScanModeVars();
-#if USE_ONE_MORE_CHANGE_PER_FRAME
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
SCAN_PLAYFIELD(x, y)
ChangeEvent[x][y] = -1;
}
}
-#endif
if (game.set_centered_player)
{
}
}
-#if 0
- debug_print_timestamp(0, "start main loop profiling");
-#endif
-
SCAN_PLAYFIELD(x, y)
{
ChangeCount[x][y] = 0;
RemoveField(x, y);
}
-#if USE_NEW_SNAP_DELAY
if (Feld[x][y] == EL_ELEMENT_SNAPPING)
{
MovDelay[x][y]--;
TestIfElementTouchesCustomElement(x, y); /* for empty space */
}
}
-#endif
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
#endif
}
-#if 0
- debug_print_timestamp(0, "- time for pre-main loop:");
-#endif
-
-#if 0 // -------------------- !!! TEST ONLY !!! --------------------
- SCAN_PLAYFIELD(x, y)
- {
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-
-#if 1
- {
-#if 1
- int element2 = element;
- int graphic2 = graphic;
-#else
- int element2 = Feld[x][y];
- int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
-#endif
- int last_gfx_frame = GfxFrame[x][y];
-
- if (graphic_info[graphic2].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
- else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
- GfxFrame[x][y] = CustomValue[x][y];
- else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
- GfxFrame[x][y] = element_info[element2].collect_score;
- else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
- GfxFrame[x][y] = ChangeDelay[x][y];
-
- if (redraw && GfxFrame[x][y] != last_gfx_frame)
- DrawLevelGraphicAnimation(x, y, graphic2);
- }
-#else
- ResetGfxFrame(x, y, TRUE);
-#endif
-
-#if 1
- if (ANIM_MODE(graphic) == ANIM_RANDOM &&
- IS_NEXT_FRAME(GfxFrame[x][y], graphic))
- ResetRandomAnimationValue(x, y);
-#endif
-
-#if 1
- SetRandomAnimationValue(x, y);
-#endif
-
-#if 1
- PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
- }
-#endif // -------------------- !!! TEST ONLY !!! --------------------
-
-#if 0
- debug_print_timestamp(0, "- time for TEST loop: -->");
-#endif
-
SCAN_PLAYFIELD(x, y)
{
element = Feld[x][y];
{
int page = element_info[element].event_page_nr[CE_DELAY];
-#if 1
HandleElementChange(x, y, page);
-#else
- if (CAN_CHANGE(element))
- HandleElementChange(x, y, page);
-
- if (HAS_ACTION(element))
- ExecuteCustomElementAction(x, y, element, page);
-#endif
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
-#if 0 // ---------------------------------------------------------------------
-
- if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
- {
- StartMoving(x, y);
-
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-
- if (IS_ANIMATED(graphic) &&
- !IS_MOVING(x, y) &&
- !Stop[x][y])
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-
- if (IS_GEM(element) || element == EL_SP_INFOTRON)
- TEST_DrawTwinkleOnField(x, y);
- }
- else if (IS_MOVING(x, y))
- ContinueMoving(x, y);
- else
- {
- switch (element)
- {
- case EL_ACID:
- case EL_EXIT_OPEN:
- case EL_EM_EXIT_OPEN:
- case EL_SP_EXIT_OPEN:
- case EL_STEEL_EXIT_OPEN:
- case EL_EM_STEEL_EXIT_OPEN:
- case EL_SP_TERMINAL:
- case EL_SP_TERMINAL_ACTIVE:
- case EL_EXTRA_TIME:
- case EL_SHIELD_NORMAL:
- case EL_SHIELD_DEADLY:
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- break;
-
- case EL_DYNAMITE_ACTIVE:
- case EL_EM_DYNAMITE_ACTIVE:
- case EL_DYNABOMB_PLAYER_1_ACTIVE:
- case EL_DYNABOMB_PLAYER_2_ACTIVE:
- case EL_DYNABOMB_PLAYER_3_ACTIVE:
- case EL_DYNABOMB_PLAYER_4_ACTIVE:
- case EL_SP_DISK_RED_ACTIVE:
- CheckDynamite(x, y);
- break;
-
- case EL_AMOEBA_GROWING:
- AmoebeWaechst(x, y);
- break;
-
- case EL_AMOEBA_SHRINKING:
- AmoebaDisappearing(x, y);
- break;
-
-#if !USE_NEW_AMOEBA_CODE
- case EL_AMOEBA_WET:
- case EL_AMOEBA_DRY:
- case EL_AMOEBA_FULL:
- case EL_BD_AMOEBA:
- case EL_EMC_DRIPPER:
- AmoebeAbleger(x, y);
- break;
-#endif
-
- case EL_GAME_OF_LIFE:
- case EL_BIOMAZE:
- Life(x, y);
- break;
-
- case EL_EXIT_CLOSED:
- CheckExit(x, y);
- break;
-
- case EL_EM_EXIT_CLOSED:
- CheckExitEM(x, y);
- break;
-
- case EL_STEEL_EXIT_CLOSED:
- CheckExitSteel(x, y);
- break;
-
- case EL_EM_STEEL_EXIT_CLOSED:
- CheckExitSteelEM(x, y);
- break;
-
- case EL_SP_EXIT_CLOSED:
- CheckExitSP(x, y);
- break;
-
- case EL_EXPANDABLE_WALL_GROWING:
- case EL_EXPANDABLE_STEELWALL_GROWING:
- MauerWaechst(x, y);
- break;
-
- case EL_EXPANDABLE_WALL:
- case EL_EXPANDABLE_WALL_HORIZONTAL:
- case EL_EXPANDABLE_WALL_VERTICAL:
- case EL_EXPANDABLE_WALL_ANY:
- case EL_BD_EXPANDABLE_WALL:
- MauerAbleger(x, y);
- break;
-
- case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
- case EL_EXPANDABLE_STEELWALL_VERTICAL:
- case EL_EXPANDABLE_STEELWALL_ANY:
- MauerAblegerStahl(x, y);
- break;
-
- case EL_FLAMES:
- CheckForDragon(x, y);
- break;
-
- case EL_EXPLOSION:
- break;
-
- case EL_ELEMENT_SNAPPING:
- case EL_DIAGONAL_SHRINKING:
- case EL_DIAGONAL_GROWING:
- {
- graphic =
- el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
-
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- break;
- }
-
- default:
- if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- break;
- }
- }
-
-#else // ---------------------------------------------------------------------
-
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#endif // ---------------------------------------------------------------------
-
if (IS_BELT_ACTIVE(element))
PlayLevelSoundAction(x, y, ACTION_ACTIVE);
}
}
-#if 0
- debug_print_timestamp(0, "- time for MAIN loop: -->");
-#endif
-
#if USE_NEW_AMOEBA_CODE
/* new experimental amoeba growth stuff */
if (!(FrameCounter % 8))
}
#endif
-#if 0
- if (game.explosions_delayed)
-#endif
- {
- game.explosions_delayed = FALSE;
-
- SCAN_PLAYFIELD(x, y)
- {
- element = Feld[x][y];
+ game.explosions_delayed = FALSE;
- if (ExplodeField[x][y])
- Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
- else if (element == EL_EXPLOSION)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Feld[x][y];
- ExplodeField[x][y] = EX_TYPE_NONE;
- }
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
- game.explosions_delayed = TRUE;
+ ExplodeField[x][y] = EX_TYPE_NONE;
}
+ game.explosions_delayed = TRUE;
+
if (game.magic_wall_active)
{
if (!(game.magic_wall_time_left % 4))
#if USE_DELAYED_GFX_REDRAW
SCAN_PLAYFIELD(x, y)
{
-#if 1
if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
-#else
- if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
- GfxRedraw[x][y] != GFX_REDRAW_NONE)
-#endif
{
/* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
!!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
}
#endif
- CheckLevelTime();
-
DrawAllPlayers();
PlayAllPlayersSound();
- if (options.debug) /* calculate frames per second */
- {
- static unsigned int fps_counter = 0;
- static int fps_frames = 0;
- unsigned int fps_delay_ms = Counter() - fps_counter;
-
- fps_frames++;
-
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
- {
- global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
-
- fps_frames = 0;
- fps_counter = Counter();
- }
-
- redraw_mask |= REDRAW_FPS;
- }
-
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
-
if (local_player->show_envelope != 0 && local_player->MovPos == 0)
{
ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
local_player->show_envelope = 0;
}
-#if 0
- debug_print_timestamp(0, "stop main loop profiling ");
- printf("----------------------------------------------------------\n");
-#endif
-
/* use random number generator in every frame to make it less predictable */
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
RND(1);
void ScrollLevel(int dx, int dy)
{
-#if 0
- /* (directly solved in BlitBitmap() now) */
- static Bitmap *bitmap_db_field2 = NULL;
- int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
- int x, y;
-#else
+ int scroll_offset = 2 * TILEX_VAR;
int x, y;
-#endif
-#if 0
- /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
- /* only horizontal XOR vertical scroll direction allowed */
- if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
- return;
-#endif
-
-#if 0
- /* (directly solved in BlitBitmap() now) */
- if (bitmap_db_field2 == NULL)
- bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
-
- /* needed when blitting directly to same bitmap -- should not be needed with
- recent SDL libraries, but apparently does not work in 1.2.11 directly */
- BlitBitmap(drawto_field, bitmap_db_field2,
- FX + TILEX * (dx == -1) - softscroll_offset,
- FY + TILEY * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset);
- BlitBitmap(bitmap_db_field2, drawto_field,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset,
- SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset);
-
-#else
-
-#if 0
- /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
- int xsize = (BX2 - BX1 + 1);
- int ysize = (BY2 - BY1 + 1);
- int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
- int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
- int step = (start < end ? +1 : -1);
-
- for (i = start; i != end; i += step)
- {
- BlitBitmap(drawto_field, drawto_field,
- FX + TILEX * (dx != 0 ? i + step : 0),
- FY + TILEY * (dy != 0 ? i + step : 0),
- TILEX * (dx != 0 ? 1 : xsize),
- TILEY * (dy != 0 ? 1 : ysize),
- FX + TILEX * (dx != 0 ? i : 0),
- FY + TILEY * (dy != 0 ? i : 0));
- }
-
-#else
-
-#if NEW_TILESIZE
-#if NEW_SCROLL
- int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
-#else
- int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0);
-#endif
-#else
-#if NEW_SCROLL
- int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0);
-#else
- int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
-#endif
-#endif
-
-#if NEW_TILESIZE
BlitBitmap(drawto_field, drawto_field,
- FX + TILEX_VAR * (dx == -1) - softscroll_offset,
- FY + TILEY_VAR * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
- SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
- FX + TILEX_VAR * (dx == 1) - softscroll_offset,
- FY + TILEY_VAR * (dy == 1) - softscroll_offset);
-#else
- BlitBitmap(drawto_field, drawto_field,
- FX + TILEX * (dx == -1) - softscroll_offset,
- FY + TILEY * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset);
-#endif
-
-#endif
-#endif
+ FX + TILEX_VAR * (dx == -1) - scroll_offset,
+ FY + TILEY_VAR * (dy == -1) - scroll_offset,
+ SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
+ SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
+ FX + TILEX_VAR * (dx == 1) - scroll_offset,
+ FY + TILEY_VAR * (dy == 1) - scroll_offset);
if (dx != 0)
{
static void CheckGravityMovement(struct PlayerInfo *player)
{
-#if USE_PLAYER_GRAVITY
if (player->gravity && !player->programmed_action)
-#else
- if (game.gravity && !player->programmed_action)
-#endif
{
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
{
return CheckGravityMovement(player);
-#if USE_PLAYER_GRAVITY
if (player->gravity && !player->programmed_action)
-#else
- if (game.gravity && !player->programmed_action)
-#endif
{
int jx = player->jx, jy = player->jy;
boolean field_under_player_is_free =
{
int jx = player->jx, jy = player->jy;
int new_jx = jx + dx, new_jy = jy + dy;
-#if !USE_FIXED_DONT_RUN_INTO
- int element;
-#endif
int can_move;
boolean player_can_move = !player->cannot_move;
}
}
-#if 1
if (!options.network && game.centered_player_nr == -1 &&
!AllPlayersInSight(player, new_jx, new_jy))
return MP_NO_ACTION;
-#else
- if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
- return MP_NO_ACTION;
-#endif
-
-#if !USE_FIXED_DONT_RUN_INTO
- element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-
- /* (moved to DigField()) */
- if (player_can_move && DONT_RUN_INTO(element))
- {
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(new_jx, new_jy);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_MOVING;
- }
-#endif
can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
if (can_move != MP_MOVING)
PlayerVisit[jx][jy] = FrameCounter;
-#if USE_UFAST_PLAYER_EXIT_BUGFIX
player->is_moving = TRUE;
-#endif
#if 1
/* should better be called in MovePlayer(), but this breaks some tapes */
moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
-#if USE_FIXED_BORDER_RUNNING_GFX
if (!moved && !player->is_active)
{
player->is_moving = FALSE;
player->is_snapping = FALSE;
player->is_pushing = FALSE;
}
-#endif
jx = player->jx;
jy = player->jy;
-#if 1
if (moved & MP_MOVING && !ScreenMovPos &&
(player->index_nr == game.centered_player_nr ||
game.centered_player_nr == -1))
-#else
- if (moved & MP_MOVING && !ScreenMovPos &&
- (player == local_player || !options.network))
-#endif
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = game.scroll_delay_value;
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
-#if 1
if (!options.network && game.centered_player_nr == -1 &&
!AllPlayersInVisibleScreen())
{
scroll_y = old_scroll_y;
}
else
-#else
- if (!options.network && !AllPlayersInVisibleScreen())
- {
- scroll_x = old_scroll_x;
- scroll_y = old_scroll_y;
- }
- else
-#endif
{
ScrollScreen(player, SCROLL_INIT);
ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
-#if USE_NEW_PLAYER_SPEED
if (!player->active)
return;
if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
return;
-#else
- if (!player->active || player->MovPos == 0)
- return;
-#endif
if (mode == SCROLL_INIT)
{
last_field_block_delay += player->move_delay_value;
/* when blocking enabled, prevent moving up despite gravity */
-#if USE_PLAYER_GRAVITY
if (player->gravity && player->MovDir == MV_UP)
block_delay_adjustment = -1;
-#else
- if (game.gravity && player->MovDir == MV_UP)
- block_delay_adjustment = -1;
-#endif
}
/* add block delay adjustment (also possible when not blocking) */
MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
-#if USE_NEW_PLAYER_SPEED
if (player->MovPos != 0) /* player has not yet reached destination */
return;
-#else
- return;
-#endif
}
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
-#if USE_NEW_PLAYER_SPEED
if (player->MovPos != 0)
{
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
if (player->MovPos == 0)
CheckGravityMovement(player);
}
-#else
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
- player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-
- /* before DrawPlayer() to draw correct player graphic for this case */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
-#endif
if (player->MovPos == 0) /* player reached destination field */
{
if (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_EXIT_OPEN ||
-#if 1
Feld[jx][jy] == EL_EM_EXIT_OPENING ||
-#endif
Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
-#if 1
Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
-#endif
Feld[jx][jy] == EL_SP_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
-#if USE_FIX_CE_ACTION_WITH_PLAYER
CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
CE_MOVE_OF_X, move_direction);
-#else
- CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
- CE_MOVE_OF_X, move_direction);
-#endif
}
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
if (TimeLeft <= 10 && setup.time_limit)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
-#if 1
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
-#else
- DrawGameValue_Time(TimeLeft);
-#endif
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
-#if 1
else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
DisplayGameControlValues();
}
-#else
- else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
-#endif
}
if (tape.single_step && tape.recording && !tape.pausing &&
!player->programmed_action)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ if (!player->programmed_action)
+ CheckSaveEngineSnapshot(player);
}
}
CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
-#if USE_FIX_CE_ACTION_WITH_PLAYER
{
/* use player element that is initially defined in the level playfield,
not the player element that corresponds to the runtime player number
CheckElementChangeBySide(xx, yy, border_element, player_element,
CE_TOUCHING_X, border_side);
}
-#endif
}
else if (IS_PLAYER(xx, yy)) /* player found at border element */
{
CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
-#if USE_FIX_CE_ACTION_WITH_PLAYER
{
/* use player element that is initially defined in the level playfield,
not the player element that corresponds to the runtime player number
CheckElementChangeBySide(x, y, center_element, player_element,
CE_TOUCHING_X, center_side);
}
-#endif
break;
}
}
}
-#if USE_ELEMENT_TOUCHING_BUGFIX
-
void TestIfElementTouchesCustomElement(int x, int y)
{
static int xy[4][2] =
CheckElementChangeBySide(x, y, center_element, border_element,
CE_TOUCHING_X, border_side);
-#if USE_FIX_CE_ACTION_WITH_PLAYER
if (IS_PLAYER(xx, yy))
{
/* use player element that is initially defined in the level playfield,
CheckElementChangeBySide(x, y, center_element, player_element,
CE_TOUCHING_X, border_side);
}
-#endif
- }
-}
-
-#else
-
-void TestIfElementTouchesCustomElement_OLD(int x, int y)
-{
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
- static int trigger_sides[4][2] =
- {
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
- };
- static int touch_dir[4] =
- {
- MV_LEFT | MV_RIGHT,
- MV_UP | MV_DOWN,
- MV_UP | MV_DOWN,
- MV_LEFT | MV_RIGHT
- };
- boolean change_center_element = FALSE;
- int center_element = Feld[x][y]; /* should always be non-moving! */
- int i;
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
- int center_side = trigger_sides[i][0];
- int border_side = trigger_sides[i][1];
- int border_element;
-
- if (!IN_LEV_FIELD(xx, yy))
- continue;
-
- if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
- else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
- border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
- border_element = MovingOrBlocked2Element(xx, yy);
- else
- continue; /* center and border element do not touch */
-
- /* check for change of center element (but change it only once) */
- if (!change_center_element)
- change_center_element =
- CheckElementChangeBySide(x, y, center_element, border_element,
- CE_TOUCHING_X, border_side);
-
- /* check for change of border element */
- CheckElementChangeBySide(xx, yy, border_element, center_element,
- CE_TOUCHING_X, center_side);
}
}
-#endif
-
void TestIfElementHitsCustomElement(int x, int y, int direction)
{
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_HIT_BY_SOMETHING, opposite_direction);
-#if USE_FIX_CE_ACTION_WITH_PLAYER
if (IS_PLAYER(hitx, hity))
{
/* use player element that is initially defined in the level playfield,
CheckElementChangeBySide(x, y, hitting_element, player_element,
CE_HITTING_X, touched_side);
}
-#endif
}
}
CE_HITTING_SOMETHING, direction);
}
-#if 0
-void TestIfElementSmashesCustomElement(int x, int y, int direction)
-{
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int hitx = x + dx, hity = y + dy;
- int hitting_element = Feld[x][y];
- int touched_element;
-#if 0
- boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
- !IS_FREE(hitx, hity) &&
- (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2));
-#endif
-
- if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
- return;
-
-#if 0
- if (IN_LEV_FIELD(hitx, hity) && !object_hit)
- return;
-#endif
-
- touched_element = (IN_LEV_FIELD(hitx, hity) ?
- MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
-
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- EP_CAN_SMASH_EVERYTHING, direction);
-
- if (IN_LEV_FIELD(hitx, hity))
- {
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
-#if 0
- int touched_element = MovingOrBlocked2Element(hitx, hity);
-#endif
-#if 1
- boolean object_hit = (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2);
-
- object_hit = TRUE;
-#endif
-
- if (object_hit)
- {
- int i;
-
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_SMASHED_BY_SOMETHING, opposite_direction);
-
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_OTHER_IS_SMASHING, touched_side);
-
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_OTHER_GETS_SMASHED, hitting_side);
- }
- }
-}
-#endif
-
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
player->killed, player->active, player->reanimated);
#endif
-#if USE_PLAYER_REANIMATION
-#if 1
if (player->reanimated) /* killed player may have been reanimated */
player->killed = player->reanimated = FALSE;
else
BuryPlayer(player);
-#else
- if (player->killed) /* player may have been reanimated */
- BuryPlayer(player);
-#endif
-#else
- BuryPlayer(player);
-#endif
}
static void KillPlayerUnlessEnemyProtected(int x, int y)
ExitY = ZY = jy;
}
-#if USE_NEW_SNAP_DELAY
static void setFieldForSnapping(int x, int y, int element, int direction)
{
struct ElementInfo *ei = &element_info[element];
GfxDir[x][y] = direction;
GfxFrame[x][y] = -1;
}
-#endif
/*
=============================================================================
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
int old_element = Feld[jx][jy];
-#if USE_FIXED_DONT_RUN_INTO
int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
-#else
- int element;
-#endif
int collect_count;
if (is_player) /* function can also be called by EL_PENGUIN */
}
}
-#if !USE_FIXED_DONT_RUN_INTO
- if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- return MP_NO_ACTION;
-#endif
-
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
return MP_NO_ACTION; /* field has no opening in this direction */
-#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
SplashAcid(x, y);
return MP_DONT_RUN_INTO;
}
-#endif
-#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
{
TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
return MP_DONT_RUN_INTO;
}
-#endif
-#if USE_FIXED_DONT_RUN_INTO
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MP_NO_ACTION;
-#endif
-
-#if !USE_FIXED_DONT_RUN_INTO
- element = Feld[x][y];
-#endif
collect_count = element_info[element].collect_count_initial;
return MP_NO_ACTION;
}
-#if USE_PLAYER_GRAVITY
if (player->gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
!canMoveToValidFieldWithGravity(jx, jy, move_direction))
return MP_NO_ACTION; /* player cannot walk here due to gravity */
-#else
- if (game.gravity && is_player && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN &&
- !canMoveToValidFieldWithGravity(jx, jy, move_direction))
- return MP_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
}
else if (element == EL_EXIT_OPEN ||
element == EL_EM_EXIT_OPEN ||
-#if 1
element == EL_EM_EXIT_OPENING ||
-#endif
element == EL_STEEL_EXIT_OPEN ||
element == EL_EM_STEEL_EXIT_OPEN ||
-#if 1
element == EL_EM_STEEL_EXIT_OPENING ||
-#endif
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
-#if USE_PLAYER_GRAVITY
- player->gravity = !player->gravity;
-#else
- game.gravity = !game.gravity;
-#endif
+ player->gravity = !player->gravity;
else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
element == EL_SP_GRAVITY_ON_PORT_UP ||
element == EL_SP_GRAVITY_ON_PORT_DOWN)
-#if USE_PLAYER_GRAVITY
player->gravity = TRUE;
-#else
- game.gravity = TRUE;
-#endif
else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
element == EL_SP_GRAVITY_OFF_PORT_UP ||
element == EL_SP_GRAVITY_OFF_PORT_DOWN)
-#if USE_PLAYER_GRAVITY
player->gravity = FALSE;
-#else
- game.gravity = FALSE;
-#endif
}
/* automatically move to the next field with double speed */
if (mode == DF_SNAP)
{
-#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
{
TimeLeft += level.extra_time;
-#if 1
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
-#else
- DrawGameValue_Time(TimeLeft);
-#endif
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
-#if 1
+ game.snapshot.collected_item = TRUE;
+
game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
DisplayGameControlValues();
-#else
- DrawGameValue_Emeralds(local_player->gems_still_needed);
-#endif
}
RaiseScoreElement(element);
if (mode == DF_SNAP)
{
-#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
-#if 1
if (local_player->sokobanfields_still_needed == 0 &&
(game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
-#else
- if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
-#endif
{
PlayerWins(player);
SCAN_PLAYFIELD(xx, yy)
{
if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ {
Bang(xx, yy);
+ }
else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ {
Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+
+ ResetGfxAnimation(xx, yy);
+ TEST_DrawLevelField(xx, yy);
+ }
}
}
else if (IS_BELT_SWITCH(element))
TimeLeft += level.time_orb_time;
game.no_time_limit = FALSE;
-#if 1
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
-#else
- DrawGameValue_Time(TimeLeft);
-#endif
}
ResetGfxAnimation(x, y);
Store[x][y] = EL_EMPTY;
-#if 1
/* this makes it possible to leave the removed element again */
if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
Store[x][y] = element;
-#else
- if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
- {
- int move_leave_element = element_info[digging_element].move_leave_element;
-
- /* this makes it possible to leave the removed element again */
- Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
- element : move_leave_element);
- }
-#endif
return TRUE;
}
return FALSE;
}
-#if USE_NEW_CONTINUOUS_SNAPPING
/* prevent snapping with already pressed snap key when not allowed */
if (player->is_snapping && !can_continue_snapping)
return FALSE;
-#else
- if (player->is_snapping)
- return FALSE;
-#endif
player->MovDir = snap_direction;
int dropx = player->jx, dropy = player->jy;
int drop_direction = player->MovDir;
int drop_side = drop_direction;
-#if 1
int drop_element = get_next_dropped_element(player);
-#else
- int drop_element = (player->inventory_size > 0 ?
- player->inventory_element[player->inventory_size - 1] :
- player->inventory_infinite_element != EL_UNDEFINED ?
- player->inventory_infinite_element :
- player->dynabombs_left > 0 ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
- EL_UNDEFINED);
-#endif
player->is_dropping_pressed = TRUE;
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
-#if 0
- int move_direction;
- int nextx, nexty;
-#endif
-
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[dropx][dropy] = drop_direction;
-#if 0
- move_direction = MovDir[dropx][dropy];
- nextx = dropx + GET_DX_FROM_DIR(move_direction);
- nexty = dropy + GET_DY_FROM_DIR(move_direction);
-#endif
-
ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
-#if USE_FIX_IMPACT_COLLISION
/* do not cause impact style collision by dropping elements that can fall */
CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
-#else
- CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
-#endif
}
player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
int x = xx - offset;
int y = yy - offset;
-#if 0
- printf("::: %d -> %d\n", element_sp, action_sp);
-#endif
-
PlayLevelSoundElementAction(x, y, element, action);
}
{
local_player->score += value;
-#if 1
game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
DisplayGameControlValues();
-#else
- DrawGameValue_Score(local_player->score);
-#endif
}
void RaiseScoreElement(int element)
{
if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
-#if 1
/* closing door required in case of envelope style request dialogs */
if (!skip_request)
CloseDoor(DOOR_CLOSE_1);
-#endif
#if defined(NETWORK_AVALIABLE)
if (options.network)
#endif
{
if (quick_quit)
- {
-#if 1
-
-#if 1
FadeSkipNextFadeIn();
-#else
- fading = fading_none;
-#endif
-
-#else
- OpenDoor(DOOR_CLOSE_1);
-#endif
-
- game_status = GAME_MODE_MAIN;
-
-#if 1
- DrawAndFadeInMainMenu(REDRAW_FIELD);
-#else
- DrawMainMenu();
-#endif
- }
- else
- {
-#if 0
- FadeOut(REDRAW_FIELD);
-#endif
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
- DrawAndFadeInMainMenu(REDRAW_FIELD);
- }
+ DrawMainMenu();
}
}
else /* continue playing the game */
{
game.num_random_calls = 0;
-#if 0
- unsigned int rnd_seed = InitEngineRandom(seed);
-
- printf("::: START RND: %d\n", rnd_seed);
-
- return rnd_seed;
-#else
-
return InitEngineRandom(seed);
-
-#endif
-
}
unsigned int RND(int max)
}
}
-void SaveEngineSnapshot()
+void FreeEngineSnapshotSingle()
{
- /* do not save snapshots from editor */
- if (level_editor_test_game)
- return;
+ FreeSnapshotSingle();
+
+ setString(&snapshot_level_identifier, NULL);
+ snapshot_level_nr = -1;
+}
- /* free previous snapshot buffers, if needed */
- FreeEngineSnapshotBuffers();
+void FreeEngineSnapshotList()
+{
+ FreeSnapshotList();
+}
+
+ListNode *SaveEngineSnapshotBuffers()
+{
+ ListNode *buffers = NULL;
/* copy some special values to a structure better suited for the snapshot */
- SaveEngineSnapshotValues_RND();
- SaveEngineSnapshotValues_EM();
- SaveEngineSnapshotValues_SP();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotValues_SP(&buffers);
/* save values stored in special snapshot structure */
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
/* save further RND engine values */
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
-
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
- SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
-
- /* save level identification information */
-
- setString(&snapshot_level_identifier, leveldir_current->identifier);
- snapshot_level_nr = level_nr;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
+
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
#if 0
ListNode *node = engine_snapshot_list_rnd;
printf("::: size of engine snapshot: %d bytes\n", num_bytes);
#endif
+
+ return buffers;
+}
+
+void SaveEngineSnapshotSingle()
+{
+ ListNode *buffers = SaveEngineSnapshotBuffers();
+
+ /* finally save all snapshot buffers to single snapshot */
+ SaveSnapshotSingle(buffers);
+
+ /* save level identification information */
+ setString(&snapshot_level_identifier, leveldir_current->identifier);
+ snapshot_level_nr = level_nr;
+}
+
+static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
+{
+ boolean save_snapshot =
+ (initial_snapshot ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
+ game.snapshot.changed_action) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ game.snapshot.collected_item));
+
+ game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
+
+ if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+ tape.quick_resume ||
+ !save_snapshot)
+ return FALSE;
+
+ ListNode *buffers = SaveEngineSnapshotBuffers();
+
+ /* finally save all snapshot buffers to snapshot list */
+ SaveSnapshotToList(buffers);
+
+ return TRUE;
}
-void LoadEngineSnapshot()
+boolean SaveEngineSnapshotToList()
{
- /* restore generically stored snapshot buffers */
+ return SaveEngineSnapshotToListExt(FALSE);
+}
+
+void SaveEngineSnapshotToListInitial()
+{
+ FreeEngineSnapshotList();
- LoadEngineSnapshotBuffers();
+ SaveEngineSnapshotToListExt(TRUE);
+}
+void LoadEngineSnapshotValues()
+{
/* restore special values from snapshot structure */
- LoadEngineSnapshotValues_RND();
- LoadEngineSnapshotValues_EM();
- LoadEngineSnapshotValues_SP();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ LoadEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ LoadEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ LoadEngineSnapshotValues_SP();
+}
+
+void LoadEngineSnapshotSingle()
+{
+ LoadSnapshotSingle();
+
+ LoadEngineSnapshotValues();
+}
+
+void LoadEngineSnapshot_Undo(int steps)
+{
+ LoadSnapshotFromList_Older(steps);
+
+ LoadEngineSnapshotValues();
+}
+
+void LoadEngineSnapshot_Redo(int steps)
+{
+ LoadSnapshotFromList_Newer(steps);
+
+ LoadEngineSnapshotValues();
}
-boolean CheckEngineSnapshot()
+boolean CheckEngineSnapshotSingle()
{
return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
snapshot_level_nr == level_nr);
}
+boolean CheckEngineSnapshotList()
+{
+ return CheckSnapshotList();
+}
+
/* ---------- new game button stuff ---------------------------------------- */
static struct
{
int graphic;
- struct Rect *pos;
+ struct XY *pos;
int gadget_id;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
GAME_CTRL_ID_PLAY, "play game"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
- SOUND_CTRL_ID_MUSIC, "background music on/off"
- },
- {
- IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
- SOUND_CTRL_ID_LOOPS, "sound loops on/off"
+ IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
+ GAME_CTRL_ID_UNDO, "undo step"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
- SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
+ IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
+ GAME_CTRL_ID_REDO, "redo step"
},
{
IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
GAME_CTRL_ID_SAVE, "save game"
},
+ {
+ IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, "pause game"
+ },
{
IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
GAME_CTRL_ID_LOAD, "load game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, "background music on/off"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, "sound loops on/off"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
};
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
- struct Rect *pos = gamebutton_info[i].pos;
+ struct XY *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
boolean checked;
}
if (id == GAME_CTRL_ID_STOP ||
- id == GAME_CTRL_ID_PAUSE ||
id == GAME_CTRL_ID_PLAY ||
id == GAME_CTRL_ID_SAVE ||
id == GAME_CTRL_ID_LOAD)
checked = FALSE;
event_mask = GD_EVENT_RELEASED;
}
+ else if (id == GAME_CTRL_ID_UNDO ||
+ id == GAME_CTRL_ID_REDO)
+ {
+ button_type = GD_TYPE_NORMAL_BUTTON;
+ checked = FALSE;
+ event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
+ }
else
{
button_type = GD_TYPE_CHECK_BUTTON;
FreeGadget(game_gadget[i]);
}
+static void MapGameButtonsAtSamePosition(int id)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (i != id &&
+ gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+ gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+ MapGadget(game_gadget[i]);
+}
+
+static void UnmapGameButtonsAtSamePosition(int id)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (i != id &&
+ gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+ gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+ UnmapGadget(game_gadget[i]);
+}
+
+void MapUndoRedoButtons()
+{
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+ MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+ MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+}
+
+void UnmapUndoRedoButtons()
+{
+ UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+ UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+ MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+}
+
void MapGameButtons()
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- MapGadget(game_gadget[i]);
+ if (i != GAME_CTRL_ID_UNDO &&
+ i != GAME_CTRL_ID_REDO)
+ MapGadget(game_gadget[i]);
+
+ if (setup.show_snapshot_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ }
+ else
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+ }
+
+ RedrawGameButtons();
}
void UnmapGameButtons()
for (i = 0; i < NUM_GAME_BUTTONS; i++)
RedrawGadget(game_gadget[i]);
+
+ // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+ redraw_mask &= ~REDRAW_ALL;
+}
+
+void GameUndoRedoExt()
+{
+ ClearPlayerAction();
+
+ tape.pausing = TRUE;
+
+ RedrawPlayfield();
+ UpdateAndDisplayGameControlValues();
+
+ DrawCompleteVideoDisplay();
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+ DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
+ VIDEO_STATE_1STEP_OFF), 0);
+
+ BackToFront();
+}
+
+void GameUndo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ LoadEngineSnapshot_Undo(steps);
+
+ GameUndoRedoExt();
+}
+
+void GameRedo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ LoadEngineSnapshot_Redo(steps);
+
+ GameUndoRedoExt();
}
-static void HandleGameButtonsExt(int id)
+static void HandleGameButtonsExt(int id, int button)
{
+ static boolean game_undo_executed = FALSE;
+ int steps = BUTTON_STEPSIZE(button);
boolean handle_game_buttons =
(game_status == GAME_MODE_PLAYING ||
(game_status == GAME_MODE_MAIN && tape.show_game_buttons));
break;
case GAME_CTRL_ID_PAUSE:
+ case GAME_CTRL_ID_PAUSE2:
if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
}
else
TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+ game_undo_executed = FALSE;
+
break;
case GAME_CTRL_ID_PLAY:
SendToServer_ContinuePlaying();
else
#endif
- {
- tape.pausing = FALSE;
- DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
- }
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
}
break;
+ case GAME_CTRL_ID_UNDO:
+ // Important: When using "save snapshot when collecting an item" mode,
+ // load last (current) snapshot for first "undo" after pressing "pause"
+ // (else the last-but-one snapshot would be loaded, because the snapshot
+ // pointer already points to the last snapshot when pressing "pause",
+ // which is fine for "every step/move" mode, but not for "every collect")
+ if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ !game_undo_executed)
+ steps--;
+
+ game_undo_executed = TRUE;
+
+ GameUndo(steps);
+ break;
+
+ case GAME_CTRL_ID_REDO:
+ GameRedo(steps);
+ break;
+
+ case GAME_CTRL_ID_SAVE:
+ TapeQuickSave();
+ break;
+
+ case GAME_CTRL_ID_LOAD:
+ TapeQuickLoad();
+ break;
+
case SOUND_CTRL_ID_MUSIC:
if (setup.sound_music)
{
}
break;
- case GAME_CTRL_ID_SAVE:
- TapeQuickSave();
- break;
-
- case GAME_CTRL_ID_LOAD:
- TapeQuickLoad();
- break;
-
default:
break;
}
static void HandleGameButtons(struct GadgetInfo *gi)
{
- HandleGameButtonsExt(gi->custom_id);
+ HandleGameButtonsExt(gi->custom_id, gi->event.button);
}
void HandleSoundButtonKeys(Key key)
{
-#if 1
+
if (key == setup.shortcut.sound_simple)
ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
else if (key == setup.shortcut.sound_loops)
ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
else if (key == setup.shortcut.sound_music)
ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
-#else
- if (key == setup.shortcut.sound_simple)
- HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
- else if (key == setup.shortcut.sound_loops)
- HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
- else if (key == setup.shortcut.sound_music)
- HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
-#endif
}