/* dynamically adjust player properties according to game engine version */
game.initial_move_delay =
- (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
INITIAL_MOVE_DELAY_OFF);
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ /* ---------- initialize player's initial push delay --------------------- */
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_push_delay_value =
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
/* ---------- initialize changing elements ------------------------------- */
/* initialize changing elements information */
player->move_delay_value = game.initial_move_delay_value;
player->push_delay = 0;
- player->push_delay_value = 5;
+ player->push_delay_value = game.initial_push_delay_value;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
#if 0
/* --- This is only really needed (and now handled) in "Impact()". --- */
/* do not explode moving elements that left the explode field in time */
- if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
return;
#endif
#else
if ((IS_INDESTRUCTIBLE(element) &&
- (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (game.engine_version < VERSION_IDENT(2,2,0,0) ||
(!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
element == EL_FLAMES)
continue;
MovPos[x][y + 1] <= TILEY / 2));
/* do not smash moving elements that left the smashed field in time */
- if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
object_hit = FALSE;
void StartMoving(int x, int y)
{
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
#endif
}
#if 1
- else if ((game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
(Feld[x][y + 1] == EL_BLOCKED)) ||
- (game.engine_version >= VERSION_IDENT(3,0,7) &&
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
CAN_SMASH(element) && WasJustFalling[x][y] &&
(Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
#else
#if 1
- else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
WasJustMoving[x][y] && !Pushed[x][y + 1])
#else
struct ElementChangeInfo *change = &element_info[element].change_page[j];
if (change->can_change &&
+#if 1
+ change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
change->sides & trigger_side &&
change->trigger_element == trigger_element)
{
+#if 0
+ if (!(change->events & CH_EVENT_BIT(trigger_event)))
+ printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+ trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
change_element = TRUE;
page = j;
#endif
#if 1
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
{
for (i=0; i<MAX_PLAYERS; i++)
{
player->is_moving = FALSE;
}
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
player->LevelSolved = player->GameOver = TRUE;
}
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
if (IS_PLAYER(x, y))
{
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ 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 (IS_PLAYER(xx, yy))
{
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ 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];
if (bad_element == EL_ROBOT && player->is_moving)
continue; /* robot does not kill player if he is moving */
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
continue; /* center and border element do not touch */
CH_SIDE_BOTTOM, /* moving up */
CH_SIDE_TOP, /* moving down */
};
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
#else
if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+ (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
#endif
{
int i = 0;
element = Feld[x][y];
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
- game.engine_version >= VERSION_IDENT(2,2,0))
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
return MF_NO_ACTION;
switch (element)
if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
return MF_NO_ACTION;
#endif
+
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+
+ /*
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+ !player_is_pushing))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ */
+#else
if (!player->is_pushing &&
- game.engine_version >= RELEASE_IDENT(2,2,0,7))
+ game.engine_version >= VERSION_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+ printf("::: push delay: %ld [%d, %d] [%d]\n",
+ player->push_delay_value, FrameCounter, game.engine_version,
+ player->is_pushing);
+#endif
player->is_pushing = TRUE;
element != EL_SPRING && element != EL_BALLOON)
{
/* make sure that there is no move delay before next try to push */
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
player->move_delay = INITIAL_MOVE_DELAY_OFF;
return MF_NO_ACTION;
}
+#if 0
+ printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
+
if (IS_SB_ELEMENT(element))
{
if (element == EL_SOKOBAN_FIELD_FULL)
Pushed[x][y] = TRUE;
Pushed[nextx][nexty] = TRUE;
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
CheckTriggeredElementSideChange(x, y, element, dig_side,
CE_OTHER_GETS_PUSHED);
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
- if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
if (!player->active || !IN_LEV_FIELD(x, y))